upstream 29.01.2026#50
Conversation
## About The Pull Request forgot to change these as well ## Why It's Good For The Game fixes my fuck up. Also deleted a part of the description of the surplus crate that referenced the now non-existing reputation climbing system, and a part of the united surplus that could be misleading about whether it worked via reputation or not. ## Changelog :cl: fix: fixed syndi surplus crate desc not naming their new tc value properly /:cl: --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request This adds `/datum/http_request/proc/fire_and_forget()`, which wraps `rustg_http_request_fire_and_forget`, used for http requests that you just send and don't care about the response. I've changed `send2adminchat_webhook` to use this, as it didn't care about the response at all. Also added a return type hint to `into_response()`, and did some minor cleanup on some assorted `/datum/http_request` code. ## Why It's Good For The Game `fire_and_forget` is very useful because it prevents http request jobs from forever taking up memory if you never call `is_complete()` ## Changelog No user-facing changes.
## About The Pull Request By right-clicking on a cable with wirecutters players can "clamp" connections through a radial menu, preventing wires from linking to wires in the same direction. This is indicated by a small clamp at the blocked side of the node. RMBing again can allow you to unclamp links as well. https://github.com/user-attachments/assets/c2bfb375-2d2b-4e8b-9f5e-1372c0ab4eaa Also rewrote wires to use tool_acts and improved some of the connection code while I was at it. ## Why It's Good For The Game Makes our wiring much more versatile and allows both players and mappers to thread cables through smaller areas (like SM SMES rooms) easier ## Changelog :cl: qol: You can now clamp cables by RMBing them with wirecutters in order to prevent them from connecting to other cables in a certain direction. refactor: Refactored cable interaction and some of connection code /:cl:
…og (#94907) ## About The Pull Request So, hopefully everything in that PR works smoothly. I had a small issue with the local server db that I couldn't bother resolving and I got a bit busy with other things as well, but I did test it a few times the other week. However, I never updated the date on the sql db changelog so I'll do it now that the PR is in. ## Why It's Good For The Game Marks the correct date of the db version change for correctness. It's neither "godsnoknowswhen" nor 2025 anymore. ## Changelog N/A
…905) ## About The Pull Request this makes it so `SSai_controllers` and its subtypes use a `currentrun` loop, instead of directly looping thru `GLOB.ai_controllers_by_status[planning_status]` ## Why It's Good For The Game most other processing subsystems do this, why shouldn't we? it should ensure all ai controllers get to process, even if the server's under load. ## Changelog no player-facing changes, prolly
## About The Pull Request Seemingly, someone forgot to close those tags properly ## Why It's Good For The Game ## Changelog No player facing changes, just an oversight in the admin UI
## About The Pull Request tgstation/tgstation#94843 broke the queue'ing of roundstart rulesets by handing the proc which processes this instances while it expected typepaths. ## Why It's Good For The Game Sorry!
## About The Pull Request Tin, we already have these available, might as well make them available to the procs as well. ## Why It's Good For The Game Code extensibility ## Changelog Not player-facing
## About The Pull Request Title ## Why It's Good For The Game Every office other than the CE's has one
## About The Pull Request Makes a unit test that checks the engineering borg's RCD & RTD to make sure they're working. ## Why It's Good For The Game After the issue that happened a little bit ago where these stopped working, a unit test was suggested. This test would have prevented that issue, and also serves as a general rcd and rtd test to some extent.
## About The Pull Request This PR makes it so you can wear sheathes on all suit storages ## Why It's Good For The Game It mostly allows players freedom to shuffle stuff around they already have to haggle a sheathe around with the sword in it while still having most of their storage thing vs a gun, which allows players freedom when it comes to setups, but also make them be able to use counterattack mechanic. heres some cosmetic setups i just made up that isn't reliant on armour in the future we can make things less reliant on backpacks when it comes to storage <img width="227" height="317" alt="image" src="https://github.com/user-attachments/assets/83a684cb-a096-4a92-af8f-ebc8d982a463" /> ## Changelog :cl: Ezel balance: sabre, parsnip, gladius sheathe can now be worn on suit storages fix: mirrors gladius belt worn sprite so it doesn't overlap with belted revolvers image: adds mirrored belt sprites /:cl:
## About The Pull Request Fixes tgstation/tgstation#94909 so that lights don't stay processing when the cell is empty. ## Why It's Good For The Game Fixes bug, broken lights are removed from the machines processing queue. ## Changelog :cl: LT3 fix: Fixed lights being able to run on emergency power forever /:cl:
Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
## About The Pull Request Fixes a little typo in which Deltastation's Server Room was called "Sever Room" in the cameras. ## Why It's Good For The Game The server room unfortunately isn't for severing. ## Changelog :cl: Hardly spellcheck: Fixed a typo with Deltastation's Server Room Entrance's camera. /:cl:
## About The Pull Request Desensitized is no longer binary yes/no, now scales from 0.1x to 1x (or beyond, I guess) Desensitized jobs start as 0.5x desensitized (which is the threshold for being considered "truly desensitized") Some antags are now 0.1x to 0.25x desensitized Witnessing death of a fellow human gives you slight desensitization (currently -0.025x). A normal crewmember, after witnessing 20 deaths, is on par with a roundstart desensitized crewmember. Likewise a desensitized crewmember has almost no reaction to death after witnessing 20 deaths. Your own deaths count towards this value. There's an achievement for managing to go from 1x to 0.1x across the course of an entire round. ## Why It's Good For The Game This is intended to contribute to the "story" people face across the length of a round. Rounds with few overall deaths results in crewmembers regularly getting shocked, but bloodbaths results in crewmembers "dehumanizing and facing the bloodshed". ## Changelog :cl: Melbert add: Desensitization to death is no longer binary - some antagonists are now more used to it than others. add: Witnessing the death of a fellow humanoid (or dying yourself) will slightly desensitize you to future deaths. add: Adds an achievement for managing to max out desensitization across a round. add: Desensitized crewmembers care less when splattered with blood. add: Holodeck mobs have a reduced death mood impact. /:cl:
…lf (#94948) ## About The Pull Request TRAIT_DISFIGURED and physical disfiguration are now handled by the head bodypart rather than being on the mob itself. This is mostly for internal purposes, but it does mean that: - Players can now perform plastic surgery on torn off heads. - Disfigured mobs' heads keep their face hidden, and when attached to a different body won't magically get repaired and vice versa, attaching a new head to a disfigured corpse no longer disfigures it. - Robotic (and other non-huskable) heads no longer become disfigured from husking - Also in the rare case of grafting a head torn off from a husk onto another body, they no longer permanently turn into an Unknown. (lol) ## Why It's Good For The Game Saner code, we generally want limb-specific behaviors to be on limbs themselves and not on the mob. Also yeah that one weird edge case. ~~Husks are next on the chopping block~~ ## Changelog :cl: qol: Plastic surgery can now be done on detached heads. refactor: Refactored how disfiguration is handled to be stored on head's side fix: Robotic (and other non-huskable) heads no longer become disfigured from husking fix: Attaching a head from a husk to a different body no longer permanently turns them into an Unknown. /:cl:
…973) ## About The Pull Request In #89619 these three mobs were given MOB_ROBOTIC to better represent what they are internally. The downside? You could then oneshot them with an EMP. ## Why It's Good For The Game You should not be able to oneshot megafauna. Also, none of these things are electrical, which is really what MOB_ROBOTIC represents, more than just being synthetic. ## Changelog :cl: fix: You can no longer oneshot the hierophant with an EMP /:cl:
## About The Pull Request X-ray eyes now possess the FLASH_PROTECTION_SENSITIVE define, meaning you need at least an equipped welding mask to protect from flashes. Syndicate x-ray goggles get a relatively unused sprite (it also belongs to material goggles, which are only mapped in twice in the entire codebase), aligning with the color of the x-ray eyes. Moth thermal eyes are raised a step up to being hyper-sensitive to flashes. Fixed a couple of penlight messages that I noticed while browsing the _eyes.dm file, as well, to display properly. ## Why It's Good For The Game The decision to either choose thermal eyes or x-ray eyes, when **unlocked by the same techweb node**, is heavily one-sided if you know anything about either. Thermal eyes allow you to see only mobs through walls and give you pseudo-night vision, while also making you sensitive to flashes, in opposition to x-ray eyes that allow you to see everything without any added flash sensitivity, albeit with no night vision. Even the changeling ability makes you hyper-sensitive to flashes while X-ray mode is active, which is something restricted to only them. With this change, not only does which eye implant type you choose matter, but it also gives more use to the thermal sight genetics mutation, as that does not affect flash sensitivity at the cost of only having a temporary duration per activation. Given flash vulnerability for their regular eyes, thermal moth eyes are made hyper-sensitive to preserve this consistency between both moths and the x-ray/thermal pairing. And for the Syndicate goggles, it also brings consistency with the technology, as the crew's eyes already establish a color for x-ray technology and lack of night vision. The bug fixes are just good for the 0.01% of doctors who would use the penlight. ## Changelog :cl: balance: X-ray eyes now possess flash sensitivity, requiring additional flash protection to negate bright lights. balance: X-ray goggles also no longer have pseudo night vision, putting them more in line with the eyes. balance: Moth thermal eyes are hyper-sensitive to flashes, like their x-ray brothers. fix: Penlight messages for examining zombie and x-ray eyes work as they should, with maintenance eyes losing a superfluous period. image: X-ray goggles now have a relatively unique, blue tint and glasses color to represent their capabilities. /:cl:
…t Eater and heart of darkness (#94912) ## About The Pull Request Exactly what the title says. Nightmare/shadowlings and nightmare organs have new sprites <img width="412" height="408" alt="image" src="https://github.com/user-attachments/assets/ea5cdeea-157e-4e2a-943d-61bca08ce7cd" /> ## Why It's Good For The Game Shadow people sprite is ancient and not really that good. Now they actually look scary. Light Eater just using same sprite as changeling's armblade was kinda boring, same goes for heart of darkness just being black demon heart ## Changelog :cl: ERRORNAME image: Shadow people and Nightmare resprite image: Unique sprites for light eater and heart of darkness /:cl:
|
Этот PR был неактивен достаточно долго, чтобы быть автоматически помеченным как устаревший. Это означает, что он рискует быть автоматически закрытым через ~7 дней, пожалуйста, рассмотрите все нерешенные вопросы по проверке и убедитесь, что ваш PR завершен, если все это верно и вы все равно автоматически заблокированы, вам нужно активно спрашивать Мейнтейнеров, будет ли ваш PR вмержен. Как только вы выполните любое из предыдущих действий, вам следует попросить сопровождающего удалить устаревшую метку с вашего PR, чтобы сбросить устаревший таймер. Если вы чувствуете, что ни один из сопровождающих не ответит в течение этого времени, вы можете закрыть этот PR самостоятельно, пока будете запрашивать комментарий у мейнтейнера, так как тогда вы сможете снова открыть PR самостоятельно |
uhhh...