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Ето пизда (Nova Pull) #1615
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…ged cell (#90682) ## About The Pull Request This makes it so if you try to use a MODlink scryer without a power cell, or with an empty cell, it'll show a balloon alert to the user saying "no cell installed!" or "no charge!", rather than silently failing. ## Why It's Good For The Game when I ported modlinks downstream, a few people got confused bc they didn't realize they needed cells after being printed. this makes it more clear what the issue is. ## Changelog :cl: qol: MODlink scryers now alert the user if they try to call without a charged power cell. /:cl:
Improves how the loadout menu looks by switching it to the new ImageButton component, converting recolorable/reskinnable to use icons with tooltips, and allowing items within a category to be grouped up together (only used by pocket items as of now) <details> <summary>How it looks:</summary>   </details> Monocles have been made prescription, and prescription, contains pens, hair color, and other misc tags have been removed. <details> <summary>Additionally, plushies now have better baked-in sprites for loadouts, with randomized lizard plushie receiving a coat of rainbow paint in place of the removed tooltip.</summary>  </details> Blue button make it hard to figure out details on certain items, and tiny grey text is borderline unreadable. Also our pocket items category is horribly bloated. :cl: qol: Redesigned the loadout UI balance: Monocles now work as prescription glasses image: Loadout plushies no longer use mapper previews for their images /:cl:
## About The Pull Request . ## Changelog Included autochangelogs
… (#5334) Update supermatter.dm
…menu (#5339) * Script improvements * Update deploy.sh * Fix icon paths * testing if the unit test works * Update icons.dm * . * Update icons.dm * Update deploy.sh * Update deploy.sh * Update deploy.sh * Update deploy.sh * Revert "testing if the unit test works" This reverts commit a192627f1bc1a8a816c82ad5f2174e1fdf402d26. * Update icons.dm * .
…nt in ghost ore vents (#5338) boop
lowers burn modifier from 0.5 (it's on the parent type, limb/side/jelly
Update loadout_datum_toys.dm
…ot just surgery drapes (#90622)
… now fireproof and lavaproof. And also reinforced fishing lines. (#90627)
This pull request updates the TGS DMAPI to the latest version. Please note any changes that may be breaking or unimplemented in your codebase by checking what changes are in the definitions file: code/__DEFINES/tgs.dm before merging. Full changelog can be found [here](https://raw.githubusercontent.com/tgstation/tgstation-server/gh-pages/changelog.yml). #tgs-dmapi-release Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
## About The Pull Request Closes tgstation/tgstation#90304 Fixes small view, refresh button ## Why It's Good For The Game Better admin qol ## Changelog :cl: admin: supply pod launcher should be more reliable fix: fixed small view, refresh button /:cl: --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request Closes #90607 ## Changelog :cl: fix: Toolbox bounties should no longer randomly fail /:cl:
## About The Pull Request Holy constructs are now part of a new Holy faction, that all Chaplains get once they choose a sect. Wizard constructs are now part of the Wizard faction Juggernaut's Gaunlet Echo spell now respects factions (so ignores cult as cult, wizards as wizard, and their creator as holy) https://github.com/user-attachments/assets/e56f958d-fffa-4534-8b39-a95f9d160865 ## Why It's Good For The Game Makes constructs less likely to friendly fire and makes holy constructs able to use their spells to fight Cult. ## Changelog :cl: Ezel/Improvedname, JohnFulpWillard fix: Constructs now have their proper factions, so Wizard constructs can't hit Wizard Apprentices. fix: Juggernaut's Gauntlet echo spell now respects factions. /:cl:
…er ends) + some tiny little adjustment(s) (#90720)
… (#90805) ## About The Pull Request So I really wanted to do the stereotypical "really I'm just a construction worker" break-in bit, but then quickly realized you can't even place warning cones on the floor! You have to awkwardly drop them, or put them on a table and move them off! Thinking about that, I remembered my similar annoyance with candles for rituals or wet floor signs when playing a janitor. Initially this was intended to include the ability to stack warning cones for easy storage and placement, but I realized that was taking a _lot_ more time than making the other items placeable on the floor. Because of this, I decided to atomize the much less complex part off into this pr. So here, in this pr, we add a simple element `/datum/element/floor_placeable` and apply it to a list of items for which I think "placing it on the floor" makes enough sense as an interaction. As a side to this, we add the plastic pickup/drop noises to wet floor signs and warning cones, because they're made of plastic and it's leagues better than being entirely inaudible. We remove `var/cooldown = 0` from `/obj/item/toy/cattoy` because it wasn't used. ## Why It's Good For The Game Can't do the stereotypical hazard vest break-in in _style_ without the ability to actually place the cones:  Oh man is it so much less of a pain to make fancy schmancy rituals when you don't have to place candles on tables and drag them off for it to work:  It's really funny to be able to play with toys on the floor:  ## Changelog :cl: add: Certain items can now be placed directly on the floor in the clicked on location. This currently includes warning cones, wet floor signs, candles, action figures, plushies, mech toys, and a list of other toys. sound: Warning cones now use plastic pickup/drop sounds. sound: Wet floor signs now use plastic pickup/drop sounds. /:cl:
## About The Pull Request Excludes tgstation/tgstation#90840 due to missing dependency. ## Changelog Autochangelogs included
* Greyscales blood footprints, separate gibs into blood and non-blood overlays
* Greyscales the rest of blood.dmi
* blod
* bleed overlays greyscale
* more grayscaling
* Blargh
* Blargh
* oops
* .
* Almost there.
* Got it
* Update _bodyparts.dm
* gib rotting
* Adds quirk backend
* Ugh
* TGUI framework
* Some bugfixes/additions of various blood-related details
* .
* ..
* Update blood_deficiency.dm
* Xeno blood fix
* Update aliens.dm
* Fix map compile error
* .
* ..
* Update bloodysoles.dm
* Update dropdowns_nova.tsx
* Update living.dm
* CI errors
* Delete blood_gray.dmi
* Fix that unit test
* Update quirks.dm
* Update blood_deficiency.dm
* Fix screenshot tests maybe
* Forgot this
* This stupid one off-color pixel!!
* Moves manganese to the bottom for the chemists
* Update chem_dispenser.dm
* Stops hemophages from getting disgusted by and vomiting from drinking their blood chemical
* Fixes the blood pack crate
* Update garbage.dm
* Update _vending.dm
* Update _species.dm
* Some tweaks
* More slight tweaks
* xeno blood
* Update humans.dm
* Update carbon_update_icons.dm
* insectguts
* .
* .
* Removes most of the xeno sprites
* Squashed commit of the following:
commit 0fe85b6b9b1e0f004b2e6d51b54bdd4453ada1a9
Author: Aylong <alexanderkitsa@gmail.com>
Date: Thu Apr 10 16:56:29 2025 +0300
Oh god, ESLint extention was disabled!!!
commit cfe3699eb2ffb2ca40c8d2a7d091de7aad6509b9
Author: Aylong <alexanderkitsa@gmail.com>
Date: Thu Apr 10 16:49:29 2025 +0300
WTF? Fixing linter
commit d37a34ccb569c473594bf7a15f32f51b451d3319
Author: Aylong <alexanderkitsa@gmail.com>
Date: Thu Apr 10 16:12:53 2025 +0300
Bye
commit 131820a2f56ace4c9db1f5e8aa90322737598359
Author: Aylong <alexanderkitsa@gmail.com>
Date: Thu Apr 10 16:01:32 2025 +0300
Request Manager
commit 88c38037ba810bbc2f3db76b6edfd52e4bc556aa
Author: Aylong <alexanderkitsa@gmail.com>
Date: Thu Apr 10 15:50:37 2025 +0300
For the future
commit 9d0e034b17a34bf8fb48a2230f27ac99a5bc70c1
Author: Aylong <alexanderkitsa@gmail.com>
Date: Thu Apr 10 15:45:33 2025 +0300
Revert ImageButton
commit e146a0d090b429d685d6695e559fd860e7547fdd
Author: Aylong <alexanderkitsa@gmail.com>
Date: Thu Apr 10 15:15:40 2025 +0300
MainPage preferences
commit cea8bd99631a6ba4cc8a4fd9365e95aec46214f6
Author: Aylong <alexanderkitsa@gmail.com>
Date: Thu Apr 10 12:34:52 2025 +0300
Quirks customization
* Fix conflicts
* Some updates
* Makes tiny blood puddles not dry immediately
* Cache the lists
* Update QuirksPage.tsx
* Update reagents.dm
* Update cryopod.dm
* Update cryopod.dm
* .
* Update yarn.lock
* Update modular_nova/modules/deforest_medical_items/code/medstation_designs/blood.dm
* Update code/game/objects/items/devices/scanners/health_analyzer.dm
* Fix autopsy runtime
* aaa
* There will be (colorful) blood: datumizes bloodtypes, greyscales blood sprites, and fixes a lot of inconsistencies with gibs and forensic data (#90593)
## About The Pull Request
This PR:
- Converts all of the blood types into their own datums, which can be
set up to have their own colors, descriptions, and other fun unique
properties. For example, the clown blood that is constantly randomizing
itself.
- Converts all the blood decals into greyscale, which in turn eliminates
the need for separate xeno sprites. They both use the same ones now.
- Audit of blood splatters/gibs/bodyparts/organs to make sure that they
are getting the correct forensic data applied to them.
- For the admins: Adds a clown blood smite.
My primary goal with was to make the appearance of the new sprites look
almost indistinguishable to the original ones.
I consider this a "first pass", as in there are still some further
refactors I would like to do on the backend side, but am satisfied with
it enough to push it forward as a first step towards a better blood
system! I didn't want to do too much at once because of A) fatigue and
B) easier to test things to make sure I'm not breaking something
important this way.
This has been test-merged on Nova for over a week now and has been going
great, so I finally got around to upstreaming the bones to TG. Although
I did test it a bit you may want to TM it just in case I missed some
things when copying it over.
# Conflicts:
# code/__DEFINES/colors.dm
# code/__HELPERS/mobs.dm
# code/_globalvars/lists/mobs.dm
# code/datums/components/blood_walk.dm
# code/datums/components/bloodysoles.dm
# code/datums/dna.dm
# code/datums/elements/decals/blood.dm
# code/datums/quirks/negative_quirks/blood_deficiency.dm
# code/datums/records/manifest.dm
# code/game/atom/_atom.dm
# code/game/machinery/computer/operating_computer.dm
# code/game/machinery/computer/records/medical.dm
# code/game/machinery/dna_scanner.dm
# code/game/machinery/recycler.dm
# code/game/objects/effects/decals/cleanable/aliens.dm
# code/game/objects/effects/decals/cleanable/humans.dm
# code/game/objects/effects/spawners/gibspawner.dm
# code/game/objects/effects/temporary_visuals/miscellaneous.dm
# code/game/objects/items/devices/scanners/health_analyzer.dm
# code/game/objects/items/food/meatslab.dm
# code/modules/admin/create_mob.dm
# code/modules/antagonists/brother/brother.dm
# code/modules/antagonists/obsessed/obsessed.dm
# code/modules/clothing/shoes/_shoes.dm
# code/modules/clothing/suits/_suits.dm
# code/modules/food_and_drinks/machinery/gibber.dm
# code/modules/hallucination/blood_flow.dm
# code/modules/hydroponics/grown/replicapod.dm
# code/modules/hydroponics/seeds.dm
# code/modules/mob/living/blood.dm
# code/modules/mob/living/carbon/carbon.dm
# code/modules/mob/living/carbon/carbon_defense.dm
# code/modules/mob/living/carbon/carbon_update_icons.dm
# code/modules/mob/living/carbon/human/_species.dm
# code/modules/mob/living/carbon/human/dummy.dm
# code/modules/mob/living/carbon/human/human.dm
# code/modules/mob/living/carbon/human/species_types/jellypeople.dm
# code/modules/mob/living/carbon/human/species_types/podpeople.dm
# code/modules/mob/living/carbon/human/species_types/snail.dm
# code/modules/mob/living/living.dm
# code/modules/reagents/chemistry/reagents/other_reagents.dm
# code/modules/religion/religion_sects.dm
# code/modules/surgery/bodyparts/_bodyparts.dm
# code/modules/surgery/bodyparts/dismemberment.dm
# code/modules/surgery/organs/_organ.dm
# code/modules/surgery/organs/organ_movement.dm
# code/modules/unit_tests/screenshots/screenshot_antag_icons_obsessed.png
# code/modules/vehicles/cars/clowncar.dm
# icons/effects/blood.dmi
* .
* aaa
* Update tgstation.dme
* Update blood_deficiency.dm
* Revert "Update tgstation.dme"
This reverts commit a5d978daa8908d459d811d57d4532072b105c424.
* Revert "aaa"
This reverts commit a415d65fd691668eebb92bf57f6d44ed1ec42336.
* aaaaa
* Final tweaks
* Update blood.dm
* Update miscellaneous.dm
* Organization
* Organization, continued
* Update unusual_biochemistry.dm
* Update unusual_biochemistry.dm
* .
* Update unusual_biochemistry.dm
* Update unusual_biochemistry.dm
---------
Co-authored-by: Fluffles <piecopresident@gmail.com>
Add secondary chat color preference to voice actor quirk
* Initial Commit * Update modular_nova/modules/modular_weapons/code/melee.dm Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Dullahan Cyborgs New borg skins.
* Initial Commit * Update modular_nova/modules/modular_weapons/code/overrides/ballistic_master.dm Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* System Shock Update Adjusts the quirk to it's original design intention of being a heavy sleeper for synthetics. * Update modular_nova/modules/system_shock/code/system_shock_quirk.dm Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com> * Update system_shock_quirk.dm * Adds cooldown * Update modular_nova/modules/system_shock/code/system_shock_quirk.dm --------- Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
* Add timed sleep. Differentiate voluntary sleep (sleep verb) and involuntary sleep. Allow resisting awake from timed sleep. * Add missing into to README.md * Tidying up overrides into module, improve documentation, add pause_expiry var * Fix indefinite sleep bug when client was never connected * Fully replace mob_sleep() definition * Reduce hunger rate when lying down or sleeping * Prolong sleep indefinitely when the client disconnects, add Click() handler to sleep status effect, change sleep status effect description * Cleaning up * Move files to new directory, improve readme * Cleaning up comments * Update readme * Update readme * Finish readme * Remove erroneous proc call * Cleanup docs * Cleanup edit comments * Fix bug preventing indefinite voluntary sleeping * Update README.md * Add type safety * Standardize usage of STATUS_EFFECT_PERMANENT * Refine enhanced sleep module, add signal usage * Refine README * Update README.md * Update code/modules/mob/living/living.dm Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> * Update code/modules/mob/living/living.dm Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
yeah sure all in one commit what could go wrong Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
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This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself. |
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This PR has been inactive for long enough to be automatically marked as stale. This means it is at risk of being auto closed in ~ 7 days, please address any outstanding review items and ensure your PR is finished, if these are all true and you are auto-staled anyway, you need to actively ask maintainers if your PR will be merged. Once you have done any of the previous actions then you should request a maintainer remove the stale label on your PR, to reset the stale timer. If you feel no maintainer will respond in that time, you may wish to close this PR youself, while you seek maintainer comment, as you will then be able to reopen the PR yourself. |
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add: Nova Pull
/:cl: