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Upstream Merge #1626
Upstream Merge #1626
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* Added a couple entires, removed the references to IRL countries, and fixed a grammar mistake on "Telecomunications Equipment" * Fixed another awkward grammar situation * Commented out a bunch of law elements I felt weren't good for discussion, added some new ones to help fill in the missing areas * Reverted pylons, and added more entries to help fill out the lists more * reverted all deletions * implemented feedback, also realized the IonStormActions section was rather short, so I added a bunch there * realized I didn't remove the extra resources line, also added more things, and fixed one grammatical error * Removed Portugal again, added more Musts since that list was the new shortest one.
* Add option to disable bwoink sound. * Now it's working only with active admin status. * No bwoink, only "notification sound" * Moar changes * Another one
* More scarfs (impstation#216) * Sprites + Colored Scarf Implimentation Doesn't include into quickthreads or other clothing vendors * File Paths are important * Metas, items exist, winterdrobe I'm iffy on them being in the winterdrobe but the other option is quickthreads so idk * File Path Fix * Typo fix * Resolved merge conflict * Moved scarves around * Moved scarf textures out of the _CD directory * Removed final CD folder * Removed extra scarfs * Removed extra scarfs, again * Replaced ClothingNeckBase with ClothingScarfBase --------- Co-authored-by: PursuitInAshes <[email protected]> Co-authored-by: TakoDragon <[email protected]>
…ds#34478) * Add Freelance intercom prototype, and replace the djstation ruin with them instead of three master keys * removed a new line
* Initial commit * Finalizing main changes * Addressed reviews * Fixed a few issues * Switched to using global overrides * Removed unnecessary references
I noticed that enumerating gases is frequently done in an annoying way with Enum.GetValues. So I made it better. Now GasMixture is IEnumerable<(Gas gas, float moles)> and it just works.
1. Now clearly says "opened"/"closed" when changing the release valve. 2. Clearly says whether the valve was opened while a canister was inserted or not. 3. When a tank is ejected, logs if the valve is open and the ejection started spilling into the environment. Fixes space-wizards#34488
* Optimize & clean up RadiationSystem * comments * Update Content.Server/Radiation/Systems/RadiationSystem.GridCast.cs Co-authored-by: Thomas <[email protected]> --------- Co-authored-by: Thomas <[email protected]>
Random spelling error and FTL linting (+PowersinkSystem because there was an misspelt locale for that)
* space weh can now be work on top of head * space weh can now be worn on top of head * trim out unnecessary comps
) Co-authored-by: Winkarst <[email protected]>
Add 10u plasma to the chemistry locker so the chemists stop stealing tables.
* Removed highcap from seclite * Changed cyborg starting battery to highcap, reduced seclite wattage to make it last as long as it used to. * Gave cyborgs back their medcap * Rounded seclite wattage down to 0.5
* new empty.ogg * source to tg commit
* Bandage fix denied animations playing on devices without them * CentComm blast door prototype * CentComm button * CentComm window shutters * CC Updates * Save as grid * Remove an extra detective figurine I like them better in the interrogation room * Remove paramed locker, let pumps shut off * Fix wrong HOP locker prototype
put a pr on your dev branch to fix a few things, some other issues i noticed:
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radial menu fixes, heretic ftl fix, thaven emagging fix
alright Dark and Flotsam's fixes are in for now I'm gonna review this one last time when I have more than two hours of sleep available. if someone else reviews it all first and wants to merge it fine by me |
Oh also I purposefully kept the whitelist/blacklist because I thought they were used for something else we might have ported from delta-v. I can double check that later. I didn't know if it was exclusively due to the split or not |
i think its just used for the airlock access override? i could be wrong |
correct, we had ideas to reuse the emag whitelist/blacklist but it never ended up panning out |
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reviewing rn once again with the caveat that im only really comfortable with reviewing yaml. also using riders pr review feature and being very scared the entire time
todos:
- i dont think this has to be part of this specific pr but should see if the prayer notice i added in prayers play a notif for admins #1306 can be hooked into the bwoink sound effect toggle
- we have a pain insensitivity trait (new negative trait pain insensitivity #1056) that should be removed in this pr if it hasnt been yet
- didnt the contraband refactor end up in this upstream merge. we have to do a pass on our own contraband tags etc
- the upstream fake mindshield needs to fully replace the ling one if it hasnt yet. it looks like you deleted everything you needed to but i didnt see the ling purchase get altered. could have missed it, this pr is huge
- i cant figure out how to comment on images in rider but the new drozd looks like shit
Resources/Prototypes/_Impstation/Entities/Objects/Weapons/Melee/rock.yml
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Resources/Prototypes/Entities/Structures/Power/Generation/PA/particles.yml
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10u liquid plasma can get you all the basic chems, you wont need any more unless you decide to make phlog (illegal chem) |
yeah youre good. kill the accessbreaker in thief toolkit and plasma vial in chemistry locker (and optionally keep the old drozd sprites) and ill switch this to an approve |
i have made arbitrary decisions that fit my own wants and needs at random |
RESPECT !!! |
Latest upstream merge. Big highlights and things to look for bugs in are changes to the contraband system, an official upstream Emag/Door Breaker split, and upstream fake mindshields. I'll be looking out for issues, as always let me know if anything looks fucked. There is almost certainly a better way to handle the ling mindshield faking but this is Fine.