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master
6478 Commits
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bb70889f6e |
TG Upstream Part 1
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff |
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4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
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fcdb92c3cd |
Detective board fix (#86516)
## About The Pull Request If you remove last case, board will crash. Now will not. Also i limited number of cases for 8 cases ## Why It's Good For The Game Fixes ## Changelog 🆑 FeudeyTF fix: fixed removing last case /🆑 |
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c50f67bdf4 |
Fixes an faulty message when a AI controlled mech is destroyed (#86485)
## About The Pull Request Fixes https://github.com/tgstation/tgstation/issues/86127 ## Changelog 🆑 fix: Fixes an faulty message when a AI controlled mech is destroyed /🆑 |
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5580bea20a |
[MIRROR] Fixes buckling to beds in some situations making you use the pillow as a footrest (#29624)
Fixes buckling to beds in some situations making you use the pillow as a footrest (#86003) ## About The Pull Request Previously, buckling yourself to a bed would always tilt you by 90 degrees, meaning you would always have your head to the east regardless of the actual position of the pillow. We fix this by updating `buckle_lying` to 270 degrees when in the `NORTH` or `EAST` positions. Then, I noticed being buckled to a bed sets your dir to that of the bed, which just unintuitively rotates you. _Especially_ so given there's only two visual directions, but building a bed may grant it any of the four directions. We resolve this by adding a `buckle_dir` parallel to `buckle_lying`, which allows objects to override what dir we should be set to face when buckling. This defaults to `BUCKLE_MATCH_DIR`, being the current behaviour of matching the atom dir. This fixes our issues. <details> <summary>Images</summary>     </details> ## Why It's Good For The Game Looks a bit awkward to be forced to use your pillow like a footrest if your bed's a certain direction. Also, awkward to have your dir upon being buckled be dependent on the direction it was built in, when this is not intuitive at all. Fixes #84017. ## Changelog 🆑 fix: Buckling yourself to a bed or stasis bed will now make you actually use the headrest/pillow and face up. /🆑 Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> |
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ce944bd2bc |
[MIRROR] Pride mirror yeets you into space once again. Mirrors also now use tooltips for their radials (#29617)
Pride mirror yeets you into space once again. Mirrors also now use tooltips for their radials (#86079) ## About The Pull Request Pride mirrors haven't been dropping people into chasms for the past 10 months and nobody noticed. Now they drop you if you actually changed something about yourself instead of doing so even if you just opened and closed the menu. Additionally, menus now use tooltips for their radials as they lack sprites for those. ## Why It's Good For The Game Pride mirror is a free species swap right now without requiring a jacob's ladder/jaunter/whatever funny shenanigans you can think of. Dumping people for just opening the menu is a bit dumb, and tooltips allow you to use magic mirrors without having to look into the bottom left corner of your screen all the time. ## Changelog 🆑 qol: Mirrors now have text tooltips for their radial menus fix: Fixed pride mirrors not dumping you into space after use /🆑 Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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4f63b617fb |
fixes fences being pitch black (lost from wallening revert) (#86447)
## About The Pull Request redoes #85962 which had been undone by the wallening revert ## Why It's Good For The Game fixes fences being pitch black ## Changelog 🆑 fix: wooden fences will no longer appear pitch black in lower levels of icebox /🆑 |
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c7a4dd796c |
Detective board UI fixes (#86454)
## About The Pull Request If you switch case, the ropes will stay, untill you reenter in the interface. Now it will change to new case's ropes ☑ If you scroll down with linked evidences, ropes will stay on the screen. Now it will move with evidences ☑ If you try put big content in paper, evidence wil be VERY big. Now max width is 300px ☑ Title will wrap, if it too big. Content of evidence too. ☑ Also i again fixed placement problem, because of wallening revert ☑ ## Why It's Good For The Game Fixes ## Changelog 🆑 FeudeyTF fix: fixed an UI problems of evidence board /🆑 |
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91baa94ac5 |
event based incapicated and able_to_run (#86031)
## About The Pull Request this is a revival of #82635 . i got permission from potato to reopen this, he did almost all the work. i only just solved the conflicts and fixed all the bugs that were preventing the original from being merged (but it should be TMed first) ## Why It's Good For The Game slightly improves the performance of basic mob AI ## Changelog 🆑 LemonInTheDark refactor: able_to_run and incapacitated have been refactored to be event based /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: ZephyrTFA <matthew@tfaluc.com> |
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d1a37bd047 |
Sticker packs/Chief Engineer sticker (#86154)
## About The Pull Request - Changes sticker container from a generic box to a specialised 'sticker pack' with label - Adds a Chief Engineer seal of approval sticker  ## Why It's Good For The Game The CE can now quell crew concerns about machinery they find in the hallway Before:  After:  ## Changelog 🆑 LT3 add: Added Chief Engineer SEAL OF APPROVAL sticker code: Stickers now come in sticker packs, not boxes code: Stickers can now add examine text to whatever they're stuck on /🆑 |
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ad9a493227 |
Removing an undefined var that's been bothering CI (#86444)
## About The Pull Request Title ## Why It's Good For The Game CI must pass ## Changelog No |
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1aa6d02003 |
Fixes buckling to beds in some situations making you use the pillow as a footrest (#86003)
## About The Pull Request Previously, buckling yourself to a bed would always tilt you by 90 degrees, meaning you would always have your head to the east regardless of the actual position of the pillow. We fix this by updating `buckle_lying` to 270 degrees when in the `NORTH` or `EAST` positions. Then, I noticed being buckled to a bed sets your dir to that of the bed, which just unintuitively rotates you. _Especially_ so given there's only two visual directions, but building a bed may grant it any of the four directions. We resolve this by adding a `buckle_dir` parallel to `buckle_lying`, which allows objects to override what dir we should be set to face when buckling. This defaults to `BUCKLE_MATCH_DIR`, being the current behaviour of matching the atom dir. This fixes our issues. <details> <summary>Images</summary>     </details> ## Why It's Good For The Game Looks a bit awkward to be forced to use your pillow like a footrest if your bed's a certain direction. Also, awkward to have your dir upon being buckled be dependent on the direction it was built in, when this is not intuitive at all. Fixes #84017. ## Changelog 🆑 fix: Buckling yourself to a bed or stasis bed will now make you actually use the headrest/pillow and face up. /🆑 |
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9712062918 |
Pride mirror yeets you into space once again. Mirrors also now use tooltips for their radials (#86079)
## About The Pull Request Pride mirrors haven't been dropping people into chasms for the past 10 months and nobody noticed. Now they drop you if you actually changed something about yourself instead of doing so even if you just opened and closed the menu. Additionally, menus now use tooltips for their radials as they lack sprites for those. ## Why It's Good For The Game Pride mirror is a free species swap right now without requiring a jacob's ladder/jaunter/whatever funny shenanigans you can think of. Dumping people for just opening the menu is a bit dumb, and tooltips allow you to use magic mirrors without having to look into the bottom left corner of your screen all the time. ## Changelog 🆑 qol: Mirrors now have text tooltips for their radial menus fix: Fixed pride mirrors not dumping you into space after use /🆑 |
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1beb72fa88 |
Fix detective board placing (#86221)
## About The Pull Request Due to the reverse construction, the detective board was placed incorrectly:  Now its correct. Also if you try attach not paper or photo, you will not recieve messages ## Why It's Good For The Game Fixes ## Changelog 🆑 FeudeyTF fix: fixed detective board placing /🆑 |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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4481704974 |
Detective Board for evidences (#85609)
## About The Pull Request Hello. I'm making a board where a detective can attach various papers and photos that relate to the case he's solving. I made it possible to create cases, attach evidences, remove evidences. But I couldn't make it possible to connect the evidences correctly. My experience in this ended with the fact that the game simply stopped working. That's why I'm asking for help from more experienced developers. Full Preview: https://github.com/user-attachments/assets/f27219bb-4143-46f0-8dd6-1d28cf8876a6 Board on stations: Meta Station:  Delta Station: Not placed Tram Station:  Ice Box Station:  Wawastation:  NorthStar:  Birdshot:  ## Why It's Good For The Game This is good for MRP servers, where detectives can investigate cases just like in the movies ## Changelog 🆑 FeudeyTF add: Added board for detective's evidences /🆑 --------- Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> |
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c3f2895ea0 |
Balance Adjustment 8 (#29560)
* Update shotgun.dm * Update rifle.dm * what * Update packs.dm * yea * Update sec_research.dm * yeah * follow up 8 * insanity * snake eater --------- Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
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aad0bdfc0d |
The Cratening: Several crates for several corps! (#85890)
## About The Pull Request Originally wanted to include those with syndicate-corp themed gear for nukies, but... I think this might be an useful thing for mappers in general, and with the wallening hitting, I reckon they will be going around stuff a lot, so! most of them pictured!  ## Why It's Good For The Game Adds representation of several lesser known corporations and a nice touch of flavour to add to places for mappers! ## Changelog 🆑 add: Added crates of the following varieties; Interdyne, Interdyne freezer, Tiger Co-Op, S.E.L.F. MI13, A.R.C., Cybersun (4 colour variants), Waffle Corp, Donk, Gorlex, Gorlex weapons, DeForest, Nakamure Engineeing, Robust Industries /🆑 |
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df01bd3020 |
Follow up 5 (#29554)
* mfw * harass me enough and i'll do it * yip yap * hypothetically * Update rifle.dm * Update rifle.dm * superb * Update blueshield.dm * no description |
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9961638775 |
[MIRROR] Adds Punching Mitts: Become a One-Spacemen Planetary Ecological Disaster. Available in any mining loot chests (and portals) (#29529)
* Adds Punching Mitts: Become a One-Spacemen Planetary Ecological Disaster. Available in any mining loot chests (and portals) (#85820) <!-- 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 Adds Punching Mitts, which grant the wearer Hunter Boxing. Hunter Boxing works similar to boxing, but rather than just targeting those who are boxing ready, it also allows you to apply your boxing skills to various wildlife and creatures that deserve to be wiped off the face of the earth in a violent manner. While the gloves function as a lethal pair of boxing gloves, you still cannot apply the new effects to normal humans. Even against other boxers, the gloves operate as normal save that you are dealing Brute damage instead of Stamina. This is NOT Evil Boxing. Against wildlife, you gain an extra amount of damage and a much faster punch speed. You also rebuke the targets that you crit, rather than staggering/knockout. You also do three times the damage against wildlife when you crit. You also..yell out your attacks. Loudly. You can get these gloves from tendril chests and from demonic portals. I replaced the Nuka Cola from the portals with these gloves. You're welcome. Megafauna can now be targeted by martial arts. This is really isn't a major concern, since even if our martial artist had, say, Gloves of the North Star, the highest damaging martial arts most people could access, Sleeping Carp, does pathetically small amounts of damage to megafauna. And you're in melee. And colossi eat you. This shouldn't be a problem.  ## Why It's Good For The Game I just really, really, REALLY wanted to punch the absolute SHIT out of Bubblegum while screaming the whole time, and by god I should be allowed to do that because that's awesome as fuck. Adds a very practical but very rare method of applying your athletics to some very self-contained content. I was tempted to have this increase/become stronger with mining skill instead of athletics, but I actually thought it would be funny if miners were taking the time to work out before heading down to throttle drakes. ## 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 its 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. --> 🆑 add: Punching mitts! Punch wildlife to death and scream the whole time. ADVENTURE! balance: Megafauna can be affected by martial arts. /🆑 <!-- 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. --> --------- Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> * Adds Punching Mitts: Become a One-Spacemen Planetary Ecological Disaster. Available in any mining loot chests (and portals) --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> |
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0eb16b4f19 |
Adds Punching Mitts: Become a One-Spacemen Planetary Ecological Disaster. Available in any mining loot chests (and portals) (#85820)
<!-- 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 Adds Punching Mitts, which grant the wearer Hunter Boxing. Hunter Boxing works similar to boxing, but rather than just targeting those who are boxing ready, it also allows you to apply your boxing skills to various wildlife and creatures that deserve to be wiped off the face of the earth in a violent manner. While the gloves function as a lethal pair of boxing gloves, you still cannot apply the new effects to normal humans. Even against other boxers, the gloves operate as normal save that you are dealing Brute damage instead of Stamina. This is NOT Evil Boxing. Against wildlife, you gain an extra amount of damage and a much faster punch speed. You also rebuke the targets that you crit, rather than staggering/knockout. You also do three times the damage against wildlife when you crit. You also..yell out your attacks. Loudly. You can get these gloves from tendril chests and from demonic portals. I replaced the Nuka Cola from the portals with these gloves. You're welcome. Megafauna can now be targeted by martial arts. This is really isn't a major concern, since even if our martial artist had, say, Gloves of the North Star, the highest damaging martial arts most people could access, Sleeping Carp, does pathetically small amounts of damage to megafauna. And you're in melee. And colossi eat you. This shouldn't be a problem.  ## Why It's Good For The Game I just really, really, REALLY wanted to punch the absolute SHIT out of Bubblegum while screaming the whole time, and by god I should be allowed to do that because that's awesome as fuck. Adds a very practical but very rare method of applying your athletics to some very self-contained content. I was tempted to have this increase/become stronger with mining skill instead of athletics, but I actually thought it would be funny if miners were taking the time to work out before heading down to throttle drakes. ## 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 its 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. --> 🆑 add: Punching mitts! Punch wildlife to death and scream the whole time. ADVENTURE! balance: Megafauna can be affected by martial arts. /🆑 <!-- 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. --> --------- Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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e2d236e9de |
Revert "[MIRROR] Changes wall leaning into a component, makes windows (#29526)
Revert "[MIRROR] Changes wall leaning into a component, makes windows leanable (#29400)"
This reverts commit
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ea088c92c3 |
[MIRROR] Fixes black fences and layering issues (#29505)
* Fixes black fences and layering issues (#85962) ## About The Pull Request fixes wooden fences appearing pitch black on lower levels of icebox. also fixes layering issues with them appearing on top of players ## Why It's Good For The Game Fixes black fences and layering issues ## Changelog 🆑 fix: fences will no longer appear pitch black and they will layer properly /🆑 * Fixes black fences and layering issues --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> |
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cde662cf76 |
Windows broken by a Voidwalker now play a cool sound as they reform (#85505)
## About The Pull Request This adds an sound effect for windows reforming after being destroyed by the `temporary_glass_shatterer` component. https://github.com/user-attachments/assets/bcaeeaf9-9884-45c5-9e9b-b8ad419cb834 Please let me know if the sound is too sharp. We're literally dealing with 2 different "glass shattering" sounds played in reverse, so the chances that this is grating for anyone with a better headset than mine is high. ## Why It's Good For The Game Cool sound effects for cool visual effects. This process being silent felt off. ## Changelog 🆑 Rhials sound: Windows blown out by a Voidwalker blade now have a cool sound that plays as they reform. /🆑 |
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c4cf0c4f17 |
Fixes black fences and layering issues (#85962)
## About The Pull Request fixes wooden fences appearing pitch black on lower levels of icebox. also fixes layering issues with them appearing on top of players ## Why It's Good For The Game Fixes black fences and layering issues ## Changelog 🆑 fix: fences will no longer appear pitch black and they will layer properly /🆑 |
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4e167856aa |
[MIRROR] Adds a treasure chest to the ocean/beach fishing spot. (#29398)
* Adds a treasure chest to the ocean/beach fishing spot. (#85276) ## About The Pull Request This PR adds a treasure chest that can be fished from the ocean if you're lucky enough (or have enough explosives or lobstrosities to do it for you). The treasure chest is basically a mystery box (like the ones from the deathmatch) with a couple catches; the treasure chest can be opened up to 18 times in total before breaking down, however, it can only be opened up to 3 times per spaceman, encouraging the player to share it with others. Here the possible loot by the by: - A toolbox containing a master fishing rod, all the hooks and reels, fish feed, an experi-scanner, an aquarium kit and a can of super baits - A box containing a lazarus injector, a cup and a bottle of strange reagent which you can use to revive fish now - A circuit board for a pre-emagged fishing portal generator - A master fishing rod - A can of super fishing baits - A fish case containing Tiziran fish - A fish case containing Syndicate fish - An old, yet fairly strong cutlass - An old laser gun which fires only 5 shots before running out - A crank laser musket - A smoothbore disabler - A surplus bolt action rifle - A ration pack - A can of squid ink - A bottle of aged rum that forces you to switch to the piratespeak language - A money bag with some doubloons inside - A piratespeak manual - Pirate armored coat - Pirate armored hat - A pre-loaded cannon - Four trash cannon balls - Four cannon balls ## Why It's Good For The Game Mystery boxes are fun, from the little fanfare they play to the potential loot they can give, and I had an old treasure chest I had sprited for fun years ago around so I've come up with an entertaining idea. If you think the loot list is a bit too hot, I can cool it down a bit. Also yeah, I wanted to make fish revivable with strange reagent, since you can already do it with lazarus injectors even though using a lazarus injector for this would be a severe waste of mining points. ## Changelog 🆑 add: Added a treasure chest you can rarely fish from the ocean/beach, with loot being a mix of fishing and piratey stuff. add: You can revive fish with strange reagent now. /🆑 * Adds a treasure chest to the ocean/beach fishing spot. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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fc614f1701 |
[MIRROR] Refactored the fish case and examining fish. New bluespace fish case to fit large fish inside a backpack. (#29448)
* Refactored the fish case and examining fish. New bluespace fish case to fit large fish inside a backpack. (#85271) ## About The Pull Request I've refactored the FISH_SAFE_STORAGE trait into an element, mainly because there were a few problems with how it worked: It wasn't stopping hunger from raising, ditto with the breeding wait, and it offered no healing whatsoever, which I find kind of a bummer. The new element will keep the fish from getting any hungrier or ready to reproduce and will heal them up to 65% of their base health. Also, I've added a new bluespace fish case as a techweb design, found along with other stuff in the advanced fishing node, though if you want I can move it to a bluespace node. This should make it possible to reasonably store and carry around larger fish. Examining a fish will no longer give out readings on weight and size if you haven't at least attempted fishing once (you can get to novice level in less than a minute). While examining a fish with apprentice level or higher will also give readings on the general conditions of the fish (is it starving? drowning? has it lost a considerable chunk of health?). The fishing skillchip also gives you these traits. I've also converted two fish variables into traits, because fish have waaaay too many variables. and gave some topdown shading to the pre-existing fishbox sprite. ## Why It's Good For The Game ## Changelog 🆑 add: Added a bluespace fish case to the advanced fishing node. balance: Fish cases will keep a fish from getting hungrier or ready to reproduce, while also healing it up to 65% health. balance: Examining a fish with zero fishing skill whatsoever won't give a reading on its size and weight. Conversely, examining one with the skill leveled two times will give general information on if it's starving, sick, hungry, or dead. /🆑 * Refactored the fish case and examining fish. New bluespace fish case to fit large fish inside a backpack. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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4dd0fef1cf |
[READY]Armadyne Anti Trust Act Part 2: Return of The Ballistic Security (#27409)
* Update pistol.dm * Update pistol.dm * Update pistol.dm * we fix the linter * Update pistol.dm * Update pistol.dmi * Update pistol.dm * this shit * Update pistol.dm * Update pistol.dm * Update pistol.dm * Update rifle.dm * I am happy. * Update vending.dm * new file * fire delay * Create magazine.dm * finally * Update pistol.dm * bazinga * Update pistol.dm * this is impossible * Update magazine.dm * mm * as * i forgot! * Update pistol.dm * what the hell are we doing * Update pistol.dm * Update security.dm * Update pistol.dm * what * i fixed linter * help me gordon * Update allstar.dm * Update tgstation.dme * Update pistol.dm * Update pistol.dm * now what * Update tgstation.dme * i crave sex * Update smg.dm * Update magazine.dm * Update pistol.dm * Update sec_research.dm * Update sec_research.dm * accurate * mmm * Update tgstation.dme * Update sec_research.dm * Update all_nodes.dm * don't you feel silly? * Update all_nodes.dm * Update tgstation.dme * Update cargo_stuff.dm * Update cargo_stuff.dm * Update magazine.dm * Update magazine.dm * we are ready * Update all_nodes.dm * Update rifle.dm * Update gun48x32.dmi * Update rifle.dm * bird * Update rifle.dm * Why * its ready? * what * Update rifle.dm * i wish i can die soon * Update ammo.dmi * more curious about the result * Update rifle.dm * mister mister president i want to die * Update magazines.dm * what * fml lol * Update gun40x32.dmi * this is sick af * Update rifle.dm * what * Update rifle.dm * Update all_nodes.dm * what * Update rifle.dm * Update all_nodes.dm * yeah * Update all_nodes.dm * Update pistol.dm * so * Update sec_research.dm * Update rifle.dm * ready * Update head.dmi * wwhat * Update gun40x32.dmi * yeah * ww got vything done * we h int at a darker past * yeah I know that there's no pleasing you * Update magazines.dm * Update sol_fed.dm * mhm * Update rifle.dm * Update rifle.dm * Update magazines.dm * Update magazine.dm * Update cargo_stuff.dm * Update cargo_stuff.dm * Update gun_redemption.dm * what * Update rifle.dm * how did we mess this up so badly * be more thorough next time? * fixed * Update pistol.dm * Update rifle.dm * Update rifle.dm * stats and stats * Update rifle.dm * Update ammobox.dm * Update beams.dm * Update magazine.dm * Update rifle.dm * Update rifle.dm * Update magazine.dm * Update rifle.dm * Update helmet.dmi * this should fix it * Update packs.dm * Update rifle.dm * why doesnt this work is beyond me * Update shotgun.dm * Update pistol.dm * i pray this fix it before i die * Update ammobox.dm * this should work * Update shotgun.dm * this is utterly shit code thati should die for * Update shotgun.dm * fix the helmet * Update sec_clothing_overrides.dm * Update shotgun.dm * what did i do * what else? * Update pistol.dm * Update shotgun.dm * an ode to joy * Update rifle.dm * Update pistol.dm * here we go * Update tgstation.dme * Update tgstation.dme * Update tgstation.dme * so * forgive yourself * Update pistol.dmi * Update pistol.dm * Update magazine.dmi * Update magazine.dmi * it was also my plan * mmm * Update magazine.dm * Update rifle.dm * vanilla expanded * yeah * Update sec_research.dm * silly * Update all_nodes.dm * yeah * Update sec_research.dm * yes * can you even say, my name * Update shotgun.dm * this is easier * wonderful * Update tgstation.dme * Update tgstation.dme * Update rifle.dm * Update rifle.dm * done * Update tgstation.dme * yeah * Update tgstation.dme * yes * Update tgstation.dme * Update shotgun.dm * there * yeah! * it feels right * Update helmet.dmi * Update cargo_packs.dm * Update peacekeeper_clothing.dm --------- Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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e7b5d07c9b |
Extinguisher cabinet resprite (#85961)
## About The Pull Request Extinguisher cabinets are now Extinguisher racks, which serve the same function but are much, much easier to see.   ## Why It's Good For The Game Visual clarity is nice, a featureless grey box, is not. ## Changelog 🆑 sprite: Extinguisher cabinets are now extinguisher racks, which are much easier to see. /🆑 --------- Co-authored-by: ZephyrTFA <matthew@tfaluc.com> |
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2f69fe6190 |
Adds three new deathmatch maps - Ragnarok, Lattice Battles, Species Showdown (#85319)
## About The Pull Request Adds three new deathmatch maps. ### Important nonDM Balance Changes Cult daggers fit on belts. Heretic blades fit on belts. Veil shifters fit on belts. I really don't know why these didn't, it makes inventory management rather annoying at times. It also screwed my loadouts over. Cursed Blades fit on cult robes. They're cult equipment after all. Bronze suits fit toy watches!! ### Ragnarok  A vicious battle in the jungle, between the three major religious sects: Prove your deity's might! And try not to upset any primates. Or fall into the chasm. Going clockwise: **Cultist Invoker**: Wielding a mirror shield, shielded robes, a sword, and some bolas, this cultist has a 'well-balanced' set of equipment to annihilate their opponents. **Cultist Artificer**: This set harnesses the blood magicks - with spells of stunning, blood rites, and ranged hallucinations, with a wicked Cursed Blade and Veil Shifter as implement, and Berserker Robes to finish the look. **Holy Crusader**: Nullifying most, but certainly not all, of the fearsome arsenal of the opponents with the null rod at their belt, the Crusader packs a dangerous claymore and armor to protect them from the demons. **Rat'var Apostate**: Hey, what's that guy doing there in the dark? They don't have any magic because their god is Fucking Dead, but they're still going to show up for a token effort. Good luck! **Heretic Scribe**: This mad soul wields an antique rifle and an assortment of other dangerous relics, with a set of magic geared towards staying far apart, picking enemies off from range and evading their attacks for the final blow. **Heretic Warrior**: With the deadliest of Mansus Magic at their disposal, this warrior is only limited by their ability to juggle all their spells at once - don't get overwhelmed sorting your spells while an Invoker runs at you with a sword and shield and makes you cry yourself to death. ### Lattice Battles  A fresh change of pace: In this pacifist map, the only way to kill your opponents is to snip the lattices and catwalks from under them. Watch your step. ### Species Warfare  Prove the might of your static by duking it out with every other kind of crewmember out there. Features a messy dorms, a ticking-timebomb atmos, a rather sterile robotics, a slippery closet, a fluffy medbay, and an energetic bridge. Mirror Shields now shatter on throw (which stuns and hurts) ## Code changes Added two new traits, TRAIT_ACT_AS_CULTIST and TRAIT_ACT_AS_HERETIC. Added these as an OR to respective IS_X checks. Added new GET_X checks for them, which do not check the trait. Tidied up the file those are in. Added belt_contents() to outfits, but it dosen't work.... Added a heretic rust sister-type to rust walls and floors. Fixed a typo in cult ascension. ## Why It's Good For The Game These maps all aim to do something interesting and unique with DM rather than the usual deathfest and hugging of random crates. Ragnarok allows players to practice unusual and rare magical mechanics, similar to Ragin' Mages. Lattice Battles adds SPLEEF to the game, which I think is awesome. Species Warfare is, I think, fun and funny. Each 'department' has incredibly chaotic and thematically-appropiate content for the species its meant to symbolize, and I look forward to the chaos that every round in it is inevitably going to have. > Mirror Shields now shatter on throw. I'm surprised they didn't! Since they aren't used anywhere I can do what I want with them. ## Code changes > Added two new traits, TRAIT_ACT_AS_CULTIST and TRAIT_ACT_AS_HERETIC. Added these as an OR to respective IS_X checks. Added new GET_X checks for them, which do not check the trait. I think this is a clever solution to the problem of 'what if I want someone who acts as the antag, but isn't?' Some procs do need the datum to modify it, so there's GET_X, but those aren't common and don't seem likely to be an issue. > Added belt_contents() to outfits, but it dosen't work.... Help would be very much appreciated, I don't know what I'm doing wrong here. It's only used for the heretic scribe's unfathomable curio. Some post-PR cleanup coming up. ## Changelog 🆑 add: Added three new DM maps - Ragnarok, Lattice Battles, Species Showdown. /🆑 |
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1880003270 |
Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request Currently to check for Silicon access, we do: ``if is silicon or is admin ghost or has unlimited silicon privileges or has machine remote in hand`` What has unlimited silicon privileges? Bots, Drones, and admin ghosts. To check for AI access, it just checks for AI instead of silicon, and doesnt check for unlimited silicon privileges. This was kinda silly, so I thought I should make this a little easier to understand. Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or ``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost, since now instead of being a var on the client, we moved it to using the same trait but giving it to the client instead, but since we have to keep parity with previous functionality (admins can spawn in and not have this on, it only works while as a ghost), I kept previous checks as well. No more type checks, removes a silly var on the mob level and another on the client. Now while I was doing this, I found a lot of tgui's ``ui_act`` still uses ``usr`` and the wrong args, so I fixed those wherever I saw them, and used a mass replace for the args. Other changes: - machinery's ``ui_act`` from https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin ghosts no longer get kicked off things not on cameras. This was my fault, I overlooked this when adding Human AI. - Human AI's wand gives AI control as long as it's in your hand, you can swap to your offhand. I hope this doesn't end up going horribly, otherwise I'll revert this part. It should let human AIs not have their UI closed on them when swapping to eat food or use their door wand or whatnot. - Bots previously had special checks to scan reagents and be unobservant, I replaced this with giving them the trait. I also fixed an instance of unobservant not being used, so now statues don't affect the basic creature, whatever that is. ## Why It's Good For The Game This is an easier to understand way of handling silicon access and makes these mobs more consistent between eachother. Other than what I've mentioned above, this should have no impact on gameplay itself. ## Changelog 🆑 fix: Statues don't count as eyes to creatures. fix: Human AIs and Admin ghosts no longer get kicked off of machines that aren't on cameranets. /🆑 |
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18b1101a4b |
Adds open sprites for captain's safe, removes directional helpers for it (#85936)
## About The Pull Request Closes #85930 Closes #85707 Removed dir helpers because its no longer a wallmount and they're not used anywhere (nor should they be)  ## Changelog 🆑 fix: Captain's spare safe no longer turns invisible when opened /🆑 |
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a57e6d02cc | Adds emissives to departamental signs (#85915) | ||
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ff3b73dc82 |
Refactored the fish case and examining fish. New bluespace fish case to fit large fish inside a backpack. (#85271)
## About The Pull Request I've refactored the FISH_SAFE_STORAGE trait into an element, mainly because there were a few problems with how it worked: It wasn't stopping hunger from raising, ditto with the breeding wait, and it offered no healing whatsoever, which I find kind of a bummer. The new element will keep the fish from getting any hungrier or ready to reproduce and will heal them up to 65% of their base health. Also, I've added a new bluespace fish case as a techweb design, found along with other stuff in the advanced fishing node, though if you want I can move it to a bluespace node. This should make it possible to reasonably store and carry around larger fish. Examining a fish will no longer give out readings on weight and size if you haven't at least attempted fishing once (you can get to novice level in less than a minute). While examining a fish with apprentice level or higher will also give readings on the general conditions of the fish (is it starving? drowning? has it lost a considerable chunk of health?). The fishing skillchip also gives you these traits. I've also converted two fish variables into traits, because fish have waaaay too many variables. and gave some topdown shading to the pre-existing fishbox sprite. ## Why It's Good For The Game ## Changelog 🆑 add: Added a bluespace fish case to the advanced fishing node. balance: Fish cases will keep a fish from getting hungrier or ready to reproduce, while also healing it up to 65% health. balance: Examining a fish with zero fishing skill whatsoever won't give a reading on its size and weight. Conversely, examining one with the skill leveled two times will give general information on if it's starving, sick, hungry, or dead. /🆑 |
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6f0dd84a3d |
Splits wall layer into three (#85901)
## About The Pull Request Turns `ON_WALL_LAYER` into `FLAT_ON_WALL_LAYER` `ON_WALL_LAYER` `HIGH_ON_WALL_LAYER` Where `FLAT_ON_WALL_LAYER` is meant for lower-priority wall mounts like signs and posters `ON_WALL_LAYER` is default and `HIGH_ON_WALL_LAYER` is for stuff that "hang over" the wall Also makes the incident display actually wall mounted ## Why It's Good For The Game I noticed this while doing mapping and I thought it was a really cool effect  Unfortunately this effect was a coinflip because all wall mounts were on the same layer. Sometimes it'd look like this  So this allows us to do this kinda stuff consistently. Also has the added effect of letting us "de-prioritize" stuff like posters, so we can hang stuff *over* posters and signs, which could be useful. ## Changelog 🆑 Melbert qol: Some wall mounts will now consistently layer over others (light switches and cameras, notably, should always layer above other mounts like signs and status displays) /🆑 |
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856444a797 |
[MIRROR] Changes wall leaning into a component, makes windows leanable (#29400)
* Changes wall leaning into a component, makes windows leanable * Ready --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com> |
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8ad73346c5 |
[MIRROR] Alien beds no longer pretend they can be deconstructed with a wrench (#29421)
* Alien beds no longer pretend they can be deconstructed with a wrench (#85883) ## About The Pull Request Closes #85826 ## Changelog 🆑 fix: Alien beds no longer pretend they can be deconstructed with a wrench /🆑 * Alien beds no longer pretend they can be deconstructed with a wrench --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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fbebd24870 |
[MIRROR] Fixing the shower water overlay (#29413)
* Fixing the shower water overlay * ready --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com> |
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369e09fcb6 |
Alien beds no longer pretend they can be deconstructed with a wrench (#85883)
## About The Pull Request Closes #85826 ## Changelog 🆑 fix: Alien beds no longer pretend they can be deconstructed with a wrench /🆑 |
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c45145cd6a |
[MIRROR] Fixes bedsheets laid incorrectly onto beds (#29372)
* Fixes bedsheets laid incorrectly onto beds (#85837) <!-- 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 Fixes #85571 ## Why It's Good For The Game Just a push in the direction of a de-jank'd wallening ## Changelog 🆑 fix: bedsheets are laid on beds properly 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. --> * Fixes bedsheets laid incorrectly onto beds --------- Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com> |
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95ba08b5ac |
[MIRROR] fixes surgery table buckle offsets (#29381)
* fixes surgery table buckle offsets (#85841) <!-- 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 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> with the new wallening offsets it isnt necessary to shift buckled mobs up anymore since tables now have a shift down ## Why It's Good For The Game <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> closes #85804 ## 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 its 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. --> 🆑 fix: fixes surgery table buckle offsets /🆑 <!-- 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. --> * fixes surgery table buckle offsets --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> |
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c0a2fc7976 |
Fixing the shower water overlay (#85861)
## About The Pull Request Fixes #85679. ## Why It's Good For The Game Fixes #85679. ## Changelog 🆑 fix: Fixed the shower water visually not coming out behind the showerhead. /🆑 |
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d6bcdcf833 |
Changes wall leaning into a component, makes windows leanable (#85771)
## About The Pull Request Requires #85491 to be merged first, as otherwise leaning on directional windows looks incredibly goofy You can now lean on both fulltile and directional windows, and its possible to easily extend this functionality to other objects. Dunno if this even deserves to be called a refactor so not marking it in any way. ## Why It's Good For The Game Just makes sense that you'd be able to do it ## Changelog 🆑 add: You can now lean on windows the same way you can lean on walls fix: You no longer stop leaning on walls after clicking on anything /🆑 |
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d9168e7254 |
Adds a treasure chest to the ocean/beach fishing spot. (#85276)
## About The Pull Request This PR adds a treasure chest that can be fished from the ocean if you're lucky enough (or have enough explosives or lobstrosities to do it for you). The treasure chest is basically a mystery box (like the ones from the deathmatch) with a couple catches; the treasure chest can be opened up to 18 times in total before breaking down, however, it can only be opened up to 3 times per spaceman, encouraging the player to share it with others. Here the possible loot by the by: - A toolbox containing a master fishing rod, all the hooks and reels, fish feed, an experi-scanner, an aquarium kit and a can of super baits - A box containing a lazarus injector, a cup and a bottle of strange reagent which you can use to revive fish now - A circuit board for a pre-emagged fishing portal generator - A master fishing rod - A can of super fishing baits - A fish case containing Tiziran fish - A fish case containing Syndicate fish - An old, yet fairly strong cutlass - An old laser gun which fires only 5 shots before running out - A crank laser musket - A smoothbore disabler - A surplus bolt action rifle - A ration pack - A can of squid ink - A bottle of aged rum that forces you to switch to the piratespeak language - A money bag with some doubloons inside - A piratespeak manual - Pirate armored coat - Pirate armored hat - A pre-loaded cannon - Four trash cannon balls - Four cannon balls ## Why It's Good For The Game Mystery boxes are fun, from the little fanfare they play to the potential loot they can give, and I had an old treasure chest I had sprited for fun years ago around so I've come up with an entertaining idea. If you think the loot list is a bit too hot, I can cool it down a bit. Also yeah, I wanted to make fish revivable with strange reagent, since you can already do it with lazarus injectors even though using a lazarus injector for this would be a severe waste of mining points. ## Changelog 🆑 add: Added a treasure chest you can rarely fish from the ocean/beach, with loot being a mix of fishing and piratey stuff. add: You can revive fish with strange reagent now. /🆑 |
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fec946e9c0 |
/Icon/ Folder cleansing crusade part, I think 4; post-wallening clean-up. (#85823)
Hello everybuddy, your number three rated coder-failure here to clean up some mess. This PR accomplishes some of the more major structural clean up changes I wanted to do with /obj/ folder, but decided to wait on until wallening gets merged, and so, time has come. Several things to still be done, although I know these cleaning PR's are quite a load, so will wait for this one to get done with first. ## Why It's Good For The Game Saner spriters, better sprites, less annoyance. Also deleted a whole load of redundancy this time around, a lot of sprites which existed simultaniously in two places now got exit their quantum superposition. |
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ed2f017923 |
Digitigrade clothing sprites (feat. GAGS and 0 sprite bloat) (#85406)
## About The Pull Request Use GAGS to auto-generate digitgrade leg sprites based off of 1 basic template + color sampling. Icons are cached relatively aggressively, like female sprite variations. So no need to worry about that. The result: All of these sprites with only **3** icons added (the base template, and the masks) Obviously it's not perfect - some of the sprites (like the engineer's jumpsuit) lose some "luster", but it does the job if I do say so myself.  Only applied to undersuits, for now. ## Why It's Good For The Game - Allows Lizards to show off their handicap, rather than hiding it or necessitating they use skirts. - (Ideally) leads to an uptick in Digitigrade abuse (due to being easier to identify), which is also a net positive. - Implemented without any common issues revolving alt bodytype clothing sprites (those being maintainability and sprite bloat) ## Changelog 🆑 Melbert add: Auto-generated digitigrade clothing sprites for most jumpsuits /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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4d43710d44 |
fixes rcds accounting for player dir only before construction (#85824)
<!-- 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 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> rcds now build based off of player's dirs right before the object gets built ## Why It's Good For The Game <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> closes #85810 ## 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 its 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. --> 🆑 fix: fixes rcds accounting for player dir only before construction /🆑 <!-- 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. --> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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1f557656df |
fixes surgery table buckle offsets (#85841)
<!-- 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 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> with the new wallening offsets it isnt necessary to shift buckled mobs up anymore since tables now have a shift down ## Why It's Good For The Game <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> closes #85804 ## 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 its 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. --> 🆑 fix: fixes surgery table buckle offsets /🆑 <!-- 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. --> |
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acad706c1f |
Wallening-style directional mirrors (#85818)
<!-- 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 Updates mirrors to fit wallening's style, sadly this does mean making them smaller and only noticably reflective when facing south.   Closes #85836 Closes #77476 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Currently they look like floating plates near walls instead of being actual mirrors ## 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 its 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. --> 🆑 image: Mirrors have been successfully wallened /🆑 <!-- 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. --> |
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6b095f2574 |
Fixes bedsheets laid incorrectly onto beds (#85837)
<!-- 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 Fixes #85571 ## Why It's Good For The Game Just a push in the direction of a de-jank'd wallening ## Changelog 🆑 fix: bedsheets are laid on beds properly 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. --> |