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Some full barricades still managed to crop up in places they shouldn't due to unnoticed barricade spawners, these have now been replaced by new crude barricade spawners(so it keeps 20% chance to not be there) where relevant and the maplint has been updated to keep them out of where they don't belong If a door is barricaded it should be visible :cl: map: The last full wooden barricades on top of dense objects have been excised /:cl:
## About The Pull Request Includes everything up until now
…est weapons bypassing access. (#94483) (#6872) ## About The Pull Request Moving this out into its own PR for now
…ally-identical esword variant (#6866) ## About The Pull Request https://github.com/user-attachments/assets/18b82123-5cce-42fd-acac-e4b6a2fa02dc https://github.com/user-attachments/assets/d7afdce3-875b-4b6e-98cc-8584c0b30413 Adds the "Covenant" energy sword. Statistically identical to the regular energy sword, cost and all, except for its alternate attack force when stabbing, which does the same damage as swinging (unlike the regular e-sword, which loses some damage when stabbing). ## How This Contributes To The Nova Sector Roleplay Experience I thought it'd be funny. Adds a new way to do violence unto your fellow spaceman. ## Changelog :cl: add: The Syndicate has begun to issue newly-received "Covenant" e-sword variants. While, essentially, statistically identical to their conventional energy swords, some argue that they strike a more imposing image. You can recolor them with a multitool, but they can't go rainbow mode. /:cl: --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
…(#6849) ## About The Pull Request Switches expeditionary deathrattles from "whitelisted to Lavaland and Icemoon areas" to "blacklisted to station areas". Effectively, this means that they will alert to deaths anywhere BUT the station. If you die on the station, tough luck, hope you were on sensors, but if you die anywhere else, including space or space ruins, your deathrattle will notify everyone else in the network. Of course, you're still going to need to configure the deathrattle implants, but if you're reading this PR, surely you can figure out how to read the previous PR in this series. Or codedive. ## How This Contributes To The Nova Sector Roleplay Experience Someone suggested making it good for spacetiders. I figured why not. ## Proof of Testing <img width="557" height="72" alt="image" src="https://github.com/user-attachments/assets/1a98d44d-5708-40ec-820b-2698c6209538" /> <img width="554" height="53" alt="image" src="https://github.com/user-attachments/assets/9057d490-3eb4-4be0-9f66-2e323e7ff502" /> ## Changelog :cl: balance: Nanotrasen has upgraded their expeditionary deathrattle licenses for the sector, allowing them to alert to deaths anywhere BUT the station, making them actually useful for aspiring space explorers and/or people who are paranoid about being hucked out of airlocks. /:cl: --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request Fixes emergency lighting to use 0.2W per tick as per the code. I missed this in testing tgstation/tgstation#94910 Emergency lights use 0.2 W per tick, meaning ~10 minutes of emergency power from a cell. ## Why It's Good For The Game Lights consume power for the expected amount of time. ## Changelog :cl: LT3 fix: Emergency lighting consumes its cell at the expected rate /:cl:
## About The Pull Request The original issue was that using <kbd>alt</kbd><kbd>R</kbd> wouldn't change the input's text as expected. This is correct behavior in tgui-core, inputs cannot be altered while focused (ux concern). A hacky way to fix this would be to just blur and refocus, but I think the intent here is just to display `re:` next to the text.  Outside of this, I tried to optimize the component as much as I could. Removing the input control logic (just to add re:) simplifies it quite a bit. I also removed the filter's useEffect instead to derive the filter/validity states from `query`. It should run smoothly! ## Why It's Good For The Game The UI should work. I don't think there's an issue up for this yet ## Changelog :cl: fix: Fixed the regex mode toggle in the spawn (verb) panel. /:cl:
## About The Pull Request Closes #94833 ## Changelog :cl: fix: Fixed fancytypes in admin menus being mangled /:cl:
## About The Pull Request The Slime Management Console will include a random stored_monkeys in a to_chat if there aren't enough. This removes it so that it reads better. ## Why It's Good For The Game Reads like proper english in a player facing console. ## Changelog :cl: spellcheck: The slime management console no longer reads a variable name out incorrectly. /:cl:
If you have a snout (and it isn't already handled elsewhere by your species), masks will now be pushed 1 whole pixel up and away from you when facing left or right. Examples (TOP IS OLD, BOTTOM IS NEW) (did you know the welding visor has the lizard's snout sticking out the front)? <img width="441" height="357" alt="image" src="https://github.com/user-attachments/assets/5d703afc-2541-4789-956c-f27dc3fdcf31" /> I also tried moving it up one tile too, but it didn't look as nice. (To be clear, these are not the ones being used, the above screenshot is) (once again top row is old, bottom row is new) <img width="1443" height="493" alt="image" src="https://github.com/user-attachments/assets/c7193237-39fb-466b-9dcd-f5db2a646628" /> <img width="1138" height="490" alt="image" src="https://github.com/user-attachments/assets/398154df-3e56-4f59-b350-24a9c9ea04a1" /> I think this makes masks fit snouted faces a little bit better? Currently they sorta clip into the face which is a little bad imo. :cl: add: Masks now fit snouted species a little bit better, maybe. /:cl:
…e cascade (#94953) ## About The Pull Request Allows admins to trigger a resonance cascades. It's in the secrets menu, and it will probably get you de-adminned. ## Why It's Good For The Game Funny https://dlc2.portal2sounds.com/sounds/sound_dlc2/vo/cavejohnson/dlc2_0780_altcave_blappeture_mesa01.mp3?id=48 ## Changelog :cl: admin: Someone gave Centcom permission to access the anomalous materials research department. The result surely can't be good... /:cl: Co-authored-by: Josh Powell <josh.powell@softwire.com>
## About The Pull Request Fixes tgstation/tgstation#94966 introduced with tgstation/tgstation#94861, lights runtiming and not turning on if they don't have reagents inside. ## Why It's Good For The Game Fixes the lights ## Changelog :cl: LT3 fix: Fixed lights breaking forever if they lose power /:cl:
## About The Pull Request This PR takes content from #4991 and attempts to split it into 3 seperate PRs, This PR is meant to get the groundwork built up and preps for the other PRs when the time comes for their turns! This PR attempts to add ghost role specific companies granting them access to proprietary technologies to sell! Such as Interdyne buying more proprietary modsuits or even specially made medkits prefilled for easy selling to station, giving more interactivity to the ghost role and more ability to sell unique things to the station! This PR also remove unused code that is unused anywhere else. This PR is reliant on #5774 to makee a much better experience using these companies ## How This Contributes To The Nova Sector Roleplay Experience This adds more ability for interdyne to sell pre-made kits and equipment to station, including allowing them to get access to more useful equipment under their own express console. Allowing for more incentive and ability to trade and sell to the station and other ghost roles. It also allows them to get more equipment such as modsuits, borg brains, and other such specifically tied to interdyne pharmaceuticals. ## Proof of Testing <details> <summary>Screenshots/Videos</summary> <img width="376" height="399" alt="image" src="https://github.com/user-attachments/assets/8e2b5ccc-38d6-4484-af13-d7a8f8a1079d" /> <img width="904" height="680" alt="image" src="https://github.com/user-attachments/assets/32849258-049f-43f7-a22a-7294373ec15a" /> <img width="1341" height="517" alt="image" src="https://github.com/user-attachments/assets/46e1b6b9-85e9-4603-878f-30f3ac30ca27" /> </details> ## Changelog :cl: add: Adds an Interdyne company import that can only be accessed via Interdyne company express terminal code: Removed dead code regarding company imports /:cl: --------- Co-authored-by: Winter Frost <98187980+RealWinterFrost@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
## About The Pull Request Fixes the missing muzzle sprite for the gaiter face mask. ## How This Contributes To The Nova Sector Roleplay Experience ## Proof of Testing <details> <summary>Screenshots/Videos</summary> <img width="124" height="73" alt="image" src="https://github.com/user-attachments/assets/b9c3f89d-32f9-4689-b3a8-9ae516fa7597" /> </details> ## Changelog :cl: fix: Fixes the missing muzzle sprite for the gaiter face mask. /:cl:
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About The Pull Request
The final upstream merge before I euthanize Iris like a lame horse.
Why it's Good for the Game
Up to date.
Proof of Testing
Dude it's fucked right now.
Changelog