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[pull] master from cmss13-devs:master #862
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# About the pull request Makes the CAS warning messages for observers say 'Dropship' rather than 'Large bird'. # Explain why it's good for the game It seems a bit weird that observers get the "in-character" xeno version of the messages, rather than the "correct" version. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog (no idea what CL category to make this) :cl: spellcheck: Made observers see the marine version of CAS warnings, rather than the xeno one. /:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> # About the pull request snow map survs now spawn with snow gear. previously they wouldn't due to their random equipment getting picked first, leading to them not getting any snowgear and freezing to death. fixes #5530 sadly this means that they lose most of their unique gear, but I guess the alternative is freezing to death instantly. <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> # Explain why it's good for the game survs should at least have a chance to survive? maybe? <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding, and may discourage maintainers from reviewing or merging your PR. This section is not strictly required for (non-controversial) fix PRs or backend PRs. --> # Testing Photographs and Procedure <!-- Include any screenshots/videos/debugging steps of the modified code functioning successfully, ideally including edge cases. --> <details> <summary>I got a picture</summary> ![image](https://github.com/cmss13-devs/cmss13/assets/54422837/849508c8-f88d-472b-8082-724aa6470cc1) </details> # Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly label your changes in the changelog. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> <!-- If you add a name after the ':cl', that name will be used in the changelog. You must add your CKEY after the CL if your GitHub name doesn't match. Maintainers freely reserve the right to remove and add tags should they deem it appropriate. --> :cl: fix: Civilian survs will now spawn with snow gear on snow maps. /:cl: <!-- Both :cl:'s are required for the changelog to work! -->
# About the pull request <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> Most of the changes here are minor, mostly to comments or descriptions. Here is the full list. - recieve -> receive - percieve -> perceive - alot -> a lot - atleast -> at least - succesfully -> successfully - seperate -> separate - noticable -> noticeable - concious -> conscious - enviroment -> environment - existance -> existence - foward -> forward - interupted -> interrupted - independant -> independent - guarenteed -> guaranteed - overriden -> overridden - occuring -> occurring - occured -> occurred - transciever -> transceiver - maintenace -> maintenance # Explain why it's good for the game Makes it easier to read things # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Code compiles and runs </details> # Changelog :cl: spellcheck: Fixed a few uncommon typos across the entire codebase /:cl:
# About the pull request Fixes `.jsx` files not triggering a TGUI recompile in build.bat when they've been edited. Currently you need to manually run `yarn tgui:build` (or equivalent) to make any changes appear in-game. I double checked TG's version of this just to make sure I didn't miss something obvious, and it looks like they've only recently fixed this themselves: tgstation/tgstation#80630 # Explain why it's good for the game Editing a TGUI file should trigger a rebuild. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog Nothing player-facing.
# About the pull request Whisky Outpost is so rare now that it has taken two months for anyone to notice that it has been throwing a runtime when determining how many players are required for the game mode (140). Additionally, the Ticker subsystem really poorly handled this situation. This PR makes it so: - Admins can bypass checks to start a game mode - Messages when a game mode fails to start is more verbose - A game mode that fails to start will attempt again once - Otherwise it will set game mode to default and initiate a game map vote and restart if there are no active admins; or it will delay start and message admins. # Explain why it's good for the game This should hopefully be less confusing to people what's going on when a game mode like WO fails to start and give admins an easier time to handle situations like this. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> No Admins (or afk admins): ![no_admins](https://github.com/cmss13-devs/cmss13/assets/76988376/8491981a-e740-4556-ac86-dd038d31c894) With Admins: ![admins](https://github.com/cmss13-devs/cmss13/assets/76988376/0f0652a9-bd72-4993-a568-e3aed1ac6e6d) </details> # Changelog :cl: Drathek add: The game will now change game mode to default and initiate a map vote if a game mode fails to start twice and there are no admins online. fix: Fixed a runtime during game mode voting admin: Admins can now use the Start Round verb to bypass a gamemode's checks /:cl:
# About the pull request The codebase currently has three line-drawing algorithms: - `get_line()` - never used - `getline()` - used once - `getline2()` - used many times They are all almost identical. There is no real use-case for one over the the other. This PR removes `getline()` and `getline2()` and replaces those proc calls with `get_line()`. Furthermore, `get_line()` is replaced with a different method using linear interpolation, based on the examples here: https://www.redblobgames.com/grids/line-drawing/#optimization The pros of this new method are consistent, reversible projectile paths (if you can shoot them they can shoot you), and that it is *possibly* more performant. Bresenham's line algorithm is famously fast -- for the 1960s. This new one looks to be faster on modern computer hardware. Floats aren't scary anymore. <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> # Explain why it's good for the game Less duplicated code. Consistent projectile paths. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> The functions of interest are: - `get_line()`, `getline()`, `getline2()` - in our codebase - `getline_tgmc()` - TGMC's "Reasonably Optimized" version: https://github.com/tgstation/TerraGov-Marine-Corps/blob/2da5c237640d73e3e66ad79e34861e9682f4609c/code/__HELPERS/unsorted.dm#L816-L869 - `get_line_testA()` - the proposed replacement ![image](https://github.com/cmss13-devs/cmss13/assets/14267245/b12935c2-31ac-4b36-b2ff-fa892472ef94) The output of `get_line_testA()` is *not* identical to `getline2()`. A path starting at the center pillar and ending on a tiled floor has different results. ![image](https://github.com/cmss13-devs/cmss13/assets/14267245/923a77aa-4c6a-4dfa-8147-1001430a0529) The following examples are a comparison between `getline2()` and `get_line_testA()`. All paths start at the wall and end at the ghost. Purple tiles are where both functions picked the same turf, red is unique to `getline2()`, blue is unique to `get_line_testA()`. Note that `get_line_testA()` results in the same path taken regardless of direction. Example 1a: SW to NE ![image](https://github.com/cmss13-devs/cmss13/assets/14267245/b39dd576-0486-4524-b6ec-eeac1b7fdf52) Example 1b: NE to SW ![image](https://github.com/cmss13-devs/cmss13/assets/14267245/0994f93d-6cbb-4864-a3b8-40575881f603) Example 2a: NW to SE ![image](https://github.com/cmss13-devs/cmss13/assets/14267245/f557284b-0e19-4392-921a-adec86fea4cf) Example 2b: SE to NW ![image](https://github.com/cmss13-devs/cmss13/assets/14267245/1ee59440-d9d7-424b-b3aa-6a6883054fe1) </details> # Changelog :cl: refactor: projectile paths are the same in both directions, A->B and B->A /:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> # About the pull request Adds more biometric checks to certain command interactions. <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> # Explain why it's good for the game <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding, and may discourage maintainers from reviewing or merging your PR. This section is not strictly required for (non-controversial) fix PRs or backend PRs. --> # Testing Photographs and Procedure <!-- Include any screenshots/videos/debugging steps of the modified code functioning successfully, ideally including edge cases. --> <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly label your changes in the changelog. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> <!-- If you add a name after the ':cl', that name will be used in the changelog. You must add your CKEY after the CL if your GitHub name doesn't match. Maintainers freely reserve the right to remove and add tags should they deem it appropriate. --> :cl: add: Added biometric checks to command announcements. /:cl: <!-- Both :cl:'s are required for the changelog to work! -->
…thes and the Trijent Sec Guard. (#5438) # About the pull request Don't worry Synth mains, the **/obj/item/clothing/under/rank/rdalt** path only leads to the RD's Locker, so I didn't remove your uniform. Added a second RD uniform, which IMO has a better sprite than the current one I changed. Also added a Researcher and CMB Variant on Trijent, along with changing the current Sec Guard as he was using USCM MP Gear, now he's using proper Wey-Yu gear. # Explain why it's good for the game Surprised Trijent didn't have a Researcher or a special CMB spawn like the rest of the maps, no reason as to why it shouldn't.. it has a lab afterall. The Trijent Security Guard had an MP hat, I don't think he's apart of the USCM MPs so I removed that and changed it to a nice looking PMC hat, along with a Wey-Yu Security Vest. Truly a Company moment. Added an RD outfit for fluff for the new Researcher role and replaced the unused synthetic service uniform with it's RD counterpart as well, which could be used in the future. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: add: Added a Researcher on Trijent. add: Added a CMB Deputy on Trijent. add: Added a second RD uniform. code: changed the Trijent Security Guard to not use a USCM MP Hat and trenchcoat. code: changed a not used "synthetic service uniform" to it's before shamelessly taken RD Variant. /:cl: --------- Co-authored-by: Jeff Watchson <johncenatoutourourou@gmail.com>
# About the pull request Makes autonaming cameras happen based on a preset variable rather than hardcode. <!-- Remove this text and explain what the purpose of your PR is. Mention if you have tested your changes. If you changed a map, make sure you used the mapmerge tool. If this is an Issue Correction, you can type "Fixes Issue #169420" to link the PR to the corresponding Issue number #169420. Remember: something that is self-evident to you might not be to others. Explain your rationale fully, even if you feel it goes without saying. --> # Explain why it's good for the game # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> Put screenshots and videos here with an empty line between the screenshots and the `<details>` tags. </details> # Changelog :cl: code: Security camera autoname is now determined by a variable rather than hardcode. /:cl: --------- Co-authored-by: harryob <me@harryob.live>
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