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Upstream fetch #73

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wants to merge 84 commits into from
Closed

Upstream fetch #73

wants to merge 84 commits into from

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PhantornRU
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@PhantornRU PhantornRU commented Feb 7, 2025

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

🆑
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:

  • Implement a chat reliability layer to ensure message delivery.

Tests:

  • Add unit tests for areas needing power.

Red-byte3D and others added 30 commits February 4, 2025 15:00
…#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]>
cmss13-ci bot and others added 28 commits February 5, 2025 17:15
# 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]>
Copy link

sourcery-ai bot commented Feb 7, 2025

Reviewer's Guide by Sourcery

This 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 Variants

classDiagram
    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
Loading

File-Level Changes

Change Details Files
Security Records Interface Refactor and TGUI implementation
  • Added a new TGUI panel (SecurityRecords.jsx) to display and interact with security records data including personal, medical, and security fields.
  • Introduced functionality for updating photos, editing record fields, adding/deleting comments, and printing records from the UI.
  • Added a corresponding SCSS file to style the new security records interface.
  • Modified supporting backend code to package records data, pass scanner fingerprint data, and update UI via TGUI.
tgui/packages/tgui/interfaces/SecurityRecords.jsx
tgui/packages/tgui/styles/interfaces/SecurityRecords.scss
code/controllers/subsystem/chat.dm
code/datums/chat_payload.dm
USCM Commanding Officer Equipment Preset Redesign
  • Introduced a new equipment preset file (uscm_co.dm) that consolidates and refactors CO loadouts.
  • Added multiple career-path variants (Infantry, Intel, Medical, Aviation, Tanker, Engineering, Logistics), each with council and leader (plus) sub-variants.
  • Included new uniform configurations for goon medics, technicians and leaders.
  • Updated client preferences to allow selection of a command career path.
code/modules/gear_presets/uscm_co.dm
code/modules/client/preferences.dm
Chat Reliability Layer Integration
  • Implemented sequence numbering for chat payloads and stored message history per client.
  • Added logic to handle message resends when sequence discrepancies are detected.
  • Updated the chat subsystem (both server and TGUI backend) to use the new chat payload model and send immediate payloads with reliability checks.
code/controllers/subsystem/chat.dm
code/datums/chat_payload.dm
tgui/packages/tgui/backend.ts
code/__DEFINES/chat.dm
Explosion and Shrapnel Mechanics Updates
  • Renamed and standardized 'angle' parameters to 'shrapnel_spread' and added an optional 'hit_angle' parameter for explosive objects.
  • Updated explosion-related procedures and calls such as create_shrapnel to use the new parameter names.
  • Modified explosive item definitions in several files (explosive.dm, mine.dm, plastic.dm, warhead.dm, rocket.dm) for consistent behavior.
code/game/objects/explosives/explosive.dm
code/game/objects/explosives/mine.dm
code/objects/shrapnel.dm
code/datums/ammo/rocket.dm
code/modules/reagents/Chemistry-Holder.dm
Area and Machinery Power Requirement Adjustments
  • Updated numerous area definitions to set 'requires_power' (or similar flags) to FALSE instead of numeric 0.
  • Adjusted machinery and structural objects (APCs, cameras, constructable frames, IV drips, storm sirens, etc.) to include explicit 'needs_power = FALSE' when appropriate.
  • Ensured that areas with 'always_unpowered' or 'unlimited_power' are correctly excluded from standard power checks.
code/game/area/BigRed/BigRed.dm
code/game/area/Corsat.dm
code/game/area/LV522_Chances_Claim.dm
code/modules/power/apc.dm
code/game/machinery/computer/hybrisa_slotmachine.dm
code/game/machinery/constructable_frame.dm
Miscellaneous Bugfixes and Cosmetic Improvements
  • Adjusted paper templates and changelog entries to modify spacing and margin styles for improved readability.
  • Fixed minor bugs such as signature formatting in 'all hands on deck' announcements and corrected sound frequency ranges for minor effects.
  • Updated button styling (added cursor pointer) and other CSS fixes in Button.scss.
  • Addressed various minor code cleanups and one-letter variable removals to improve readability and maintainability.
code/modules/paperwork/paper.dm
tgui/packages/tgui/styles/components/Button.scss
code/game/sound.dm
code/__DEFINES/job.dm

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@PhantornRU PhantornRU closed this Feb 7, 2025
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