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all logs are now externally formatted #75972
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Internal formatting should only be used for logs that include their own timestamp or don't want one printed. atm internal formatting does not add the continuation market to newlines which is an issue that is causing info leak of private loglines. two logs that always used newlines were manually moved to external formatting, this now makes that the default. a log type must have a valid reason to format internally now and specifically request this.
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I'll be honest we don't even know why we have this label
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printf("Here"); printf("Here2"); printf("Heree");
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Original PR: tgstation/tgstation#75972 ----- Internal formatting should only be used for logs that include their own timestamp or don't want one printed. atm internal formatting does not add the continuation market to newlines which is an issue that is causing info leak of private loglines. two logs that always used newlines were manually moved to external formatting in the original pr, this now makes that the default. a log type must have a valid reason to format internally now and specifically request this. (None of this impacts json logs) :cl: server: fix logging infoleak from the lack of continuation markets on new lines. /:cl: --------- Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
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## About The Pull Request Currently externally-formatted log files (handled by rust-g) do not include categories. This seems erroneous, and causes a discrepancy between the internal and externally formatted files as external formatting only seems to add the timestamp and some newline handling. Currently: ![image](https://github.com/tgstation/tgstation/assets/10467687/a8979eca-833a-4c44-9d0b-82b9925ddde4) With this PR: ![image](https://github.com/tgstation/tgstation/assets/10467687/eeeb87ee-3395-4ecc-b97c-ec35f965eac0) ## Why It's Good For The Game Resolves a disparity between external and internal formatting made evident by #75972. ## Changelog :cl: bobbahbrown server: Fix log categories being erroneously excluded from log files. /:cl:
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commit fd594cd41b669074dc602a5749296b8e5c2cd638 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Sat Jun 17 09:36:46 2023 +1200 Automatic changelog for PR #75844 [ci skip] commit 07ac92015c64ecfbb3c46f4a74919b866476cb8c Author: Stonetear <89315023+Stonetear@users.noreply.github.com> Date: Fri Jun 16 17:28:18 2023 -0400 Fixes stowing suit storage jetpacks when retracting modsuit chestplates (#75844) ## About The Pull Request This is a bizare bug I discovered while trying to develop another feature, so let's just get into the reproduction steps: - Wear a modsuit and extend it's parts - Put a jetpack in the suit storage slot and turn it on. Currently, the only jetpack that fits in the storage slot on TG is the captain's jetpack. - While the jetpack is activated, deactivate your modsuit using the UI, which stows the jetpack into your storage module automatically. - This fails to unregister some signal thing because it can't find the user. My fix *could* be shitcode, so any feedback would be appreciated. Jetpack activation and deactivation signals now pass a user. `/datum/component/jetpack/proc/activate(datum/source, mob/user)` `/datum/component/jetpack/proc/deactivate(datum/source, mob/user)` Some jetpack `pre_move_react` thing now has a check to see if it's argument is null. ``` if(!trail) return FALSE ``` ## Why It's Good For The Game Stops a crash/runtime. ## Changelog :cl: stonetear fix: jetpack signals now pass a user argument. This fixes an error when automatically stowing a captain jetpack into your modsuit. /:cl: commit 9fdb9dae49b72f829a5768df3eaca3e4e472b9b0 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Sat Jun 17 08:59:48 2023 +1200 Automatic changelog for PR #75992 [ci skip] commit fc54fd6a6079c7c80fd1414ab26bd2e34d0f28bd Author: SuperDrish <59139863+Microvolnovka19@users.noreply.github.com> Date: Fri Jun 16 20:50:26 2023 +0000 Add new check for character age for jobs. (#75992) ## About The Pull Request Simply as it is. Every job _can_ have a minimal character age and will not let underages to occupy for it. Can be configured in config. Disabled(all zeros) by default. ![懈蟹芯斜褉邪卸械薪懈械](https://github.com/tgstation/tgstation/assets/59139863/797febd5-5b59-44d0-8767-b2347629197b) ## Why It's Good For The Game Good for RP downstreams. ## Changelog :cl: SuperDrish add: Minimal Job Age requirments added. Disabled by default. /:cl: commit 28299eacebe92c458359e024ab92537370daa829 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Sat Jun 17 08:50:15 2023 +1200 Automatic changelog for PR #76082 [ci skip] commit 289d39a296786b93b64cdf70471477bd69f908ed Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Sat Jun 17 08:49:04 2023 +1200 Automatic changelog for PR #75998 [ci skip] commit bafedce4b965e2402ba113c4750c437fc1c95742 Author: EliteCreature <EliteCreature@gmail.com> Date: Fri Jun 16 15:48:25 2023 -0500 A mention of 'nitrogen' was mislabeled as 'tritium'. (#76082) ## About The Pull Request Line 101 in the gas_reactions file had a gas mislabeled. ## Why It's Good For The Game Helps new Atmos techs when they are looking up gas reactions in the Tank Monitor/Gas Supply Control Computer ## Changelog :cl: spellcheck: changed gas to correct type in description /:cl: commit 43f1a52223fb3d690a25e732fd209f0c472e208d Author: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Date: Fri Jun 16 15:47:50 2023 -0500 Removes some boilerplate from transforming component (#75998) ## About The Pull Request Removes some boilerplate from transforming component, uses traits in a similar way to the two-handed component Also fixes #74955 (If it's still broken?) ## Why It's Good For The Game Makes it a bit cleaner to work with. Cause I wanna do something with this in the future maybe. ## Changelog :cl: Melbert fix: Fixed e-cutlasses and bananium swords having invisible inhands code: Removed boilerplate from transforming component /:cl: --------- Co-authored-by: san7890 <the@san7890.com> commit 2d810b75762747e330f17c3fda6f976d55dda883 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Sat Jun 17 08:44:47 2023 +1200 Automatic changelog for PR #76000 [ci skip] commit 22799fcb892f8ba8f0f4f9a26bd8b792e30cc8b2 Author: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Date: Fri Jun 16 15:44:25 2023 -0500 Refactors the worst list ever, Stun Absorptions, into status effects + makes status flags more accurate (making certain mobs more vulnerable to incapacitations?) (#76000) ## About The Pull Request - Refactors the stun absorption list into a status effect - Does a fair bit of cleanup around stun code Weird thing involved in this. Check out this define. `IS_STUN_IMMUNE(source, ignore_canstun) ((source.status_flags & GODMODE) || (!ignore_canstun && (!(source.status_flags & CANKNOCKDOWN) || HAS_TRAIT(source, TRAIT_STUNIMMUNE))))` Notice anything odd about it? It only checks for `CANKNOCKDOWN`. What does this mean? Well, *every single* one of the stun procs used this macro for checking stun immunity. Which means every method of stun checked the `CANKNOCKDOWN`. This means that, say you have a mob which has `CANSTUN` but not `CANKNOCKDOWN`. Intuitively this means that the mob cannot be knocked down, but can be stunned. But instead, this means the mob can't be stunned either. This doesn't affect humans, they have all the status flags, but it does affect some other mobs. Alien adults (not queens) have `CANUNCONSCIOUS|CANPUSH`. Before, they didn't have `CANKNOCKDOWN`, so they were fully immune to stuns and sleeps. But now, they can be knocked unconscious. However, overall it doesn't change much, as most mobs that flipped off `CANKNOCKDOWN` flipped off the others too. For consistency though it makes sense for these flags to work as they imply. - `incapacitate` didn't have a signal, now it does ## Why It's Good For The Game More consistent, better code? I may use this in the future. ## Changelog :cl: Melbert refactor: Refactored Stun Absorptions (Bastard Sword, His Grace) refactor: Refactored Stun Immunity. Note this means that some mobs which, prior, were immune to all forms of incapacitation are now vulnerable to some. Notably, adult non-queen xenomorphs are now vulnerable to falling unconscious. /:cl: commit 14430c202d355ebb3b8c0d908335390e9c18d559 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Sat Jun 17 07:57:18 2023 +1200 Automatic changelog for PR #75827 [ci skip] commit cccdd2cda5002db95040ece1051d0bb8d4534a71 Author: jimmyl <70376633+mc-oofert@users.noreply.github.com> Date: Fri Jun 16 21:56:56 2023 +0200 Latejoining crew start with emergency large crowbars if arrivals is not powered (#75827) If you latejoin, and arrivals environmental power is off (airlocks depowered), you start with an emergency large crowbar in your hands (or floor if both hands are full already) Some arrival shuttles start with a crowbar, but its not enough if someone already took it before you arrived. Being stuck in airlock + firelock CBT especially with no air is very shit (unless youre the CE or an Engineer who start with tools, unlikely) Having a crowbar resolves movement commit 6ed4ce88e2b334659349d152f5afa60ae8eff6b2 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Sat Jun 17 06:46:05 2023 +1200 Automatic changelog for PR #76012 [ci skip] commit df65cd76f4b6fa353dffa88c82d60d05163b2e1e Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Sat Jun 17 06:45:31 2023 +1200 Automatic changelog for PR #76040 [ci skip] commit 35ad6ba5ec380c2170a847fa236491d9620b49d2 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Sat Jun 17 06:45:10 2023 +1200 Automatic changelog for PR #76071 [ci skip] commit 81b0af9d324438054cad3812a284da1c4429ac81 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Sat Jun 17 06:45:07 2023 +1200 Automatic changelog for PR #76055 [ci skip] commit 1110229f700c11b220ef20289c181fc100cb0e3d Author: A miscellaneous Fern <80640114+FernandoJ8@users.noreply.github.com> Date: Fri Jun 16 20:29:01 2023 +0200 Shipping manifests now display repeated items on a single line & Makes an adjustment to manifest errors (#76012) ## About The Pull Request Firstly, what is says on the tin. Screenshots for comparison: | Old | New | | ------------- | ------------- | | ![imagen](https://github.com/tgstation/tgstation/assets/80640114/28f5f3d0-addd-4c48-a3e2-291a540c31ed) | ![imagen](https://github.com/tgstation/tgstation/assets/80640114/e8e0a6f2-c45c-49c4-8e08-924b1603e759) | Secondly, I had to rewrite the way manifest content errors work and took the liberty of making some adjustments: - Items are now guaranteed to be missing from the manifest if the error is rolled (Otherwise you could get unlucky and receive a manifest that's labelled as erroneous but has no signs of it) - Rather than being a 50% chance to omit each item, it will remove a random number of items from 1 to half of the total amount of items. ## Why It's Good For The Game Improves the readability of the manifests. Removes a fairly annoying edge case with manifest errors. ## Changelog :cl: fix: shipping manifests labelled as erroneous due to missing contents are now guaranteed to be missing contents spellcheck: shipping manifests now display repeated items on a single line /:cl: commit e03941b5dc7caa211bc30a991c1e20fc4b69fb01 Author: Andrew <mt.forspam@gmail.com> Date: Fri Jun 16 21:27:26 2023 +0300 [NO GBP] Tube and Bottles get main reagent in their name (#76040) ![image](https://github.com/tgstation/tgstation/assets/3625094/f361b36b-b769-4d6f-84cb-37ae402622c0) ## About The Pull Request I made only pills and patches have reagent name by default because I thought that open containers are temporary, and if you empty them and then fill with other reagent, it will be confusing. I was wrong, they're better be named. ## Why It's Good For The Game Less manual input for those who want their tubes and bottles named to not rely just on reagent color ## Changelog :cl: qol: Tubes and Bottles have the main reagent name prefix in Chem/CondiMaster /:cl: commit c7f57ea1a46905e7330b5bde2f50d730530c6e6b Author: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Date: Fri Jun 16 13:25:55 2023 -0500 Fixes a sneaky antag tell with RDS / adds policy support (#76071) ## About The Pull Request Fixes being able to tell you are a special role via RDS Adds policy support to RDS ## Why It's Good For The Game Someone informed me that RDS was a 100% accurate antag tell you rolled a delayed spawn antag (like headrev), and that's... a little bad, you can usually insinuate you may be a headrev but straight up knowing isn't ideal - doesn't keep everyone on equal playing field. And while I was there I was like "y'know people might want to set policy for this" so yeah ## Changelog :cl: Melbert fix: Fixed a cheeky way RDS revealed you were an antag before you actually got antag. Sorry, you know who you are. config: RDS now has policy.json support, to allow customization of the roundstart "anti-grief" message. /:cl: commit 95aede8fe1effe0a1578319f30147b0d8a69689e Author: Hoolny <84478872+SethLafuente@users.noreply.github.com> Date: Fri Jun 16 11:22:21 2023 -0700 Gives meatballs the right name for inhand sprites (#76055) ## About The Pull Request ## Why It's Good For The Game Makes it so you can see when someone is holding a cooked meatball yummy ![dreamseeker_bXP6P0cmh8](https://github.com/tgstation/tgstation/assets/84478872/866c9f14-6caa-40d2-82e7-8d1a4064e2bd) ## Changelog :cl: fix: fixes meatballs not having inhand sprites /:cl: commit 52a5f781567f26e48a191b562dc4294a064ac60c Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Sat Jun 17 01:17:27 2023 +1200 Automatic changelog for PR #76059 [ci skip] commit f85ffb6f49bb7ee868b0120a2e58233f35856d4f Author: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com> Date: Fri Jun 16 10:17:06 2023 -0300 Fixes a possible dupe bug with looming (#76059) ## About The Pull Request Title. Adds a second amount check to once the do_after() is done to prevent a possible epic dupe minecraft pay to win server lag machine server crash glitch. ## Why It's Good For The Game Bugs are bad ## Changelog :cl: fix: You can no longer make extra cloth when looming cotton by spamming do afters. /:cl: commit 65f4327e436c3db106da85a1d83456f5b3a3bf36 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Sat Jun 17 01:09:10 2023 +1200 Automatic changelog for PR #76064 [ci skip] commit 9a6ccf363179c597f75feee3a3ad2e1e0d9ddb77 Author: Youtubeboy139 <jared.klaas@gmail.com> Date: Fri Jun 16 09:06:03 2023 -0400 The Forbidden Tuna Can (#76064) ## About The Pull Request This PR was made to replace the well known uglymine sprite with something that doesn't look like a coder-sprite filler and instead looks like an actual landmine. Simple as that, there's not really anymore meat to this PR. ![Screenshot 2023-06-14 214904](https://github.com/tgstation/tgstation/assets/609886/b5f89661-b28f-4339-904a-db6f5c3bd5ed) ## Why It's Good For The Game Replaces an older, depreciated sprite with something that has needed an upgrade for quite a long time now. ## Changelog :cl: image: Added a new Land Mine sprite /:cl: commit efad21fdb346243cce7eec0ac5c32b1b85e46bd1 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Sat Jun 17 01:04:37 2023 +1200 Automatic changelog for PR #76070 [ci skip] commit dfc3e61d1f7db9a833a14feaf8f360db253ec194 Author: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Date: Fri Jun 16 08:04:10 2023 -0500 Fixes ghosts being unable to click gateways to teleport through (#76070) ## About The Pull Request Ghosts can click gateways to teleport again ## Why It's Good For The Game I *believe* the "gateway visual" update made it so the bumper was unclickable, not sure why Seemed easier to move it to the gateway itself rather than be on the bumper Also made it so you cant teleport into secret gateways ## Changelog :cl: Melbert fix: Ghosts can click on active gateways to teleport to the destination set. Doesn't work for secret gateways. /:cl: commit 30b1180fe9f852c10ec43d618623c3cc7bd19485 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Sat Jun 17 01:01:55 2023 +1200 Automatic changelog for PR #76067 [ci skip] commit 71b7de4daad3d561e91a5aa52855986f999a2f7a Author: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Date: Fri Jun 16 06:01:31 2023 -0700 Blacklist sansufentanyl from medical allergy quirk (#76067) ## About The Pull Request Fixes https://github.com/tgstation/tgstation/issues/76063. The whole mechanic of having HMS https://github.com/tgstation/tgstation/pull/75035 is that you have 6 pills to live. If you spawn allergic to those pills that's going to be a quick end for you. ## Changelog :cl: LT3 fix: Sansufentanyl won't roll as a potential extreme allergy for Hereditary Manifold Sickness /:cl: commit 251eb67c577e6ac227985af0f31868271ccfb51e Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Fri Jun 16 18:39:46 2023 +1200 Automatic changelog for PR #75248 [ci skip] commit 1bede4dcff92132977ebd7327991e5b7ae66db09 Author: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com> Date: Fri Jun 16 03:39:24 2023 -0300 Acid particles (+unsorted acid/burning/thermite component changes) (#75248) This PR is way less than the file changes make it seem like it is. Okay, first, the boring part: - Picking up burning items is now a signal registered on the burning component itself, instead of being a direct /obj/item/attack_hand() check - Sear sound now has an SFX define for convenience, since it is very commonly used - Fire stacks when extinguished on mobs will no longer clean acid on items (WTF?) commit 52d9c20de81b2f07aa372a68e28983701bfc84d6 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Fri Jun 16 15:29:58 2023 +1200 Automatic changelog for PR #75913 [ci skip] commit abc0820466c056a7caf577be1a74e233f295215b Author: Rhials <Datguy33456@gmail.com> Date: Thu Jun 15 23:27:19 2023 -0400 Gives Fugitive Hunters credible IDs, access restricts the hunter shuttles, minor hunter shuttle improvements (#75913) ## About The Pull Request This standardizes fugitive hunter IDs, making all hunter packs use the same subtype and giving them to hunters who would spawn with no ID at all. The badass flaming ID color that the OG Bounty Hunter team got are now the standard for fugitive hunter IDs. Additionally, these IDs now come with a radical skull trim. (Spacepol Officers don't get the badass flaming skull ID, and instead get a more modest Police Officer ID). **These IDs come with access, too. Airlocks, bolt buttons, shuttle controls, and shutters on all of the hunter shuttles now require a hunter's ID to operate.** While I was in the area doing mapping stuff to get the accesses in place, I made a few other very minor changes to the shuttles. These include: - The Bounty Hunter shuttle now has an oxygen dispenser. Two walls have been moved to make space. - The Russian Hunter shuttle now gets enough oxygen tanks to share with everyone. - The Psyker Hunter spawners now have proper spawner menu text. This was due to duplicate-but-not-really subtypes existing, and me mistakenly putting the wrong ones there in a previous PR. - The cut ai wire helpers from the Russian/Psyker shuttles have been extended to the Bounty/Spacepol shuttles. - Every hunter shuttle now has a shuttle pinpointer on it somewhere, and is no longer exclusive to a single Bounty Hunter's loadout. ## Why It's Good For The Game Some of the hunter IDs would spawn without trims or coloration, and some hunters wouldn't spawn with IDs at all. Now, everyone gets a credible, cool-looking ID that lets everyone know what you're here to do at a glance. One of these is a crazed larper with an unregistered firearm, the other is a certified bounty hunter. As for the hunter access, it's pretty nonsensical that anyone can just walk into the hunter ship and set up shop. At least the pirates get turrets! Not to mention, it's hard to balance or give hunters new equipment in good conscience when their entire domain is public-access and anything they can't carry is considered forfeit to the crew. Now it can be used as a base of operations, storage area, etc. more securely. Locking down the shuttle with accesses isn't going to stop a determined gamer with a toolset, but it'll at least make it more interesting and an actual risk. If the fugitives want to try and loot/hijack the shuttle, it will require the effort of taking down one of their hunters first. While hunters stand out for the differences/imbalances between each group, I don't see the shuttle pinpointer as something that contributes positively to the OG bounty hunter's uniqueness. There's no reason why the other hunters shouldn't also be able to track their ship. commit 450ac17779c46a65a3b37690c2af142932b49be3 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Fri Jun 16 14:17:59 2023 +1200 Automatic changelog for PR #76069 [ci skip] commit f6fe52c976efbeca2df405b600a5a644ce2da5cd Author: Nick <42454181+Momo8289@users.noreply.github.com> Date: Thu Jun 15 22:13:09 2023 -0400 Adds armour to divine archer hood (#76069) ## About The Pull Request Addresses #75999 and adds armor to the hood of the chaplain's divine archer coat to make it consistent ## Why It's Good For The Game Makes the coat more consistent with itself, fixes an oversight ## Changelog :cl: fix: The divine archer coat's hood now has armor like it's supposed to /:cl: commit f104c98d5afc93a8bc7ecefc9761cf16f1749d01 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Fri Jun 16 14:04:01 2023 +1200 Automatic changelog for PR #76056 [ci skip] commit 4118b47ec70f8c1419d28f3b67ae47fa7175f2f2 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Fri Jun 16 14:00:38 2023 +1200 Automatic changelog for PR #75995 [ci skip] commit 2173106e99ea15ef3c37de3cf5a25a1d1599f566 Author: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Date: Thu Jun 15 20:59:55 2023 -0500 Fix *wing runtimes (#76056) ## About The Pull Request Seemed like this emote never got updated to newer "wing organ" standards. This fixes some runtimes that are caused by humans without wings using *wing. ## Why It's Good For The Game Runtimes, makes the emote a bit more clear on how it's used ## Changelog :cl: Melbert fix: Runtimes from wingless humans using *wing /:cl: commit bd1098b87409ea5509e43c8db1d8966ddabac0e2 Author: AnturK <AnturK@users.noreply.github.com> Date: Fri Jun 16 03:58:58 2023 +0200 Removes amount_list_postion from reagent containers, adds related unit test. (#76057) We had more issues like what #76013 addressed, now they're gone. Variable transfer amount is now explicit. Amount is now inferred from current value, performance concern here is minimal. Less work and mistakes when making new types. commit 7eed7de8973c77c6eeaa4d0b039443ed5994138d Author: A miscellaneous Fern <80640114+FernandoJ8@users.noreply.github.com> Date: Fri Jun 16 03:57:02 2023 +0200 Head Revolutionary promotions now exclude Monkeys unless absolutely necessary... again. (#75995) ## About The Pull Request Makes #40938 work again. Eventually, monkeys became a human subtype too, which broke the code that used to make them only be promoted to rev heads if there were no human candidates available. The other fixes of #40938 seem to have already been accounted for at some point or another. Updates the comments and var names as well to make it clear that it is meant to exclude monkeys and not non-human races (lizards, moths, etc.). ## Why It's Good For The Game A fix of a fix. How meta is that? ## Changelog :cl: fix: Monkey revolutionaries will not be considered for a promotion into Head Revolutionaries unless they're the only candidates... again. /:cl: commit 1d9d2fba6938a7f0ababc4c7f525cf9249b0754e Author: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com> Date: Thu Jun 15 22:55:23 2023 -0300 Stops particle holders from appearing on context menu (#76006) ## About The Pull Request Basically, due to carbons using KEEP_TOGETHER, particles were appearing on the context menu which is annoying. I have no idea why it behaves like this. Buuut, giving particle holders the KEEP_APART flag does fix this. closes https://github.com/tgstation/tgstation/issues/75641 ## Why It's Good For The Game Bugfix good ## Changelog no commit 3aac627518a7e82e6afbe790f45f40166d4eae7a Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Fri Jun 16 13:53:14 2023 +1200 Automatic changelog for PR #76062 [ci skip] commit 438decaa8f4fa10fbaba92e752873b6ab3818453 Author: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Date: Thu Jun 15 20:52:32 2023 -0500 Fixes chem master replace beaker runtime (#76062) ## About The Pull Request I think it was rather silly to put this call in this proc, but I'm not about to audit it `new_beaker` can be `null` if this proc is being called to drop the current beaker, so this needed a sanity check ## Why It's Good For The Game Runtime ## Changelog :cl: Melbert fix: Runtime from ejecting beakers from a chem-master /:cl: commit 806e797c9b30d235aefc44bc1b9e0c207b0ae9c8 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Fri Jun 16 13:52:01 2023 +1200 Automatic changelog for PR #76068 [ci skip] commit 39cd229574517e1cce816dd35612d73055b09d55 Author: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Date: Thu Jun 15 20:51:34 2023 -0500 Welding gas masks make the same sound "pwah" sound as welding hardhats (#76068) ## About The Pull Request Welding gas masks make the same sound effect that welding hardhats use ## Why It's Good For The Game I could've sworn they used to but I think I'm being Mandela Effected. Provides some nice audio feedback that's similar to existing items. ## Changelog :cl: Melbert sound: Welding Gas Masks make the same sound effect as Welding Hard Hats when they toggle /:cl: commit 4334cc795bbcb4d631a2b20e44665f1f3098812a Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Fri Jun 16 13:44:23 2023 +1200 Automatic changelog for PR #76039 [ci skip] commit 9bdda1015b84e3fa7e817d9f256995d3050c516e Author: A miscellaneous Fern <80640114+FernandoJ8@users.noreply.github.com> Date: Fri Jun 16 03:43:56 2023 +0200 Positronic brains now correctly reject ghosts who have used the suicide verb (#76039) ## About The Pull Request What it says on the tin. It was always meant to work like this, but the code checked whether the positronic brain had the suicided trait rather than the ghost trying to enter it. Also removes a redundant check to see if the brainmob is qdeleted. ## Why It's Good For The Game It's a bugfix. ## Changelog :cl: fix: positronic brains now correctly reject the ghosts of people who have used the suicide verb /:cl: commit 63aaef4338f3b55c62e7d9f65ef1e8d60445cb72 Author: Changelogs <action@github.com> Date: Fri Jun 16 00:22:27 2023 +0000 Automatic changelog compile [ci skip] commit ec6409abfe6510f657ed6824e8c240741e287f54 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Fri Jun 16 11:45:57 2023 +1200 Automatic changelog for PR #75189 [ci skip] commit b5975bd91565734865b8c4334c82a3fd1fcb125b Author: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Date: Thu Jun 15 19:39:22 2023 -0400 Unit tests now catch decals in walls/space (#75189) ## About The Pull Request Unit tests will now fail if there's a decal in a wall or open space turf. Open space turf could be limiting to mappers but I don't think it makes sense for decals (like dirt, glass shards, etc) to be floating around in space in the exact same spot. If there's a decal you want to put in space, decals have a ``turf_loc_check`` var that will bypass this. **Important note: This is not changing existing behavior. Decals already delete themselves when they spawn in these incorrect locations, we're just avoiding them from spawning in the first place.** ### Changes I made - Ash flora are now lava immune, rivers spawn after flora does, so I decided that it would be easiest (and more flavorful) to have them be lava-immune rather than to not have them spawn at all. - Decals can now be spawned in non-turf locations. This is currently done by mail, which can give you bones as part of the mail. Currently it will just delete itself instead. - Trading Card button is now on the same tile as their display, which now uses an offset. Before it would spawn it on the tile next to it, which could be a wall in some instances. - Mirrors now have floating movement type. They ARE floating since they're attached to the wall, and it prevents them from burning up due to lava in the Pride ruin. - I also added a broken mirror subtype because I thought the icon_state check was terrible. - Bubblegum called ``DestroySurroundings`` several times on the same thing, I hopefully fixed some of that. Their charge ability also registered ``COMSIG_MOB_STATCHANGE`` despite ``/datum/action`` doing it by default, so I fixed that too. ## Why It's Good For The Game Decals in walls is already a bad idea, but currently all it does is delete it on Initialize. It would be better if we ensured they wouldn't spawn in the first place. ## Changelog :cl: fix: Lava will no longer burn 6 of the mirrors in pride ruin fix: Lava will no longer burn plants that spawn in them. /:cl: commit c0775bd893da7c285592cf1a963530b830ec660d Author: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Date: Thu Jun 15 13:26:15 2023 -0400 Ban overriding heat_capacity from maps (#75758) You shouldn't be doing this. commit 278f0ccd39a6b25364b52f322a3bbb7039564b4c Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Thu Jun 15 16:09:10 2023 +1200 Automatic changelog for PR #75898 [ci skip] commit 351e4c923c9fb883cecdb4bafeea85cd7950256f Author: tattle <66640614+dragomagol@users.noreply.github.com> Date: Wed Jun 14 21:03:42 2023 -0700 Split drinks into different files (#75898) Splits our nearly 4000 and 1600 line long files. Mostly just moves the glass appearances into their own files. commit 7fc7845ef2a6158b0d03baf401226e72feb41925 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Thu Jun 15 16:01:32 2023 +1200 Automatic changelog for PR #75890 [ci skip] commit b0aa56e4cbc5967f0f73fd650103f08d00635fe3 Author: jimmyl <70376633+mc-oofert@users.noreply.github.com> Date: Thu Jun 15 06:00:58 2023 +0200 ""Fixes"" Siliconnect log UI updating (#75890) i dont think borg logs are static why are they in static update changes them to normal ui update commit bbd40b9961e82ff2c4b78f49400af622b510a6d9 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Thu Jun 15 15:56:54 2023 +1200 Automatic changelog for PR #75868 [ci skip] commit 8dc89dcacf5f35a9e39277db089cf0fceadf534e Author: carlarctg <53100513+carlarctg@users.noreply.github.com> Date: Thu Jun 15 00:56:30 2023 -0300 Heretic runes are easier to click through and have a windup for clearing them (#75868) Heretic runes no longer have every single transparent pixel set to 1 alpha, to make it easier to click on objects. Clearing heretic runes with mansus grasp takes 0.4 seconds of standing still, to prevent you from accidentally clearing it in combat. Added code for effect remover element to use a windup if set. commit 90eb8340b624415a588554ba7051378c1989b3b2 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Thu Jun 15 15:00:28 2023 +1200 Automatic changelog for PR #75801 [ci skip] commit 2bb4dfe76c8619b7a495a344301ff04e1352d054 Author: Ghom <42542238+Ghommie@users.noreply.github.com> Date: Thu Jun 15 05:00:05 2023 +0200 Expanding the Experimental MODsuit Bepis Node with three new modules. (#75801) ## About The Pull Request So, I've had this idea to make a contribution to the Bepis feature with some modsuit stuff. The gimmicky stuff is ok and a good way to even out the better content since it has game of chance design it has (you can find those disks in space anyway so...). However, the Experimental MODsuit node feels very underwhelming right now, compared to how big that feature is. This PR adds three MOD modules to the Experimental MODsuit node, plus two more: - Magneto Charger: While the Modsuit is activated, each step the user takes will charge the installed power cell by a tiny bit, enough to sustain a standard modsuit of generic slow speed with only a few, easy modules installed. It won't work in zero G, while flying, pulled by someone else, on a conveyor belt, riding a vehicle or crawling on the floor, though. - Recycler: It collects (most) garbage and casings off the ground and recycles them into material sheets that can be dispensed on an adjacent location or storage with with Middle Mouse Button. Doesn't clean debris, and scuffed because most trash doesn't yield material anyway. - - It also has two subtypes, unbound from the node: one that dispenses riot foam darts and can be found on the black market, and another that dispenses the more innocuous foam darts, rarely found in maints. - Shooting Assistant: A configurable module. On Stormtrooper mode, it will give the user a faster fire rate (the double tap trait) at the cost of accuracy. On Sharpshooter mode, it will improve the user accuracy and make their shots ricochet against walls at least once (if the hit atom allows that, that is, e.g. lasers don't ricochet against iron walls), at the cost of movement speed. Both modes also prevent the user from dual wielding guns. To make the Stormtrooper mode stackable with the poor aim quirk and refrain from making a new trait for the sharpshooter mode, the gun spread code in gun.dm has also received a little refactor and cleanup. Also, it's been tested. ## Why It's Good For The Game The Experimental MODsuit node is quite shabby and could use something extra to make it more appealing to MODsuit enjoyers. Also doubles down as a small addition to the black market and maint loot, and code cleanup, since gun code gives off some garbled vibes. ## Changelog :cl: add: Expanded the Experimental MODsuit Bepis node with three new modules: Magneto Charger, Recycler and Shooting Assistant. add: Added a Riot Foam Recycler module to the black market, as well a more innocuous version as maint loot. /:cl: commit ee7b79b1af1d04da7b1e65303a7e1f5558c1cf91 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Thu Jun 15 14:32:29 2023 +1200 Automatic changelog for PR #75976 [ci skip] commit baaf4f24cdedc742fab2c9408978f200017feea9 Author: Andrew <mt.forspam@gmail.com> Date: Thu Jun 15 05:32:08 2023 +0300 Named barrels (#75976) ![dreamseeker_qLlw7wAl94](https://github.com/tgstation/tgstation/assets/3625094/747f61a0-533f-4cc2-ac61-2901d2d3afb4) ## About The Pull Request Barrels are nice stationary reagent containers, but it's hard to use many of them because they're non-transparent and to see the reagents with science glasses, you need to open the lid. Now you can name barrels to not mistake them. ## Why It's Good For The Game You don't need to open the barrel to figure out what you're going to get from the tap. ## Changelog :cl: qol: You can name barrels with a pen now, changing its icon /:cl: commit d853e8ced8a6908f8f047cb197fc5640162afb6d Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Thu Jun 15 14:30:25 2023 +1200 Automatic changelog for PR #76003 [ci skip] commit b69e3ce0acdb4754567201a3af638a1d567dc429 Author: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Date: Wed Jun 14 21:30:00 2023 -0500 Fixes hungover closet spawner? (#76003) ## About The Pull Request I don't have proof this is bugged, but does anyone have any memory of this actually working? `in contents` doesn't work? It's a landmark? There are no closets in the contents of the landmark? Surely it should be looking at the contents of the turf? ## Why It's Good For The Game Makes this thing work? ## Changelog :cl: Melbert fix: Fix hungover people never spawning stuck in closets /:cl: commit 294e9c33bb8940c2e4615d9a3819772eab16ab6f Author: Changelogs <action@github.com> Date: Thu Jun 15 00:22:38 2023 +0000 Automatic changelog compile [ci skip] commit 0c85906df2f1c7e83e7ae8e87ce2a6ec68cce6a8 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Thu Jun 15 11:46:38 2023 +1200 Automatic changelog for PR #76041 [ci skip] commit c69454c0c822c44018e9e5cbf7ad7ca4563e8ed2 Author: FlufflesTheDog <piecopresident@gmail.com> Date: Wed Jun 14 16:24:56 2023 -0700 Fixes pipenet gasses not being gc'd (#76041) ## About The Pull Request Fixes a small bug that slipped by a couple days ago that made trillionth-of-a-mole gasses stick around in pipes and canisters. This restores to behavior to what it was no more than a week ago, and gas analyzers will still show 0 moles for a decent while before a gas is fully removed. ## Why It's Good For The Game Fixes #76034 get that plasma out of my air tank ## Changelog :cl: fix: VERY small amounts of a gas (<0.0001 mol) in pipenets will once again be fully removed /:cl: commit 30057d1e7108410e41e7a511dd112da4cabcaebd Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Thu Jun 15 08:07:21 2023 +1200 Automatic changelog for PR #76051 [ci skip] commit 702a1c02aae37cd928ee2a1681bbf98389e18bde Author: Brett <bobbahbrown@gmail.com> Date: Wed Jun 14 16:06:48 2023 -0400 Re-add missing categories to externally formatted log files (#76051) ## About The Pull Request Currently externally-formatted log files (handled by rust-g) do not include categories. This seems erroneous, and causes a discrepancy between the internal and externally formatted files as external formatting only seems to add the timestamp and some newline handling. Currently: ![image](https://github.com/tgstation/tgstation/assets/10467687/a8979eca-833a-4c44-9d0b-82b9925ddde4) With this PR: ![image](https://github.com/tgstation/tgstation/assets/10467687/eeeb87ee-3395-4ecc-b97c-ec35f965eac0) ## Why It's Good For The Game Resolves a disparity between external and internal formatting made evident by #75972. ## Changelog :cl: bobbahbrown server: Fix log categories being erroneously excluded from log files. /:cl: commit 952534a0f09e52ad9bfa20c72ca0d87680067781 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Thu Jun 15 07:55:52 2023 +1200 Automatic changelog for PR #76022 [ci skip] commit 7554538acaa26b8085e6d47feecbdb69abf87a82 Author: Hatterhat <31829017+Hatterhat@users.noreply.github.com> Date: Wed Jun 14 14:50:55 2023 -0500 Fixes MOD plasma core recharge amount from plasma sheets (#76022) ## About The Pull Request title ## Why It's Good For The Game this looks like it was erroneously done and has kneecapped recharging off sheets in the process ## Changelog :cl: fix: MOD plasma cores' improved recharging from sheets (2000 charge up from 1500) is back again. /:cl: --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> commit 9f6c0a8dff6ff0cecf6c960e3e1ac3ad6234efba Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Thu Jun 15 07:21:21 2023 +1200 Automatic changelog for PR #75828 [ci skip] commit ed0ac95c98b67955a7a39f072f56449c0099c818 Author: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Date: Thu Jun 15 05:12:12 2023 +1000 Fixes various bow issues and includes new sounds for the bow (#75828) commit f9421d961158f07d6570092aa0d7c6c96929a96c Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Thu Jun 15 06:58:51 2023 +1200 Automatic changelog for PR #76013 [ci skip] commit e817ee30ca567ecb23d0473a76673b0344de59cb Author: Aki Ito <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com> Date: Wed Jun 14 14:58:32 2023 -0400 Hotfixes Some Reagent Containers' Ordering (#76013) ## About The Pull Request Droppers will now properly go to 1u on attackself. Beakers will now properly go to 15u on attackself. Caused by the ordering of the volumes transferred, it thought it was starting at 1u when it should have been starting at 5. ## Why It's Good For The Game Was a bug someone posted about in OOC ## Changelog :cl: Cobby fix: Droppers/Beakers will now go to 1u/15u on the FIRST leftclick. /:cl: commit e7ed949380e0335424473d1ea53fcb827e714e46 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Thu Jun 15 04:50:40 2023 +1200 Automatic changelog for PR #76035 [ci skip] commit f772407a8418bf163528544e1c0d274831c715bd Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Thu Jun 15 04:44:11 2023 +1200 Automatic changelog for PR #75928 [ci skip] commit 585f12d1906c53c6c044730eb1d1be83d43de1a0 Author: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Date: Wed Jun 14 22:07:05 2023 +0530 Slightly optimizes Gas Filter ui data (#76035) **About The Pull Request** There is no need to send gas name to the Gas Filter UI because `getGasLabel()` already decodes the name from it's ID. So, let's save some bandwidth. ## Changelog :cl: refactor: don't send gas name to gas filter UI as the name is already decoded there from it's ID /:cl: commit 8b67c85d89b7f35ee154d31ffb7579568c18022a Author: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Date: Wed Jun 14 22:05:36 2023 +0530 Machine's correctly eject signaller's attached to it's wires (#75928) ## About The Pull Request Fixes #72053 the signaller is made part of the machine's `component_parts` now so it doesn't get moved out when `dump_inventory_contents()` is called like in the case of microwave when it has finished cooking This fix also applies for other machine's that call this proc Fixes #72132 Clear's out the `holder` & `connected` vars from the signaller when the wire's get destroyed allowing the signaller to be picked up ## Changelog :cl: fix: microwave's(after it has finished cooking) & other machine's that spit out contents don't spit out assemblies/signallers attached to it's wires. fix: signallers can be picked up if you attached them to a machine's wire & later deconstructed that machine without detaching it first. /:cl: --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> commit 2484e2dae12852e971cf3e1a6a2349b11084a16c Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Wed Jun 14 22:10:37 2023 +1200 Automatic changelog for PR #75975 [ci skip] commit 2fa6d27ffc94ec359446e4a2cd2dcc0c5784c507 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Wed Jun 14 22:08:15 2023 +1200 Automatic changelog for PR #75978 [ci skip] commit d4c84746a7cbcc01a2f7b41d85cd50db222dcdcf Author: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Date: Wed Jun 14 03:06:22 2023 -0700 Autopopulate bank account ID when linking (#75975) ## About The Pull Request I have no idea how many times I've had to open memories to link my bank account to my ID. ## Why It's Good For The Game Your mob has a memory, use it and fill in the dialog box! ## Changelog :cl: LT3 qol: ID card linking now preloads your bank account number /:cl: commit 48fa7744df284c6d7ef46d4d70b9efe11e28dc2c Author: Andrew <mt.forspam@gmail.com> Date: Wed Jun 14 13:04:53 2023 +0300 Burner can be crafted from any open container (#75978) ![image](https://github.com/tgstation/tgstation/assets/3625094/042ef40c-512f-40c5-8e65-a7dc842108fd) ## About The Pull Request Expands the options for making burners (makeshift igniters) by requiring any open container (bottles, cans, cups) instead of beaker subtypes. ## Why It's Good For The Game Makes ghetto recipe a bit more ghetto-friendly ## Changelog :cl: qol: Chemical burner can be crafted from any open container, not just beakers /:cl: commit edb9ac07f9d49b4d94e9c622a233126e522908e3 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Wed Jun 14 22:04:19 2023 +1200 Automatic changelog for PR #76004 [ci skip] commit 4db798ae92ce88a69daee029e338162839ae535c Author: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Date: Wed Jun 14 03:03:55 2023 -0700 Fix Birdshot tram controls (#76004) ## About The Pull Request Fixes https://github.com/tgstation/tgstation/issues/75587 (Birdshot tram controls going blank) ## Changelog :cl: LT3 fix: Tram controls no longer randomly go blank on Birdshot /:cl: commit 5e7b7165c1dd0c3570a31e36816c9e6ada905bf7 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Wed Jun 14 22:03:06 2023 +1200 Automatic changelog for PR #76026 [ci skip] commit f40ac0b3fd0a5d6e53a8dc2b4cc6210499007719 Author: DaydreamIQ <62606051+DaydreamIQ@users.noreply.github.com> Date: Wed Jun 14 11:02:34 2023 +0100 Rotates a morgue tray at CC Pod bay (#76026) ## About The Pull Request See title ## Why It's Good For The Game ![image](https://github.com/tgstation/tgstation/assets/62606051/4972c8d5-0581-4f4a-b03f-516846079491) Yeah I don't think that's supposed to go through the window like that chief ## Changelog :cl: qol: The CC pod bay now has proper morgue facilities that don't clip through a glass window /:cl: commit 71305701f00ea5edc1982aa81bc609dc229b54a9 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Wed Jun 14 18:25:34 2023 +1200 Automatic changelog for PR #76017 [ci skip] commit f3066b746599093b6a93cbd3ff8b3b40fe739d8d Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Wed Jun 14 18:24:56 2023 +1200 Automatic changelog for PR #76002 [ci skip] commit 6e98eb34bafd9c9fae9f5453a24803015d1a4d0d Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Wed Jun 14 18:22:29 2023 +1200 Automatic changelog for PR #76025 [ci skip] commit fe8670f62c259a3fe583aa87f4cc628a694f92a2 Author: Couls <coul422@gmail.com> Date: Wed Jun 14 02:09:48 2023 -0400 Fix logging for tabling and disposal shoving (#76017) ## About The Pull Request fixes #69837 ## Why It's Good For The Game accurate combat logs ## Changelog :cl: admin: fix combat logs for tabling and disposal shoving /:cl: commit bc38acb20669a3c5c5cc34f2f74b4f2a1bdbd2a0 Author: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Date: Wed Jun 14 01:09:32 2023 -0500 Adds some parenthesis to some bitwise operations (#76002) ## About The Pull Request A set of parenthesis a day keeps weird order of operations away ## Why It's Good For The Game Might be causing bugs? ## Changelog :cl: Melbert fix: Maybe fixes minor bugs in disease cure, revolution, hooded suit code /:cl: commit 2578154a92963d6ced11db564756d87677a4e8e5 Author: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Date: Wed Jun 14 01:09:15 2023 -0500 Adds runtime safety into cinematic code to stop everyone locking up (#76025) ## About The Pull Request Separates these two sections of cinematic code out in their own procs to add some runtime protection. ![image](https://github.com/tgstation/tgstation/assets/51863163/b664d887-1aea-45e7-85f2-aa2e6c997c83) This keeps happening and I have really no idea why. There shouldn't be any `null`s in this list of weakrefs. I asked Lemon a while ago and they said it was a bug in some other code. So I'm just doing this instead. Because I don't know where to hunt down that issue and try-catches aren't real. Closes #76024 ## Why It's Good For The Game Runtiming in these procs is really bad because it handles setting all mobs to `notransform`. Which blocks all movement and acting and stuff. ## Changelog :cl: Melbert code: Adds some runtime safety to Cinematic code /:cl: commit cb6545452c0d7712b9c68dc621a3f721be8fbadf Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Wed Jun 14 15:30:45 2023 +1200 Automatic changelog for PR #75959 [ci skip] commit 1648bcc47ed350b36cb04d2fac7a60955b79343b Author: Nick <42454181+Momo8289@users.noreply.github.com> Date: Tue Jun 13 23:29:00 2023 -0400 Plasma flower MOD core from the lavaland patch of eden ruin (#75959) This PR gives a small update to the patch of eden lavaland ruin, and adds a new item that can be used as an upgrade to the plasma mod core. The idea around this item is that it's a flower that has absorbed all the plasma and bad-vibes in the small area around the ruin, leaving an area full of plants, and a flower full of energy. This flower can be taken from the oasis and turned into a functional MOD core using some wires. As a MOD core, it is the same as the plasma mod core, but has a higher energy capacity, being equivalent to a super power cell. It also gives you a cool pollen effect, and spawns butterflies around you while your suit is active. These butterflies disappear when they get too far away, or if the suit deactivates. They also don't leave corpses, so they shouldn't cause too much clutter. commit d6b17ddff46489ae0902c49b4541967480e76c51 Author: Changelogs <action@github.com> Date: Wed Jun 14 00:27:24 2023 +0000 Automatic changelog compile [ci skip] commit 4f34d66b9d1be1a40f655e8331f3b4be334a9312 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Wed Jun 14 12:27:17 2023 +1200 Automatic changelog for PR #75993 [ci skip] commit c335547fcc88e27318c034dbc606260273f42ecd Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Wed Jun 14 12:26:37 2023 +1200 Automatic changelog for PR #75966 [ci skip] commit 2541b09ff6dd7564e92a68a8ce2371c35dfbcd6f Author: A miscellaneous Fern <80640114+FernandoJ8@users.noreply.github.com> Date: Wed Jun 14 02:22:41 2023 +0200 Adjusts the font size of signatures to a reasonable value. (#75993) ## About The Pull Request Changes the font size of signatures from 30px (pictured left) to 15px (pictured right). I advise opening them in a separate tab, they're a little less pixelated than they look. Original | New :-------------------------:|:-------------------------: ![image](https://github.com/tgstation/tgstation/assets/80640114/62178bc6-ce8b-4127-a086-8e656b3a6092) | ![image](https://github.com/tgstation/tgstation/assets/80640114/9959e648-2bbe-4060-bcc8-1e87393c0a86) ## Why It's Good For The Game I'm not sure why signatures were made to be this big, but it made them hardly fit in any field and look jarring when compared to all the surrounding text. They are now only slightly bigger than normal text (12px) so that they stand out but aren't excessively large. ## Changelog :cl: spellcheck: adjusted font size from 30px to 15px /:cl: commit 22c682af5228dcbb031910aaedebae4f55eb8acf Author: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Date: Tue Jun 13 20:06:50 2023 -0400 Removes old palm tree and coconut overlay effects (#75966) ## About The Pull Request Title. ## Why It's Good For The Game Fixes https://github.com/tgstation/tgstation/issues/73827 ## Changelog :cl: fix: Trees and Coconuts are no longer immune to singularities. /:cl: commit a0e42c8cc2dad6270b09b8c99cce81b832632ee4 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Wed Jun 14 10:18:55 2023 +1200 Automatic changelog for PR #76030 [ci skip] commit 554c55b05bb7f5b3a36ec8ae48d440573cc44a66 Author: GPeckman <gpeckman1@gmail.com> Date: Tue Jun 13 18:07:43 2023 -0400 Fixes iron duplication bug (This is why you use defines, people) (#76030) ## About The Pull Request In PR #75437, sheets were changed from being 2000 units of material to being only 100. This caused an unintended bug, as the datum for iron rods didn't properly use the define. As a result, you could duplicate a sheet of iron into 20 sheets by turning it into rods and inserting it into a protolathe. This makes rods properly use the define, fixing the dupe. ## Why It's Good For The Game Dupe bugs bad, I guess. ## Changelog :cl: fix: You can no longer duplicate iron by turning sheets into rods and putting the rods back into the protolathe /:cl:
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Labels
Logging
printf("Here"); printf("Here2"); printf("Heree");
Priority: High
We messed up.
Security
I'll be honest we don't even know why we have this label
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Internal formatting should only be used for logs that include their own timestamp or don't want one printed.
atm internal formatting does not add the continuation market to newlines which is an issue that is causing info leak of private loglines.
two logs that always used newlines were manually moved to external formatting in the original pr, this now makes that the default. a log type must have a valid reason to format internally now and specifically request this.
(None of this impacts json logs)
馃啈
server: fix logging infoleak from the lack of continuation markets on new lines.
/:cl: