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Bay Merge Part Two: Electric Fuckaloo #277

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merged 3,759 commits into from
Feb 5, 2016
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Glloyd
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@Glloyd Glloyd commented Aug 17, 2015

Ow.

  • Merge Bay back in May
  • rand handcuff time
  • add urist underwear back in

PART TWO

  • Merge current Bay master
  • Figure out wtf I gotta do
  • revert what needs to be reverted
  • revert the fuck out of those chem changes
  • fix the map
  • make it compile
  • complete the todo lists below
  • test and fix the guns
  • test the couches
  • fix the engine
  • fix the asteroid
  • fix the easels
  • fix emplacements
  • fix bedsheet and hazardvest bandana icons
  • put lights on the shuttles
  • check for anything i forgot to add to the map
  • port over the stuff from my other branch (leave this to the end)
  • call it a day, update main server, prepare for hotfixing

PsiOmegaDelta and others added 30 commits August 11, 2015 12:20
- Quick fix for #10136, laptops now use the #define-d values rather than hardcoded strings. Camera net keys work again properly.
- I also adjusted laptop's power usage. With how it used to be, you could buy laptop and let it run for whole shift, never having to recharge even with weakest cell. Right now, it lasts about 10 minutes on worst cell, and almost one hour on the best one. Actual power usage (in watts) is slightly lower than stationbound consoles.
Removes improper code, that would cause spell projectiles to be deleted pre-maturely as well as cast the spell effect all too often.
Also removes completely unused code.
Neither the value True nor False are null. Removes breaking null check
Fixes #10466 - chem implant can't be loaded
Updated old wiki links to a new ones.
Makes grab eye attacking respect species lore better
[Dev-Freeze] Replace \red with <span> in runes.dm, fix many "his/her/their" gender messages
A simple matter if incorrect type definition.
Borgs have their very own custom little headset, so cute.
Apparently stacking tables causes one of them to self-terminate into sheets.
Removes the stacked tables in the engineering docking area.
Most likely also fixes the hickup where BYOND still rending lights are blobs of light despite having hardware acceleration enabled.
Ports ParadiseSS13/Paradise#1690. Fixes #10147 as much as it can be fixed I believe.
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scrdest commented Jan 30, 2016

Maze still throws two runtimes, cannot create objects of type null, thrown by the two teleporters at 17 & 18, 39, 7, and another of division by zero by glowshrooms at 22,57,7 thrown by New()ing them.

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scrdest commented Jan 30, 2016

Heartbeat toggle works fine for me.

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scrdest commented Jan 30, 2016

One of the awaymaps seems to be locking up DD outright. It's not beach, blackmarketpackers, or the maze, it might be Station_collision - I edited the former to qdel some object back to del and it loads, though, or the challenge nope it loads fine.

After some experimenting, I suspect it might be more of an issue with trying to restart a server from the same instance of DD after recompiling the code, not a mapping issue.

…(which BS12 seems not to notice they didn't port), removes/fixes scomfighter vs scom/fighter discrepancy due to lack of a / in death proc's typepath, FINALLY UNFUCKS COFFINREGEN (thank you based do proc, you're the best) and adds minor paralysis to waking up from it.
…M TL vests to Blueshield, genetics powers that were proc_holders -> spells (should eventually convert the rest, since we have sprites for them in screen_obj_spells.dmi surprisingly), changes the useless Strong mutation that /vg/ axed for functioning Horns (which is what they changed it to).
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scrdest commented Feb 1, 2016

Aside from the remaining maze runtimes and the merc shuttle controller (and maybe the vamp Turn power - it requires a mind in the target, and trying to hack one into the mob bypassed the checks, but runtimed, so I can't test it alone), the code is stable.

I suggest that after fixing all that, we merge it immediately. The engine (unless it plain doesn't work as-is, which I doubt but didn't check), the easels and the rest are not gameplay-critical, and seeing that schedule-wise the pooch is screwed so hard it's actually a lineage of pooches, each as screwed as its ancestors, it's the least we could do for the playerbase.

The features can be done just as well in a separate PR, and it will make reviewing them a fair bit friendlier on the GitHub list of changes, and the mapping changes in particular can be delegated on some of our mappers.

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Glloyd commented Feb 1, 2016

Fair enough. I do need to remap the entire engine though, because it won't work as is.

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Glloyd commented Feb 1, 2016

Also the update icon stuff. Urist inhands weren't working, nor were things on the back or ties.

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scrdest commented Feb 1, 2016

I can look into the icon stuff. It's probably the same kind of hook as I made for uristantags that got erased somewhere and I'm good with the logs and history-combing, but I didn't really delve into advanced mapping, so I'd rather not touch the engine if I can help it.

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scrdest commented Feb 1, 2016

Re: Urist inhands; BS12 introduced a system that allows manual specification of an icon for on-mob icons as a list specifying an icon used when held in that slot; currently L/R hand only. This means urist_only could eventually be deprecated for those purposes, currently doing a hackaround copypasting the same damn code block to every item defined as urist_only, yay. E: FUCK. THIS. SHIT.

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Glloyd commented Feb 1, 2016

That's good, I've been slowly deprecating urist_only as BS12 adds more
icon_overrides to things. At this point, I think it's only still needed for
ties, But I'll have to take a look at update_icons code again later.

On Mon, Feb 1, 2016 at 1:00 PM, scrdest notifications@github.com wrote:

Re: Urist inhands; BS12 introduced a system that allows manual
specification of an icon for on-mob icons as a list specifying an icon used
when held in that slot; currently L/R hand only. This means urist_only
could eventually be deprecated for those purposes, currently doing a
hackaround.


Reply to this email directly or view it on GitHub
#277 (comment)
.

Graham Lloyd

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scrdest commented Feb 1, 2016

I just did. At first I added the item_icons to everything, which merrily did nothing at all even though manually varediting them to the correct icons file (or rather, the left hand one, the right hand proved obstinately un-editable) made the icons display properly. So I tried adding item_state_slots. Which walled me with undefined procs. Not the way to go.

So, if you're gonna be doing this, you probably might as well add an if(urist_only) proc and just set it to what it should be on runtime, because doing this otherwise, especially if you don't know if it will work, is a painful waste of life.

E: AHAHA GUESS WHAT, THAT WORKS, TIES AND ALL. TWO BLOCKS. TWO. BLOCKS. CHANGED.

scrdest and others added 3 commits February 1, 2016 20:59
…sts for each and every single goddamn item is total bullshit. If you're editing this later to clean this: nulling the item_icons and the other list for each urist_only item *might* work.
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Glloyd commented Feb 5, 2016

that should be everything we need before it going live on the server. I'm going to do a quick test tomorrow after class though just to make sure it's all in proper shape.

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Glloyd commented Feb 5, 2016

One huge priority either tomorrow or after it goes live is reverting the changes to chem that make it so you have to refill it.

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scrdest commented Feb 5, 2016

Honestly? I was way against it, but I found out you can adminspawn any chemical to make it refillable. Might be worth to just clone the old-code machine and plop it on the map instead.

Also, me of little faith, what shall I ever do with all the rabid fingerbiting squirrels I had prepared for you if you didn't come through with the update?

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ghost commented Feb 5, 2016

On Polaris, the chem cartridges refill on their own.

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scrdest commented Feb 5, 2016

Might be a good way to deal with this too.

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scrdest commented Feb 5, 2016

Polaris PR for reference PolarisSS13/Polaris#570

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Glloyd commented Feb 5, 2016

Get ready GET HYPE //fixed - scrdest

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Glloyd commented Feb 5, 2016

Fuck, hurry up Travis

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Glloyd commented Feb 5, 2016

Badda boom badda bitch

Glloyd added a commit that referenced this pull request Feb 5, 2016
Bay Merge Part Two: Electric Fuckaloo
@Glloyd Glloyd merged commit c6974b5 into UristMcStation:master Feb 5, 2016
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scrdest commented Feb 5, 2016

DUN DUN DUN

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