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[TGUI] Fixes scrollbar & background styles for 516 #26433
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FunnyMan3595
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Sirryan2002
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Burzah
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## About The Pull Request Ports - ParadiseSS13/Paradise#26433 Fixes scrollbar color for Byond 516, and background position ## Why It's Good For The Game Colorfull scrollbar <details><summary> Videos </summary> https://github.com/user-attachments/assets/969b4f6f-f553-4786-86c7-df11c034675b </details> ## Changelog :cl: fix: Fixed scrollbar colors and background position in TGUI on Byond 516 /:cl:
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this is a combination of. ParadiseSS13/Paradise#25105 ParadiseSS13/Paradise#25205 ParadiseSS13/Paradise#25363 ParadiseSS13/Paradise#26423 ParadiseSS13/Paradise#26433 VOREStation/VOREStation#16734 ~~still requires storage testing + 515 testing + skin changes testing~~ it's fine :cl: server: the server can now support 516 clients - be aware that the current version (516.1648) has some crashing issues, and you may not want to update yet. the server can also be hosted on 516 versions, but this will force all clients to use 516 /:cl: --------- Co-authored-by: forest2001 <[email protected]>
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* Fixes sass warnings (#88604) Stops sass from screaming about deprecated apis. * Fixes access nesting for personal ordered crates (#88603) ## About The Pull Request - Fixes #87235 Nested access levels after you unlock the crate for the 2nd time was too much even for the captain to deal with ## Changelog :cl: fix: personal ordered crates can be unlocked & relocked as many times again after the 1st attempt /:cl: * Adds a Condi-Master to Birdshot's bar (#88602) ## About The Pull Request Closes #88592  ## Why It's Good For The Game Map consistency, bartenders need it to do their job ## Changelog :cl: map: Added a Condi-Master to Birdshot's bar /:cl: * Automatic changelog for PR #88603 [ci skip] * Automatic changelog for PR #88602 [ci skip] * Adds better combined colour check for greyscale modify menu (#88598) ## About The Pull Request - Fixes #87829 Ensures we can't enter invalid values that actually run timed in this specific case ## Changelog :cl: fix: greyscale modify menu has better validation for player entered colours /:cl: * Automatic changelog for PR #88598 [ci skip] * Fixes shoes slot being semi-transparent when you have digitigrade legs (#88600) ## About The Pull Request You can now wear shoes with digitigrade legs thanks to #88096, but UI slots weren't informed of this change. ## Changelog :cl: fix: Fixed shoes slot being semi-transparent when you have digitigrade legs /:cl: * Automatic changelog for PR #88600 [ci skip] * Nitroglycerin heals heart damage (#88571) ## About The Pull Request Nitroglycerin heals heart damage when metabolized ## Why It's Good For The Game - I thought it'd be a fun nod to one of the actual uses of Nitroglycerin. - "Plausible Deniability" to chemists making Nitroglycerin. - Adds more niche chem effects to the ecosystem chemists may experiment with. ## Changelog :cl: Melbert add: Nitroglycerin now heals heart damage. /:cl: * Automatic changelog for PR #88571 [ci skip] * Update teleporter description code (#88564) ## About The Pull Request Teleporter code is at least +15 years old. This no longer applies. ## Why It's Good For The Game Accuracy. ## Changelog :cl: spellcheck: Update teleporter machine desc to be accurate /:cl: * Automatic changelog for PR #88564 [ci skip] * Fixes runtime for mecha air tank processing (#88601) ## About The Pull Request - Fixes #88103 ## Changelog :cl: fix: fixed runtime when sealing mecha cabin with air tank installed /:cl: * Automatic changelog for PR #88601 [ci skip] * fix radio sound output when receiving a message (#88596) ## About The Pull Request There were two variables mixed up. It was `SEND_SOUND(holder, radio_noise)`, though it should be `SEND_SOUND(holder, radio_receive)`. Now everything is in place And also added `COOLDOWN_START(src, audio_cooldown, 0.5 SECONDS)` so that you don't hear two sounds at the same time when you talk into the radio <details> <summary>Screenshots/Videos</summary> https://github.com/user-attachments/assets/1afc1b36-4b6e-41d0-825d-aab6d9bdf694 </details> ## Why It's Good For The Game it's just a code issue ## Changelog :cl: fix: fix radio sound output when receiving a message sound: the sound of receiving your own messages over the radio is no longer played /:cl: * Automatic changelog for PR #88596 [ci skip] * You will no longer die of motion sickness from gibtonite on icebox (#88608) ## About The Pull Request - if an explosion epicenter is not on a station area, then it will not screen shake all mobs on the z level if it was really far ## Why It's Good For The Game - why should a bomb from 100 tiles away screenshake the entire z level? - players have brought up their annoyance with icebox gitbtonite shaking the entire z level every time one explodes. ## Changelog :cl: grungussuss del: screenshake from explosions will no longer happen when it's really far and not on a station area (turf) /:cl: * Automatic changelog for PR #88608 [ci skip] * Add seconds define to teleporter (#88563) ## About The Pull Request `5 SECONDS` instead of `50` ## Why It's Good For The Game Better code. ## Changelog :cl: code: Improved teleporter SECONDS defines /:cl: * Holodeck grammar tweak (#88566) ## About The Pull Request Apparently adding a tiny coffee machine worth of power to make this accurate: `to_chat(user, span_warning("You vastly increase projector power and override the safety and security protocols."))` was too much. So let's just do a grammar tweak to fix it. Is ## Why It's Good For The Game Accurate descriptions. ## Changelog :cl: spellcheck: Fix holodeck emag message claiming to increase power /:cl: * Automatic changelog for PR #88566 [ci skip] * Rust heretic healing now uses delta time (#88569) ## About The Pull Request This makes it so leeching walk and ascended rust heretic healing effects (the healing that occurs during life ticks) have the healing amount multiplied by `DELTA_WORLD_TIME(SSmobs)`, to compensate for skipped/delayed fires. ## Why It's Good For The Game Delays in SSmobs firing (i.e explosions pausing all non-ticker subsystems) can very easily get you killed if you're relying on the rust heretic healing mid-combat. ## Changelog :cl: qol: Rust heretic healing (leeching walk, rust ascension) now, so server lag shouldn't fuck you over nearly as much if you're relying on the healing. /:cl: * Automatic changelog for PR #88569 [ci skip] * Bioscrambler no longer informs you about "your armor softening the blow!" (#88610) ## About The Pull Request Made bioscrabmle() proc's armor check silent and moved text from a successful block into its early return. ## Why It's Good For The Game Less than 100 protection from bioscramblers doesn't do anything, so text about "armor softening the blow" is nonsensical, both as there is no blow to soften, and as armor below 100 doesn't actually do anything. A bit of a nitpick, but its been annoying me to all hell every time I encounter one (as RD's coat provides some protection). Only other source of BIO armor checks is Phazon, but the text makes sense there and nothing runs armor checks against FIRE and ACID, so there's nothing else to fix. ## Changelog :cl: spellcheck: Bioscrambler no longer informs you about "your armor softening the blow!" /:cl: * Automatic changelog for PR #88610 [ci skip] * Chemmaster no longer rounds reagent amounts when trying to transfer a custom amount (#88590) ## About The Pull Request #82002 changed custom transfer amount into a TGUI popup, which has rounding on by default. This prevents players from being able to transfer decimal amounts of reagents like they could previously. ## Why It's Good For The Game This is useful for high-purity recipes, or when you REALLY want to microdose something. Right now the only way to do this is by printing tiny pills and dissolving those which is very bootleg. ## Changelog :cl: fix: Chemmaster no longer rounds reagent amounts when trying to transfer a custom amount /:cl: * Automatic changelog for PR #88590 [ci skip] * General maintenance for mecha RCD (#88614) ## About The Pull Request **1. Code Improvements** - Converted `rcd_range` from a var into a define to save memory - Removed var `rcd_type` as it was redundant with the type of `internal_rcd` var - Moved attack chain code from `attackby()` to `interact_with_atom()` when installing disk upgrade **2. Fixes** Fixes https://github.com/tgstation/tgstation/pull/88589#issuecomment-2552405018, https://github.com/tgstation/tgstation/pull/88589#issuecomment-2552294674. i.e. the RCD cancels it's construction & deconstruction action if - The mech rotates away from where its building - The mech moves ## Changelog :cl: code: improved code for mecha rcd fix: mecha rcd will cancel its action when the mech is rotated or moves during the action /:cl: * Automatic changelog for PR #88614 [ci skip] * enhancements for fax requests in request manager (#88391) ## About The Pull Request Addition to [#84910](https://github.com/tgstation/tgstation/pull/84910) Added a "print" button to the request manager. It simply prints at the centcom station the paper that was faxed to the admins. Also added "Auto-print Faxes" button to the request manager, which allows you to enable automatic printing of requests on the admin fax <details> <summary>Screenshots</summary>    </details> ## Why It's Good For The Game The message in the chat may get lost. In this case, it will no longer be possible to print the paper sent to the CC Changing the allow_exotic_faxes variable will allow you to fax something unusual to the station in (very rare) situations. No need to manually change this variable ## Changelog :cl: add: added a "print" button to the request manager add: admin fax can now send exotic items add: added "Auto-print Faxes" button to the request manager, which allows you to enable automatic printing of requests on the admin fax fix: fixed a bug where pressing the print button would cause the receive animation to appear on all admin faxes. /:cl: * Automatic changelog for PR #88391 [ci skip] * add laptop interact on RMB click, screentips (#88612) ## About The Pull Request <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> Modular computer laptops can now be interacted with RMB when open, or opened with RMB when closed. Also screentips for this added. It was inteded for laptops to be interactable when open. but didn't work because old code was not adjusted for attack chains. ## Why It's Good For The Game Laptop usage is more user friendly :D <details> <summary>Demonstration :D</summary>  </details> ## Changelog :cl: fix: modular computer laptops can now be interacted with RMB, instead of picked up qol: modular computer laptops can now be interacted with RMB when open, or opened with RMB when closed. Also screentips for this added /:cl: --------- Co-authored-by: SyncIt21 <[email protected]> * [NO GBP] Fixes floodlights not being affected by spraycan painting (#88531) ## About The Pull Request Missed that one ## Changelog :cl: fix: Fixed floodlights not being affected by spraycan painting /:cl: * Automatic changelog for PR #88612 [ci skip] * Automatic changelog for PR #88531 [ci skip] * Fixes the mail sorter runtiming processing assistant mail (#88562) ## About The Pull Request The mail sorter doesn't runtime when processing assistant mail now. Also now it properly ejects envelopes upon deconstruction. ## Why It's Good For The Game Because that caused the mail sorter to freeze, not even being able to get the mail back. Closes https://github.com/tgstation/tgstation/issues/88549. ## Changelog :cl: fix: The mail sorter no longer runtimes processing assistant mail /:cl: * Automatic changelog for PR #88562 [ci skip] * Nav computer icons (#88169) ## About The Pull Request To add context when placing a custom shuttle location, added additional icons to the shuttle navigation computer view for a few important objects: * The shuttle computer * The shuttle navigation computer * Turrets * <strike>The firing trajectory of the Yamato cannon</strike> * External airlocks <details> <summary>Images</summary> Old:  New:  </details> ## Why It's Good For The Game It's much easier to place the syndicate shuttle / white ship in a convenient location when you know exactly where the turrets and external airlocks are going to be when you land. Showing the shuttle computers also helps to communicate the orientation of the ship to anyone who is not already familiar with the outline, since the computers are usually placed right at the front, where the pilot is sitting. ## Changelog :cl: add: Shuttle navigation computers now show the location of airlocks, turrets, and the shuttle control consoles on the ship outline while placing a custom landing location. /:cl: * Automatic changelog for PR #88169 [ci skip] * Fire Alarm In Meta's Customs (#88585) ## About The Pull Request Removes an obsolete (suspected to be misplaced) fire alarm at (055, 141) from MetaStation Fixes the following bug report: https://github.com/tgstation/tgstation/issues/88241#issue-2696529590 ## Why It's Good For The Game The alarm in question achieves nothing useful in its current state, and isn't even reachable without climbing up on the tables. A functional fire alarm sits next to it in the Arrival Shuttle Hallway, and opposite it in the Customs office. Hidden below a Space Law book, it appears to be a mapping issue that was missed due to object layering. Wrangling up this fire alarm would be Quite Good(TM) for cleaning up the station of unintentional electronics. ## Changelog :cl: fix: Alarm ranchers have wrangled up a rogue fire alarm in Meta class station custom offices and relocated it to a safe habitat /:cl: * IceBoxStation.dmm - Added Fitness equipment to fitness room (#88588) ## About The Pull Request When playing on Icebox station with another player, we went to the fitness room to workout to only realize they don't have any actual fitness equipment in the room. Without totally tearing apart the layout, I added two lifting benches so that people can still get their muscles swole and still give the room the same ease of flow for people to move through it. ## Why It's Good For The Game This adds equipment to the map that needs to be there so that players can build up their fitness levels besides using the boxing ring and gives players more variety/flavor for roleplay.  ## Changelog :cl: Sparex map: Added lifting benches/workout benches to the fitness room for IceboxStation.dmm /:cl: * Automatic changelog for PR #88585 [ci skip] * Automatic changelog for PR #88588 [ci skip] * Prevents mech RCD from being used with mesons, doubles R-wall deconstruction time (#88589) ## About The Pull Request Mech RCD has a unique quality of being usable at range, but does not check for LoS which allows you to instantly bore holes in multilayered walls with no warning. R-walls won't save you either, since they can be deconstructed by it just fine. Now, mech RCDs need LoS on turfs you click and deconstructs r-walls twice as slowly (the same time it'd take a normal RCD to deconstruct a normal wall). ## Why It's Good For The Game  Screen from a recent round - this can be done in 6 seconds, as with correct mech positioning that's as long as you need to deconstruct all the walls and doors. This is incredibly oppressive and I won't be surprised if this started getting abused like hell. This should prevent further issues while still keeping it a good (but not absurdly overpowered) option for when you need to breach into somewhere, since its still quicker (and safer) than thermite. ## Changelog :cl: balance: Mech-mounted RCD no longer has wallhacks balance: Reinforced walls now take double the time to get deconstructed when using an RCD /:cl: Co-authored-by: Ghom <[email protected]> * Automatic changelog for PR #88589 [ci skip] * Restore Spear's Ability to Destroy Lockers (#88377) ## About The Pull Request This change make the lockers "electronics" weaker to the spear, restoring its ability to destroy lockers. While this functionality was not originally intended (throwing spears on lockers) ( #88141 ), it has been present for so long that it has effectively become a feature. This pull request rework that feature by making the spear do damage by hitting lockers in melee. https://github.com/user-attachments/assets/67058342-57e2-4670-9c68-df4c3b6d6193 ## Why It's Good For The Game Restoring the spear's ability to destroy lockers maintains its previous utility and aligns with player expectations, preserving and reworking feature that has become a staple of gameplay and lower the burden on antagonist to open security or command lockers. ## Changelog :cl: UnokiAs add: Make spears able to break open lockers in melee. /:cl: * Automatic changelog for PR #88377 [ci skip] * Add power efficiency when stasis bed stock parts are upgraded (#88555) ## About The Pull Request Upgrading a stasis bed caused it to drain a massive amount of power without ANY benefit. The roundstart power draw is 300/3,000 when inactive/active. If you max upgrade the stock parts it results in 2,100/21,000 power draw which is insane since it does nothing! Seeing as how there is no other effects, I just made the upgrades divide power (instead of multiply) resultings in better efficiency. Roundstart is still 300/3,000 but now at max upgrade it is 30/300. ## Why It's Good For The Game Upgrading a machine should have some upside. * Automatic changelog for PR #88555 [ci skip] * Correctly unregisters COMSIG_QDELETED signal from old avatar_connection parent (#88524) * Add a notice to the stat panel for clients on 516 (#88622) ## About The Pull Request This adds a constant notice to the stat panel for clients on BYOND 516.  ## Why It's Good For The Game Best to make sure everyone knows that various UIs will likely be janky/borked on BYOND 516. Hopefully this is hard to miss. * Automatic changelog for PR #88622 [ci skip] * Automatic changelog compile [ci skip] * Reduce Carpenter hammer force (this thing can open locked gun crates!) (#88380) ## About The Pull Request Carpenter hammer force 20 -> 17 Carpenter hammer throwforce 20 -> 14 Carpenter hammer demo mod 1.25 -> 1.15 ## Why It's Good For The Game You can buy this thing in the black market for 250 credits and it's strong enough to open gun crates from cargo  ## Changelog :cl: Melbert balance: Carpenter hammer force 20 -> 17 balance: Carpenter hammer throwforce 20 -> 14 balance: Carpenter hammer demo mod 1.25 -> 1.15 /:cl: * Automatic changelog for PR #88380 [ci skip] * Traitors can purchase weapon cases for the Makarov and Riot Toy Pistol. Basic ammo comes in ammo packs. Other stuff. (#88482) ## About The Pull Request Makarovs and Donksoft Riot Toy Pistols now come in weapon cases. These cases come with the gun, two spare magazines and a box of spare loose ammo. Basic ammunition for these guns come in case packs of three, with a spare box of loose ammo. The basic ammo for Makarovs is slightly more expensive. Donksoft Toy Pistols from the uplink (and given to clown ops) now deal substantially more damage. For riot darts, this goes from 25 to 35 stamina force. However, the case now costs 6 TC. Makarov and Donksoft toy pistols have had their magazines increased by 4 bullets, for a total of 12. The Ansem is still at 8. The pistol cases now have a unique sprite thanks to SmartKar.  All included cases come with a disposal bomb built into the case. Use Alt-Right-Click on the case to start the countdown, and stand back. Or chuck it at someone you don't like. ## Why It's Good For The Game >Makarovs and Donksoft Riot Toy Pistols now come in weapon cases. These cases come with the gun, two spare magazines and a box of spare loose ammo. >Basic ammunition for these guns come in case packs of three, with a spare box of loose ammo. The basic ammo for Makarovs is slightly more expensive. A long time ago, I proposed to a maintainer that maybe traitor weapons should be bundled together with some starting ammo, to give them a little bit of a necessary boost for longevity for their cost. This being in a state of the game with only 20 TC and no way to get more. I thought progtot may alleviate this issue somewhat, but I don't believe it has at all. I narrowed this down to just the Makarov and Toy Pistol as I think they're the ones in need of help, and my reasoning is thus; A) The TC value is extremely deceptive. The weapons themselves are not very good at doing anything without additionally putting in more TC to load up on ammunition or support equipment. While it does say 7 TC on the header for the Makarov, if you want it to be silent, you have to spend more TC on a suppressor (3 TC). Then, if you're not entirely sure that only 8+1 shots you get from the beginning is enough to take out a target (maybe they're known to have armor), then you may need to get either specialized ammo or additional ammunition. At a certain point, it begs the question 'why didn't I just buy the bigger stick and get more value out of my purchase as well as more reliability?' Particularly since drawing heat probably means all that TC is just going straight into more ammo, one way or another. Or a bigger stick if you're doing side objectives, making that early purchase redundant. B) Whenever you look at either, I want you to consider. 'Could I get better results by just getting a station weapon?' The answer is almost universally 'yes'. Even some improvised weapons can be more reliable. Even spending TC on getting that weapon (like C-4) is miles more worthwhile than spending TC to get either weapon upfront. C) It significantly overvalues autolathe access just to make the weapon feel less like a ripoff. If the uplink can't in of itself justify using the weapons, they're just flat out not good. and that's assuming players even know to keep magazines. It's just a bad value purchase and deceptive in just how expensive it can end up to use them. The weapon is overshadowed by fairly comparable items once you factor additional expenditures. Even the toy pistol is a bad value purchase and it's literally just 2 TC, because the damage it does is dogshit. It's worse than a disabler. It's worse than a sleepy pen for value to effect. It's so shit, people put them on maps for free grabs. Let's resolve that with the following. > Donksoft Toy Pistols from the uplink (and given to clown ops) now deal substantially more damage. For riot darts, this goes from 25 to 35 stamina force. However, the case now costs 6 TC. Subtle weapon, good, reliable damage. Fantastic for kidnapping at 40 damage. All without ever actually inflicting a real point of damage. Great for clowns, great for pacifist tots. Decent deniability. Silicons may have a harder time justifying an intervention. Genuinely a budget tool that increases the value of any TC you put into it. Since it has so much more value, this is why I've increased the price to offset this. It is actually competing with similar tools well enough to not go too overboard. > Makarov and Donksoft toy pistols have had their magazines increased by 4 bullets, for a total of 12. The Ansem is still at 8. Longevity is the only thing Makarovs seem to want to claim to have over the revolver, and it isn't much more longevity from just the gun itself (7 bullets on the revolver compared to 8+1 on the pistol). If we're talking real longevity, and particularly if you're considering getting a silencer, than the ebow is literally 3 TC more expensive, silent, and has endless ammunition with high damage output. You still need to dump a lot of TC into the Makarov to satiate its ammo needs if you happen to be skirmishing a lot. By comparison, just getting a single laser can often times do a much better job at skirmishing than the tot with a Makarov can. And do comparable damage no less. From experience, I've always done better with lasers than the Makarov. Making it more directly able to maintain a good ammo count during a fight hopefully makes the Makarov feel more like a value purchase for what I think should be its strength. Staying power and the ability to be aggressive with ammo expenditure. Particularly against larger numbers, which traitors are almost always expected to go up against. If those opponents have lasers, the Makarov just always gets outgunned by an absurd amount (lasers on their own have like 16 shots, so you can do the math if there are even two people with a laser each). Simply put; let's not make make tots feel like a dumbass for not just getting a laser themselves or buying a ebow to maintain firepower over long fights, especially with rechargers usually being in pretty nicely secluded locations for them to access. ## Changelog :cl: NecromancerAnne (code), SmArtKar (sprites) balance: Makarovs and Toy Pistols come in weapon cases. Complete with spare ammo. balance: Basic ammo for either weapon comes in weapon cases of three extra magazines at an affordable price. balance: Donksoft Toy Pistols from the uplink are much stronger than their standard counterparts, but now priced at 6 TC. balance: Makarovs and Toy pistols have a magazine capacity of 12 rounds. balance: Gun/Ammo cases from the traitor uplink can be destroyed by activating the disposal bomb. Press Alt-Right-Click on the case to start the timer. /:cl: --------- Co-authored-by: SmArtKar <[email protected]> * Automatic changelog for PR #88482 [ci skip] * [NO GBP] Fix 516 scrollbar and background image (#88617) ## About The Pull Request Ports - https://github.com/ParadiseSS13/Paradise/pull/26433 Fixes scrollbar color for Byond 516, and background position ## Why It's Good For The Game Colorfull scrollbar <details><summary> Videos </summary> https://github.com/user-attachments/assets/969b4f6f-f553-4786-86c7-df11c034675b </details> ## Changelog :cl: fix: Fixed scrollbar colors and background position in TGUI on Byond 516 /:cl: * Automatic changelog for PR #88617 [ci skip] * [no gbp] Fixes an erroneous moved call (#88512)    oops * Removes the sec record computer from the icemoons agent (#88545) ## About The Pull Request it is gone, no more record deletion. ## Why It's Good For The Game i made this map but i'm pretty sure i didn't add this computer there, having the opwer to delete records just completely fucks over sec and isn't fun to go against ## Changelog :cl: map: removed the sec record computer from the Icemoon Listening Post. /:cl: * Automatic changelog for PR #88545 [ci skip] * Pet Commands QOL . makes pet commands easier to use (#88495) ## About The Pull Request this PR improves the UX of pet commands a bit. i decided to expand on their radial menu. You can now hold shift and hover over your pet to display a menu of commands which you can choose from. alternatively, you can still type out commands in chat https://github.com/user-attachments/assets/9da7f7ea-58a3-4fd6-b040-45cc05cda51d ## Why It's Good For The Game makes pet commands easier to give out when you're managing more than 1 pet. also fixes the fishing command not working. ## Changelog :cl: qol: holding shift and hovering over your pet will display a list of commands you can click from fix: fixes the fishing pet command not working /:cl: * Automatic changelog for PR #88495 [ci skip] * Removes an extra proc override in digitigrade pref logic (#88525) ## About The Pull Request they're doing the same thing and this one does a bitfield check when the value it's checking is a number, technically it works as intended right now but if we ever added more - it would break. ## Changelog :cl: grungussuss code: removed an extra proc override in digitigrade legs preference logic code /:cl: * Automatic changelog for PR #88525 [ci skip] * Obliterates the survivors of sound/voice from orbit (#88429) ## About The Pull Request merge skew from a pr before the sound file reorganization ## Changelog no player facing changes * Add reboot countdown to stat panel (#88438) ## About The Pull Request Rewrite ticker `Reboot` proc slightly to use a timer and callback for the delay before the reboot, tracks this timer in the stat panel for players to see. Also adds a verb to cancel a pending reboot independent of the delay round end verb. ## Why It's Good For The Game It's nice to be able to see exactly how much time is left until the server restarts, and it's even nicer to see that the round end has been delayed when the "admin has delayed round end" message gets buried in a fast moving chat. ## Changelog :cl: qol: The time until the server reboots is now visible in the status tab. admin: Added a cancel reboot verb to the server tab. /:cl: * Automatic changelog for PR #88438 [ci skip] * Nuclear Operatives can buy a vintage pinpointer from the Badassery shop section (#88621) * Automatic changelog for PR #88621 [ci skip] * Turtles (#87493) ## About The Pull Request adds turtles to the game! but these aren't your typical turtles.  these are flora-turtles, with giant trees growing on their shells. These trees can emit fields which affects nearby hydroponic plants. Initially, the trees start out as young buds, from there the tree can evolve into different types depending on what you feed the turtle. Feeding them pesticides causes the tree to blossom to be purple. this tree's fields will help kill some pests and weeds in nearby plants. Feeding them nutrients gives you the green tree, the fields will heal nearby plants Feeding them mutators like uranium or left 4 zed gives you the yellow tree. the fields increase instability of plants The turtle will emit these fields every once in a while, ONLY when its feeling happy. therefore you'll have to pet it, clean it and feed it every once in a while to keep it satisfied. You can view the turtle's happiness by shift clicking it. https://github.com/user-attachments/assets/a47136a1-06a1-419e-acc2-2f6f4468e296 The turtle only eats seeds. after eating a seed, itll process it and spit out its corresponding fruit! (for example, feeding it an apple seed gives you an apple). itll also sometimes playfully headbutt your legs and it loves going around smelling the scent from nearby plants you can get these turtles by fishing the hydroponics tray or by ordering them through cargo. ## Why It's Good For The Game adds a new fun way for botanists to take care of their plants. While these turtles alone arent enough to fully replace plant dedicated nutrients, they add small extra support. ## Changelog :cl: add: adds flora-turtles. obtainable through cargo or by fishing from the hydroponics tray /:cl: * Automatic changelog for PR #87493 [ci skip] * Rolling tables can be rolled up again (#88628) * Automatic changelog compile [ci skip] * Automatic changelog for PR #88628 [ci skip] * Admins can now return the shuttle back to the station without ending the round (#88521) ## About The Pull Request Per DarkenedEarth's request on discord, adds a new Fun menu secret which makes the shuttle go back to the station after a configurable delay with an announcement (also configurable). After docking at the station it behaves like BYOS (still requiring to wait for it's arrival despite it being docked). ## Why It's Good For The Game Admins want it to hunt early EORGers or make events or something like that. ## Changelog :cl: admin: Admins can now return the shuttle back to the station without ending the round /:cl: * Automatic changelog for PR #88521 [ci skip] * Fixes showers not passively washing objects (#88666) ## About The Pull Request Closes #88643 ## Changelog :cl: fix: Fixed showers not passively washing objects /:cl: * Automatic changelog for PR #88666 [ci skip] * Kissing while you have the ink infusion ability off cooldown gives you an ink kiss (#88556) ## About The Pull Request Kissing while you have the ink infusion ability off cooldown gives you an ink kiss. This ink kiss behaves identically to a normal kiss but also creates a ink spit projectile and calls on_hit(target) on its own on_hit (not on_harmless_hit) ## Why It's Good For The Game I think it's funny to kiss people and splat them with ink. I did not test this because apparently worktrees dont work with pressing f5 ## Changelog :cl: add: Kissing while you have the ink infusion ability off cooldown gives you an ink kiss /:cl: --------- Co-authored-by: Ghom <[email protected]> * Automatic changelog for PR #88556 [ci skip] * [NO GBP] Fixes moth wing stabilization working in zero-g as long as you keep moving (#88552) ## About The Pull Request Didn't run the check in stabilization code, also fixed a forgotten comsig unreg ## Changelog :cl: fix: Fixed moth wing stabilization working in zero-g as long as you keep moving /:cl: * Automatic changelog for PR #88552 [ci skip] * Automatic changelog compile [ci skip] * plumbing catalyst storag (#88404) ## About The Pull Request see title also see video https://github.com/user-attachments/assets/23e2d128-1175-4779-87cf-74a4d4e6e1c1 ## Why It's Good For The Game doing in 1 machine what was once done by 3-4 is nicer for the chemist. less materials wasted and more space available to play around in. also has the side effect of making the output slightly higher since time spent transferring catalysts can now be spent on transferring reagents that are consumed instead ## Changelog :cl: add: catalyst function for plumbing reaction chambers /:cl: --------- Co-authored-by: SyncIt21 <[email protected]> * Automatic changelog for PR #88404 [ci skip] * [NO GBP] Fixed aquariums auto-feeding (#88660) Co-authored-by: SmArtKar <[email protected]> * Automatic changelog for PR #88660 [ci skip] * Computers can act like cover and will no longer never allow projectiles to pass over them (much l like barricades) (#88646) Co-authored-by: SmArtKar <[email protected]> * Automatic changelog for PR #88646 [ci skip] * Lowers cooldown on hotkey spell selection (#88503) * Automatic changelog for PR #88503 [ci skip] * Navigate verb now indicates areas above or below you (#88505) * Renames UpdatePath script name for consistency (#88520) * Automatic changelog for PR #88505 [ci skip] * Lava ignores thrown mobs (#88640) * Automatic changelog for PR #88640 [ci skip] * Add circuit component for slime processor (#88463) Co-authored-by: Arae <[email protected]> * Automatic changelog for PR #88463 [ci skip] * Fixes big manipulator manipulating laws of physics (#88677) * Automatic changelog for PR #88677 [ci skip] * Fix tgui chat panel z-fighting on BYOND 516 (#88663) ## About The Pull Request Port of https://github.com/ParadiseSS13/Paradise/pull/27676 and https://github.com/VOREStation/VOREStation/pull/16734 > Instead of relying on `is-disabled` and `is-visible`, which BYOND happily will automatically change for you whenever you send a client text, we now use a Child element to swap between the legacy output and browser output in separate preset panes. > > TL;DR: chat would flash white under 516, now doesn't I cleared cache before each test video below, just to be 100% sure <details> <summary>Testing Evidence: BYOND 515</summary> https://github.com/user-attachments/assets/8d661cc3-585e-4f8e-9399-76df8bc0a281 </details> <details> <summary>Testing Evidence: BYOND 516</summary> https://github.com/user-attachments/assets/c0d31fb4-6ef5-4d49-81a8-c767c5e24cc2 </details> ## Why It's Good For The Game flickering chat hurts my eyes ## Changelog :cl: Absolucy, ShadowLarkens, S34N fix: Fixed chat rapidly flickering in BYOND 516. /:cl: * Improve and extend `fieldset_block` and `examine_block` (#88678) ## About The Pull Request Maked `fieldset_block` and `examine_block` more stylish and neat, also `fieldset_block` no longer has a centred title. Renamed `examine_block` to `boxed_message` and adds `custom_boxed_message` which can be colored. - AdminPMs, admin tickets and vote results has been wrapped into `fieldset_block` for comfort and visibility - Health Analyzer results painted to blue - Vote notice and tips of the round wrapped to purple `custom_boxed_message` - Tooltip text border color, now uses text color, not just white ## Why It's Good For The Game Demonstration in both themes <details><summary>Dark</summary>    </details> <details><summary>Light</summary>    </details> ## Changelog :cl: qol: AdminPMs, admin tickets, vote results and started vote notification are now much more visible in the chat. qol: Boxed messages in chat (like examine), has been restyled. /:cl: * Automatic changelog for PR #88663 [ci skip] * Implement Edge DevTools (#88679) ## About The Pull Request Implements Edge DevTools for 516 users (coders) Thanks to [S34N](https://github.com/ParadiseSS13/Paradise/pull/25363) <details><summary>Images</summary>   </details> --------- Co-authored-by: AnturK <[email protected]> * Automatic changelog for PR #88678 [ci skip] * Updates href uses for 516 (#88699) ## About The Pull Request Was just scrolling through the Paradise github since they seem to have more work done for 516 to see if there's anything I can port over, found this and thought why not. Ports parts of https://github.com/ParadiseSS13/Paradise/pull/25105 Specifically, updaing all hrefs to use the internal ``byond://``, and adding it to grep. ## Why It's Good For The Game More work towards 516. ## Changelog Nothing player-facing. * Fixes hugging away your own terror (#88688) * Automatic changelog for PR #88688 [ci skip] * Fixes .357 Heartseeker not homing in on people (#88696) Co-authored-by: Hatterhat <[email protected]> * Automatic changelog for PR #88696 [ci skip] * Automatic changelog compile [ci skip] * Fixes skull cookies being invisible (#88597) ## About The Pull Request - Fixes #88594 same fix as #80179 ## Changelog :cl: fix: skull cookies are visible again /:cl: --------- Co-authored-by: Ghom <[email protected]> * Automatic changelog for PR #88597 [ci skip] * Gives Assistants a thematic radio. (#88578) * Automatic changelog for PR #88578 [ci skip] * Fix holodeck computer using wrong power settings (#88568) ## About The Pull Request The holodeck computer has a complex power formula since it calculates the power requirements based on the choosen simulation and items inside. One apparent problem that I discovered through testing is that when the holodeck computer is idle or using the offline program it is drawing power as if it was active... This is not supposed to happen. Let's see what the code documentation says for reference: ``` //Power use /// dont use power #define NO_POWER_USE 0 /// use idle_power_usage i.e. the power needed just to keep the machine on #define IDLE_POWER_USE 1 /// use active_power_usage i.e. the power the machine consumes to perform a specific task #define ACTIVE_POWER_USE 2 ///Base global power consumption for idling machines #define BASE_MACHINE_IDLE_CONSUMPTION (100 WATTS) ///Base global power consumption for active machines. The unit is ambiguous (joules or watts) depending on the use case for dynamic users. #define BASE_MACHINE_ACTIVE_CONSUMPTION (BASE_MACHINE_IDLE_CONSUMPTION * 10) ///see code/__DEFINES/machines.dm var/use_power = IDLE_POWER_USE ///the amount of static power load this machine adds to its area's power_usage list when use_power = IDLE_POWER_USE var/idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION ///the amount of static power load this machine adds to its area's power_usage list when use_power = ACTIVE_POWER_USE var/active_power_usage = BASE_MACHINE_ACTIVE_CONSUMPTION ///the current amount of static power usage this machine is taking from its area var/static_power_usage = 0 ``` If the machine isn't in use it should be using `IDLE_POWER_USE` when it is not active. So in our case, we have it offline but it is still using `ACTIVE_POWER_USE` draining more power than it should. There was also some misc edge case where if you are near the computer and you change the simulation, it wouldn't update the power correctly since having the UI of a computer active did not allow the power to properly reset to the simulation or offline mode. Anyway here is how it looks fixed. If you are ever checking power vars, the ones you need to pay attention to are here:  CC @SmArtKar Hopefully this is a sufficient enough explanation. If you really need me to I can record a video of the before and after effects. ## Why It's Good For The Game Holodeck computer does not drain power when it is offline mode. Instead it uses the correct idle amount which is significantly reduced. This is how all machines behave. Due to holodeck having unique power calculations it was bugged. ## Changelog :cl: fix: Fix holodeck computer using wrong power settings and not updating properly /:cl: * Automatic changelog for PR #88568 [ci skip] * Fixes people changing alert level when Delta+ (#88711) ## About The Pull Request Title. People can change alert level during the middle of a nuclear emergency from Delta to Green while the nuke is still ticking. This PR fixes that. Alert level still capable of changing once the nuke is disarmed ## Why It's Good For The Game Bugfix good   ## Changelog :cl: fix: Fixes alert level changing during a Delta+ scenario /:cl: * Automatic changelog for PR #88711 [ci skip] * picking up items will now respect the sound vary settings of the item (#88704) ## About The Pull Request I missed this when adding sound_vary ## Why It's Good For The Game intended to be this way + there's a reason this var exists ## Changelog :cl: grungussuss fix: picking stuff up actually respects the vary settings of an item /:cl: * Automatic changelog for PR #88704 [ci skip] * makes girders smooth (#88631) * Returns plasmafire and clockwork UI's transparency, slightly adjusts active hand slot overlays (#88673) * Automatic changelog for PR #88631 [ci skip] * Automatic changelog for PR #88673 [ci skip] * Fix Syndicate Spacesuit Names (#88697) ## About The Pull Request Fixes the names of the engineering and medical syndicate space helmets referring to them as a generic 'black space helmet', despite being separate items, and fixes the medical syndicate space suit inexplicably being called a 'green space suit' despite objectively not being green. Naming schemes follow the only-correctly-named Black Engineering Space Suit's naming pattern. ## Why It's Good For The Game Accurate labels and consistent naming schemes are good and prevent confusion among players. Also, I'm making a downstream PR that involves these, and if I see a black and white spacesuit called 'green spacesuit' one more time, I'm going to commit a felony. ## Changelog :cl: fix: The Syndicate Medical Space Suit is no longer labelled a 'green space suit' despite being a noticeably non-green color. fix: Syndicate Medical and Engineering space helmets now display themselves as such. /:cl: * Automatic changelog for PR #88697 [ci skip] * Automatic changelog compile [ci skip] * Fix holoparasite using gas ability while not summoned (#88719) ## About The Pull Request - Fixes #88686 Holoparasites were able to use the gas ability while not directly summoned. This fixes that so they need to be summoned to use the ability properly. ## Why It's Good For The Game No more cheap exploits. ## Changelog :cl: fix: Fix holoparasite using gas ability while not summoned /:cl: * Automatic changelog for PR #88719 [ci skip] * Fix some grammar, clarify wording, change text color for examining computers. (#88709) ## About The Pull Request Fixes 2 usages of "its" across files, clarifies wording for examining the syndie medbot, changes span_warning to span_notice for the computers' build and repair. ## Why It's Good For The Game Fixes and clarifies some wording, and changes the color of the computer's examining. ## Changelog :cl: spellcheck: Fixes some usages of its, clarifies wording on the syndie medbot, changes span_warning to notice. /:cl: * Automatic changelog for PR #88709 [ci skip] * Fix custom map loading ignoring JSON values (#88720) ## About The Pull Request The map loading function was ignoring JSON values when a map's config file was custom loaded. (things like - minetype, planetary, etc.) To resolve this I just made the loadConfig return a json and then use that json. ## Why It's Good For The Game Better custom map support! ## Changelog :cl: fix: Fix custom map loading ignoring JSON values that were ignored previously. (minetype, planetary, etc.) /:cl: * Automatic changelog for PR #88720 [ci skip] * Resprites the base Coffeemaker, resprites coffeepots, adds bs pot overlay to both coffeemakers (#88698) ## About The Pull Request  The basic cartridge coffeemaker was pretty... crusty.  There was a [downstream resprite](https://github.com/Skyrat-SS13/Skyrat-tg/pull/20776) over a year ago that I suggested go upstream that was just never attempted. This isn't exactly the same as that though. I've modified the coffeemaker heavily from that and reshaped the pots a bit, and didn't include the cartridges. **I did not change the one on the right.** That is unmodified. It is here for Comparison and to show the Bluespace Pot overlay. Also two minor things: - Lets you use the machine unpowered. It still can't brew without power, but now you can actually take the pot and cups off still. - The BS Coffeepot set a list to list(0) but the variable said to set it to null when not in use. It wasn't in use, so setting it to null hopefully prevents any weirdness with overlays trying to be made in the future. ## Why It's Good For The Game I believe the sprites here are improvements. At least the coffeemaker and the pot lids are more legible. ## Changelog :cl: image: updated the cartridge coffeemaker + coffeepot sprites, and added bluespace pot overlays to coffeemakers qol: the coffeemakers can now be interacted with while unpowered! No longer will your coffeepot be stuck inside the machine because it's unplugged! (Still need power to brew) /:cl: --------- Co-authored-by: SyncIt21 <[email protected]> * closet lock/unlock sounds (#88702) ## About The Pull Request https://github.com/user-attachments/assets/e3de442b-51ca-4afb-971a-7d3294dce65e ## Why It's Good For The Game immershun ## Changelog :cl: grungussuss sound: added sounds for locking/unlocking closets /:cl: * Automatic changelog for PR #88698 [ci skip] * Automatic changelog for PR #88702 [ci skip] * fixes smartvend on item tile mode (#88691) ## About The Pull Request Fixes tile mode for vending machines not spitting items out properly, they now use number input as the list mode does and spits out whatever is set to it when you click on the icon, which will be 1 by default even if you just swap list mode or close/reopen instantly. https://github.com/user-attachments/assets/e08461fa-ca18-442e-9863-8c963fbc7883 ## Why It's Good For The Game Fixes https://github.com/tgstation/tgstation/issues/88672 ## Changelog :cl: fix: Smartfridges on grid mode (like botany's) will no longer instantly spit out all the items it has when you try to set how many it should spit out. /:cl: * Automatic changelog for PR #88691 [ci skip] * Removes unused `reagent_state` var from reagents (#88616) ## About The Pull Request As it says on the tin. No where in code was this var read or used in any way, it was only assigned a value & then forgotten so it counts as unused ## Changelog :cl: code: removes unused var from reagent code /:cl: * Allow to hide `Initialized` mesages (#88681) ## About The Pull Request Adds `Debug` group to initialization messages ## Why It's Good For The Game You can finally hide those annoying messages, and leave it on special Logs/Debug tabs <details><summary>Video</summary> https://github.com/user-attachments/assets/0b0d5219-d420-4d49-aa90-069961dcdaeb </details> ## Changelog :cl: qol: Now you can hide `Initialized some shit within 0s` messages, by unchecking `Debug Log` checkbox into the chat tabs settings /:cl: * Fixes produce/bitrunning/mining order console icon and stretching jank (#88570) ## About The Pull Request While adding some new orderable bitrunning items I noticed the icons would be entirely wrong when swapping into any new tab. Melbert determined this to likely be an issue with keys and caching, and so proposed the included solution of using the `item.ref` as the key, which fixes our primary issue. In the process, however, I noticed there was a secondary issue with the orderables with especially long item names causing the information tooltip button and item order buttons to get all scrunched together. We solve this by simply just making the stack item with the text grow instead of the tooltip button, having the tooltip button sit nice and statically next to the order buttons. <details> <summary>Images</summary>    </details> ## Why It's Good For The Game Nice when icons don't look like this:  Or the buttons like this:  ## Changelog :cl: fix: Produce, bitrunning, and mining order consoles no longer have broken icons when swapping tabs. fix: Items in produce, bitrunning, and mining order consoles with especially long names no longer make the information tooltip and item order buttons wonky. qol: The information tooltip button for items in produce, bitrunning, and mining order consoles no longer moves with the item name, and instead sits next to the item order buttons. /:cl: * Buffs the proto-kinetic crusher and cleans up the code a little bit (#88171) ## About The Pull Request Buffs the crusher: - Mining with the crusher gives mining XP - If you mine with the crusher, your mining level will reduce the charge time (more skilled miners can mine faster) - Shooting the kinetic blast (crusher right click) no longer puts your click on cooldown For the mark, it now has a delay of 0.8 seconds. So even though the click delay from shooting the mark is gone, you'll still have to wait for it to be ready to detonate it. Adds code support for the crusher projectile to have effects on hitting a mob/mineral - Buffs the bileworm trophy to give it AOE mining radius Reorganizes all the crusher code + trophies to be in its own folder + documents it somewhat ## Why It's Good For The Game Crusher code is a bit outdated so I wanted to clean it up a bit while I gave it the buffs I wanted. I feel like it can afford to be better as a mining tool so I gave it access to mining XP. I also gave it AOE mining from the bileworm trophy so it can keep up with the other mining tools (pka/pc) ## Changelog :cl: add: Bileworm crusher trophy now gives you AOE mining balance: The pk crusher no longer has click delay after shooting the projectile balance: The pk crusher gives mining XP when it mines rocks balance: the pk crusher charges faster when you mine rocks based on your skill as a miner code: cleaned up some of the kinetic crusher code /:cl: * thud only thuds on carbons (#88506) ## About The Pull Request soft revert: thud only thuds on carbons @lemon's dumbasss username ## Why It's Good For The Game fixes roaches thudding on death & similar bugs. non carbons dont support handle_fall() yet ## Changelog none --------- Co-authored-by: MrMelbert <[email protected]> * Remote camera eyes (such as shuttle docking computers) no longer act like they're always on Jacob's Ladder (#88689) ## About The Pull Request The `relaymove` proc for remote camera eyes used `get_step` where `get_step_multiz` would be more appropriate. This PR changes that. ## Why It's Good For The Game Fixes #83655 ## Changelog :cl: fix: The "Move Up" and "Move Down" verbs properly respect multi-z connectivity when operating a remote camera. /:cl: * Automatic changelog for PR #88616 [ci skip] * Automatic changelog for PR #88681 [ci skip] * Beret hat masking (#88656) ## About The Pull Request https://github.com/user-attachments/assets/f54acfe0-107b-44ad-b5f1-bfd8f16387e6 ## Why It's Good For The Game looks nice ## Changelog :cl: grungussuss image: added hat masking for berets /:cl: * Automatic changelog for PR #88570 [ci skip] * Automatic changelog for PR #88171 [ci skip] * Crowbars can be recycled in lathes (#88659) ## About The Pull Request - Fixes #88654 Only when the panel is closed else it deconstructs it as normal ## Changelog :cl: fix: crowbars can be recycled in lathes only when the panel is closed /:cl: * Automatic changelog for PR #88689 [ci skip] * Fix kidnapping pod going to unsafe location (#88652) ## About The Pull Request - Fixes #76813 When a mob was returned from the kidnap objective they would sometimes be sent to a turf that was unsafe. In the bug report it was the pressurized atmos chambers rooms that can crush a person. ## Why It's Good For The Game Dying is bad. ## Changelog :cl: fix: Fix kidnapping pod returning a player to unsafe location where air is bad /:cl: * Automatic changelog for PR #88656 [ci skip] * Automatic changelog for PR #88659 [ci skip] * Automatic changelog for PR #88652 [ci skip] * Buffs turbine max rpm & output, more maintainence (#88279) ## About The Pull Request Increases max rpm for all turbine parts from 35000 -> 50000 & power rectifier from 0.25 -> 0.3. Below is the comparasion 1. Current Values - **Tier 1**: max rpm = 35000, power_rectifier = 0.25, max output = 131 KW - **Tier 4**: max rpm = 550000, power_rectifier = 0.25, max output = 2 MW 2. New Values - **Tier 1**: max rpm = 50000, power_rectifier = 0.3, max output = 225 KW - **Tier 4**: max rpm = 781250, power_rectifier = 0.3, max output = 3.51 MW Depends on https://github.com/tgstation/tgstation/pull/88254 as it adds more general maintenance on top of it ## Why It's Good For The Game https://github.com/tgstation/tgstation/issues/88231#issuecomment-2501796675 made me sad cause it is. How is it that a solar panel which requires 0 operation cost is able to generate the same amount of power as a tier 1 turbine which requires tons of gas & power(to pump gases from atmos into the incinerator, room requires power etc). We need more returns on our hard work. Also with the recent power refactor changes, APC's & SMES now has batteries with 10x higher capacity so charging them takes a while & this turbine buff slightly helps in alleviating that ## Changelog :cl: balance: turbine now has higher max rpm & increased power output code: further improved code for turbine /:cl: * Fix vent clog event triggering on non-station areas (#88724) ## About The Pull Request - Fixes #88723 This fixes the vent clog event triggering on non-station areas. ## Why It's Good For The Game Station events should only trigger on station areas. ## Changelog :cl: fix: Fix vent clog event triggering on non-station areas /:cl: * Automatic changelog for PR #88279 [ci skip] * Automatic changelog for PR #88724 [ci skip] * Fixes an 8 year old bug which colored your HUDs with you (#88667) ## About The Pull Request Partially a port of https://github.com/DaedalusDock/daedalusdock/pull/1163 which is a port of my own code from bitbus Closes #88579 Instead of manually setting hud images and positioning we now can use set_hud_image_state which also updates their position to ensure that they scale with the owner atom. HUDs had RESET_COLOR and RESET_TRANSFORM but no KEEP_APART, so they were stuck with mobs all this time. I replaced RESET_TRANSFORM with PIXEL_SCALE (shouldn't be reserved to mob huds only to be honest) and added KEEP_APART, so that HUDs still scale/rotate with their owner but don't inherit their color. Also fixed the dragon issue, that's where this PR actually started. Closes https://github.com/tgstation/tgstation/issues/45411 ## Why It's Good For The Game I don't want my HUDs to be pretty pink when I make a barbie Clarke. ## Changelog :cl: refactor: Rewrote some of HUD code so they're no longer colored in their owner's color fix: Space dragons no longer turn invisible when toggling seethrough mode /:cl: * Automatic changelog for PR #88667 [ci skip] * The Chairening: Chairs can break when used to block. Alters how chairs stun when smashed over someones head. (#88480) Co-authored-by: SmArtKar <[email protected]> * Automatic changelog for PR #88480 [ci skip] * Fish mounts for trophy fish. (#88373) * Automatic changelog for PR #88373 [ci skip] * Entertainment chat filter toggle (#88712) ## About The Pull Request Allow filtering for entertainment radio and newscaster in the text log ## Why It's Good For The Game Sometimes you want a tab that lets you focus without the TV on in the background ## Changelog :cl: LT3 qol: Entertainment and newscaster broadcasts can be toggled in chat tabs /:cl: * Automatic changelog for PR #88712 [ci skip] * fixes attack chain heck with rped and tables (#88708) ## About The Pull Request I noticed rped was hitting tables instead of being placed on them so this fixes that, I tested it ## Changelog :cl: grungussuss fix: fixed being unable to place rpeds on tables /:cl: --------- Co-authored-by: SyncIt21 <[email protected]> * Automatic changelog for PR #88708 [ci skip] * Automatic changelog compile [ci skip] * 516 Compile Compatibility (#88611) Renames all uses of caller, as they (currently) shadow the new byond var and will in future error Ups our "wan if compiled after" experiement compile version to 516 Adds an alternate 516 unit test * Mail sorter/flatpack naming fix (#88687) ## About The Pull Request - Fixes subtype flatpacks missing a name when in vending machines - Adds default price for vending flatpacks - Moves flatpacks into their own .dm file - Groups the mail related items together in the CargoDrobe ## Why It's Good For The Game All vending machine flatpacks having identical names despite the contents of the flatpack is less than ideal ## Changelog :cl: LT3 fix: Premade/vending machine flatpacks now display what board is inside /:cl: * Automatic changelog for PR #88687 [ci skip] * Rift Fishing (#88619) ## About The Pull Request Adds rift fishing to the game.  Drained and undrained influences can be fished in, the latter only by heretics. Fishing in an undrained influence shows a bobber floating over nothing to other people, so don't be stupid! The loot pool includes the following: - Knowledge. Great for heretics, bad for crew. Only actually gives knowledge if fished up in an unopened rift, opening it. One of each heretic potion type. - A wild Fire Shark, hostile to all. - One of each heretic potion, and two flasks of eldritch essence. - Several new fish:  In order: 1. Chrystarfish Cosmostarfishe that snuck into the bluespace compartment of a shuttle engine. Teleports around when eaten. Can be cut into bluespace crystals. Very pointy. 2. Flumpulus Probably not an actual fish. Contains flumpuline, which is in many ways an upgrade to oculine. Except for it occasionally popping your eyes out and replacing them with fungus. It also gets flattened if you land on it, cushioning your fall.  3. Gullion This fish can be cut into two diamonds, and needs no mate to reproduce, making it an excellent way to replenish the station's diamond supply! However, it needs silicon in the fish tank to survive. 4. Walro-Dolphish Weird, amphibious creature. Amazing weapon - high damage, strong piercing wounds, decent block chances. However, it will bite you if you hold it for too long, so be careful! More fish are planned to be added. The PR was split in two to reduce review complexity as the latter half of the fish were increasingly convoluted. Any fishing rod will do for fishing, but heretics are now able to infuse their fishing rod with a grasp:  Infusing the rod will temporarily improve its fishing modifier and give it a unique trait that lets heretics gather 2 influence, rather than 1, from a fished-up rift. If crew fish up a glimpse of the Mansus, they will recieve the same effects as if they examined the rift, and a curse hand will shoot out at them. influences cannot be bombed for fish. ## Why It's Good For The Game Rifts are _extremely_ close to basically just being eldritch pools of liquid that some heretic spilled over the station. It's always stuck out like a sore thumb that we can't fish in them, but now we _can_. (Also, someone needs to PR fishing in a bu…
FlufflesTheDog
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## About The Pull Request Ports - ParadiseSS13/Paradise#26433 Fixes scrollbar color for Byond 516, and background position ## Why It's Good For The Game Colorfull scrollbar <details><summary> Videos </summary> https://github.com/user-attachments/assets/969b4f6f-f553-4786-86c7-df11c034675b </details> ## Changelog :cl: fix: Fixed scrollbar colors and background position in TGUI on Byond 516 /:cl:
Iajret
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## About The Pull Request Ports - ParadiseSS13/Paradise#26433 Fixes scrollbar color for Byond 516, and background position ## Why It's Good For The Game Colorfull scrollbar <details><summary> Videos </summary> https://github.com/user-attachments/assets/969b4f6f-f553-4786-86c7-df11c034675b </details> ## Changelog :cl: fix: Fixed scrollbar colors and background position in TGUI on Byond 516 /:cl:
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Feb 2, 2025
## About The Pull Request Ports - ParadiseSS13/Paradise#26433 Fixes scrollbar color for Byond 516, and background position ## Why It's Good For The Game Colorfull scrollbar <details><summary> Videos </summary> https://github.com/user-attachments/assets/969b4f6f-f553-4786-86c7-df11c034675b </details> ## Changelog :cl: fix: Fixed scrollbar colors and background position in TGUI on Byond 516 /:cl: # Conflicts: # tgui/packages/tgui/styles/layouts/Layout.scss
github-merge-queue bot
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Mar 26, 2025
this is a bit of cmss13-devs/cmss13#8646 cmss13-devs/cmss13#8875 cmss13-devs/cmss13#8606 cmss13-devs/cmss13#8607 cmss13-devs/cmss13#8359 cmss13-devs/cmss13#7860 ( and thus ParadiseSS13/Paradise#25105 ParadiseSS13/Paradise#25205 ParadiseSS13/Paradise#25363 ParadiseSS13/Paradise#26423 and ParadiseSS13/Paradise#26433 ) tgstation/tgstation#89766 in order to work properly - using the efficient storage method, instead of the byond json method - github pages needs to be enabled and built from the gh-pages branch. because yeah --------- Co-authored-by: harryob <[email protected]>
Absolucy
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Mar 29, 2025
Ports - ParadiseSS13/Paradise#26433 Fixes scrollbar color for Byond 516, and background position Colorfull scrollbar <details><summary> Videos </summary> https://github.com/user-attachments/assets/969b4f6f-f553-4786-86c7-df11c034675b </details> :cl: fix: Fixed scrollbar colors and background position in TGUI on Byond 516 /:cl:
ComradeNiobe
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Mar 31, 2025
## About The Pull Request Ports - ParadiseSS13/Paradise#26433 Fixes scrollbar color for Byond 516, and background position ## Why It's Good For The Game Colorfull scrollbar <details><summary> Videos </summary> https://github.com/user-attachments/assets/969b4f6f-f553-4786-86c7-df11c034675b </details> ## Changelog :cl: fix: Fixed scrollbar colors and background position in TGUI on Byond 516 /:cl:
hex37
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Apr 2, 2025
Compile test fix stop the dummy listinputmodal from exploding on compile Revert "ghetto fix" This reverts commit 83f7afd. Revert "ghetto fixo, DAMN YOU GIT..." This reverts commit 4e16b64. Revert "ghetto fixo, DAMN YOU GIT..." This reverts commit 4e16b64. ghetto fixo, DAMN YOU GIT... ghetto fix and so it is done Revert of a Revert | ListInputModal (#82854) This reverts commit 9acf5bd. MSO determined that because we use `file(...)` instead of a string instead of an asset being locked to its initial state via a cache object we are sending it as it is on disk every time. which means that when a new server deployment updates the tgui it will send this new tgui code even if the currently running DM code does not support it. Removes unused mouse hook macros and fishing .scss (#90310) Title This stuff stopped being useful the moment the fishing minigame was refactored into game screen icons. Years ago. N/A several fixes updates age calculations ports TGUI checkbox input, fixes TGUI list input Tgui input checkboxes (#74544) A request from @NamelessFairy: A tgui window that gives the user multiple items to select. The window returns the list of items selected. The ui design is open to critique, reviews, etc. Pretty simplistic.  Sequentially asking yes/no is pretty ugly :cl: ui: Adds a new tgui input window for checkboxes. /:cl: --------- updating tgui inputs to tg parity, implements TGUI examine panel Fix stat panel turf list menu clicks only working on the text (#89456) Only the div was setting onmousedown :cl: fix: Fixed stat panel turf list menu clicks only working on the text /:cl: Minor stat panel order change (#89377) Just a minor change so it's easier to make more orders Useful if you want to have Status-MC-tickets for example ({"Status": 1, "MC": 2, "Tickets": 3}) :cl: code: Made it easier to set custom orders for stat panel tabs in code /:cl: [NO GBP] Fix 516 scrollbar and background image (#88617) Ports - ParadiseSS13/Paradise#26433 Fixes scrollbar color for Byond 516, and background position Colorfull scrollbar <details><summary> Videos </summary> https://github.com/user-attachments/assets/969b4f6f-f553-4786-86c7-df11c034675b </details> :cl: fix: Fixed scrollbar colors and background position in TGUI on Byond 516 /:cl: Little Stat Panel fix for Byond 516 (#89142) On the 516, when hovering over the cropped text, the transposed text does not expand the background It's a small fix for that. | Before | After | | - | - | |  |  | Flatten skin sidebar (#88766) I have used a small hidden 515 feature, that disables white borders on elements, if the colour of the element deviates even slightly from the greyscale For example, if you set color for skin button #FFFFFF (Pure white), Byond will add "3D" effect to button. BUT, if you set color to #FEFFFF, Byond makes it flat Little more stylish imo | Dark | Light | | - | - | |  |  | :cl: qol: Sidebar has lost its bulging white lines. And top right buttons now flat /:cl: slight fixes to the previous cherrypick [NO GBP] Return wrap for stat panel tabs (#85399) Tabs in Stat Panel wraps again instead of creating a horizontal scroll bar by default BUT. Added 2 more options for tabs look, and created special setting tabs for Stat Panel settings...  Idk if it is necessary to put a feature tag for this and remove `[NO GBP]` If need to, please tell me, I'm still new into this system Fixes #85437 <details> <summary>Screenshots</summary> Tabs look | Default | Classic | Scrollable | | - | - | - | |  |  |  | </details> <details> <summary>Video</summary> https://github.com/user-attachments/assets/77839c27-60c8-45c2-ad92-8add59f9ba38 </details> :cl: qol: Stat Panel settings moved to personal tab fix: Stat Panel tabs no longer create horizontal scrollbar by default, but you can return it into the settings fix: Hovering over a truncated statpanel button, doesn't blocks the button below it anymore /:cl: Refactor Stat Panel styles and more TGUI-like appearance (#85257) The PR came out a little bigger than I had planned, but creating separate ones for a couple of little things seemed unnecessary to me. Let me start with the most important thing: Stat Panel now scales like TGchat and also looks closer to TGUI! By default, the Stat Panel font size is tied to the chat font size, but this can be changed in a couple of clicks... The rest of the changes are not as big: 1. Stat Panel styles are now more organised 2. The way themes are applied to Byond Skin has been refactored, if someone decides to make a new theme (maybe me), it won't be necessary to copy all the elements 3. NumberInput into the general chat settings tab, was changed to slider 4. Reoder tab buttons changed, they are more compact now 5. With the light theme, chat tabs now have a background when hovering/active tabbing <details> <summary>How it look's like</summary> | New reorder tab buttons | Light Chat tabs | | - | - | |  |  | </details> <details> <summary>General Preview</summary> https://github.com/user-attachments/assets/7647d584-c2fd-41b2-b2ee-c7ee61569d1f </details> More accessibility for owners of 2/4k monitors Better appearance NumberInput is behaving extremely strangely in chat :cl: add: Stat Panel now scales like a chat, depends on the font size. Defaults from the chat font size, but you can separate it. refactor: Refactored Stat Panel styles and Byond skin theme applying. Stat Panel now looks more like a TGUI /:cl: deps take 2 update deps Fix missed `byond://` hrefs in stat panel (#88918) Fix some missed `byond://` in Stat Panel, without it, links doesn't work on 516 Slightly less bugs on 516 I doubt anyone noticed it at all. regex some non-516 compliant hrefs, FAST_REF, some other fixes damn dme!! Optimizes \ref for datums, saving qdel init time (#9492) * Optimizes \ref for datums, saving qdel init time * Minor optimization * Fix refs * Fix REF() caching Refactors dbcore and limits the maximum amount of concurrent async queries to a variable amount (#59676) Refactors dbcore to work off a subsystem if executed async and limits the maximum amount of concurrent async queries to 25. This has been tested locally on a mysql docker image and there were no crashes (as long as you didn't run it with debug extools) + data was getting recorded fine. Why It's Good For The Game May or may not resolve terry crashes, however, each query creates a new thread which takes up 2mb, preventing the game from using that 2mb. This can lead to ooms if they stack up, e.g. due to poor connectivity. This solves that issue. maintainer note: this did not actually resolve the crashes, but has value anyway. Crashes were sidestepped fixed by finding out Large Address Awareness works cl refactor: Refactors dbcore.dm to possibly resolve the crashes that happen on Terry. /cl more cherrypicking to achieve parity Adds MC initialization stages. Earlier stages can fire while later ones init. Fixes tgui chat reconnection banner showing during init. (#66473) * Adds MC initialization stages. Earlier stages can fire while later ones init. Removes TICK_LIMIT_MC_INIT config for barely doing anything to speed up init and being inconvenient to work with if fires and inits can happen at the same time. makes most statpanel tabs update a tenth or so as often (>= 4 seconds instead of 4 deciseconds) because theyre wastful of cpu (#63991) makes most updating stat panel tabs update once every 4 seconds instead of 4 deciseconds, but switching tabs instantly updates statpanel data for you. also makes examining a turf make flat icons for a maximum of 10 contents instead of 30 because its ridiculous to call getFuckingFlatIcon() wrappers that many times. also makes SSfluids not have SS_TICKER and updates its wait accordingly because theres no reason for it to be a ticker subsystem the mc tab updates every 2 seconds unless someone has the pref enabled to refresh it quickly because SOME UNILLUMINATED LEMONS absolutely must watch overtime spikes in real time statpanels can take between 1-3% of masters total processing time at very high pop, which is silly considering theres no need for someone to know any of the data updated accurate to less than half of a second. The only reason it needed to update so fast was because it looked awful when switching tabs, which will only be updated on the next fire. now switching tabs updates data instantly so theres no need to update the rest of the data quickly. also makes each stat tab update into its own proc so we can tell how much each tab update costs oops several fixes to the cherrypick prettier refactors statpanel to use tgui API (#66971) refactors the status panel to utilize the tgui/byond communication APIs instead of passing along href data, as well as converts the entirety of it into a datum/tgui_window several post-rebase fixes hard reset to tgui port's folder kill spacedmm warnings trying to wrangle tgui into submission unfuck regexed hrefs Revert "516: Convert hrefs to use byond://" This reverts commit a59e3f1. Standard HTML outputs to use a skeleton with DOCTYPE for 516 (part 1/???) Fix a bunch of html UI's for 516 asset css corrections Verb for devtools fix svg backgrounds Implement byondStorage backend for tgui CSS modernization (scrollbar, -ms- options, background-size, placeholder) Replaced instances of `caller` with other names, as it is now a reserved keyword. 516: Convert hrefs to use byond:// Co-Authored-By: Jeremiah <[email protected]> Co-Authored-By: TiviPlus <[email protected]> Co-Authored-By: Aleksej Komarov <[email protected]>
MrMelbert
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Apr 10, 2025
## About The Pull Request Ports - ParadiseSS13/Paradise#26433 Fixes scrollbar color for Byond 516, and background position ## Why It's Good For The Game Colorfull scrollbar <details><summary> Videos </summary> https://github.com/user-attachments/assets/969b4f6f-f553-4786-86c7-df11c034675b </details> ## Changelog :cl: fix: Fixed scrollbar colors and background position in TGUI on Byond 516 /:cl:
rufuszero
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May 5, 2025
TGUI bundles were rebuilt to apply changes. This commit is based on Aylong's PR for Paradise Station: ParadiseSS13/Paradise#26433
rufuszero
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TGUI bundles were rebuilt to apply changes. This commit is based on Aylong's PR for Paradise Station: ParadiseSS13/Paradise#26433
rufuszero
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TGUI bundles were rebuilt to apply changes. This commit is based on Aylong's PR for Paradise Station: ParadiseSS13/Paradise#26433
rufuszero
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May 5, 2025
TGUI bundles were rebuilt to apply changes. This commit is based on Aylong's PR for Paradise Station: ParadiseSS13/Paradise#26433
manofpepsi
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May 10, 2025
## About The Pull Request Ports - ParadiseSS13/Paradise#26433 Fixes scrollbar color for Byond 516, and background position ## Why It's Good For The Game Colorfull scrollbar <details><summary> Videos </summary> https://github.com/user-attachments/assets/969b4f6f-f553-4786-86c7-df11c034675b </details> ## Changelog :cl: fix: Fixed scrollbar colors and background position in TGUI on Byond 516 /:cl:
DenIS318
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May 13, 2025
Ports - ParadiseSS13/Paradise#26433 Fixes scrollbar color for Byond 516, and background position Colorfull scrollbar <details><summary> Videos </summary> https://github.com/user-attachments/assets/969b4f6f-f553-4786-86c7-df11c034675b </details> :cl: fix: Fixed scrollbar colors and background position in TGUI on Byond 516 /:cl:
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Fix
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TGUI
This PR modifies TGUI, will conflict
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What Does This PR Do
Transfer from -webkit scrollbar to default and paint it for stat panel
Also, the background on 516 is shrinking just like in IE
Why It's Good For The Game
A little less work for the 516
Images of changes
Nope
Testing
Trust me (515 no affected)
Declaration
Changelog
Huh