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Upstream fetch #73
Upstream fetch #73
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…#8325) # About the pull request fixes #6963 # Explain why it's good for the game bugfix # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: You can no longer use telekinesis to grab paper from far away. /:cl: Co-authored-by: InsaneRed <[email protected]>
# About the pull request You can now only fill extuingishers with non harmful chemicals # Explain why it's good for the game bugfix # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: Extuingishers can no longer be filled by harmful chemicals /:cl: Co-authored-by: InsaneRed <[email protected]>
…etter vars (#8332) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> # About the pull request fixes #8326 # Explain why it's good for the game bug fix # Testing Photographs and Procedure <!-- Include any screenshots/videos/debugging steps of the modified code functioning successfully, ideally including edge cases. --> <!-- !! If you are modifying sprites, you **must** include one or more in-game screenshots or videos of the new sprites. !! --> <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # 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 label your changes in the changelog. 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. --> <!-- If you add a name after the ':cl', that name will be used in the changelog. You must add your CKEY after the CL if your GitHub name doesn't match. Maintainers freely reserve the right to remove and add tags should they deem it appropriate. --> :cl: fix:Synthetic backpack light now properly turns off on death. code: Removes some one letter vars from smartpack code. /:cl: <!-- Both :cl:'s are required for the changelog to work! --> Co-authored-by: InsaneRed <[email protected]>
# About the pull request see title # Explain why it's good for the game fix # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: fixed cas ammo's icons not updating after ammo transfer /:cl:
# About the pull request fixes #8266 # Explain why it's good for the game bugfix # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: Mutated hive hugger icons work again. /:cl: Co-authored-by: InsaneRed <[email protected]>
# About the pull request Fixes #8320 # Explain why it's good for the game bugfix # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: Dead huggers can no longer be used to hug people /:cl: Co-authored-by: InsaneRed <[email protected]>
# About the pull request <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> uniforms can no longer be removed if you are wearing armor (stripping still works like usual this change only affects your own character) # Explain why it's good for the game Closes #1182 2022 issue lmao # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: Uniforms can no longer be removed if you are wearing a suit on top of it /:cl: --------- Co-authored-by: harry <[email protected]>
# About the pull request see title Closes #8113 # Explain why it's good for the game directional explosions is an unintentional devastating nerf for explosive ot rockets, this fixes that # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: fixed ot rocket's blast wave only going in one direction /:cl:
…, again (#8331) # About the pull request Fixes praetorian acid ball using plasma if you cancelled the do_after unlike #5486 whoever made that sucked # Explain why it's good for the game bugfix # Testing Photographs and Procedure <details> ![image](https://github.com/user-attachments/assets/e54c19a8-8c8a-4aba-aebc-c4e5530d7e4d) Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: Praetorian's acid ball no longer uses plasma if you cancel / do not use it. /:cl: Co-authored-by: InsaneRed <[email protected]>
# About the pull request Fixes #7198 # Explain why it's good for the game We are vending the ASO Jacket, not a bloodbag # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> ![image](https://github.com/user-attachments/assets/60ff79e0-7357-42d9-86c4-2b5b6034b04a) </details> # Changelog :cl: Mikrel0712 fix: ASO Jacket icon in the vendor now shows up as the actual jacket instead of a bloodbag /:cl:
# About the pull request Adds a bunch of career paths for CO's to choose from. practical revive of #3999 with HOPEFULLY better code (probably not) # Explain why it's good for the game RP Fluff, requested by senator and cool stuff is always cool. # Testing Photographs and Procedure <details> ![image](https://github.com/user-attachments/assets/991bba06-729e-43ae-8181-a25116838801) ![image](https://github.com/user-attachments/assets/77fe117f-4df2-462b-b2fd-a61f5ee58f64) ![image](https://github.com/user-attachments/assets/fee566dc-c3f1-4d70-aa75-a986ac6ef37b) </details> # Changelog :cl: add: Adds a bunch of career options for the commanding officer whitelist, currently only used for fluff and RP. /:cl: --------- Co-authored-by: InsaneRed <[email protected]> Co-authored-by: ihatethisengine <[email protected]> Co-authored-by: forest2001 <[email protected]>
fixes #7702 # Explain why it's good for the game synths having their NVGs bug out and blind them is unintended # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> https://cdn.discordapp.com/attachments/490668342357786645/1335745530692894852/Timeline_24.mov?ex=67a14977&is=679ff7f7&hm=60d04e89b300a0fe6019e4dc288d646c5d7450061a3f9f8996885c73437387ca& </details> # Changelog :cl: fix:Synth NVGs no longer bug out and blind them /:cl:
…8342) # About the pull request fixes: #8339 cant buy strains while zooming anymore # Explain why it's good for the game bugfix # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: Fixes boiler speed being stuck if you buy a strain while zoomed in /:cl: Co-authored-by: InsaneRed <[email protected]>
# About the pull request <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> QoL good , Bug = bad # Explain why it's good for the game # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: Queen no longer stomps on dead and resting xenomorphs /:cl:
# About the pull request fixes #8285 replaces the Security Cabinet in the Office with a regular one. # Explain why it's good for the game Colony cabinets magically spawning with USS Almayer information is bad. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: maptweak: Replaced the Security Cabinet in the Security Office on LV624 with a regular Cabinet. Almayer Crew Records should no longer spawn. /:cl:
# About the pull request fixes #7287 You can now slash airlock assemblies apart # Explain why it's good for the game bugfix # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: Airlock assemblies are no longer unslashable. /:cl: --------- Co-authored-by: InsaneRed <[email protected]> Co-authored-by: harry <[email protected]>
# About the pull request fixes #8319 You can no longer apply the black holocard to people who are still revivable # Explain why it's good for the game bugfix # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: You can no longer apply the black holocard to people who are still revivable /:cl: --------- Co-authored-by: InsaneRed <[email protected]> Co-authored-by: harry <[email protected]>
# About the pull request for some reason a faction designation is necessary now # Explain why it's good for the game fixes a bug # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: fixes an issue with CO's not being able to access the techweb, tacmap and get their icon. /:cl: --------- Co-authored-by: InsaneRed <[email protected]> Co-authored-by: forest2001 <[email protected]>
…res no other canditates. (#8299) # About the pull request closes #7993 as commented by #7993 (comment) # Explain why it's good for the game Should stop people from de-evolving from drones etc to stop delaying <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: add: You can no longer devolve from being a drone as the last xenomorph alive /:cl: --------- Co-authored-by: InsaneRed <[email protected]>
# About the pull request CMB Fax Responders start as a Deputy, then rank up to Marshal at 25 Hours (Silver Medal for you ungabrains) # Explain why it's good for the game Rank Consistency is good, Fax Responders should start as a relatively lower rank, THEN get the big dick rank once they actually play it for a while, this is already done for the WY, UA, UPP, and TWE Responders, why not CMB too? # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: add: CMB Fax Responders now start as a Deputy, then rank up to Marshal at 25 Hours of Playtime. /:cl:
# About the pull request This PR is an new unit test to ensure all areas have a single APC if the area has machines that require power. This test runs two times. Once during lobby, and then again after game start. This is so maps can be tested without nightmare inserts too. To run a unit test pre-game, it just needs to set the `stage` var accordingly. The reason why I duplicated the `/Run` proc is just so the TG test explorer would detect it in its regex. # Explain why it's good for the game When an APC is not present, it is effectively always powered (at least if that powernet has power). An area can explicitly allow this (or force unpowered), but if it doesn't then it ought to have a single APC. # Changelog :cl: Drathek Nanu add: Added unit test to check whether areas needing power have a single APC add: Unit testing can now be performed during pre-game fix: Fixed various machines that didn't actually use power still marked as requiring power fix: Fixed /obj/structure/closet/secure_closet/freezer/industry not properly using the area's power maptweak: Fixes, adds & changes areas on all maps to make more sense. maptweak: Fixes areas that should have APC's getting them, also fixes areas that had more than one APC. maptweak: Minor bugfixes, and moving some non-significant objects around. /:cl: --------- Co-authored-by: Nanu308 <[email protected]>
# About the pull request Purpose of this PR is to refactor and modernize security records console code. Security records console (and other records consoles overall) have been not updated properly for long time and contain a lot of technical debt. A lot of functionalities were not intuitive, didn't work properly or didn't work at all. This PR tries to fix that and basically changes most of the security console code, at the same time keeping core functionalities working the same/as they should. I've tested my changes locally, but testing under higher load would help ensure stability. # Explain why it's good for the game Core of the console functionalities didn't change much, but it's quality of life improvements. Players are now able to use modern UI while accessing security records console. It provides better user experience, handles states and inputs in modern way. Records fields updates and validation are now more generic and extendable. It creates good base for future features, as code is now easily manageable and maintainable. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Reworked Security Record view ![image](https://github.com/user-attachments/assets/9ac9d0af-4519-440e-9980-540f05888e56) Reworked Security Records list ![image](https://github.com/user-attachments/assets/a9c39b28-11ce-4e16-bba8-71d41166bda2) Reworked Fingerprint Scanner view ![image](https://github.com/user-attachments/assets/f886756f-f97b-4da7-baed-97ccf2eb82c7) Assigned icons for fingerprints and security records ![image](https://github.com/user-attachments/assets/d6e13f95-19f2-48a4-926f-3ad5be087dc3) Custom mugshot photo interface ![image](https://github.com/user-attachments/assets/64745745-c240-4329-9ad0-bc806beb48f8) </details> # Changelog :cl: add: migrate security records console to tgui fix: highcom cannot change rank in record fix: photo in security records console does not show fix: photo in security records console cannot be updated fix: fingerprint scanner report cannot be viewed if clue detector is not ejected and cleared qol: add focus and listen on enter in inputs of security console qol: add cursor pointer to TGUI Button component refactor: refactor security records console code code: security records client side sorting and filtering /:cl: There are many more, but I don't want to bloat this PR changelog --------- Co-authored-by: harry <[email protected]>
Reverts #7334 i actually think it was good and useful that it told players the next steps when they were attempting to press the button again
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> # About the pull request It's possible for lockers to be both opened and locked at the same time, and the code won't let you close or unlock them in this state. I don't know what allows them to be opened and locked in the first place (probably an issue with the automatic stuff that happens when going to and from red alert). In any case we should let people unlock if this happens. # Explain why it's good for the game mitigates bug # Testing Photographs and Procedure <!-- Include any screenshots/videos/debugging steps of the modified code functioning successfully, ideally including edge cases. --> <!-- !! If you are modifying sprites, you **must** include one or more in-game screenshots or videos of the new sprites. !! --> <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # 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 label your changes in the changelog. 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. --> <!-- If you add a name after the ':cl', that name will be used in the changelog. You must add your CKEY after the CL if your GitHub name doesn't match. Maintainers freely reserve the right to remove and add tags should they deem it appropriate. --> :cl: fix: mitigates bug where you can't close or unlock an opened locked locker /:cl: <!-- Both :cl:'s are required for the changelog to work! -->
# About the pull request Makes the frequent announcements about souto being 5% more expensive or whatever not play sound for anyone. (Also tried to improve the one letter var situation) # Explain why it's good for the game I feel like playing interference.ogg for such a frequent fluff-RP "event" a little annoying and pointless. (If the consensus is that I'm being a grinch then you can reject this PR, no problem.) # Testing Photographs and Procedure I did test it on local and it worked. # Changelog :cl: sounddel: the vendor inflation event no longer plays sound /:cl:
# About the pull request Allows Yautja to source their tracking location from an active falcon drone. # Explain why it's good for the game Can already mark from the drone, difficult to accurately mark remote gear carriers if the location is relative to the original Yautja mob. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: add: Yautja can now track gear relative to their active falcon drone. add: Yautja can now mark through walls and don't need direct line of sight. /:cl:
# About the pull request closes #7079 hopefully Makes restocking attackby instead of draging on # Explain why it's good for the game fixes are good # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: fixes being able to infintely dupe weapon attachements /:cl: --------- Co-authored-by: InsaneRed <[email protected]>
# About the pull request #8349 causes the boatswain sound announcements to get signed by '1' - woops - this aims to fix that # Explain why it's good for the game i hate 1 # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: fix: minor signature bug fixed with 'all hands on deck' announcements /:cl:
# About the pull request Adds camera, camera film, tape recorder, clue scanner to SecTech. Changes ads/slogans to be in line with the coding of other vendors (well, with the Eat an EAT vendor anyways, I know that vendor works). # Explain why it's good for the game I feel like these items are all things that lead to HRP behavior, and so I don't think any of these additions would be controversial - am I wrong? Also shoutout to #8191 for making it so adding photos to security records works! It's very cool, and it's what led me to make this PR. And the ads/slogans thing is a bug, I think these are never broadcasting. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: qol: Adds camera, camera film, tape recorder, clue scanner to SecTech. fix: Code fixed for sectech machine ads/slogans. /:cl:
# About the pull request ![goonreduxdeux](https://github.com/user-attachments/assets/16e79ce4-9e64-47f9-82c9-7be1d4b7f8ff) Adds engi, medic, and TL to corp dome nightmare insert. Changes some other fluff stuff like factions so they appear in the WY tab and the MD in the insert doesn't ping on goons. Adds flavor uniforms for goon med and engi with different sprites (credit to vandie) # Explain why it's good for the game engis and medics and TLs incentivize people to stick together and cooperate with their fellow man instead of hiding or running off or whatever. facilitates more interesting roleplay. Everything else is minor detailing and fluff like faction tabs and alt uniform sprites. # Testing Photographs and Procedure <details> <summary>In game</summary> ![engimed](https://github.com/user-attachments/assets/60a1c1cd-b82e-4ae1-8d58-d997809c51dc) </details> # Changelog :cl: add: Goon Medic imageadd: New alt uniforms for goon techs and medics maptweak: Corporate Dome nightmare insert now has a medic, engi, and TL. /:cl: --------- Co-authored-by: Blundir <[email protected]>
Reviewer's Guide by SourceryThis upstream fetch PR integrates a diverse set of changes pulled in from upstream. Major modifications include a completely overhauled TGUI-based security records interface; a refactor and expansion of USCM CO equipment presets—including a new goon medic preset and multiple career-path variants; the introduction of a chat reliability layer with sequence tracking and resend logic; standardized explosion and shrapnel parameter naming; widespread adjustments to power requirement flags on areas and machinery; and a host of minor bugfixes and cosmetic improvements. Class Diagram for USCM CO Equipment Presets with Career Path VariantsclassDiagram
class USCM_CO {
+gear_preset
+gear_preset_whitelist : map
+check_career_path(client)
}
class USCM_CO_Infantry {
+preset : EquipmentPreset
}
class USCM_CO_Intel {
+preset : EquipmentPreset
}
class USCM_CO_Medical {
+preset : EquipmentPreset
}
class USCM_CO_Aviation {
+preset : EquipmentPreset
}
class USCM_CO_Tanker {
+preset : EquipmentPreset
}
class USCM_CO_Engineering {
+preset : EquipmentPreset
}
class USCM_CO_Logistics {
+preset : EquipmentPreset
}
USCM_CO <|-- USCM_CO_Infantry
USCM_CO <|-- USCM_CO_Intel
USCM_CO <|-- USCM_CO_Medical
USCM_CO <|-- USCM_CO_Aviation
USCM_CO <|-- USCM_CO_Tanker
USCM_CO <|-- USCM_CO_Engineering
USCM_CO <|-- USCM_CO_Logistics
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About the pull request
Подтягиваем изменения
Explain why it's good for the game
Testing Photographs and Procedure
Screenshots & Videos
Put screenshots and videos here with an empty line between the screenshots and the
<details>
tags.Changelog
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code: upstream fetch
/:cl:
Summary by Sourcery
Update security records console to use TGUI, add chat reliability layer and make various bug fixes.
New Features:
Tests: