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109 Commits
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b8493cface |
Protean Stripping fixes (#5432)
Requires #5420 to be merged. ## About The Pull Request See changelog ## Why It's Good For The Game Bug fixes are good. Especially fixing bugs that brick you. ## Proof Of Testing  ## Changelog 🆑 fix: Click dragging a protean modsuit onto yourself no longer unequips it, bricking you. del: Removed the Control Click Stripping functionality from Protean modsuits. It's now only click dragging. /🆑 |
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d14e538393 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 | ||
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d3c806c070 | Fix strip menu (#93336) | ||
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975d3d47ae |
Fixes certain broken icons in the outfit editor, stripping menu and multiple others (#93319)
## About The Pull Request ``icon2base64`` does not like animated icons and will display an atlas in TGUI when one is passed into it <img width="239" height="220" alt="JKneqDL9NH" src="https://github.com/user-attachments/assets/47e0ffdf-c155-4c84-94ce-c23203281012" /> Additionally added some padding between the icon and the slot name in the outfit editor because it annoyed me ## Changelog 🆑 fix: Fixed certain broken icons in the outfit editor, stripping menu and multiple others /🆑 |
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f72eb75a6f |
Handcuffs can now be used to bind certain items (briefcases, toolboxes, etc.) to your hand. (#93305)
## About The Pull Request Technically, this PR introduces the cuffable_item element and the cuffed_item status effect and their relative code. In more player-friendly terms, this allows the ability to use handcuffs to bind certain items to your hands by right-clicking it with a pair of handcuffs in your active hand. This makes the item unable to be dropped, for better or worse, until you or someone else remove said cuffs. And no, this doesn't conflict with the ability to be handcuffed if you're silly enough to think that. There are more than one way to remove the cuffs. For the player with the item cuffed to their hand, to remove the cuffs they can either click the status alert, or examine the item and click the relative hyperlink. The second option is good to have if for some reason the status alert doesn't show up (too many alerts etc.). For other people, they can remove the cuffs by opening the strip inventory menu (the one you open by click-dragging the sprite of person with the item onto yours). It's an alternative action specific to this status effect (therefore only held items). Until the cuffs are removed, trying to remove the item **directly** will bring you nowhere **because the item is stuck to their hands**, duh. Alternatively you can just chop their arm off. You do what you do. For a list of items that can be bound with cuffs (suggestions welcome): - briefcases - toolboxes - lockboxes - first aid kits - shields (they generally have handles and all. gameplay-wise they already take away one hand slot to use. Using cuffs seals the deal: no swapping items on the go, so no two-handed weapons, but you won't drop the shield until it's broken) - jerrycans (Kryson's suggestion) - soup pots (ditto, kinda weird) - coffee mugs, and the mauna mug (ditto) - buckets - plushes (silly stuff, if you ever want to arrest a plush or test the feature) - pet carriers - mining drills - swords with closed guards (ERT chainsaw-sword, cap's sabre, parsnip sabre, cutlass, e-cutlass...) - crutches and the white cane - baskets - flashlights and lamps (not subtypes like flares, glowsticks and torches) - TTVs - chairs ## Why It's Good For The Game This opens up for some emergent use for handcuffs beside people (or prisoner shoes). Inspired by a scene of some 1998 action movie, where one of the bad guys had the mc guffin briefcase latched to his wrist with a pair of handcuffs. Codewise, it was also a reason to refactor bits of code like handcuffs and screen alerts slightly. On a sidenote, actual sprites for cult/heretic shackles. ## Changelog 🆑 add: You can now bind certain items like briefcases, toolboxes, medkits, shields, jerrycans etc. to your hand with a pair of handcuffs, preventing them from being dropped. You can remove said binds at any time unless incapacitated, and so can others through the strip inventory menu. qol: The appearance of a screen alert now updates if the object it represents (like, an item offered by another player) changes appearance. imageadd: The shadow shackles item (from cult magic and heretic sacrifices) now has its own icon. /🆑 |
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5e629dff04 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync | ||
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67185ec2ce |
Adds accessory stripping to the strip-menu (#93177)
## About The Pull Request The strip-menu can now support THREE alternate actions instead of two! Adds stripping of accessories with a tgui input list. https://github.com/user-attachments/assets/ab436b5a-751d-42b6-8e2c-1d83c7c7e081 ## Why It's Good For The Game Lets you take off accessories without stripping the person of their uniform first. ## Changelog 🆑 add: Adds a button to the strip-menu to remove somebody's uniform accessories /🆑 |
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939f2fc9ac | Merge branch 'master' of https://github.com/tgstation/tgstation into xpokee-test-upstream-sync | ||
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135a09182b |
Refactors obscured (#92779)
## About The Pull Request Fixes #85028 Obscured flags and covered flags are tracked on carbons, updated as items are equipped and unequipped. It's that shrimple. Closes #92760 Just removes the species exception checks for not making sense Also refactors handcuffs / legcuffs removal. In all of these situations they were hardcoded when they could easily just use an inventory proc to work. ## Why It's Good For The Game Stops a million excessive calls to `check_obscured_slots` Makes obscured behavior more consistent Makes obscured behavior easier to use Cleans up human rendering (There was some cursed stuff before with render item -> updated obscured -> update body -> cause side effects) ## Changelog 🆑 Melbert del: Golems which somehow manage to grow wings and somehow manage to equip something that covers their jumpsuit can no longer fly. (Seriously, this will not affect anyone) refactor: Refactored clothing obscurity entirely. Items should be a loooot more consistent and what covers what, and should update a lot snappier. As always, report any oddities, like mysteriously disappearing articles of clothing, hair, or species parts refactored: Refactored handcuffs and legcuffs a bit, report any odd situations with cuffs like getting stuck restrained /🆑 |
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b2b7535200 |
Fix for the issue of mulebots unable to buckle people to themselves. (#92572)
## About The Pull Request Crude but simple fix for mulebots trying to buckle people. Mouse dragging was opening stripping UI instead of buckling people. Bots can't strip people anyway but I left a way to open strip UI. It is working just like for cyborgs, bot needs to be in combat mode to open it. Maybe someone will want to let Medbot strip people. The issue happened when new strip UI was added 4 years ago: https://github.com/tgstation/tgstation/pull/57889 Before the new UI the problem was known and someone fixed it: <img width="633" height="149" alt="obraz" src="https://github.com/user-attachments/assets/bfa3c323-60db-485c-a2d4-79c687839b74" /> But such simple solution isn't available anymore. ## Why It's Good For The Game Fix good, we fix. ## Changelog 🆑 fix: Fixed bots unable to buckle people to themselves. /🆑 |
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6b83c1d2e5 |
Fix for the issue of mulebots unable to buckle people to themselves. (#92572)
## About The Pull Request Crude but simple fix for mulebots trying to buckle people. Mouse dragging was opening stripping UI instead of buckling people. Bots can't strip people anyway but I left a way to open strip UI. It is working just like for cyborgs, bot needs to be in combat mode to open it. Maybe someone will want to let Medbot strip people. The issue happened when new strip UI was added 4 years ago: https://github.com/tgstation/tgstation/pull/57889 Before the new UI the problem was known and someone fixed it: <img width="633" height="149" alt="obraz" src="https://github.com/user-attachments/assets/bfa3c323-60db-485c-a2d4-79c687839b74" /> But such simple solution isn't available anymore. ## Why It's Good For The Game Fix good, we fix. ## Changelog 🆑 fix: Fixed bots unable to buckle people to themselves. /🆑 |
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16aa15a136 |
Changes human name updates to be request-based instead of being automatically done every single tick (#92393)
## About The Pull Request
Changes human name to update whenever anything that could result in
their visible name changing occurs, such as changing IDs, equipping
gasmasks, picking potted plants, etc. Currently name updates occur every
``Life()`` tick and in a few "special" cases, which causes a lot of name
changes from sources such as equipment to not apply until the mob ticks,
and makes us waste a tiiiny bit of CPU time on name updates.
I've also slighly cleaned up human /Life() and made species'
``spec_life()`` not run when the mob is dead, as it was causing certain
unintended interactions, such as slimepeople regenerating blood while
dead.
## Why It's Good For The Game
Microoptimization, ensures that correct names are always used (in case
something could update their name but the mob hasn't ticked yet), plus
its just a cleaner implementation
(cherry picked from commit
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87e1ef6f64 |
Changes human name updates to be request-based instead of being automatically done every single tick (#92393)
## About The Pull Request Changes human name to update whenever anything that could result in their visible name changing occurs, such as changing IDs, equipping gasmasks, picking potted plants, etc. Currently name updates occur every ``Life()`` tick and in a few "special" cases, which causes a lot of name changes from sources such as equipment to not apply until the mob ticks, and makes us waste a tiiiny bit of CPU time on name updates. I've also slighly cleaned up human /Life() and made species' ``spec_life()`` not run when the mob is dead, as it was causing certain unintended interactions, such as slimepeople regenerating blood while dead. ## Why It's Good For The Game Microoptimization, ensures that correct names are always used (in case something could update their name but the mob hasn't ticked yet), plus its just a cleaner implementation |
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1b0c9581f9 |
Fixes transparent_protection being used incorrectly almost everywhere (#90894)
## About The Pull Request ``transparent_protection`` is a set of cover flags which are supposed to be used for things that can be seen, but cannot be accessed. Replaced the argument in ``check_obscured_slots`` with a separate ``check_covered_slots`` proc for clarity. Closes #90827 Also went a bit down a rabbit hole and fixed some UI issues with the strip menu, as I found out that covered slots also counted as obscured. Covered, but not obscured slots are now semi-transparent, images are pixel-perfect, and action buttons no longer are offset. Also slots with items in them don't have the background, akin to how inventory slots function in-game. |
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2ff025b97a |
Fixes transparent_protection being used incorrectly almost everywhere (#90894)
## About The Pull Request ``transparent_protection`` is a set of cover flags which are supposed to be used for things that can be seen, but cannot be accessed. Replaced the argument in ``check_obscured_slots`` with a separate ``check_covered_slots`` proc for clarity. Closes #90827 Also went a bit down a rabbit hole and fixed some UI issues with the strip menu, as I found out that covered slots also counted as obscured. Covered, but not obscured slots are now semi-transparent, images are pixel-perfect, and action buttons no longer are offset. Also slots with items in them don't have the background, akin to how inventory slots function in-game. |
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18e83a8c3e |
prevents stripping in caretakers last refuge (#89711)
## About The Pull Request prevents stripping in caretakers last refuge ## Why It's Good For The Game fixes #89710 ## Changelog 🆑 fix: prevents stripping in caretakers last refuge /🆑 |
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bae1f81c8b |
prevents stripping in caretakers last refuge (#89711)
## About The Pull Request prevents stripping in caretakers last refuge ## Why It's Good For The Game fixes #89710 ## Changelog 🆑 fix: prevents stripping in caretakers last refuge /🆑 |
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b6b8306fda | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a | ||
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bc19447758 |
Fix blades equipped to a void cloak having visible sprites (#89343)
## About The Pull Request Fixes https://github.com/tgstation/tgstation/issues/87345 This adds a new item trait, `TRAIT_NO_WORN_ICON`, which is exactly what it says on the tin - the worn overlay for said item will not be added when the trait is present, so we give it to items hidden by the hood. I also refactored the `EXAMINE_SKIP` item flag into `TRAIT_EXAMINE_SKIP`.  ## Why It's Good For The Game stealth thing having an obvious sprite tell is bad. bugfix good. ## Changelog 🆑 fix: Void Cloaks now properly hide blades and such in the suit storage from the wearer's sprite. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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356efbfb3e |
Public Logging Update (#1545)
Use Regex to be smarter. <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Public logging finds ckeys via regex to remove them from lines now. Not used for player say, at the moment. Not needed there either, as ckeys are only used by key_name() and thats passed down as a string. rather than just edit every instance of the proc, ill just regex them out by adding identifiers into the ckey blocks in logs and snip them that way. <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game Public logs are little more private. We want them only to have characters, no keys. ## Proof Of Testing <!-- Compile and run your code locally. Make sure it works. This is the place to show off your changes! We are not responsible for testing your features. --> ## 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 mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. 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. --> 🆑 refactor: public logging uses regex for cases of mechanics now. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
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38c3a6336d | Merge branch 'master' of https://github.com/skyrat-ss13/skyrat-tg into upstream-7-24/204 | ||
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e20762a915 |
[MIRROR] Fixes that one alien feature that uses mouse drag (#28936)
* Fixes that one alien feature that uses mouse drag (#84916) ## About The Pull Request Fixes that one alien feature that uses mouse drag Honestly I really hate this fix, I think strippable should be non-blocking, or alternatively, strippable should have some proc `should_strip` to prevent people from opening the ui in some contexts. But whatever ## Changelog 🆑 Melbert fix: Fixes xenos being able to do that one mechanic that involves mouse-dragging people to you /🆑 * Fixes that one alien feature that uses mouse drag --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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8155177d46 |
Fixes that one alien feature that uses mouse drag (#84916)
## About The Pull Request Fixes that one alien feature that uses mouse drag Honestly I really hate this fix, I think strippable should be non-blocking, or alternatively, strippable should have some proc `should_strip` to prevent people from opening the ui in some contexts. But whatever ## Changelog 🆑 Melbert fix: Fixes xenos being able to do that one mechanic that involves mouse-dragging people to you /🆑 |
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00aa495320 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-07a | ||
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ee2f073040 |
[MIRROR] [NO GBP] Piggyback ,strip menu & Paraplegic mouse drop fixes (#28352)
* [NO GBP] Piggyback ,strip menu & Paraplegic mouse drop fixes (#84268) ## About The Pull Request - Fixes #84267 - Fixes #84264 - Fixes #84218 Adds `ALLOW_RESTING` to these actions. This should also fix some other cases of mouse drop w are not aware of since it's at the `mob/living` level. Also improved feedback messages for when an action cannot be performed to help in debugging * [NO GBP] Piggyback ,strip menu & Paraplegic mouse drop fixes --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> |
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a30a4fef82 |
[NO GBP] Piggyback ,strip menu & Paraplegic mouse drop fixes (#84268)
## About The Pull Request - Fixes #84267 - Fixes #84264 - Fixes #84218 Adds `ALLOW_RESTING` to these actions. This should also fix some other cases of mouse drop w are not aware of since it's at the `mob/living` level. Also improved feedback messages for when an action cannot be performed to help in debugging |
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3295990dde |
[MIRROR] Now you can hold Ian in your arms (#28334)
* Now you can hold Ian in your arms (#84236) ## About The Pull Request Previously, you couldn't pick up Ian because the clothing interface would always open instead. Now, when you grab Ian (or any other corgi or mob with the `can_be_held` trait) in an aggressive grip and pull him towards you, you will take him into your hands! ## Why It's Good For The Game ... You can hug Ian... That's enough ## Changelog 🆑 fix: you can hold Ian in your arms /🆑 closes https://github.com/tgstation/tgstation/issues/84023 * Now you can hold Ian in your arms --------- Co-authored-by: Kocma-san <112967882+Kocma-san@users.noreply.github.com> |
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ae8dda9adf |
Now you can hold Ian in your arms (#84236)
## About The Pull Request Previously, you couldn't pick up Ian because the clothing interface would always open instead. Now, when you grab Ian (or any other corgi or mob with the `can_be_held` trait) in an aggressive grip and pull him towards you, you will take him into your hands! ## Why It's Good For The Game ... You can hug Ian... That's enough ## Changelog 🆑 fix: you can hold Ian in your arms /🆑 closes https://github.com/tgstation/tgstation/issues/84023 |
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e96f29d4a5 |
Merge remote-tracking branch 'Skyrat-SS13/master' into upstream-2024-06-16
# Conflicts: # _maps/_basemap.dm # _maps/map_files/IceBoxStation/IceBoxStation.dmm # _maps/skyrat/automapper/automapper_config.toml # code/__DEFINES/surgery.dm # code/datums/weather/weather_types/radiation_storm.dm # code/modules/antagonists/changeling/changeling.dm # code/modules/clothing/neck/_neck.dm # code/modules/events/_event.dm # code/modules/jobs/job_types/_job.dm # code/modules/mining/equipment/kinetic_crusher.dm # code/modules/mob/living/basic/vermin/frog.dm # modular_skyrat/modules/borgs/code/robot_upgrade.dm |
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2ef8727835 |
Un gay baby jails everyone (#28211)
Update strippable.dm |
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1f886c53f2 |
[MIRROR] Fix mousedrop handling on some atoms (#28167)
Fix mousedrop handling on some atoms Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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df90e547cc |
[MIRROR] Mouse drag & drop refactored attack chain (#28156)
* Mouse drag & drop refactored attack chain * fex --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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373cd851d8 |
Fix mousedrop handling on some atoms (#83971)
## About The Pull Request One should really err on the side of caution when preventing all humans from being mousedroppable entirely ## Changelog 🆑 Melbert fix: Human mousedropping /🆑 |
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b6369a47b4 |
Mouse drag & drop refactored attack chain (#83690)
## About The Pull Request Mouse drag & drop has been refactored into its own attack chain. The flowchart below summarizes it  Brief summary of each proc is as follows **1. `atom/MouseDrop()`** - It is now non overridable. No subtype should ever touch this proc because it performs 2 basic checks a) Measures the time between mouse down & mouse release. If its less than `LENIENCY_TIME`(0.1 seconds) then the operation is not considered a drag but a simple click b) Measures the distance squared between the drag start & end point. If its less than `LENIENCY_DISTANCE`(16 pixels screen space) then the drag is considered too small and is discarded - These 2 sanity checks for drag & drop are applied across all operations without fail **2. `atom/base_mouse_drop_handler()`** - This is where atoms handle mouse drag & drop inside the world. Ideally it is non overridable in most cases because it also performs 2 checks - Is the dragged object & the drop target adjacent to the player?. Screen elements always return true for this case - Additional checks can be enforced by `can_perform_action()` done only on the dragged object. It uses the combined flags of `interaction_flags_mouse_drop` for both the dragged object & drop target to determine if the operation is feasible. We do this only on the dragged object because if both the dragged object & drop target are adjacent to the player then `can_perform_action()` will return the same results when done on either object so it makes no difference. Checks can be bypassed via the `IGNORE_MOUSE_DROP_CHECKS` which is used by huds & screen elements or in case you want to implement your own unique checks **3. `atom/mouse_drop_dragged()`** - Called on the object that is being dragged, drop target passed here as well, subtypes do their stuff here - `COMSIG_MOUSEDROP_ONTO` is sent afterwards. It does not require subtypes to call their parent proc **4. `atom/mouse_drop_receive()`** - Called on the drop target that is receiving the dragged object, subtypes do their stuff here - `COMSIG_MOUSEDROPPED_ONTO` is sent afterwards. It does not require subtypes to call their parent proc ## Why It's Good For The Game Implements basic sanity checks across all drag & drop operations. Allows us to reduce code like this https://github.com/tgstation/tgstation/blob/8c8311e624271a6f6decba8cd643b33b9904534a/code/game/machinery/dna_scanner.dm#L144-L145 Into this ``` if(!iscarbon(target)) return ``` I'm tired of seeing this code pattern `!Adjacent(user) || !user.Adjacent(target)` copy pasted all over the place. Let's just write that at the atom level & be done with it ## Changelog 🆑 refactor: Mouse drag & drop attack chain has been refactored. Report any bugs on GitHub fix: You cannot close the cryo tube on yourself with Alt click like before /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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fa65d517dd | fixups | ||
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ba5c112a86 |
Huge Mirror fixes (#27488)
* Fixes incorrect operator usage in mecha code (#82570)
## About The Pull Request
I completely screwed up and told the original PR author of #82415
(
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45e52eb774 |
Merge remote-tracking branch 'skrat/master' into new-bubbermaster
# Conflicts: # _maps/RandomRuins/SpaceRuins/hilbertresearchfacility.dmm # _maps/RandomRuins/SpaceRuins/skyrat/interdynefob.dmm # _maps/map_files/Birdshot/birdshot.dmm # _maps/map_files/Deltastation/DeltaStation2.dmm # _maps/map_files/IceBoxStation/IceBoxStation.dmm # _maps/map_files/MetaStation/MetaStation.dmm # _maps/map_files/NorthStar/north_star.dmm # _maps/map_files/VoidRaptor/VoidRaptor.dmm # _maps/map_files/tramstation/tramstation.dmm # _maps/shuttles/pirate_ex_interdyne.dmm # code/__DEFINES/mobs.dm # code/__HELPERS/~skyrat_helpers/is_helpers.dm # code/datums/mood.dm # code/game/objects/effects/spawners/random/random.dm # code/modules/admin/verbs/adminhelp.dm # code/modules/clothing/head/jobs.dm # code/modules/mob/living/brain/brain_say.dm # code/modules/projectiles/guns/energy/kinetic_accelerator.dm # code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_jelly.png # code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_jelly_stargazer.png # code/modules/uplink/uplink_items/job.dm # config/lavaruinblacklist.txt # icons/mob/actions/actions_changeling.dmi # icons/mob/clothing/mask.dmi # icons/obj/mining.dmi # modular_skyrat/master_files/code/modules/client/preferences/headshot.dm # modular_skyrat/master_files/code/modules/mob/living/examine_tgui.dm # modular_skyrat/master_files/code/modules/research/techweb/all_nodes.dm # modular_skyrat/master_files/icons/mob/clothing/under/skirts_dresses.dmi # modular_skyrat/master_files/icons/obj/clothing/under/skirts_dresses.dmi # modular_skyrat/modules/aesthetics/airlock/icons/airlocks/multi_tile/metal_overlays.dmi # modular_skyrat/modules/colony_fabricator/code/appliances/space_heater.dm # modular_skyrat/modules/company_imports/code/armament_datums/deforest_medical.dm # modular_skyrat/modules/hyposprays/code/hypospray_kits.dm # strings/traumas.json # tgui/packages/tgui/interfaces/PreferencesMenu/preferences/features/character_preferences/skyrat/headshot.tsx |
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1456aecdb4 |
[No GBP] Removes cogbar from some stealthy actions (#82593)
## About The Pull Request Issue brought some missed hidden actions to my attention. I left cogbars in for _breaking_ handcuffs because resisting is sort of a gray area. On one hand, you don't want someone to see you doing it; on the other, there is a visible warning that you started doing it. So, meet in the the middle, breaking handcuffs is still visible while resisting isn't. ## Why It's Good For The Game Closes #82583 Cogbars are not intended to ruin stealth ## Changelog 🆑 fix: Deviants buffed: Rogue shoelacing, pickpocketing and restraint resisting no longer give cogbar icons. /🆑 |
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4e081a1d9d |
Public Logging (#1203)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Gives the players a redacted version of the logs, ckeys filtered out for public logging purposes. <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game You can prove your cases in ahelps and appeals, reports, easier. ## Proof Of Testing  ## 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 mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. 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. --> 🆑 admin: added public log folder, and logging. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> --------- Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
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513c59741e |
[MIRROR] Strip Menu Suit Sensors (#27073)
* Strip Menu Suit Sensors (#82253) ## About The Pull Request Allows players to modify the suit sensors of someone else's jumpsuit without first requiring them to disrobe them.  ## Why It's Good For The Game It's annoying for players, usually antags, who are attempting to kidnap someone and then disable their suit sensors they must first entirely disrobe them, change the sensors, and then put everything back onto them. ## Changelog 🆑 balance: You can now adjust the suit sensors of another player in the strip menu. No longer must you first take it off. /🆑 --------- Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> * Strip Menu Suit Sensors --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> |
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7b11cbadf7 |
Strip Menu Suit Sensors (#82253)
## About The Pull Request Allows players to modify the suit sensors of someone else's jumpsuit without first requiring them to disrobe them.  ## Why It's Good For The Game It's annoying for players, usually antags, who are attempting to kidnap someone and then disable their suit sensors they must first entirely disrobe them, change the sensors, and then put everything back onto them. ## Changelog 🆑 balance: You can now adjust the suit sensors of another player in the strip menu. No longer must you first take it off. /🆑 --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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dbec66f02a |
[MIRROR] Fixes an issue with strip menus making duplicate windows (#26944)
* Fixes an issue with strip menus making duplicate windows (#82055) ## About The Pull Request Fixes an oversight in #57889, where the strip_menus list is set, but never accessed, leading to whenever you drag to open the menu, it always opens a new window. ## Why It's Good For The Game Noticed this while porting the TGUI strip menu, and I figured I should fix it here too. From the design of the strippable element, it seems that this was the original design, but somehow got lost along the way. ## Changelog 🆑 Fix: Opening a mob's strip menu multiple times will now properly update the window. /🆑 * Fixes an issue with strip menus making duplicate windows --------- Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com> |
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6a0365b9a4 |
Fixes an issue with strip menus making duplicate windows (#82055)
## About The Pull Request Fixes an oversight in #57889, where the strip_menus list is set, but never accessed, leading to whenever you drag to open the menu, it always opens a new window. ## Why It's Good For The Game Noticed this while porting the TGUI strip menu, and I figured I should fix it here too. From the design of the strippable element, it seems that this was the original design, but somehow got lost along the way. ## Changelog 🆑 Fix: Opening a mob's strip menu multiple times will now properly update the window. /🆑 |
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513cbcf3d4 |
[MIRROR] Fixes some heretic bugs (?) [MDB IGNORE] (#23386)
* Fixes some heretic bugs (?) (#77611) ## About The Pull Request Items worn on a void cloak's suit storage are no longer visible on the stripping menu. Heretic influences protect the turf below them from leaving scannable fingerprints. * Fixes some heretic bugs (?) --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> |
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4d8ff1f215 |
Fixes some heretic bugs (?) (#77611)
## About The Pull Request Items worn on a void cloak's suit storage are no longer visible on the stripping menu. Heretic influences protect the turf below them from leaving scannable fingerprints. |
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888801fd05 |
[MIRROR] Adds a unit test to stop elements from using identical lists for their arguments. [MDB IGNORE] (#22732)
* Adds a unit test to stop elements from using identical lists for their arguments. (#76322) ## About The Pull Request Ok, so a few days ago I made an issue report about multiple instances of identical elements being generated because of uncached lists. ninjanomnom (the mind being the element datums) cleared it up and said an implementation of GetIdFromArguments() that also checks the list contents wouldn't be worth the performance cost, while adding that a unit test should be written to check that it doesn't happen at least during init, which should catch a good chunk of cases. Also, i'm stopping RemoveElement() from initializing new elements whenever a cached element is not found. Ideally, there should be a focus only unit test for that too, but that's something we should tackle on a different PR. Some of the code comments may be a tad inaccurate, as much as I'd like to blame drowsiness for it. Regardless, the unit test takes less than 0.2 seconds to complete on my potato so it's fairly lite. ## Why It's Good For The Game This will close #76279. ## Changelog No player-facing change to be logged. * Adds a unit test to stop elements from using identical lists for their arguments. * Fixes unit test * seeing double --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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6f862d107f |
Adds a unit test to stop elements from using identical lists for their arguments. (#76322)
## About The Pull Request Ok, so a few days ago I made an issue report about multiple instances of identical elements being generated because of uncached lists. ninjanomnom (the mind being the element datums) cleared it up and said an implementation of GetIdFromArguments() that also checks the list contents wouldn't be worth the performance cost, while adding that a unit test should be written to check that it doesn't happen at least during init, which should catch a good chunk of cases. Also, i'm stopping RemoveElement() from initializing new elements whenever a cached element is not found. Ideally, there should be a focus only unit test for that too, but that's something we should tackle on a different PR. Some of the code comments may be a tad inaccurate, as much as I'd like to blame drowsiness for it. Regardless, the unit test takes less than 0.2 seconds to complete on my potato so it's fairly lite. ## Why It's Good For The Game This will close #76279. ## Changelog No player-facing change to be logged. |
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9c0ed2eeb4 |
[MIRROR] Prevent abstract items from being put onto others [MDB IGNORE] (#21559)
* Prevent abstract items from being put onto others (#75739) ## About The Pull Request Items with the abstract flag are stopped from being given to others using the strip UI. This cleans up some general weirdness with being able to put hand items like kiss or slap into people's hands just to see them immediately vanish and cause a harddel. https://github.com/tgstation/tgstation/assets/25628932/2f27a4d6-64f1-4e26-a5b5-219805f57875 Though perhaps a bit less subtle, this fixes a silly and somewhat terrifying bug, that allows a body to be rapidly thrown without being picked up or grabbed, or tableslammed through z-levels. https://github.com/tgstation/tgstation/assets/25628932/0cd587ac-12dc-4ea3-9bf2-fc29603b1cda ## Why It's Good For The Game Bugs bad, doesn't really make sense for abstract items to be physical enough to placed into someone's hand or pocket. We all know what the assistants will do with this ## Changelog 🆑 fix: Abstract items can no longer be placed in others' hands. /🆑 * Prevent abstract items from being put onto others --------- Co-authored-by: FlufflesTheDog <piecopresident@gmail.com> |
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76f5bb063e |
Prevent abstract items from being put onto others (#75739)
## About The Pull Request Items with the abstract flag are stopped from being given to others using the strip UI. This cleans up some general weirdness with being able to put hand items like kiss or slap into people's hands just to see them immediately vanish and cause a harddel. https://github.com/tgstation/tgstation/assets/25628932/2f27a4d6-64f1-4e26-a5b5-219805f57875 Though perhaps a bit less subtle, this fixes a silly and somewhat terrifying bug, that allows a body to be rapidly thrown without being picked up or grabbed, or tableslammed through z-levels. https://github.com/tgstation/tgstation/assets/25628932/0cd587ac-12dc-4ea3-9bf2-fc29603b1cda ## Why It's Good For The Game Bugs bad, doesn't really make sense for abstract items to be physical enough to placed into someone's hand or pocket. We all know what the assistants will do with this ## Changelog 🆑 fix: Abstract items can no longer be placed in others' hands. /🆑 |
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dbb6c5fba4 |
[MIRROR] Adds non-clothing item equipping others feedback messages [MDB IGNORE] (#19881)
* Adds non-clothing item equipping others feedback messages (#73982) ## About The Pull Request Things like pens weren't giving any feedback messages when you put them on someone else, and I ran into this while working on another PR so I've dealt with that Renames `worn_dangerous` to `show_visible_message` as it was only used to confirm if there would be visible messages or not The `DANGEROUS_OBJECT` clothing flag is a trait now, so it can be put on non-clothing items too Removing non-clothing items from someone has been unchanged. ## Why It's Good For The Game People should be able to identify that someone is putting something on them, and recognize what that is if they pay attention. This means that a player cannot reverse pickpocket a grenade onto someone else without giving any indication of doing so ## Changelog 🆑 balance: Putting a non-clothing item onto someone else creates a visible message the same way a clothing item would. /🆑 * Adds non-clothing item equipping others feedback messages --------- Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com> |