TG Update e33d3f5 [IDB IGNORE] [MDB IGNORE]#351
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## About The Pull Request Broke this in my previous PR. My bad :
…d_event (#96550) ## About The Pull Request The `fresh_laundry` mood_event is now only applied to clothing in `/obj/item/clothing/under` ## Why It's Good For The Game Before, we could easily get multiple `fresh_laundry` moodlets even though we just laundered anything but our jumpsuit <img width="589" height="335" alt="freshly_laundered_shoes" src="https://github.com/user-attachments/assets/6793d342-14f1-445e-ad8f-7331392183b8" /> Now we prevent applying a moodlet that specifically mentions a "freshly laundered jumpsuit" from applying to clothes that clearly aren't jumpsuits ## Changelog :cl: fix: Fixes non `/obj/item/clothing/under` items from applying the `fresh_laundry` mood_event /:cl:
…ng some things properly. (#96517)
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request Attempting to teleport after blowing itself up ## Why It's Good For The Game <img width="412" height="93" alt="image" src="https://github.com/user-attachments/assets/b5c814d7-1126-43dc-8ac5-4d1ecf117591" /> ## Changelog :cl: fix: fixed a runtime with bluespace meteors /:cl:
## About The Pull Request About what it says on the tin. The left-facing and right-facing sprites got mixed, somehow. ## Why It's Good For The Game I'm not telekinetic why is my welder floating please help ## Changelog :cl: fix: Alien welding tools no longer have mixed directions when held in the right hand. /:cl: Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
Re-alphabetized the incorrectly placed items from a few relatively recent PRs, and also moved grenadine to the non-alcoholic section ## About The Pull Request Fixes a few annoying inconsistencies with how certain items in the booze-o-mat were organized. Specifically, moves grenadine, which is a non-alcoholic syrup, from the alcoholic section and into the non-alcoholic section. Additionally, a few bottles which were added in somewhat recent PRs and which had been simply appended at the end of the list after been properly moved to be alphabetized with the rest of the items. ## Why It's Good For The Game UX consistency makes things easier to use and less confusing. ## Changelog :cl: qol: Bottles in the booze-o-mat vending machine have been re-alphabetized. fix: Jester's Grenadine has been moved to the non-alcoholic section of the booze-o-mat. /:cl:
## About The Pull Request TGUI list selectors and Spawn verb now use smooth scrolling with arrow keys or when using the searchbar, rather than instantly snapping to the selected element. <img width="325" height="330" alt="iCHXgplljX" src="https://github.com/user-attachments/assets/9dfa87e3-740b-40a2-96ac-9769ca0b9482" /> (The gif has me using arrow keys) ## Why It's Good For The Game Looks nicer ## Changelog :cl: qol: TGUI list selectors and Spawn verb now use smooth scrolling with arrow keys /:cl:
## About The Pull Request Juke is supposed to use file modification times to decide whether a target needs to be rebuilt, this isn't working because the Greyscale Previews system always replaces the DMIs in `icons/map_icons` even if they haven't changed, so everything in that folder will end up with a more recent modification time than the DMB. Tweaks the code so that the copy only happens if the file has changed ## Why It's Good For The Game If I'm doing debugging that requires repeatedly launching the server with no code modifications in between, it'd be nice to not have to wait for a pointless compilation every time ## Changelog N/A
## About The Pull Request https://github.com/user-attachments/assets/a6c6d3d9-3284-4a45-80c4-14dbc4956cf8 Adds custom transfer amount functionality to the ChemMaster UI through a number input (by the eject button) and paired button. ## Why It's Good For The Game If I have to hit the one-off custom transfer button, several times in a row, for my artisanal chemical atrocities one more time, I'm going to lose it. Less-jokingly, maybe someone has some oddly specific mixing things they need it for (I know I do!).
…on (+ modernization) (#96421) ## About The Pull Request Notable changes: - Obsessed get a slight strength buff related to their obsession - When grabbing any of your targets (your obsession included), your grab is harder to escape from, and cause (slightly) more stamina damage from failed escapes - Obsessed also get a slight strength buff while standing near their obsession (for at least 20 seconds). This effect is applied instantly if the obsession is incapacitated. - The grab strength bonus applies to all mobs, rather than just your targets - You get a 25% reduction to incoming stamina damage - Psicodine or Alcohol will prevent Obsession stammering / emote tells, but also prevents these beneficial effects from activating - Witnessing the death of your obsession grants you a permanent positive moodlet (until they are revived) - Obsessed tells have been reworked a bit, being less obvious in general and having their chance to trigger reduced the longer you stand around your obsession (resetting after leaving their view) - Obsessed stammer was also reworked a bit, now being closet to Social Anxiety's stammer, also reducing in severity the longer you stand around your obsession (resetting after leaving their view) - Obsessed antag status is now lost when transferring out of the affected brain and gained when transferring into the affected brain, making it play nicer with slime clones or mindswap Other changes: - Modernized a bunch of obsession code - Replaced hardcoded checks for grab resistance with a signal ## Why It's Good For The Game I wanted to give Obsession just a *little* something to help enable them. I figure grab strength and pain resistance is a pretty fitting / flavorful place to start. The grab strength is intended to give them more ability to detain their targets (by means of wrestling). Even a passive grab isn't a guaranteed escape. The stamina damage resistance is intended to give them a slight chance to resist being detained by security. Not a significant one, just a slight one. ## Changelog :cl: Melbert balance: Obsessions get moderately stronger grabs against their objective targets (this includes their obsession and any other kill/theft targets they may have). balance: While standing near their obsession (for 20 seconds or if they are incapacitated), Obsessions get slightly stronger grabs against anyone, rather than just their objective targets. balance: While standing near their obsession (for 20 seconds or if they are incapacitated), Obsessions get slight stamina damage resistance. balance: Obsession stammering has been reduced in severity a bit, and also becomes less likely the longer you stand around your obsession. balance: Obsession emotes have been made a bit less obvious, and also become less likely the longer you stand around your obsession. balance: Taking Psicodine or drinking alcohol will prevent Obsessions from stammering or emoting around their obsession, but also disables their stamina resistance and stronger grabs. balance: Obsessions get a "permanent" mood bonus for killing their obsession (until they are revived). refactor: Obsessed has been refactored significantly. It will now play a lot nicer with mindswaps. Report any oddities. refactor: Grab strength has been refactored a bit, primarily affects martial arts and drunken brawling. Report any oddities. /:cl:
# Conflicts: # .github/CODEOWNERS # .github/workflows/autowiki.yml # .github/workflows/discord_discussions.yml # .github/workflows/generate_documentation.yml # .github/workflows/test_merge_bot.yml # .github/workflows/update_tgs_dmapi.yml # code/__DEFINES/mobs.dm # code/modules/transport/tram/tram_controller.dm # code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_lizard_silverscale.png # config/maps.txt # tools/ci/ci_config_maps.txt
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Brings us up to tgstation/tgstation@e33d3f5