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TGU TEST #15
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TGU TEST #15
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Only really relevant for items on the same tile as the monkey.
This fixes the bus ruin, the citrus fruit is in the driver's seat now
* Add additional functionality and logging to update paths script * Fix incorrect APC pixel offsets
* my l key broke while making this it was very annoying * removes rogue pixel_x/y 0's * shizbot * too many intercomms ruins the station
* FuCK * Adds far too many haircuts. Help. * Update sprite_accessories.dm * Update human_face.dmi * Update human_face.dmi * Update human_face.dmi
* 1 * dont commit this * commit this * commit erefasdagsdbsvrsccsdsdfsdfs * changes * fdf * fixes bullet_act * obj_break * (____Y____)
Removes redundant tech fab/lathe from atmos, as well as the pipe dispensers. put 2 rad suit lockers and a regular fire locker in their place. CE's windows are electrified.
Currently pAIs cannot be configured for DNA and secondary directives while inside a PDA. If I need to eject my pAI from my PDA, why would I want to drop it on the floor, especially when it hasn't been configured? An activated pAI is too valuable to drop from your PDA directly to the ground.
This PR standardizes cable colors: Power source to SMES is red, SMES to main grid is yellow. Cables that can connect the main grid to AI sat/telecomms sat are cyan. It also fixes some odd wiring at the Pubby incinerator, the zoo ruin and the BMP ship ruin. This would probably be a good testmerge candidate, since it touches a lot of map code. Aside from the three files where I tweaked/fixed cables, the only effect should be different colors. Cable colors are all over the place, which causes a lot of confusion for players that haven't memorized every single area's cable layout. Cables are probably the smallest and most annoying objects to interact with ingame, so what they're doing should be obvious at first glance. I chose red for power source -> SMES wires, since these are most likely to really hurt when you touch them. Yellow is IMO the best color for the main grid, since it doesn't overlap with scrubber pipes like red cables do.
Forgot to add this when I changed it to regex.
It seems it was intended to make movement cost a bit of hunger per tile, but was actually only happening while you were floating (despite the comment saying it should be easy). This reverses that so it's now working as intended. Testing shows this increases nutrition by about 5.6 per minute of non-stop (non-floating) running movement. Walking cuts this cost by more than half as not only do you cover fewer tiles in a minute, but walking also costs half as much in tile-tile movement. If you're on meth, expect to get quite hungry from zooming around the station like a madman at 300 mph, which I think makes quite a bit of sense.
pAI cards will now provide updates about available personalities even when in a player's inventory. Improves the pAI matchmaking system, making personalities more likely to be noticed and downloaded.
Throw it at salty greytiders you toolboxed. Also useful for ghettochem.
adds logging to spraybottle usage. spraying in general is logged in game to track people spreading plasma/lube/whatever. theres transferring reagents to people via spraying logged in attack.
* [SDQL2] Adds selector arrays * SDQL2 documentation spec updated slightly * SDQL2 selector array docs + tweaks If a single list is the only result of a MAP statement, meaning objs.len == 1, AND it's a list, it will unwrap the result from its containing list and return it directly. The selector array logic keeps track of the state of the query when it starts the first Search. It won't change the state back to Execute until the top-level is reached, which sets a var to keep track. * SDQL2 MAP change from objs.len to length(objs) * [SDQL2] Reverts MAP list unwrap * [SDQL] Move (expr) from expr, unary_expr to var This should result in the same functionality but instead of expressions and unary_expressions processing sub expressions, variables do This means that expression->value->variable is now completely recursable * [SDQL2] Update selector list documentation
* Update miscellaneous.dm * Update miscellaneous.dm
* Adds Champagne, Bug Spray, and Wizz Fizz Three new drinks. How did we not have champagne already? * REEEE COMMA REEEEE * Fixing stupid mistake and beginning BUG fixing Observe good pun * Less direct referencing of vars and defines Also screaming * Adds applejack, fixes small errors in coloration Horsepuns HONK * Adds sprites, includes sprites for bottles of champagne/applejack Does what it says on the tin. * Adds sprites. * Fixes champagne and applejack being nice drinks. * Adds bottles for the new pure drinks Does not add them to the boozeomatic yet. * Switches to Nemvar/Kryson sprites These are better. Also it means wizz fizz is animated. * nerfs bugspray * Nerfs Wizzfizz and Bugspray, adds Jack Rose see title * Changes how wiz is checked, removes vestigal code, FUCK * Changes screaming to on_mob_add like ATATH suggested earlier and cleans up healing code *scream * Adds applejack and Champagne to Booze-o-mat
…objective (#43624) * Update hivemind.dm * yikes
* Adds a few more golem names * Update golems.dm * Removes overridden bananium golem special names, adds "Bottle"
* Update hardsuit.dm * Update hardsuit.dm
This is not really a big change since there's almost certainly walls around the door.
I'm doing a lot of work on the pAI stuff right now and mad props to whoever set the loudness booster up, but this typo is killing me every time I see it.
The "Hyphema" virus symptom now makes eyeballs fall "out of" their sockets and not "off" them.
* Adds chromosome interactions with more mutations * Makes upgrades affect printing cooldown * Fixes a runtime with monkey dna and human eyes
* Gave service headsets to jobs that report to HoP (not assistants, obviously). Created a headset and encryptionkey for lawyers that is sec service (similar to genetics) * Typo * Less copypasta more sensemaking
…3540) * desaturate TGUI buttons instead of disabling when status is UI_UPDATE * TGUI buttons changed to stripped-out style and never fully grey out
* Automatic changelog generation for PR #42911 [ci skip] * x * nonlethal * copypasta strikes
…3502) * Ghosts can analyze gas mixes and some new objects can be analyzed * Replace show_air_status_to with atmosanalyzer_scan
* Remove live eggs from xeno nest lavaland ruin * Remove dead facehuggers from xeno lavaland ruin
* progress bar anims * gold final stage * technical improvements * special failure animation + code improvement * mm grayons * better animation * less magic number + garbage collection safety tweak * I forgot to actually include the garbage collection tweak * even more garbage collection safety
Fix mapmerge misreading maps with two columns per block
…s. (#43550) About The Pull Request As title, except a clarification: sounds that play with no source or direction are still stereo due to that the stereo will actually do something and not just be wasted space. On a technical level, what I actually did was reexport (nearly) every single sound effect to mono 44.1khz sample rate Ogg at quality preset 5. This resulted in some small increases in file size in some places but other than that reduced file size across the board. A couple of sounds that were wavs for whatever reason were also converted to ogg, this resulted in some code changes to change the referenced sound effect. Some sounds were also recut. The grille hit and punches in particular are common sounds that had large and noticeable gaps at the beginning. All of this has resulted in the compiled rsc file going from 102.7 mb to 83.2 mb. Why It's Good For The Game Free space with no (effective) drop in quality. A standard for audio going forward. (that will be inevitably ignored) Tighter sounds in some places. Changelog cl soundadd: Downmixed every sound to mono. This shouldn't have resulted in any changes in audio, byond downmixes anyways. soundadd: Recut some sounds. Sounds shouldn't have large silent/noise gaps at the start anymore /cl
* Update hivemind.dm * Update hivemind.dm * Update code/modules/antagonists/hivemind/hivemind.dm Co-Authored-By: Kierany9 <Kierany9@users.noreply.github.com>
My cable PR broke the Meta mix to engine pipe in space, this fixes it.
You may know me as the guy who sprited the vents and scrubbers- what you might not know is that they were actually WIP. A very common and valid criticism of the current design is that the vents attract too much visual attention with their animated fan blades, as vents are simply a background object and do not deserve to create such a large amount of visual noise. I'm a lazy bastard so it took me like 2 years, but I have now gone back to them and finished them. The vents have a streamlined design, and now only show their blades when off or when spinning up/down. The default "on" state shows a rapidly spinning fan with much less movement overall, while also being more realistic. Additionally, I have removed the top-left lighting, as it doesn't conform to the visual style. Vents are a common background object and therefore should not be as visually obnoxious as they are now. This design is much more subtle but still gives all the necessary visual information the previous version did. They also look better.
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* Initial work * more * ass * wsedfwedff * asss * test * stuff * fuck * sss a * kms * asdadwedwdfwefwef * start * test * dwwdew * ewefwfef * Redemption machine (#8) * Redemption machine * Removes debug messages * changes * fuckmyshitup * coin mint works with new material shenanigans (#10) * Auto stash before merge of "materials" and "origin/materials" * woops * furnace (#11) * autolathe manufacturing of toolboxes * eggs in a basket * some small changes * matcolors * documentation * more documentation and effects * done * Color man bad (#12) * fixes designs * ass * more fixes * fuck me * firestacks adder * epic fixes * fixes designs * DONE DIDDILY DOO * removes category macro * ch-ch-ch-changes * fixes some stuff * Fixes display of ore values (#9) * Redemption machine * Removes debug messages * Re-adds value display * Replaces the fire stacking component with an element instead (#13) * fixes examine * fixes ligma bugs * double ligma boofus * fix * misses some defines * fixes ORM * Update code/datums/components/material_container.dm Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com> * fixes * Makes glass objects weaker (#14) * Makes glass objects weaker * uses correct proc * fixes shit * honk honk * better * oh shit oh fuck * fixes * fuck ORMs * fixes the biogen * documentation * ass (#15) * component * changes * ass * ass * doc * Auto stash before merge of "materials-plasmacomponent" and "origin/materials-plasmacomponent" * fixes rounding * fixed
TheSwain
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TheSwain
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please god dont accidentally pull to master again
remove32
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tgstation#51252) * here goes nothing no really this is basically nothing * dme is less dumb * aaaaa string files * Card backend (#3) * Adds card backend and hotloading This is a combination of 2 commits. OH SHIT THE SM IS ON FIRE WE DONE LADS * Woop * Best we'll get * fixed file system, courtesy of potato * updated tools (thanks potato), now up to 40 cards * Adds rarity (#4) * Adds rarity * just to be sure * Adds it to cards * Didn't read templates WHAT A NERD AMAROIGHT * Commets * Woop you'd think I'd know my own system * There we go * Fuck you EOF (#5) * Makes rarity not suck (#6) * Fuck you EOF * Makes rarity not suck * Auto stash before merge of "blueeyedwhitejumpsuit" and "origin/blueeyedwhitejumpsuit" * Makes rarity work as expected, thanks dogman (#7) * smolcards * Adds datum cards (#8) * Datum cards * Some docs and a little bit of cleanup * fuck * problems be had * Fuck (#9) * fucko bungo RELASE ME FROM THIS HELL GIT * datum FUCKING AHHHHHHHHHHH * packs and games * boomer mood (#10) * Card debugging (#11) * Adds debug vars * that's a bit better * shit * unfucks rarity * scales sorted * That should do it * Parity * fun fact * series 1 json * and so it is done * Don't need this, I'm dumb. MacRo-Op???@?#?@??!#?!@ * BRAINDAMAGE * resin redux, smaller cards * shut up shut up shut up IT'S ASSUMED TYPE OK? *it's not all that bad* * double rarity TABLELS, fixed the silly linter * flippers and rarities * guaranteed rarity, rarity tables * fuck it let's ask * resinfront * 2560 core set * fixes flippers * template icon, extra variable juice * ADDS SPEED (#12) * FUCK FUCK FUCK SHIT I BROKE IT AGAIN * Kills my dreams in the NAME OF SPEED * and some cleanup * Minor changes, some qol (#13) * couple small changes, moved the datum procs around to make things cleaner, made some comments autodocced * Let's be more clear, * and a woooop * Removing ids, carpel tunnel edittion (#14) * Subsystem * Carpel tunnel completed * woop * curator is no longer equipment * I'm not dumb you're dumb (#15) * minor rarity tweak ladies and gents, it's finished Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
remove32
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* Merge TG * clean up metastation's map, which got mergefucked * Automatic changelog compile, [ci skip] * Adds a knockedout trait, begins refactoring mobility 2.0 (tgstation#51348) * ko * change request * Automatic changelog compile [ci skip] * Fixes Icebox ladders and shuffles around icebox mining. (tgstation#51351) * Fixes Icebox ladders and shuffles around icebox mining * Re-applies decals. * Haha whoops so that's how multiz ladders work, * Automatic changelog generation for PR tgstation#51351 [ci skip] * Temporary turf visuals fix. (tgstation#51399) * [READY] Codename: Blue Eyes White Jumpsuit, the TG TCG, Part 1, Reborn (tgstation#51252) * here goes nothing no really this is basically nothing * dme is less dumb * aaaaa string files * Card backend (#3) * Adds card backend and hotloading This is a combination of 2 commits. OH SHIT THE SM IS ON FIRE WE DONE LADS * Woop * Best we'll get * fixed file system, courtesy of potato * updated tools (thanks potato), now up to 40 cards * Adds rarity (#4) * Adds rarity * just to be sure * Adds it to cards * Didn't read templates WHAT A NERD AMAROIGHT * Commets * Woop you'd think I'd know my own system * There we go * Fuck you EOF (#5) * Makes rarity not suck (#6) * Fuck you EOF * Makes rarity not suck * Auto stash before merge of "blueeyedwhitejumpsuit" and "origin/blueeyedwhitejumpsuit" * Makes rarity work as expected, thanks dogman (#7) * smolcards * Adds datum cards (#8) * Datum cards * Some docs and a little bit of cleanup * fuck * problems be had * Fuck (#9) * fucko bungo RELASE ME FROM THIS HELL GIT * datum FUCKING AHHHHHHHHHHH * packs and games * boomer mood (#10) * Card debugging (#11) * Adds debug vars * that's a bit better * shit * unfucks rarity * scales sorted * That should do it * Parity * fun fact * series 1 json * and so it is done * Don't need this, I'm dumb. MacRo-Op???@?#?@??!#?!@ * BRAINDAMAGE * resin redux, smaller cards * shut up shut up shut up IT'S ASSUMED TYPE OK? *it's not all that bad* * double rarity TABLELS, fixed the silly linter * flippers and rarities * guaranteed rarity, rarity tables * fuck it let's ask * resinfront * 2560 core set * fixes flippers * template icon, extra variable juice * ADDS SPEED (#12) * FUCK FUCK FUCK SHIT I BROKE IT AGAIN * Kills my dreams in the NAME OF SPEED * and some cleanup * Minor changes, some qol (#13) * couple small changes, moved the datum procs around to make things cleaner, made some comments autodocced * Let's be more clear, * and a woooop * Removing ids, carpel tunnel edittion (#14) * Subsystem * Carpel tunnel completed * woop * curator is no longer equipment * I'm not dumb you're dumb (#15) * minor rarity tweak ladies and gents, it's finished Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> * Automatic changelog generation for PR tgstation#51252 [ci skip] * Removes mutation/chromosomes storage limit from DNA consoles (tgstation#51326) * Removes mutation/chromosomes storage limit from DNA consoles * Update tgui.bundle.js * Automatic changelog generation for PR tgstation#51326 [ci skip] * Automatic changelog compile, [ci skip] * Automatic changelog compile [ci skip] * replaces the mulebot 16 second hardstun with an 8 second knockdown (tgstation#51277) * F * Update mulebot.dm * Automatic changelog generation for PR tgstation#51277 [ci skip] * light floors emit colored lights (tgstation#51097) * 1 * 2 * debines * knojbhgfxychgvjbkn * better emp (test later) * alt * | || || |_ * scewact * Automatic changelog generation for PR tgstation#51097 [ci skip] * Removes some dead code (tgstation#51426) * Automatic changelog generation for PR tgstation#51426 [ci skip] * Fixes boxstation grav gen power (tgstation#51425) * Fixes boxstation grav gen power * And AI sat too * Automatic changelog generation for PR tgstation#51425 [ci skip] * Remove DEBUG_ADMIN_HREF from default config (tgstation#51415) * atmos jumpsuits now have the same protections as engi jumpsuit (tgstation#51243) * fix (maybe) * atmos jumpsuits now have the same protections as engi jumpsuit * gosh i hate plasmem * hhhnnn * fuck * Automatic changelog generation for PR tgstation#51243 [ci skip] * Update precommit hooks to work in GitHub Desktop (tgstation#51404) Turns out GitHub Desktop actually does bundle a sh.exe, just not a bash. Also tries to look for the py launcher to help people who didn't check the "Add Python to PATH" option. * Fixes neckgrabs being only escapable if RNGesus comes down and saves you from your fate (tgstation#51427) * Fixes grabs being impossible to escape, at the expense of making it easier to escape a grab. Damage inflicted by resisting increased to compensate. * Upped the time between resists a bit * Automatic changelog generation for PR tgstation#51427 [ci skip] * Fixes Get-Current-Logs (tgstation#51376) * Adds coupons to cargo, turns small crates into goodies (tgstation#51216) * Adds coupons * fixes invalid var * fixes old var name * test * does this please you travis? * is that a prize, or.... * adjusts odds * fikou owes me $10 * neatens code per review * corrects bouncy * corrects some errors * redisables price gouging on goodies * Automatic changelog generation for PR tgstation#51216 [ci skip] * Automatic changelog compile [ci skip] * fix compile error * fix icebox slicing issue Co-authored-by: remove32 <watkinsdakotan@gmail.com> Co-authored-by: tgstation-server <tgstation-server@tgstation13.org> Co-authored-by: Rohesie <rohesie@gmail.com> Co-authored-by: Changelogs <action@github.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: AnturK <AnturK@users.noreply.github.com> Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Kelenius <kelenius@ya.ru> Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com> Co-authored-by: Tlaltecuhtli <33834933+Tlaltecuhtli@users.noreply.github.com> Co-authored-by: skoglol <33292112+kriskog@users.noreply.github.com> Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com> Co-authored-by: Fikou <piotrbryla@onet.pl> Co-authored-by: Tad Hardesty <tad@platymuus.com> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
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About The Pull Request
Why It's Good For The Game
Changelog
🆑
add: Added new things
add: Added more things
del: Removed old things
tweak: tweaked a few things
balance: rebalanced something
fix: fixed a few things
soundadd: added a new sound thingy
sounddel: removed an old sound thingy
imageadd: added some icons and images
imagedel: deleted some icons and images
spellcheck: fixed a few typos
code: changed some code
refactor: refactored some code
config: changed some config setting
admin: messed with admin stuff
server: something server ops should know
/:cl: