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Hispaupdate 5/9/23 #30

Merged
merged 27 commits into from
Sep 7, 2023
Merged

Hispaupdate 5/9/23 #30

merged 27 commits into from
Sep 7, 2023

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kokolo21
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@kokolo21 kokolo21 commented Sep 5, 2023

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.

GenericDM and others added 27 commits August 27, 2023 00:07
## 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)

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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:

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icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->
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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:

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icon ingame) and delete the unneeded ones. Despite some of the tags,
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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:
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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:

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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:
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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:

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## 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:

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icon ingame) and delete the unneeded ones. Despite some of the tags,
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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>
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## 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. -->
@kokolo21 kokolo21 merged commit 197017d into master Sep 7, 2023
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