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DangerRevolution wants to merge 906 commits intomasterfrom
danger-multiz-nv
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test runner#1
DangerRevolution wants to merge 906 commits intomasterfrom
danger-multiz-nv

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This pull request has conflicts, please resolve those before we can evaluate the pull request.

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Conflicts have been resolved. A maintainer will review the pull request shortly.

cmss13-ci bot and others added 30 commits March 10, 2026 02:26
…s#11910)

# About the pull request
Title. 
Resolves: cmss13-devs#11784
<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this addresses a reported issue, you can include "Fixes #12345" to
link the PR to the corresponding Issue number #12345.
For multiple issues you must include the "Fixes" keyword for each, e.g.
"Fixes #12345, Fixes #12346, Fixes #12347". You cannot use multiple
issue numbers with only one keyword.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

# Explain why it's good for the game
Stop sneaky burrowers sneaking off into non-accessible areas.
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl: 
fix: Tyrago Rift Out of bounds areas disallow burrowing.
/:cl:
…evs#11773)

# About the pull request
Fixes some incorrect map config values for Tyrargo Rift and adds a unit
test to ensure it doesn't happen for any future maps. Apparently Shiva's
was also inconsistent and used the highpop map's map, but they both have
the same image so the only difference was the name (Ice Colony).

~~Proposes a fix for the tacmap update issue on Tyrargo; it's hardcoded
to Z2, but that's not the surface on Tyrargo like it is on every other
map. ***I have not tested this yet because I'm not sure how to do so
locally.***~~ this change has been removed because it works on live now

# Explain why it's good for the game
Fixes some issues.

# Testing Photographs and Procedure

I have not tested it yet.
# About the pull request
Optimizes auto turf icons to be faster by using `orange()` instead of
`get_step()` to take advantage of BYOND's built-in typechecking with
helpers like `range()` and `orange()`. Removes the barely-used legacy
snow turfs and replaces them with the auto_turf variant.

(For those unfamiliar, `orange()` is `range()` but in an O shape,
ignoring the center turf.)

`bleed_layer` is also now on `/turf/open/auto_turf`, because the only
other thing using it was `/turf/open/snow` which is now gone. Woo.

# Explain why it's good for the game
On my machine, it's around three and a half times faster for auto turfs
on Tyrargo Rift, taking `/turf/open/update_icon()` from 5.2 seconds to
1.5 seconds. That's 11.5 microseconds per call to just 3.5 microseconds
per call. Pretty good, in my opinion.

Also copies an `attack_larva` override from the old snow turf to the new
one. That's the only difference they had. Technically a bugfix I think.

# Testing Photographs and Procedure

<details>
<summary>Screenshots & Videos</summary>

Tyrargo Rift self-time before optimization:

<img width="1354" height="26" alt="image"
src="https://github.com/user-attachments/assets/6b371bff-f075-4b65-b800-483057d4f70f"
/>

Tyrargo Rift self-time after optimization:

<img width="1361" height="28" alt="image"
src="https://github.com/user-attachments/assets/cd33c8bc-fc09-4575-a506-7abbcba71589"
/>

Demonstration of the overlays working still (yes, it's hard to see):

<img width="149" height="154" alt="image"
src="https://github.com/user-attachments/assets/29b55457-43d8-499b-a1e4-7b5e1a76963f"
/>

</details>


# Changelog

:cl: MoondancerPony
fix: fixed larvae being able to dig snow
/:cl:

---------

Co-authored-by: harry <me@harryob.live>
# About the pull request
@noelle-lavenza for pointing this out

Use the coords of the Target turf rather than whatever is in the Coords
6 seconds after they push the button the first time.
Do the same sort of thing for supply drops just incase
Add slippery and open_space tiles to invalid target turfs

Stop the ship map shaking multiple times with synchronized SOs

<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

# Explain why it's good for the game
ARES lying to us is bad.
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl:
fix: ARES correctly records OB/Supply Coords, stop the ship map shaking
multiple times from one OB being fired.
/:cl:

---------

Co-authored-by: Sutures <101909198+noelle-lavenza@users.noreply.github.com>
Co-authored-by: SpypigDev <31124786+SpypigDev@users.noreply.github.com>
# About the pull request

This took longer than it should.

# Explain why it's good for the game

This PR adds in the Style system, allowing you to change the look of
certain clothing accessories, affecting both its helmet garb sprite and
its accessory sprite

Theoretically, this could work for clothing, but it isn't supported just
yet

This PR includes 3 sets of style system supported items, being the USCM
patch, the rosary, and a new golden rosary item.

# Testing Photographs and Procedure

<img width="681" height="105" alt="image"
src="https://github.com/user-attachments/assets/61f73c2e-7fde-4f76-9ff8-b563b87fe76c"
/>


https://youtu.be/GjhW_EQ50EQ


# Changelog
:cl:
add: The style system is added! You can now examine certain items if
they are "stylish", and pressing unique action will change its onmob
sprite to whichever you prefer
add: The only stylish items so far are the USCM Patch, the Rosary, and
the new golden rosary item in the character loadout screen!
code: Adds a parent item for all patches, and makes the USCM patch its
own distinct type
code: Minorly tweaks inventory overlay to prioritize item_state first
before fallbacking to icon_state
code: Autodocs a few clothing variables
fix: Fixes accessorized inv_icon overlay from being directional
/:cl:
…ed to a pocket. (cmss13-devs#11426)

# About the pull request
Resolves: cmss13-devs#10084
For both the fountain pen and the family photo.
Also the plushie spawner which isn't used but I gave it the same
treatment anyway.

Moving the signal out of Role Authority...
Means that any person spawned with these unique items will try to own
them or whatever.
So random W-Y Synth can get their fountain pen with their name on it
etc. etc.

Does it hurt to look at the loc.loc.loc? Sure. Can I think of a better
way? Nope.
<!-- Remove this text and explain what the purpose of your PR is.

Mention if you have tested your changes. If you changed a map, make sure
you used the mapmerge tool.
If this is an Issue Correction, you can type "Fixes Issue #169420" to
link the PR to the corresponding Issue number #169420.

Remember: something that is self-evident to you might not be to others.
Explain your rationale fully, even if you feel it goes without saying.
-->

# Explain why it's good for the game
You can look mournfully at your family briefly as the xenos over run
your position.
# Testing Photographs and Procedure
<details>
<summary>Screenshots & Videos</summary>

Put screenshots and videos here with an empty line between the
screenshots and the `<details>` tags.

</details>


# Changelog
:cl: MistChristmas
fix: Unique items: I.E. Family Photo now belong to you even if they
spawn in your inventory instead of pocket.
/:cl:
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8 participants