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Spray painting an airlock with robotics colors displays incorrectly #1872
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Type: Bug
[Un]intentional issue with something
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2 tasks
fixed :) |
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VMSolidus
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Mar 9, 2025
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description Description. A fix for [this issue](#1872) Fixed bug of the painted roboticist airlock displaying the windowed counterpart instead of the standard one. # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [ ] Task - [x] Completed Task --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> https://github.com/user-attachments/assets/fbe4c85f-c876-4e29-9c8d-cf95314e737f </details> --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - fix: Fixed bug of the painted roboticist airlock displaying the windowed counterpart instead of the standard one.
Spatison
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Mar 9, 2025
<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description Description. A fix for [this issue](Simple-Station/Einstein-Engines#1872) Fixed bug of the painted roboticist airlock displaying the windowed counterpart instead of the standard one. # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [ ] Task - [x] Completed Task --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> https://github.com/user-attachments/assets/fbe4c85f-c876-4e29-9c8d-cf95314e737f </details> --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - fix: Fixed bug of the painted roboticist airlock displaying the windowed counterpart instead of the standard one. (cherry picked from commit a3b823b0059a67767f0adf27ec65151d2f73a1fd)
DVOniksWyvern
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that referenced
this issue
Mar 9, 2025
* Grabbing Fixes / Table Slam (#1889) # Description Ports several fixes + Tabling from [/Goob-Station#1922](Goob-Station/Goob-Station#1922) Tabling is pretty much 1:1 with how it is from SS13 ## This shit is so code Required before I can port [Martial Arts](Goob-Station/Goob-Station#1868) # TODO * [ ] Await merge * [ ] Gaming # Media  # Changelog 🆑 Eagle * add: Table slamming. Harm a table when you have someone harm choked, see what happens. * tweak: Grab throw damage to other entities is now based on the thrown entities kinetic energy. No more mouse wrecking balls. * tweak: You can now escape from a soft grab by just walking away. * tweak: You can no longer grab someone else while your being grabbed. * tweak: Mass now effects grab release attempts. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a table slam mechanic that brings dynamic combat interactions. Characters and objects can now be “tabled” with associated damage, stamina effects, and paralysis chance. - Added new interactive states for pullable entities, enriching environmental and combat engagements. - **Gameplay Improvements** - Refined pulling and throwing mechanics to enhance collision handling and damage calculations, resulting in more impactful throw actions and balanced kinetic responses. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit 71147f8295c5c817b56d52c5d2a38acced2f14b9) * Automatic Changelog Update (#1889) (cherry picked from commit 434ce42a8a0739ff0873c4c02bfe83ed39c857e9) * Fix UI Crap (#1888) I have no idea if this fixes the issues, and I have not checked if it does. But this is the only thing we're missing that wasn't related to other unrelated stuff. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **Bug Fixes** - Improved the initialization process for several in-game user interfaces, ensuring that all essential functionalities load consistently when accessed. - **New Features** - Enhanced the voice mask configuration panel to automatically present available speech verb options, streamlining the setup process for users. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Co-authored-by: Milon <[email protected]> Co-authored-by: metalgearsloth <[email protected]> (cherry picked from commit e2fbebba312a01d9fb92eaac64190df503607f6b) * Shuttle Spawner Airlocks (#1890) # Description This PR adds a variety of "Shuttle Spawning Airlocks" for certain ships in this game that mappers might wish to use. The most important of which are airlocks that cause a Cargo Shuttle and a Pathfinder to spawn already docked to the station. The fact that nobody did this before was fucking astounding to me. # Changelog :cl: - add: Added a variety of "Shuttle Spawning Airlocks" for mappers to use, which can make it so that shuttles like the Cargo Shuttle, Pathfinder, etc. Spawn already docked to the station. <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced a refined docking and spawning system for shuttle operations, incorporating multiple shuttle types including cargo, dart, infiltrator, pathfinder, and SANDropship. - Added dedicated deployment entities to manage shuttle instantiation effectively. - Rolled out a new tagging framework to enhance the categorization and identification of dockable vehicles. <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit 2f9239f6b0918fbdca1f0c48a06c3b3b76a11ab8) * Automatic Changelog Update (#1890) (cherry picked from commit 39eb098ebe3fcf7f283f46fadfc76545c20e667c) * Update Credits (#1854) This is an automated Pull Request. This PR updates the GitHub contributors in the credits section. Co-authored-by: SimpleStation Changelogs <[email protected]> (cherry picked from commit ad2ebc04093388d29db758fd7e632744e4d728d8) * Remove Outdated Description From Flash, Add One to the New Disabler A… (#1887) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Accidentally left an old ExtendDescription on a flash which is no longer accurate, and added extra descriptions to the rev manifesto and civilian disabler while I was at it. --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - add: Added extra descriptions to the revolutionary manifesto and the civilian disabler - fix: Fixed extenddescription on flash <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **New Features** - Introduced extended, context-sensitive in-game descriptions for the revolutionary manifesto, offering nuanced details about its use across various roles. - Added enhanced descriptive information for the civilian disabler weapon, clarifying its legal ownership and accessory considerations. - **Chores** - Streamlined the flash item display by removing redundant extended descriptions to improve clarity. <!-- end of auto-generated comment: release notes by coderabbit.ai --> --------- Signed-off-by: Timfa <[email protected]> (cherry picked from commit 3e3bee060cb7eee98ae3fde7c4f7b819f16bf840) * Automatic Changelog Update (#1887) (cherry picked from commit 4af6dc83bd2ebded1421dadea70b6a9586776fda) * NewMats Lathe Recipe Changes (#1873) # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Removes wait times from Copper, Lead, and Aluminum and reduces the wait time for Tungsten to 0.13 (4 seconds over 30 ingots, too rare for it to have no completiontime but too much completiontime for just one ingot). It seems pretty ridiculous to make the former 3 recipes have a wait time of TWO SECONDS PER INDIVIDUAL INGOT (which presents a lot of problems in practice for salvagers) in comparison to the standard ore recipes which have 0 wait times at all. if the wait times are intentional then I would like you to consider reducing them to something similar to what I did with the Tungsten- with X seconds over 30 (or any other standard amount) ingots --- # Changelog :cl: - tweak: the Ore Processors now process Lead, Copper, and Aluminum instantly, and is much faster at processing Tungsten <!-- This is an auto-generated comment: release notes by coderabbit.ai --> ## Summary by CodeRabbit - **Chores** - Adjusted lathe production times for several recipes, resulting in more accurate processing durations. - The tungsten-based recipe now completes significantly faster (0.13 seconds versus 4 seconds). - Three metal-based recipes have been updated to finish in shorter durations (0.01 to 0.016 seconds). <!-- end of auto-generated comment: release notes by coderabbit.ai --> (cherry picked from commit d295e2535f9aa21497460279d0bfe108920c445b) * Automatic Changelog Update (#1873) (cherry picked from commit 8deed0c3c9d16ff0cdb956fc0ee457a5bf14f5ed) * Revert "[Add] High-Risk Loadout Item For Warden: Power Gloves (#252)" This reverts commit 1f936fe. * Grab Intent Part 2: Martial Arts (#1891) # Description Finally, after 9 years in development, CQC is here. Traitors can buy a CQC manual in the uplink, giving them access to unarmed combos, and instant hardgrabs. Traitors can also buy a Sleeping Carp Scroll, giving them 3 different unarmed combos, and the ability to deflect all incoming projectiles, at the cost of no longer being able to use ranged weapons. The Chef can use Close-Quarters-Cooking while in the kitchen. Tiders beware. Security officers also have access to a Corporate Judo Belt as an alternative to the stun baton. The Warden starts with Krav Maga gloves in his locker, with 3 different attacks. ## This code is, not shit perhaps? Ports martial arts from [/Goob-Station#1868](Goob-Station/Goob-Station#1868) All seems pretty well written, shouldn't be hard to add new ones in the future. There also exists a version of the CQC manual for the BSO. Might add to the BSO locker if requested. # TODO * [x] Await reviews * [x] Pain # Media Judo https://github.com/user-attachments/assets/b0aa4d24-f5cd-478e-8358-a095d46a4572 CQC https://youtu.be/c0EJfbwqil8 Sleeping Carp https://github.com/user-attachments/assets/a16ec334-9f9a-4820-b4f1-32a0cc598c67 https://github.com/user-attachments/assets/3e2bfc95-7c92-46f6-9b7c-b1e6596540c7 # Changelog 🆑 Eagle * add: Added Corporate Judo, CQC, Sleeping Carp, and Krav Maga martial arts with unique abilities. * add: The Chef has been given Close Quarters Cooking in the Kitchen and Bar. Tiders beware. --------- Signed-off-by: Eagle-0 <[email protected]> (cherry picked from commit 68872f85c8b2227e871667caed2289042edd0d7b) * Automatic Changelog Update (#1891) (cherry picked from commit 9e3ad56873aedb7a7d0fff6037f9aaf0026897c0) * Bug Fix: Fix Roboticist Airlock Sprite Error (#1899) <!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description Description. A fix for [this issue](Simple-Station/Einstein-Engines#1872) Fixed bug of the painted roboticist airlock displaying the windowed counterpart instead of the standard one. # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [ ] Task - [x] Completed Task --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> https://github.com/user-attachments/assets/fbe4c85f-c876-4e29-9c8d-cf95314e737f </details> --- # Changelog <!-- You can add an author after the `:cl:` to change the name that appears in the changelog (ex: `:cl: Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> :cl: - fix: Fixed bug of the painted roboticist airlock displaying the windowed counterpart instead of the standard one. (cherry picked from commit a3b823b0059a67767f0adf27ec65151d2f73a1fd) * Automatic Changelog Update (#1899) (cherry picked from commit ca839d18fbcdb85d4d1e60f2acad68fda02e1634) * Fixes SM Being Started on Round Start (#1901) # Description To stop the SM from getting activated without something being thrown into the SM or by having emitters hit the SM. --- # TODO - [x] Fix the SM by starting on its own. --- # Changelog :cl: - fix: SM no longer starts on round start. - fix: SM will no longer delam from spacing unless it's activated. --------- Co-authored-by: Nathaniel Adams <[email protected]> (cherry picked from commit 234ac6119f999ff2bfaabee6b93b5fa75c61c0fa) * Automatic Changelog Update (#1901) (cherry picked from commit 3a0c67ba9c6aa8341e9bfd529bb58818164e20c8) * Tc rebalance --------- Co-authored-by: Eagle-0 <[email protected]> Co-authored-by: SimpleStation Changelogs <[email protected]> Co-authored-by: VMSolidus <[email protected]> Co-authored-by: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com> Co-authored-by: Timfa <[email protected]> Co-authored-by: RadsammyT <[email protected]> Co-authored-by: Paulo Artur Pinheiro Viana Villaça <[email protected]> Co-authored-by: Solaris <[email protected]>
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Description
If someone spray paints an airlock with robotics colors, it will use the glass robotics airlock texture, even if it's a glassless airlock
Reproduction
Expected behavior
Media
Additional context
holy shit these airlocks are cool
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