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…danger-multiz-nv
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…z-nv many fixes
…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:
…danger-multiz-nv
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