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Orb update 202-01-24 #759
Merged
lizardqueenlexi
merged 312 commits into
lizardqueenlexi:orbstation
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Profakos:orb-update-2025-01-24
Jan 25, 2025
Merged
Orb update 202-01-24 #759
lizardqueenlexi
merged 312 commits into
lizardqueenlexi:orbstation
from
Profakos:orb-update-2025-01-24
Jan 25, 2025
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## About The Pull Request Updates the Unnamed Turreted Outpost space ruin ![image](https://github.com/user-attachments/assets/1b60c320-437e-45a1-84e3-938c3e6eb6ea) Old version: ![image](https://github.com/user-attachments/assets/58c37c44-106e-409e-92db-6ff43a35e23a) It has received a slight improvement in loot quality (SC/FISHER disruptor in the armory and a couple of syndicate corpses - one with a neat black ID!), but also an increase in difficulty in form of more turrets with heavier armor, and some locked doors! Get those multitools ready! ## Why It's Good For The Game Its a rather outdated and plain-looking ruin, last updated when its' camera bug got replaced with a floppy disk. This should make it look nicer and more alluring to space explorers. ## Changelog :cl: map: Updated the Turreted Outpost space ruin /:cl:
…n#88931) ## About The Pull Request Sometimes I like doing a little bit extra for the station, especially when I find things difficult to figure out (curse you science!). It helps to at least get something done to reduce friction and let new ideas flow. This is one of those cases. ## Why It's Good For The Game Well, it's a small change of scenery that I feel some will get a kick out of. Not really trying to do the whole Holiday thing, just more like, hey, it's January, and I'm freezing my butt off since it finally got cold, and my heater is kaput, lets add some ice to the old gal'. No doubt that this'll get old in no amount of time, but I'll have something else ready to go that'll remove this and do something cooler. So basically you can expect some Snowy decals all around Birdshot until I unfreeze my ass and shuffle some things on the station map. I need to work on command a tad bit so I can free up some space for Science, but that's really not what this PR is about. Enjoy the snow folks! ## Changelog :cl: map: Who turned down Birdshots Thermostat? /:cl:
## About The Pull Request Error sprite bad ## Changelog :cl: fix: Fixed camouflage implant missing icon /:cl:
## About The Pull Request Assembly shells now use power from whatever machine/borg/mech/modsuit they are attached to the wires of, instead of their own power cell, when appropriate. As for the meat of this PR, circuit wirenet components function like NTnet and NFC components, but their signals are transmitted across whatever cable network the shell (or in the case of assembly shells, the machine or button it's inserted into) is connected to. These components are available with roundstart tech. ## Why It's Good For The Game Provides a somewhat intuitive way to make circuit networks that aren't dependent on external factors to continue functioning. NTnet components require a functional NTnet relay, which usually means they need telecomms to be working. NFC components have a range limit, and you need to provide a specific reference to the circuit being communicated with. Wirenet components, on the other hand, just need the shell to be anchored (or for assembly circuits, the thing whose wire it is attached to), and for the shell to have a cable under it. Also might indirectly provide a reason to use cable layers other than the default one. ## Changelog :cl: add: Adds circuit wirenet components, allowing data to be transmitted and received over cable networks. qol: When attached to a machine, mech, modsuit, or borg, assembly circuit shells will use power from those instead of the circuit's own cell. /:cl:
… for modsuits (tgstation#88751) ## About The Pull Request the module doesn't actually show the visor thanks to the fact that the module is not actually active at any point, which the visor attempts to check for also the color of purple was like WAY too dark it was practically black on every modsuit ## Why It's Good For The Game it'd be cool if it actually worked and you could actually see it ## Changelog :cl: fix: fixes plasma stabilizer module not showing a visor on modsuits fix: makes the plasma stabilizer module actually visible fix: makes rave module grey by default as it was meant to be /:cl:
…not calling it like 50 times per update call (tgstation#89019)
## About The Pull Request Adds a pair of nuar glasses in detdrobe premium tab, which makes them see the world in black and white colors.
## About The Pull Request It just fixes a small typo i caught while testing other things on my private server. ## Why It's Good For The Game TYPOS BAD. ENGLISH GOOD.
## About The Pull Request balloon_alert is async and thus should not be called on objects that are about to qdelete
## About The Pull Request Add `span_class` macro to use instead of <span class='class'> (now only used for changes I made to radio examine). Make radio channel tokens info from headset examine more readable by color coding and displaying it in list format. Currently set broadcast frequence is also color coded and bold. ## Why It's Good For The Game It's now easier to understand headset examine info :D <details> <summary> Before </summary> ![image](https://github.com/user-attachments/assets/6b5d7533-6b8e-47b9-9cd2-7c7a92552ca2) ![image](https://github.com/user-attachments/assets/7fcbde2b-0817-4db6-aca8-d15c17d708be) </details> <details> <summary> After </summary> ![image](https://github.com/user-attachments/assets/6e9a7156-9c76-4843-8a45-7fce752a7b27) ![image](https://github.com/user-attachments/assets/50e5fb70-eb18-4fc5-803a-070774c73ccf) </details> ## Changelog :cl: qol: tokens and channel names in radio headset examine are now color coded and display in list format qol: broadcast frequency in examine is also color coded code: add new `span_class` macro /:cl:
## About The Pull Request This PR adds the fish pun speech filter to space carp. This was originally added and implemented for crabs and lobsters but it seems like it should be fine on space fish as well. Space Dragons don't have this because Dragons are more refined than the riff-raff and take classes on proper diction. ## Why It's Good For The Game For some reason space carp can speak common if they are sapient. Most sapient space carp come from space dragon rifts so it's useful for them to be able to speak to each other and coordinate. I think it's kind of weird that they can talk to the crew to be honest, but it's probably more fun that they can. That said, if they are going to be able to communicate with the crew then they should have to talk like a fish. ## Changelog :cl: add: Space Carp now have a more distinctive accent when speaking Common. /:cl:
…tation tests (tgstation#89026) ## About The Pull Request this stops gibs from being streaked from spawners during unit tests, as there's a chance it might just go into space, causing a mapping nearstation test failure. there's already a precedent for the "just disable it during unit tests" solution with tgstation#87878 ## Why It's Good For The Game flaky tests bad :3 ## Changelog no player-facing changes
## About The Pull Request An alternate to tgstation#89040 ![Screenshot 2025-01-12 035024](https://github.com/user-attachments/assets/230e599a-8cae-4dba-8dee-4e9975b7a61e) Refactors the UI Adds scrollbar to section rather than window so that the title doesnt disappear Gives more contrast to the window's main content section Tooltip now shows closer to the mouse. It was far off in some cases Functions! ## Why It's Good For The Game Fixes a ui bug ## Changelog :cl: fix: Fixed icon spacing in the late join menu. /:cl:
…hen perceived food quality is too high (tgstation#89011) ## About The Pull Request When going through runtime logs earlier, I noticed the edible component's examine logic would have an index out of bounds runtime whenever a lizard were to observe a piece of stinging flatbread. This seems to be because its `examine(...)` proc would call `get_perceived_food_quality(...)`, getting an `8`, and then use the resulting value as an index for `GLOB.food_quality_description`, while the highest value for such is `FOOD_QUALITY_TOP = 7`. Trying to find similar issues I noticed `checkLiked(...)` would cap it to `min(food_quality, FOOD_QUALITY_TOP)` before running anything that cared about it. So in this pr we just move that `min(food_quality, FOOD_QUALITY_TOP)` call into `get_perceived_food_quality(...)` right before it returns, catching all our potential out of bounds issues. This fixes our issues. ## Why It's Good For The Game Fixes jank. ## Changelog :cl: fix: Examining edible items with too high of a perceived food quality no longer runtimes and actually displays a food quality message. /:cl:
## About The Pull Request tgstation#82676 Added medipens into deepfryer blacklist as it allowed them to be filled with custom reagents. Xenobio autoinjectors that are made from industrial crossbreeds function very similarly to medipens with few differences. However, they have a different typepath from medipens so they were not included in the original PR. This adds them into the blacklist too. ## Why It's Good For The Game Xenobio autoinjectors are not ment to be filled with custom reagents, this fixes that. ## Changelog :cl: fix: Xenobio autoinjectors, such as mending solution from industrial purple crossbreed, cannot be deepfried and thus filled with custom reagents using saltshaker anymore. /:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Fixes tgstation#89060 and a few other inconsistencies that I think aren't reported yet. In particular, these are: - Ordering the Stargazer to attack a window, machinery, and essentially anything that isn't a wall or person will result in refusal. This behavior was different. - The spell to remotely command the Stargazer doesn't work. - The shift-hover radial menu is weirdly offset. I'm still trying to figure out what makes the mob not attack windows unlike before, so I'll set it as a draft until I fix it. ## Why It's Good For The Game Summoning an elder god bound to your will would be even better if it was actually bound to your will. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> :cl: fix: The Stargazer, a cosmic heretic's ascension, can be properly commanded once more. code: Basic mob pets can now target objects, or objects and walls by using two new targeting strategies. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## About The Pull Request Refactors the communications console into typescript. Removed a uselocalstate. I tried not to dig too deep, this is an ugly UI tbh. I cleaned up some of the logic (the changing alert level state was weird) and broke it up into files / components where possible. Style wise, only the purchase shuttle screen looks slightly different, with the "back" button and the budget now occupying the same section. ## Why It's Good For The Game Code quality ## Changelog N/A
## About The Pull Request This is the reagent library that can be accessed from the dispenser. Cool ui btw! Removes uselocalstate as its deprecated Converts the entire UI to typescript Breaks up the file into a directory (its >500 LOC) Some code stylistic choices ie arrow functions -> function declarations ## Why It's Good For The Game Code quality + typescript ## Changelog N/A
…tgstation#89108) ## About The Pull Request Due to pr tgstation#88960 (a very good pr that I fully support) making ethereal hunger not jank, a side affect was that they become hungry a bit faster than prior. Because of this, voltaic wine, which was balanced around the old drain rate, only manages to outpace the hunger drain if you absolutely chug it constantly, and even though its very weak alcohol, trying to get full off it will probably end in a trip to medical as it stands. (Source: I had to go to medbay two rounds ago because I drank three bottles of it.) This PR just makes it actually able to drink it and gain net charge, without needing to get toxin medicine from being really drunk. ## Why It's Good For The Game Ethereals being able to literally live off booze if they want is funny, and given they can eat from omnipresent APCs or Lightbulbs, it's not like this drastically impacts the balance of their access to food. ## Changelog :cl: qol: Ethereals can now live off wine again. /:cl:
## About The Pull Request Given there's about a decade of web development between 515 and 516, it's no wonder tgui say would have some incompatibilities with 516. This PR fixes just that, converting it to a functional component (overdue), and tweaking the style just a bit. I've made it backwards compatible, it just switches components once Blink engine is detected Updated styling ![brave_D73u6lPI2a](https://github.com/user-attachments/assets/97c6d22a-2223-47f0-ad20-b463474dd540) Themed scrollbar for 516 ![brave_yz9lNdtxlP](https://github.com/user-attachments/assets/c699878f-b801-4db3-a568-416a4b3afe4b) ## Why It's Good For The Game 516 compatibility, "better" ui ## Changelog :cl: fix: TGUI Say window has been tweaked slightly to look and run cleanly. /:cl:
## About The Pull Request Refactored much of the character prefs menu to simplify it with a hooks based approach. Should (maybe!) make it open faster, or at least provide some sort of loading feedback that it's fetching the preferences. Sorted files and renamed arrow functions (go away!) <details> <summary>before & after</summary> Before: https://github.com/user-attachments/assets/e6d33cb4-2a79-4420-86d9-2a7ad4e8e968 ~~After~~: https://github.com/user-attachments/assets/c2a41e83-6da1-4f6f-a242-c0640c3d8ed3 Updated, made it non blocking, now with some skeleton action: https://github.com/user-attachments/assets/f99fba17-7dec-4982-be68-024473fee885 </details> ## Why It's Good For The Game Code quality + modern react + (maybe!? performance) ## Changelog :cl: fix: The character preferences menu has been greatly refactored, hopefully opening faster. /:cl:
## About The Pull Request Converts the tech web into typescript, removing uselocalstate, moving it into separate files (huge!) It should look and function exactly the same. ## Why It's Good For The Game Just a massive file getting properly typed and sorted makes it easier for this UI to digest & get the DMIcon treatment, which it needs, as it might be our slowest UI uselocalstate is also deprecated in favor of real hooks ## Changelog N/A
Co-authored-by: Kyle Spier-Swenson <[email protected]>
…ve global procs to `cameranet` datum (tgstation#89087) ## About The Pull Request Replace bubble sort with timsort for cameralist Move cameralist related global procs to `cameranet` datum Other minor code cleanup things ## Why It's Good For The Game Cameralist reads for UIs are now more performant ## Changelog :cl: refactor: replace bubble sort with timsort for cameralist, move global procs to `cameranet` datum /:cl:
lizardqueenlexi
approved these changes
Jan 25, 2025
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Touched by both:
Quirks.dm
Major changes:
Removed our override that made roundstart reports 100% accurate when threat was 100%, because it is now always 100% accurate
Moved medkits to the new sprites, abandoning the old overrides
get_mob_heigth() got replaced with mob_heigth
The preferences menu has been refactored, its files moved. Please alert me if anything has been not restored and lost.
You can no longer gain psychotic brawling randomly.
Biodome:
Station alert consoles show only alerts originating from the station, properly filtering out alerts from ruins.