## About The Pull Request
Adds a new unit test for determining whether digitigrade variants exist
for a given clothing item, and fails if they do not.
## Why It's Good For The Game
This will help us with making sure we have digi sprites for all our
modular clothes in the future.
## Proof Of Testing
It worked when I tested it ages ago.
## Changelog
N/A
* Adds Character Loadout Tab to preferences (with just a small handful of items to start)
* step one rip out all the old nasties
* fixes, current bugs: donator lock, ckey lock, one item in case
* opps
* sanity checks, fixed, donator implementation, ckey locking. fixes.
* wew
* final fixes
* Update loadout_categories.dm
* Update loadout_items.dm
* Update loadout_items.dm
* Update declarations.dm
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
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## About The Pull Request
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documented or this can delay review and even discourage maintainers from
merging your PR! -->
This is an NTC QOL PR!
This re-maps some of the NT Consultant offices that are so often
neglected on various maps, to bring them up to snuff. And by up to
snuff, I mean in some cases the bare minimum of usability. KiloStation
doesn't even have a fax machine!!
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## Why It's Good For The Game
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NTC is the number 26 most played job, but most of its offices don't
really hold up to the fidelity of the ones made on maps like Void Raptor
or Blueshift. This makes most of the NTC offices have a bedroom as well
as some special amenities!
## Proof Of Testing






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## Changelog
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🆑 ReturnToZender
balance: NTR's ACCESS_CREMATORIUM replaced with ACCESS_SERVICE
add: Assistants on-station may be pleased to hear that they can now wear
Head of Staff pet collars again. ...Again.
add: Nanotrasen has deemed it fit to order an upgrade to all Consultant
offices on stations in the Spinward Sector. Check them out!
/🆑
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---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: pixelkitty286 <78038207+pixelkitty286@users.noreply.github.com>
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Co-authored-by: Swift <jackwars4@gmail.com>
* Creates a unit test for loadout item duplicates
* Update loadout_dupes.dm
* Update loadout_dupes.dm
* Update loadout_dupes.dm
* Update loadout_datum_under.dm
* I'm going to put the cargo shorts under misc/under
* Revert "I'm going to put the cargo shorts under misc/under"
This reverts commit e4cdbd80e42424091ad76be67502ced2cbadec13.
* Loads Away Missions for Unit Testing (#76245)
Hey there,
A pretty bad bug (#76226) got through, but it was fixed pretty quickly
in #76241 (cf92862daf). I realized that if
we were testing all the away missions, that this could theoretically get
caught and not happen again. Regardless, unit testing gateway missions
has been on my to-do list for a while now, and I finally got it nailed
down.
Basically, we just have a really small "station" map with the bare bones
(_teeny_ bit of fluff, maploading is going to take 30 seconds tops
anyways let me have my kicks) with a JSON map datum flag that causes it
to load all away missions in the codebase (which are all in one folder).
Just in case some admins were planning on invoking the proc on
`SSmapping`, I also decided to gate a `tgui_alert()` behind it because
you never can be too sure of what people think is funny these days (it
really does lock up your game for a second or so at a time).
I also alphabetized the maps.txt config because that was annoying me.
Things that break on production could(?) be caught in unit testing? I
don't know if the linked issue I mentioned above would have been caught
in retrospect, but it's likely to catch more than a few upcoming bugs
(like the UO45 atmospherics thing at the very top) and ensure that these
gateway missions, which tend to be the most neglected part of mapping,
stay bug-free.
This is also helpful in case someone makes a new away mission and wants
to see if stuff's broken. Helps out maptainers a bit because very, very
technically broken mapping will throw up runtimes. Neato.
Nothing that players should be concerned about.
Let me know if there's a better way to approach this, but I really think
that having a super-duper light map with the bare basics to load up
gateway missions and then all nine-ish gateway missions can sequentially
load during init. I can't think of a better way to do it aside from some
really ugly `#ifdef` shit. Also also, it has the added benefit of being
a map that will always load your away mission without touching a single
shred of config (and it's not likely to break if you follow sane
practices such as making your own areas)
* Update gateway_test.json
* Map Reset
* Gets rid of an area that was in a space turf
* Attempting to fix some runtimes
* Map Reset
* Lets remains spawn in xen water
* and acid, too
* Update remains.dm
* Removes extra airlock helper
* Delete research2.dmm
Surely this was a mistake?
* Merge branch 'master' into pr/22534
* Map Reset
* Update snowdin.dmm
* Revert "Update snowdin.dmm"
This reverts commit c860c6f4fbb463954d5b8da1b494305a2f45b44b.
* Update snowdin.dmm
* Update snowdin.dmm
* Revert "Update snowdin.dmm"
This reverts commit 47e7916056a47e12adfcb8b94b9748b7e56f378d.
* Update snowdin.dmm
* Revert "Update snowdin.dmm"
This reverts commit c82576bee69e09eda649d3cbf63d96dddaeeb380.
* Update immerse.dm
* Revert "Update immerse.dm"
This reverts commit 2ad622f3029a3ed17a05f8269299d0f25e747d11.
* Update immerse.dm
* Update maps.txt
* Fix hard dels in area spawn
* Update gateway_test.json
* Actually we can just get away with keeping a list of types here, no refs needed.
* Update area_spawn_subsystem.dm
* Update automapper.dm
* Let's just test to see if getting rid of black mesa stops the segfaults...
* Let's try deleting astrum too
* Revert "Let's just test to see if getting rid of black mesa stops the segfaults..."
This reverts commit de9a05708d451abbb78a635a3e03b2f460004496.
* Revert "Let's try deleting astrum too"
This reverts commit 2121a6357a54faf5719a42a762ba8b4698c008fb.
* Update waypointstation.dmm
* Update blackmesa.dmm
* Update decaySS.dm
* Update gateway_test.json
* Revert "Update gateway_test.json"
This reverts commit 93adc08819f05aecc8599980385e3fb10d02a1d2.
* Testing
* Revert "Testing"
This reverts commit 1d476d236953daac6adf59b93e56f2fab218085b.
* Testing
* Revert "Testing"
This reverts commit de05a74636c1f43e50fb7ec9f24978d270db4b88.
* Now try and actually fix the stupid thing
* Update clockwork_research.dm
---------
Co-authored-by: san7890 <the@san7890.com>
* Wraps all instances of invoking Fail() into the TEST_FAIL Macro (#73407)
We shouldn't really be invoking the proc itself because then we don't
pass along the failing line/file to our consumers, let's use the macro
in all instances that really need it.
I noticed people were invoking the `Fail()` proc directly rather than
using `TEST_FAIL` instead, so they weren't getting those neat
annotations on their failing code because we never passed along the
failing line/file to actually apply those annotations. That's silly. We
don't even return on `TEST_FAIL` either, so there's no reason to not do
this (only upsides wahoo).
* Wraps all instances of invoking Fail() into the TEST_FAIL Macro
* Correct macro in opfor unit test
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
* standing here on the edge
* the irony of my own unit tests failing on me is not lost
* will this work? god knows
* okay, now that this works
* Update code/modules/unit_tests/_unit_tests.dm
* aye
* weh, fixed
* tired me is not a good coder
* correct this
* max_count + flashbang
* testing a change to the unit test
* weh
* i give up
* Update code/modules/unit_tests/_unit_tests.dm