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## About The Pull Request This defaults every tgui to fancy mode and removes the preference entirely. ## Why It's Good For The Game If you look through the code you'll find comments like these > //some browsers (IE8) have trouble with unsupported css3 elements that break the panel's functionality, so we won't load those if a user is in no frills tgui mode since that's for similar compatability support We're far and away from IE8, therefore our need for compatibility support, so I think it's valid to remove this so called 'no frills tgui mode'. It's tied into the event message system with every backend update, so there's a tad less overhead. ## Changelog :cl: del: TGUI now defaults to fancy mode, there is only fancy mode. Welcome to the future. /:cl:
## About The Pull Request This adds several new hand emotes for human mobs: | Emote | Message | | ------------- | ------------- | | slit | "drags a finger across their neck." | | scratch_h | "scratches their head." | | thumb_u | "gives a thumbs up." | | thumb_d | "gives a thumbs down." | | time | "checks the time." | | tap | "taps their foot impatiently." | | halt | "holds up their palm, signaling to stop." | | shush | "holds a finger to their lips." | | listen | "cups a hand to their ear." | | think | "taps their head, thinking." | | beckon | "waves a hand for someone to come closer." | | airquote | "makes air quotes." | | crazy | "twirls a finger next to their head." | | squint | "squints." | | rub | "rubs their chin." | ## Why It's Good For The Game More emote content. ## Changelog :cl: add: Add new emotes "slit", "scratch_h", "thumb_u", "thumb_d", "time", "tap", "halt", "shush", "listen", "think", "beckon", "airquote", "crazy", "squint", "rub". /:cl:
## About The Pull Request Continuation of #94059. Replaces the following signs with their directional helpers - `/obj/structure/sign/departments/cargo : /obj/structure/sign/departments/cargo/directional` - `/obj/structure/sign/warning/vacuum/external : /obj/structure/sign/warning/vacuum/external/directional` ## Changelog :cl: qol: added mapping directional helper for cargo & vacuum signs allowing them to interact with fire/acid on their mounted turf /:cl:
## About The Pull Request This is many minor changes to piping on primarily left-side catwalk medical but also every other location on the map cause i cant help myself, mostly removal of worthless disposals, pipes, and cables, and updates to disposals that didn't connect properly. No vents or scrubbers were moved from this, with the exception of one in virology, because its location caused an incredibly long diversion to be made. Also one in engineering was rotated. The only major change within is that Virology is no longer connected to the main station waste/distro network, which means that the main station's waste line will no longer be **constantly vented into space**. Everything else is just removing/optimizing clutter, or moving things inconsistent with standard design. ## Why It's Good For The Game Nanotrasen's gonna have our asses for all these useless pipes they're paying for. They say they're gonna consider pay cuts. The waste line being constantly emptied into space is probably not good. We use that sometimes. ## Changelog :cl: map: Many of Catwalk's useless pipes have been cut out map: Catwalk's waste line will no longer constantly vent into space /:cl:
## About The Pull Request Solves these four problems on Catwalk: Prisoner Education Chamber APC unpowered Engineering Security Checkpoint unpowered Starboard Bow Solar Maintenance unpowered Mishmash of accesses on Engineering Project room(General engi, construction, and atmos all for different doors to the same room) - made into only construction access except for door into engineering ## Why It's Good For The Game I hear we don't like problems 'round these parts ## Changelog :cl: map: Catwalk engi secpoint, prisoner education chamber, & starboard bow solar maintenance repowered map: Catwalk Engineering Project Room accesses have been made consistent /:cl:
## About The Pull Request Adds a power cable coming out of the top of chemistry(factory, to be clear) that goes to the cable/pipe line to the left of morgue. ## Why It's Good For The Game Currently, morgue is powered by an extremely long single cable that goes almost the whole way around chemlab, which means it is constantly depowered by single mouse bites, due to lacking any redundancy over such a long distance. No other place is depowered by bites as constantly as morgue is, and losing power because of random bites half of icebox rounds isn't very interesting. ## Changelog :cl: map: Icebox morgue has been given an additional redundant power line /:cl:
## About The Pull Request For drag/resize events, this throttles the rate at which byond.winset is called to the refresh rate of your monitor. Sorry about the file diff, I can't help but turn functions into... functions ## Why It's Good For The Game Suffering from success: Our new browser fires mouseevents so fast it lagged the game Closes tgstation/tgui-core#98? ## Changelog :cl: fix: TGUI window drag and resize should be smoother on low end systems. /:cl:
Co-authored-by: san7890 <[email protected]>
## About The Pull Request While stop/drop/rolling, you have a progress bar which indicates how close you are to extinguishing yourself <img width="137" height="106" alt="image" src="https://github.com/user-attachments/assets/d960329f-1481-4424-8700-fed94439b037" /> If you get more on fire while rolling, the bar will recede as well ## Why It's Good For The Game Some certain boomer players have struggled to adapt to the way stop drop and roll was changed 2 years ago, moving around without realizing they're not making progress Now they have an indicator of some progress ## Changelog :cl: Melbert qol: Stop drop and roll now has a progress bar /:cl:
## About The Pull Request Pretty much what it says on the tin, this hooks a record_feedback into adjust_money's implementation on departmental accounts. That way, all changes to deparments balances are logged alongside a timestamp, in order to potentially generate charts of the data in real-time throughout the round. ## Why It's Good For The Game This data can provide general trend data throughout the average round, in order to gather a picture about how many credits are available to the crew throughout the average round. How many credits does the crew have at 5 minutes? 15? 45? etc etc. ## Changelog No player facing changes.
On production, I sign up for rounds (and I know I pushed the button because the auto-deadmin message comes up) but it doesn't inject me in the game and fails without a warning. I have no idea why it's doing this but I shifted some stuff around and added a few logs to hopefully stop this strange consistent failure for me to start a shift. I just cleaned up a lot of the code and turned the ready defines into strings instead of a boolean (so I could log it more efficiently with little overhead, as well as standardize it to a define without people doing wacky shit everywhere). I don't think this will fix the issue but it will definitely make some things more clear as to why I'm not joining rounds without warning despite clicking ready. Cleans the code up while trying to resolve a really puzzling bug I've been having. :cl: server: The ready/not ready states of new players are logged when a shift starts. /:cl:
…476) ## About The Pull Request They did not have the fleeing targeting behavior assigned, hence they failed to do anything and runtimed in place ## Changelog :cl: fix: Fixed illusions not fleeing their targets and runtiming in place /:cl:
…tory outputs (#93991)
## About The Pull Request - Fixes #94497. Adds atom mount component directly but only for non shuttle areas - Hand placed posters are pixel shifted onto the wall and not directly force moved allowing for stuff like acid/fire to interact with them - Hand placing posters & signs apply the atom mounted component directly without calling `find_and_mount_on_atom()` ## Changelog :cl: code: improves code for placing posters and signs on walls fix: hand placed posters now interact with fire/acid on their mounted turf fix: wallframes in player hands gets consumed when mounted in shuttle areas /:cl:
## About The Pull Request Closes tgstation/tgstation#59926 The issue lies with `+ world.tick_lag*2` blocking momentum. It's been lying here for around 9 years. It only exists due to the way old way keypress code used to work. Supposedly /tg/ used to move via keypress repeats, meaning it used to spam the server more than once a tick. This isn't a thing anymore, so this logic is now broken because the prerequisites necessary are based on a now obsolete framework which used to rely on duplicating keypress. Additionally see tgstation/tgstation#18670 (comment). Incase anyone mentions that a thrownthing should preemptively be infront of the the player's tile ahead of time (so, fire an extra tick for leeway), the code already covers that. See `quickstart`. ## Why It's Good For The Game Throwing a body won't hit yourself anymore, even if you're on meth. ## Changelog :cl: ArchBTW fix: Fix bodythrow hitting yourself /:cl: Co-authored-by: glue0000 <[email protected]>
## About The Pull Request Adds a check for `CONCIOUS` in the ore bag move handling where it picks up ores. ## Why It's Good For The Game Dead people continuing to work has been described by many as unlikely. ## Changelog :cl: fix: Miners are no longer so dedicated they will pick up ores while dead /:cl:
## About The Pull Request ``convert_reagent`` shouldn't be called when there are no reagents to convert ## Changelog :cl: fix: Fixed runtimes from running mixing on an empty reagent grinder /:cl:
## About The Pull Request fixes double the in smokey remain message and closes #94560 ## Changelog :cl: spellcheck: Removed double "the" in smokey remains message. /:cl:
## About The Pull Request it was wrong check ## Changelog :cl: fix: Fixed spears breakability. /:cl:
## About The Pull Request Turns out the version we are using has a memory segmentation issue that has been fixed in later versions. oven-sh/bun#23240 For server ops: remember to update your PreCompile.sh ## Why It's Good For The Game Improved stability, probably fixes some CI flakiness ## Changelog :cl: server: updates bun version to 1.3.5, and adds automated validation for tgs /:cl:
Ports Monkestation/Monkestation2.0#1231 which is a port of BeeStation/BeeStation-Hornet#9417 which is a port of https://github.com/omgovich/react-colorful/ Also a port of https://github.com/effigy-se/effigy/blob/main/tgui/packages/tgui/interfaces/effigy/ColorPickerModal.tsx for hex color presets Admin stuff got excluded (pref-like picker, filterrific, get-variables) https://github.com/user-attachments/assets/7069bef9-81cd-4636-bf68-cbad227ef09e It's one of the only input areas that still doesn't use TGUI, leaving darkmode players flashbanged every single time a color selection UI is opened. This is also just visually great and I think a big upgrade from byond's. :cl: omgovich, itsmeow, Absolucy, JohnFulpWillard, jlsnow301, TealSeer, lessthnthree add: Color selection panels now use TGUI (If you have TGUI enabled in settings). /:cl:
## About The Pull Request What the title says ## Why It's Good For The Game A couple times now as a cargo tech/QM I've wanted to add new mule destinations or move existing ones and I can't because I can't unlock the nav beacons, I think this is silly because mulebots are half the purpose of nav beacons to begin with. I'm marking this as a balance change out of good faith but realistically I don't think it will matter at all
…gth_char` (#94547) ## About The Pull Request This makes it so `TextInputModal`'s character length display in the UI will count by unicode code points instead of just `str.length`, consistent with how `length_char` should behave: <img width="602" height="128" alt="image" src="https://github.com/user-attachments/assets/0413ac95-4c4e-4501-a39c-58ce8fbd88d3" /> ### Before <img width="325" height="135" alt="2025-12-18 (1766103838)" src="https://github.com/user-attachments/assets/60f6d397-fbc5-4530-ba88-546fd5a407f5" /> ### After / Fixed <img width="325" height="153" alt="2025-12-18 (1766104561)" src="https://github.com/user-attachments/assets/d67782f2-08bb-4496-a241-4cc46e4b31ff" /> <img width="325" height="153" alt="2025-12-18 (1766104566)" src="https://github.com/user-attachments/assets/95d1e3b1-b2ab-4ba1-aa1e-838b60da7bf2" /> <img width="325" height="153" alt="2025-12-18 (1766104573)" src="https://github.com/user-attachments/assets/27e9737c-75b8-47cf-b472-22db21c379fe" /> ## Why It's Good For The Game consistency is good ## Changelog :cl: fix: Tgui text input modals now properly display the length of text inputs that contain unicode characters such as emojis. /:cl:
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