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## Pill Press! This will add a lacking feature in ghettochem, the ability to produce pills. ### todo - [x] Make it work! - [x] Figure out how to select what pill type you want to use, when altclick, screwdriver, and wrench are all taken! - [x] Learn how overlays work! - [x] Sprites! - [x] Get yelled at by coders probably! - [x] Re-path it to be more in-line with other chem devices - [x] Add it to cargo --- As of now, you can insert a beaker, with optional pill bottle, to produce pills up to 30u. You can adjust the size of the pills produced with a screwdriver. The machine can be placed onto tables, or dragged around. :cl: add: Adds a hand-powered pill press for ghetto chemistry. /:cl: --------- Signed-off-by: GenericDM <34109002+GenericDM@users.noreply.github.com> Co-authored-by: Generic DM <genericdm.dm@gmail.com> Co-authored-by: thgvr <81882910+thgvr@users.noreply.github.com>
… as well as invisible trees on sandplanet (shiptest-ss13#2306) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> # if there is a broken flora or wall sprite you've come to the right PR ## About The Pull Request A bunch of flora that previously had bugged icons in mapping now actually properly load their icons in SDMM. They still generate perfectly ingame, but now mapping with them should be a lot easier. Most ash flora use the item instead of the plant because the code and icon names for them are complicated and I don't feel like refactoring that code entirely just to fix something that only affects SDMM. IN SDMM: ![image](https://github.com/shiptest-ss13/Shiptest/assets/95449138/45a43588-5374-4a49-a162-a674aab9502b) INGAME: ![image](https://github.com/shiptest-ss13/Shiptest/assets/95449138/d15960f2-d8a6-40bc-81fd-3fa1b42b1862) Barren dead trees also used to be invisible ingame due to a subtyping issue! they are now back on sandplanets in all their barky purple glory. Also fixed the whitesands grass icon in SDMM because a typo turned it into a missing texture. ![image](https://github.com/shiptest-ss13/Shiptest/assets/95449138/e99b00db-f3c4-4e37-8602-dee383bca620) UPDATE! I've also fixed the mineral wall icons in SDMM and updated them to their new wall sprites. What was once a mess of outdated icons, missing icons, and the occasional up to date icon is now consistent across the board in SDMM. This means any issues with wall sprites not smoothing or appearing as the wrong type should be reported on this PR so I can fix them. IN SDMM: ![image](https://github.com/shiptest-ss13/Shiptest/assets/95449138/f82107a4-1f16-4cac-9e92-d4817b4e34b5) INGAME: ![image](https://github.com/shiptest-ss13/Shiptest/assets/95449138/42faf5c7-f972-41f3-81c8-6dcbdb6fb830) <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Mapping planetary environments is now easier, which should hopefully improve ruin quality! Also, invisible things on planets are bad. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: fix: flora sprites now properly work in SDMM instead of being missing textures fix: dead barren trees on whitesands are no longer invisible due to having their icon state overridden fix: whitesands grass now has its sprite in SDMM thanks to a typo fix /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Jukeboxes/boomboxes/disco machines are spawning without sprites (the static state), due to the sprite file lacking a "-" at the end. this fixes it <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game inactive jukeboxes are now visible again! <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: fix: fixed the jukebox/boombox/discomachine inactive sprite being invisisble /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
## About The Pull Request Very small pull request I could quickly do before work Adjusts some shotgun descriptions to not only be more accurate, but better organized syntactically. Does the same for lever-actions and also makes it so lever-action vocabulary respects my immersion Fixes a bug where the bulldog drum magazine would disappear because its update_icon was calling a null value. Also standardizes shotgun magazine checks (though I would like to refactor it at some point so we don't need a unique update_icon for every hecking magazine that has the two sprite states of "has bullets" and "doesn't") Final thing; ammo_boxes were not properly updating their sprites and descriptions when initialized. Now, every ammo box should have the proper sprite and description (including starting number of bullets) before they're interacted with. This technically makes load time a bit longer, but it shouldn't be noticeable. Also fixed spent shotgun shells being invisible and deleted an unused sprite in ammo_bullets.dmi ## Why It's Good For The Game Lever-action rifles have bullets and a lever, rather than shells and a pump. That's just an inherit moment being fixed. Shotgun changes make straight-mags actually not just worse drum magazines (fitting into webbings is super awesome!), and also better clarify what the items are. Also having to pop out a 9mm bullet out of a pistol magazine to slot one back in to make it look full is really, really annoying and misleading. Not being able to know how many bullets a magazine or ammo box has until its contents are interacted with is also bad for readability ## Changelog :cl: balance: Standard 12g box magazines are now small-sized, rather than normal spellcheck: Adjusts mag-based shotguns, lever-actions, and shotgun mag descriptions to be more efficient/accurate code: Changes how bulldog/mastiff magazines check for their icon to be standardized with the CM-15 code: All ammo_boxes now update_appearance upon being initialized fix: Bulldog drum magazines should no longer go invisible while checking for a base_icon_sprite that doesn't exist fix: Spent shotgun shells now have proper sprite pathing /:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request a <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game a <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: del: Clown cargo crate del: Clown stuff in costume vendors /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
This simply adjusts radio channel text in chat like so: Before: `[146.7] Blorbo blorbs, "We are going to beat you to death."` After: `[Custom] Blorbo blorbs, "We are going to beat you to death."` Additionally, each custom channel will have a random color assigned to it. ![image](https://github.com/shiptest-ss13/Shiptest/assets/34109002/3f002946-1118-4990-9e7a-128378dcebc4) Todo - [x] Make it work - [x] Sanitize color output to be within a high enough contrast :cl: tweak: Custom radio channels no longer leak themselves tweak: Custom radio channels are assigned a random color. /:cl:
…s13#2304) ## About The Pull Request read the title doofus ## Why It's Good For The Game consistency is good ## Changelog :cl: code: 'class' is now lowercase in all ship names. /:cl:
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Why did we have so many identical variants of "indestructible ice wall" <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Die die die die <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: fix: a bunch of broken indestructible walls have been collapsed into one working subtype tweak: adds smoothing connectors to indestructible rock walls and adds a seam with normal rock walls, for clarity /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request apparently solars get mad at you and run some null values if you put them in an area that's not "external" when loading them from a template <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game I promise this isn't related to update_appearance <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: fix: the solars on singularity station no longer runtime /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
This pull request updates the TGS DMAPI to the latest version. Please note any breaking or unimplemented changes before merging. Co-authored-by: github-actions <action@github.com> Co-authored-by: Mark Suckerberg <mark@suckerberg.gay>
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Tin, allows Keporis to wear the hoodies in the loadout. Sprites by Botanics. ![Kep hood spin](https://github.com/shiptest-ss13/Shiptest/assets/81479835/c2f96317-78f4-4c16-98bf-af4bde985380) <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game BIG HOODIES CUTE. Also Kepori sprite train moving is always good. <!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. --> ## Changelog :cl: imageadd: Keporis have stolen some oversized hoodies and are now able to wear them properly. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. -->
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PR HISPANICO
Es un update, agrega mas que nada, icon fixes en sand planets, el Pill press y HOODIES PARA LOS KEPORI! (robados por supuesto)
Ademas remueve la Metis.
Por que es bueno para el juego
Adios metis ✋ Y es un update para estar al dia.