forked from tgstation/tgstation
-
Notifications
You must be signed in to change notification settings - Fork 17
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Upd #93
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
## About The Pull Request In my effort to make the /icons/ folder cleaner and more intuitive instead of having to rely on recalling names of stuff and looking them up in code to find them for poor sods such as myself, plus in spurt of complusion to organize stuff, here goes. I've tracked all changes in commit descriptions. A lot still to be done, but I know these waves go over dozens of files making things slow, so went lighter on it. Destroyed useless impostor files taking up space and cleaned a stray pixel on my way. ## Why It's Good For The Game Cleaner /icons/ file means saner spriters, less time spent. Stray pixels and impostor files (ones which are copies of actually used ones elsewhere) are not good. ## Changelog :cl: image: Cleaned a single stray pixel in a single frame of a bite telegraphing accidentaly found while re-organizing the files. /:cl:
## About The Pull Request Gives the bone and ash drake armors a fresh coat of paint Full credit for sprites goes to INFRARED_BARON ## Why It's Good For The Game Old sprite bad new sprite good  ## Changelog :cl: by INFRARED_BARON image: Changes the sprites of bone and ash drake armor (suit + helmet mob/objs) /:cl:
…n#83486) ## About The Pull Request This pr tgstation#82933 reverted the material floor tile sprte to prior version. This restores the new version ## Why It's Good For The Game Three reversions in a month woo Please check diff bots carefully before merging okay thank you. ## Changelog :cl: fix: Material floor tiles once again have their improved sprite. /:cl:
## About The Pull Request Completely removes sentient disease from the game ## Why It's Good For The Game Sentient disease is a unique antag and seems fun on paper, but really doesn't work that well. Sentient disease is a pretty binary antagonist: you either get cured and watch helplessly as you lose all your hosts, or you infect everyone and wipe out the entire station. Its everything bad about conversion antags, but there's not even any fighting. I also don't think any amount of balancing can fix sentient disease. If we make it harder to cure, the disease gets an easier station wipe, but if we make it less lethal, it loses all ability to stop cure generation. The core gameplay pitches the entire crew against one disease, and it's merely a timer before either it gets cured or wipes out everyone This is my latest sentient disease round, where I wiped out the entire station. I only even greentexted because there was one guy on the escape shuttle in crit that barely made it because they had the sense to take spaceilline.  The removal of the virologist lets us balance viruses to be fairer challenges to the player, but as long as sentient disease exists we'll always have to balance viruses somewhat in favor of the enjoyment of the disease blowing your head and making you spontaneously combust. ## Changelog :cl: del: Removes sentient disease from the game /:cl: Hopefully, once we get virology truly sorted out, we can readd sentient disease, but this would require our diseases to have endgoals that aren't focused around killing every person, being widespread while also not being instantly curable. A reworked sentient disease would have to be so different, it's better to leave it out, fix virology and then consider if we can truly add a new sentient disease and have it be fun and fair
## About The Pull Request Removes miasma generating random viruses (in two locations for some reason) Also removes diseases being generated by gibs, which is responsible for a lot of disease spam ## Why It's Good For The Game New diseases are spread through events and virology (and some other minor sources). Miasma and gibs are a source of random viruses that dilutes player response to diseases. It's frankly exhausting curing the disease outbreak, just to see 10 others pop-up. Hopefully we can reduce the madness a bit and place more focus on individual diseases ## Changelog :cl: del: Miasma and gibs no longer generates random diseases /:cl: Something like lung rot could be cool though, but out of scope for the current PR
…Life` (tgstation#83421) ## About The Pull Request Dumps `handle_random_events` in the bin, giving us one less proc in `Life`, that's a free proc call optimization baby. Replaces its only implementation with a status effect conditionally applied when gaining / losing tox dam. ## Changelog :cl: Melbert refactor: Refactored the way high toxins cause you to vomit. /:cl:
## About The Pull Request instead of  will look more like this  also i would like to make it not protrude from the middle of your hud it looks ugly but idk where to put it @Mothblocks ## Why It's Good For The Game anti aliasing smells ## Changelog :cl: image: makes food hud burger icon have a sharp outline /:cl:
…things nicer on clients too (tgstation#83395) ## About The Pull Request Right now parallax is like a quarter of SSinput, which is BAD. It's so high mostly because of the animates we need to do, but also due to the cost of setting screen_loc.  This sucks. The default step is to reduce the poll rate of the effect, but I don't want to do that because it SUCKS. Sooooo how can we optimize. Well, if we stop thinking in terms of screen_loc, which is a string (tree shit) and also unanimatable, and start working in pixel offsets, this'd be a way cheaper. We can make that happen by sticking all our parallax layers on one rock screen object. Then they have relative positions and can be pixel offset (I have stolen this concept wholesale from Ter) This works unreasonably well, roughly a 65% cost reduction. S good shit.  While I'm here... [uses KEEP_TOGETHER to reduce clientside load, makes the flying animation better.](tgstation@5261039) We were individually rendering all like fucking 24 480x480 overlays on all 5 parallax layers, which means we had to apply our transform to EACH ONE. This has GOTTA suck shit for clients, so let's... not? Should help. The existing flying animation makes me depressed. it has some very visible stutter, and jumps around a lot. We can deal with the starting stutter by avoiding starting a new animation on the layer until the old one is finished. This is what was SUPPOSED to be happening, but because we fired one timer for all the layers, they'd desync and jump in ugly ways. This means we need to use one timer per layer, which does induce more cost then I'd like. IDK how I feel about this to be honest. I try and reduce ending weirdness by unscaling time at the end, so different aspects don't slow down at different rates. Speed on the parallax animation was weird, it'd spike up, then dip down in flight. This was because the percieved rate of change from the quad easing was closer to 2x the existing. I've handled this by halving the animation time in the loop Oh also there's no sense calling the update animation proc if we are coming to a stop, and thus have no follow up animation. ## Changelog :cl: LemonInTheDark refactor: I have reworked how parallax and its animations (space travel) work. Please report any bugs lads! /:cl: --------- Co-authored-by: san7890 <[email protected]>
…#83410) ## About The Pull Request Fixes tgstation#83072 by preventing the ability from targeting anchored atoms. Also fixes the logic to only check for obstacles interposed between us and the target, not ones sharing the tile. ## Why It's Good For The Game This is how the ability was already supposed to work ## Changelog :cl: fix: Venus Man Traps cannot use vines to drag around machines or objects that are bolted, welded, rooted to, or otherwise are part of the ground fix: Standing on a table will not prevent you from being grappled by a Venus Man Trap /:cl:
## About The Pull Request This PR makes the computer console's print feature work on a signal instead of wasting paper every string update, changes the flashlight color change to do the same, fixes the on/off signal not turning the console on, and fixes the signal for the console turning off not functioning. ## Why It's Good For The Game Besides the bug fixes, this makes the console components more consistent with every other circuit component. The refactor is to prevent worrying about nulls for colors or errors because of early returns. ## Changelog :cl: fix: computers with no lights can now turn on using the on/off signal fix: RGB lights on PDA circuits now use a signal fix: the is_off signal now works on consoles fix: printing text on a console component now uses a signal refactor: each input signal in console circuits now have their own proc /:cl:
…ion#83417) ## About The Pull Request closes : tgstation#83375 ## Why It's Good For The Game Deleting Heretic rust you are standing on now properly deletes the status effect. ## Changelog :cl: fix: Rust debuffs now gets properly removed if you derust a tile you are standing on. /:cl:
## About The Pull Request Fixes the actual underlying issue that makes images pile up when the cooldown is lower than the fade time. Also, adjusts the fade time to compensate for the new 1 second cooldown, because otherwise you literally don't get an echolocation effect. Things just never vanish. Fixes tgstation#83385 ## Why It's Good For The Game well- current behavior: https://github.com/tgstation/tgstation/assets/25628932/98efda07-5396-4f8c-8460-69231bbfc32e ## Changelog :cl: Fluffles fix: echolocation is less laggy. and works. /:cl:
tgstation#83466) ## About The Pull Request What it says on the tin, this adds logging to nested_logging for autolathes, protolathes, and the mech fabricator. Also quickly renames a variable name within the mech fabricator because this thing hasn't been updated in awhile and it was egregious to me. ## Why It's Good For The Game I wanted to throw together a quick superset chart of what items are printed most often and how often, and was shocked to learn that it wasn't logged in this way. It was recorded somewhat within the silo log, but this is MUCH easier to use all thing considered, so it's an easy fix. ## Changelog No front facing changes.
## About The Pull Request Converts wendigo's abilities into mob abilities, behavior should be almost identical to how it was before. Also gave megafauna the same night vision as normal lavaland mobs since controlling them and being unable to see was difficult while testing. Wendigo's scream and slam were made into global procs so they could be used across these abilities, but if there's a better way to do that I'm open to it. ## Why It's Good For The Game More refactoring to make way for converting these all to basic megafauna. ## Changelog :cl: refactor: Wendigos abilities have been changed into actions that can be added to any mob. /:cl:
## About The Pull Request Capitalizes and adds a period to the inspection text of the cat house. ## Why It's Good For The Game Grammar is good. I like grammar. ## Changelog :cl: spellcheck: Changed grammar in cat_house.dm /:cl:
…keop uplink (tgstation#83644) ## About The Pull Request Title ## Why It's Good For The Game  ## Changelog :cl: PapaMichael spellcheck: Nukie uplinks no longer claim to have nonexistent "Tesla Energy Relays" /:cl:
tgstation#83641) ## About The Pull Request What it says on the tin. If you're not wielding the crusher, rather than forcefully dropping everything in your hands, you simply just don't attack. ## Why It's Good For The Game This was added when the crusher was able to be held in one-hand, before we got the two-handed component. However, for some inexplicable reason there was a noob trap added into that feature that has existed for almost five years. Maybe skoglol had their reasons for putting it in there at the time, but I don't believe this is anything other than unnecessarily punishing in the modern state of the code. A return works just fine. The PR that added it for anyone curious tgstation#45110 ## Changelog :cl: qol: Failing to hit someone with a proto-kinetic crusher one-handedly no longer force drops everything in your hands. /:cl:
## About The Pull Request Introduced in tgstation#83296 (9c58d7d) Args for `generate_status_text()`: `line_y, message, x_offset, text_color, header_text_color, line_pair` The positional args we were feeding it via `/obj/machinery/status_display/proc/update_message()`: `line_y, message, text_color, header_text_color, x_offset, line_pair` This PR just moves `x_offset` to the proper position so we aren't plugging the wrong numbers into the positional arguments. ## Why It's Good For The Game Was likely broken, now it is fixed. In my test case, I found that it would break really weirdly and badly without this fix and worked fine with this fix. Probably due to the keys actually working. Anyways this was almost definitely the correct behavior seeing as x_offset is always the third argument everywhere so ## Changelog :cl: fix: Status displays should now no longer sporadically randomly break when in the custom message mode /:cl:
- [x] tgstation#82282 - [x] map in aux base how the hell did i forget it - [x] fill out maints - [x] properly test the goddamn thing - [x] fix major cameranets - [ ] fix any issues - [x] write a proper pr body ## About The Pull Request adds this map to the map rotation bottom level (24.5.2024)  upper level (24.5.2024)  ## general map details and department stuff - the station is more focused on the bottom level, so falling in doesnt roundremove you - this is an asteroid station, so assistants can larp as dorfs and mine towards the sweet loot - there is plenty multiz usage - service is the center of the station **Service** - Is the center of the station. Arrivals docks directly in the middle of the station next to Upper Service, so bar might get more traffic. Not much different than normal Service, but janitors closet is also present here, he sleeps on the floor. We do not talk about the janitor. Above Bar is Library and Hydroponics with an overlook to look at bar. The Theater has a big curtain and a podium directly in the bar. 29.3.2024  **Civilian** - Also in the center of the station, next to bar. There isnt much to talk about dorms, its pretty normal. **Cargo** - Absence of chutes that go to departments, reminder that mail sorting is a thing. Cargo bay is a big open area with a boutique/shop facing primary hall that starts closed, and Cargo has its own crate elevator. Theres upper Cargo where mining, bitrunning and a secure warehouse is located (There may be a murder scene). The quartermasters office spans two z-levels and is relatively compact. Not much else different from regular cargo. ~~Oh also the QM starts with an empty PML-9 and a mostly functional rocket~~ 29.3.2024  **Medical** - Large centralized medbay, also two z-levels. There is a public waiting room with triage and a reception. There is also an inner elevator for the crippled. There are two medbay-access patient rooms that are unrestricted from the inside, and two operating rooms. Medbay has its own rad shelter. The virologist does not get their own satellite, but is still relatively secure. 29.3.2024 https://i.ibb.co/hs9kKbV/ezgif-1-f7b697b067.gif (large gif) **Command** - AI Sat transit tube access is here. HoP has an open stall facing primary hall, ~~and maybe a piano trapdoor~~ pretty classic bridge, Captain does not get his own office but gets a really comfortable quarters with his own emergency mass ejection for abandoning ship. The council meeting room is present above bridge, with ERT Ferry dock docking inside adjacent to the council room. **Security** - Mostly bottom z level security. Very compact brig cells, and a meeting room that everyone that is related to security may spawn in if youre lucky. Warden has a weapon handout point facing the inner security hall and the equipment room. Reeducation chamber has a shocked grille treadmill. HoS and Warden Room and armory are on the upper z-level, and warden has a VERY good overlook over permabrig. Armory is seperated into nonlethal to mostly nonlethal and lethal. 29.3.2024  **Science** - Also pretty centralized, breakroom with a smoking corner, two z levels and a big overlook. RD office overlooks toxins and bomb site. Genetics and RD Office is on the upper floor, with a science exclusive monkey exhibit. Xenobio is thick due to proximity to bomb site, otherwise normal. 29.3.2024  **AI Sat** - Okay at this point assume any department is multiz. The antechamber is an elevator and the turrets are on said elevator. The elevator may be sent to the top level by engineers, where the AI core is. Telecomms is on the bottom level, and AI core is above it. Contains a borg entertainment room, and also the upload. The elevator being raised is necessary to properly enter AI Room. **Engineering** - Contains a less stale but still average and less than optimal SM setup. Prone to catastrophic disaster. The SM Room is two levels and very open, and CE has a trapdoor directly into the shard. Turbine is above atmospherics, so is the crystallizer. The HFR and main atmos and distribution room are on the bottom level. Piped by **Kendra Hunter**. Contains a built in electrolyzer corner so atmos mains stop gutting the aesthetics to place down some dumb machine. ## Why It's Good For The Game another interesting map into the roster, different from the other multiz maps in the form that you dont get stuck in hell by falling down a hole todo write better section ## Changelog :cl: add: wawastation, the station map /:cl: --------- Co-authored-by: Jeremiah <[email protected]>
## About The Pull Request Puts a disposal unit in the remapped service hall on Icebox ## Why It's Good For The Game You need disposals particularly in rooms with protolathes ## Changelog :cl: LT3 qol: Icebox's service hall has a disposal unit again /:cl:
## About The Pull Request Title. PR tgstation#83187 revamped Metastation's cargo bay. Unfortunately, three of the APCs in the area were disconnected from the powernet: the vault, the cargo lobby, and cargo maintenance. This fixes that. Update: The cargo lobby and maintenance issues were fixed by tgstation#83666, but not the vault. ## Why It's Good For The Game Having areas disconnected from the powernet roundstart is bad ## Changelog :cl: fix: Metastation's vault is now connected to the power grid /:cl:
…gstation#83699) ## About The Pull Request Spacecoin market telegraph was changed so it will not be just sniper scope button icon  ## Why It's Good For The Game Sniper scope icon as telegraph for spacecoin looks shitty, this pr fixes that ## Changelog :cl: code: crab17 telegraph now uses animated spinning telegraph circle instead of sniper scope button /:cl:
…d cave biome needs! (tgstation#83138) ## About The Pull Request Implements biomes into the Cave Generator, using some adapted code from the biomes feature of the Jungle Generator. It's there as a tool for whomever would want to implement it on /tg/, I simply don't have the sprites, mobs and motivation to add biomes to anything at this current point in time, even though I'm fully open to helping anyone that would be interested in doing so. Here's how it works: You supply a 2D list of biomes based on the two arbitrary criteria 'heat' and 'humidity', you can treat these as simply two independent variables that would affect your biome distribution. There's three levels of each, `LOW`, `MEDIUM` and `HIGH`, take a look at `possible_biomes` for a good example of it. Here's what it looks like by default (yes, that's the default on the jungle generator as well, except here we use 3x3 instead of 4x4):  On the `/datum/biome`, you have three important stats, split into two each: flora, features and fauna. They are evaluated in this order, so if a flora spawns, no feature nor fauna will spawn. If a feature spawns, no fauna will spawn, and if fauna spawns, then that's cool. Each of these stats have a corresponding `density` (i.e. `flora_density`), which is simply the probability for that thing to be spawned if it's eligible, and a `types` list (i.e. `flora_types`), which is a weighted list that then gets expanded at runtime in order to make the `pick()` operation faster. The areas you want to have the biomes in also need to have their `area_flags` set up to include `FLORA_ALLOWED` for both flora and features, and `MOB_SPAWN_ALLOWED` for fauna to spawn. The fauna currently does just about every check that is done in `cave_generator`'s `populate_terrain()`, except for handling megafauna differently, or taking megafauna into account. If that's desired, it can be added easily, I simply chose not to add it because it felt like wasted processor time over something that would probably not be pertinent in the majority of cases. I've run a few tests, and keeping in mind that I've got a high-specs computer, generating the caves with biomes takes about 1 second for an entire z-level covered in biomes. For comparison, I compile the repo in about 36 seconds. ~~It may increase the amount of time spent initializing the atoms subsystem, however, I'll need to compare that, I'd really appreciate some help optimizing that if anyone knows how to.~~ It didn't seem to have an effect, I just had seen things a bit weird. I optimized things by moving rust-g calls outside of the for loop, and we gained about 0.3-0.4 seconds, which is pretty nice. ## Why It's Good For The Game Biomes are cool, and since we use mainly cave generators for z-level generation, I decided to add biomes to that, so that the biome code added by floyd lives on. Here's an example of ice box with jungle caves, just as a proof of concept, to prove that it works:  ## Changelog :cl: GoldenAlpharex add: Added Biomes capabilities to the Cave Generator, to allow for procedurally-placed biomes to be introduced in cave generation. This feature is not currently used on any map, but the tools are all there for anyone with the motivation to add biomes to any cave-generating area, like Lavaland and Ice Box. code: Biomes can now affect features (which are usually structures), on top of flora and fauna. /:cl:
## About The Pull Request Disgust vomit knocks you down rather than stunning you. Mitogen Metabolism Factor knocks you down rather than stunning you. ## Why It's Good For The Game > Disgust vomit knocks you down rather than stunning you. With the recent update to rust causing disgust on tiles, you end up vomiting, getting stunned, accruing even more disgust on the tile, vomiting again. An endless cycle of misery. Vomits should suck, but I don't think they should stunlock. > Mitogen Metabolism Factor knocks you down rather than stunning you. Similarly, Mitogen Metabolism Factor makes you vomit when overdosed. This is normally fine, but fermichem always finds a way to ruin things - it can be made via inverse Probital and is a guaranteed chain-stunner for far too little effort. Easy, cheap, hard-to-escape stunlocks are bad.
## About The Pull Request Turns out people don't like DOOM or the armor packaged within, so here's trying to resprite the berserker, adamsuit and wendigo armor on their own, maybe the DOOM armor could be a armorless costume in the costume vendor later on. ## Why It's Good For The Game Better, newer icons, now excluding the unpopular DOOM armor.  ## Changelog :cl: image: New icons for berserker, godslayer and adamantine armor. Removes the old icons. /:cl:
## About The Pull Request These 2 sounds are obnoxiously loud and players have been complaining about it for a while now. Old: https://github.com/tgstation/tgstation/assets/96586172/aa9cd23a-d8a9-4c8e-a7cf-4a075c1e6f8b New: https://github.com/tgstation/tgstation/assets/96586172/501caa95-1721-4a16-af92-fa0529febb8c Keep in mind that is is much louder in game, on video it is quieter because of the recording software. ## Why It's Good For The Game Stepping on a mob shouldn't explode your ears outwards like in a cartoon. ## Changelog :cl: grungussuss sound: frog sounds will no longer explode your ears /:cl: Co-authored-by: Jacquerel <[email protected]>
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
No description provided.