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Bumps [actions/download-artifact](https://github.com/actions/download-artifact) from 7 to 8. <details> <summary>Release notes</summary> <p><em>Sourced from <a href="https://github.com/actions/download-artifact/releases">actions/download-artifact's releases</a>.</em></p> <blockquote> <h2>v8.0.0</h2> <h2>v8 - What's new</h2> <h3>Direct downloads</h3> <p>To support direct uploads in <code>actions/upload-artifact</code>, the action will no longer attempt to unzip all downloaded files. Instead, the action checks the <code>Content-Type</code> header ahead of unzipping and skips non-zipped files. Callers wishing to download a zipped file as-is can also set the new <code>skip-decompress</code> parameter to <code>false</code>.</p> <h3>Enforced checks (breaking)</h3> <p>A previous release introduced digest checks on the download. If a download hash didn't match the expected hash from the server, the action would log a warning. Callers can now configure the behavior on mismatch with the <code>digest-mismatch</code> parameter. To be secure by default, we are now defaulting the behavior to <code>error</code> which will fail the workflow run.</p> <h3>ESM</h3> <p>To support new versions of the @actions/* packages, we've upgraded the package to ESM.</p> <h2>What's Changed</h2> <ul> <li>Don't attempt to un-zip non-zipped downloads by <a href="https://github.com/danwkennedy"><code>@danwkennedy</code></a> in <a href="https://redirect.github.com/actions/download-artifact/pull/460">actions/download-artifact#460</a></li> <li>Add a setting to specify what to do on hash mismatch and default it to <code>error</code> by <a href="https://github.com/danwkennedy"><code>@danwkennedy</code></a> in <a href="https://redirect.github.com/actions/download-artifact/pull/461">actions/download-artifact#461</a></li> </ul> <p><strong>Full Changelog</strong>: <a href="https://github.com/actions/download-artifact/compare/v7...v8.0.0">https://github.com/actions/download-artifact/compare/v7...v8.0.0</a></p> </blockquote> </details> <details> <summary>Commits</summary> <ul> <li><a href="https://github.com/actions/download-artifact/commit/70fc10c6e5e1ce46ad2ea6f2b72d43f7d47b13c3"><code>70fc10c</code></a> Merge pull request <a href="https://redirect.github.com/actions/download-artifact/issues/461">#461</a> from actions/danwkennedy/digest-mismatch-behavior</li> <li><a href="https://github.com/actions/download-artifact/commit/f258da9a506b755b84a09a531814700b86ccfc62"><code>f258da9</code></a> Add change docs</li> <li><a href="https://github.com/actions/download-artifact/commit/ccc058e5fbb0bb2352213eaec3491e117cbc4a5c"><code>ccc058e</code></a> Fix linting issues</li> <li><a href="https://github.com/actions/download-artifact/commit/bd7976ba57ecea96e6f3df575eb922d11a12a9fd"><code>bd7976b</code></a> Add a setting to specify what to do on hash mismatch and default it to <code>error</code></li> <li><a href="https://github.com/actions/download-artifact/commit/ac21fcf45e0aaee541c0f7030558bdad38d77d6c"><code>ac21fcf</code></a> Merge pull request <a href="https://redirect.github.com/actions/download-artifact/issues/460">#460</a> from actions/danwkennedy/download-no-unzip</li> <li><a href="https://github.com/actions/download-artifact/commit/15999bff51058bc7c19b50ebbba518eaef7c26c0"><code>15999bf</code></a> Add note about package bumps</li> <li><a href="https://github.com/actions/download-artifact/commit/974686ed5098c7f9c9289ec946b9058e496a2561"><code>974686e</code></a> Bump the version to <code>v8</code> and add release notes</li> <li><a href="https://github.com/actions/download-artifact/commit/fbe48b1d2756394be4cd4358ed3bc1343b330e75"><code>fbe48b1</code></a> Update test names to make it clearer what they do</li> <li><a href="https://github.com/actions/download-artifact/commit/96bf374a614d4360e225874c3efd6893a3f285e7"><code>96bf374</code></a> One more test fix</li> <li><a href="https://github.com/actions/download-artifact/commit/b8c4819ef592cbe04fd93534534b38f853864332"><code>b8c4819</code></a> Fix skip decompress test</li> <li>Additional commits viewable in <a href="https://github.com/actions/download-artifact/compare/v7...v8">compare view</a></li> </ul> </details> <br /> [](https://docs.github.com/en/github/managing-security-vulnerabilities/about-dependabot-security-updates#about-compatibility-scores) Dependabot will resolve any conflicts with this PR as long as you don't alter it yourself. You can also trigger a rebase manually by commenting `@dependabot rebase`. [//]: # (dependabot-automerge-start) [//]: # (dependabot-automerge-end) --- <details> <summary>Dependabot commands and options</summary> <br /> You can trigger Dependabot actions by commenting on this PR: - `@dependabot rebase` will rebase this PR - `@dependabot recreate` will recreate this PR, overwriting any edits that have been made to it - `@dependabot show <dependency name> ignore conditions` will show all of the ignore conditions of the specified dependency - `@dependabot ignore this major version` will close this PR and stop Dependabot creating any more for this major version (unless you reopen the PR or upgrade to it yourself) - `@dependabot ignore this minor version` will close this PR and stop Dependabot creating any more for this minor version (unless you reopen the PR or upgrade to it yourself) - `@dependabot ignore this dependency` will close this PR and stop Dependabot creating any more for this dependency (unless you reopen the PR or upgrade to it yourself) </details> Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
Bumps [actions/upload-artifact](https://github.com/actions/upload-artifact) from 6 to 7. <details> <summary>Release notes</summary> <p><em>Sourced from <a href="https://github.com/actions/upload-artifact/releases">actions/upload-artifact's releases</a>.</em></p> <blockquote> <h2>v7.0.0</h2> <h2>v7 What's new</h2> <h3>Direct Uploads</h3> <p>Adds support for uploading single files directly (unzipped). Callers can set the new <code>archive</code> parameter to <code>false</code> to skip zipping the file during upload. Right now, we only support single files. The action will fail if the glob passed resolves to multiple files. The <code>name</code> parameter is also ignored with this setting. Instead, the name of the artifact will be the name of the uploaded file.</p> <h3>ESM</h3> <p>To support new versions of the <code>@actions/*</code> packages, we've upgraded the package to ESM.</p> <h2>What's Changed</h2> <ul> <li>Add proxy integration test by <a href="https://github.com/Link"><code>@Link</code></a>- in <a href="https://redirect.github.com/actions/upload-artifact/pull/754">actions/upload-artifact#754</a></li> <li>Upgrade the module to ESM and bump dependencies by <a href="https://github.com/danwkennedy"><code>@danwkennedy</code></a> in <a href="https://redirect.github.com/actions/upload-artifact/pull/762">actions/upload-artifact#762</a></li> <li>Support direct file uploads by <a href="https://github.com/danwkennedy"><code>@danwkennedy</code></a> in <a href="https://redirect.github.com/actions/upload-artifact/pull/764">actions/upload-artifact#764</a></li> </ul> <h2>New Contributors</h2> <ul> <li><a href="https://github.com/Link"><code>@Link</code></a>- made their first contribution in <a href="https://redirect.github.com/actions/upload-artifact/pull/754">actions/upload-artifact#754</a></li> </ul> <p><strong>Full Changelog</strong>: <a href="https://github.com/actions/upload-artifact/compare/v6...v7.0.0">https://github.com/actions/upload-artifact/compare/v6...v7.0.0</a></p> </blockquote> </details> <details> <summary>Commits</summary> <ul> <li><a href="https://github.com/actions/upload-artifact/commit/bbbca2ddaa5d8feaa63e36b76fdaad77386f024f"><code>bbbca2d</code></a> Support direct file uploads (<a href="https://redirect.github.com/actions/upload-artifact/issues/764">#764</a>)</li> <li><a href="https://github.com/actions/upload-artifact/commit/589182c5a4cec8920b8c1bce3e2fab1c97a02296"><code>589182c</code></a> Upgrade the module to ESM and bump dependencies (<a href="https://redirect.github.com/actions/upload-artifact/issues/762">#762</a>)</li> <li><a href="https://github.com/actions/upload-artifact/commit/47309c993abb98030a35d55ef7ff34b7fa1074b5"><code>47309c9</code></a> Merge pull request <a href="https://redirect.github.com/actions/upload-artifact/issues/754">#754</a> from actions/Link-/add-proxy-integration-tests</li> <li><a href="https://github.com/actions/upload-artifact/commit/02a8460834e70dab0ce194c64360c59dc1475ef0"><code>02a8460</code></a> Add proxy integration test</li> <li>See full diff in <a href="https://github.com/actions/upload-artifact/compare/v6...v7">compare view</a></li> </ul> </details> <br /> [](https://docs.github.com/en/github/managing-security-vulnerabilities/about-dependabot-security-updates#about-compatibility-scores) Dependabot will resolve any conflicts with this PR as long as you don't alter it yourself. You can also trigger a rebase manually by commenting `@dependabot rebase`. [//]: # (dependabot-automerge-start) [//]: # (dependabot-automerge-end) --- <details> <summary>Dependabot commands and options</summary> <br /> You can trigger Dependabot actions by commenting on this PR: - `@dependabot rebase` will rebase this PR - `@dependabot recreate` will recreate this PR, overwriting any edits that have been made to it - `@dependabot show <dependency name> ignore conditions` will show all of the ignore conditions of the specified dependency - `@dependabot ignore this major version` will close this PR and stop Dependabot creating any more for this major version (unless you reopen the PR or upgrade to it yourself) - `@dependabot ignore this minor version` will close this PR and stop Dependabot creating any more for this minor version (unless you reopen the PR or upgrade to it yourself) - `@dependabot ignore this dependency` will close this PR and stop Dependabot creating any more for this dependency (unless you reopen the PR or upgrade to it yourself) </details> Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>
## About The Pull Request adds a quit button to ESC menu ## Why It's Good For The Game ~~you can now ragequit instead of ragealtf4~~ you cannot quit the game in fullscreen without alt+tab or alt+F4 ## Changelog :cl: qol: you can now quit the game /:cl:
…ough sheets (#95264) ## About The Pull Request This will fix #95009. split_stack() calls qdel when the amount reaches zero, and mats_per_unit is unset, so we shouldn't be accessing src for materials logic here. ## Why It's Good For The Game This will fix #95009. ## Changelog :cl: fix: Fixed materials not being applied when crafting with stacks if said stack is zero'd in the process. /:cl:
…269) ## About The Pull Request I found out that the labeled event isn't triggered when an action does the labeling. So I moved the behavior for announcing auto-staled PRs into a new job in the staling workflow. ## Why It's Good For The Game At least maintainers should be able to see that a PR has auto-staled if the author themselves can't be bothered to ping them. ## Changelog No player-facing changes.
## About The Pull Request Implements what I wanted done in tgstation/tgstation#95260 (comment) Unfortunately I have no free time on weekdays to do anything ## Why It's Good For The Game I don't like TGUI usage in the escape menu https://github.com/user-attachments/assets/2e4d5e44-f68c-4689-9e7b-65df6a0c0001 ## Changelog :cl: qol: Escape menu's quit button now brings you to a second page instead of a TGUI panel. /:cl:
…249) ## About The Pull Request I haven't really seen anyone craft soul cores. I suspect this is in large part due to the fact that learning the recipe requires an obscure interaction. So I removed the need to learn the recipe and the interaction through which it is learned. I also added the slapcrafting element so people can get the idea that the crafting recipe exists in the first place. ## Why It's Good For The Game Looking back, I found the interaction to learn the soul core recipe to be awful snowflakey. Sure, anyone can learn it with minimal effort, but if nobody knows how to learn it, nobody's going to learn it, and if nobody learns it, nobody's gonna craft it. ## Changelog :cl: qol: You no longer need to learn the recipe for the MOD soul core. qol: You can slapcraft MOD soul cores using soul shards. /:cl:
## About The Pull Request Add an emissive overlay for the lights on emitters ## Why It's Good For The Game <img width="285" height="218" alt="image" src="https://github.com/user-attachments/assets/372f5b1b-61ed-4627-a189-577ec3aac264" /> <img width="275" height="234" alt="image" src="https://github.com/user-attachments/assets/5959ac90-4856-427b-ab29-f1cbeb68422a" /> cool ## Changelog :cl: image: emitters glow in the dark now /:cl:
## About The Pull Request I was using the wrong context in the expressions for the announcement job ## Why It's Good For The Game While the real meat and potatoes of the autostale workflow still works, we don't want the workflow showing up as failed. ## Changelog No player-facing changes
## About The Pull Request Port of Monkestation/Monkestation2.0#10142 self-explanatory, makes it so healium crystals actually update the turfs atmos after "resetting" the air. ## Why It's Good For The Game bugfix good ## Changelog :cl: fix: Healium crystals now properly update turf atmos. /:cl:
## About The Pull Request Splits the active icons for the HFR into overlays and makes them emissive, cleans up the icon state code a little ## Why It's Good For The Game  look at it go ## Changelog :cl: image: the HFR glows in the dark now /:cl:
…t appearance at all (#95273) ## About The Pull Request Port of Monkestation/Monkestation2.0#10634 simply makes it so updating a character preference that is unrelated to character appearance won't regenerate/update the character preview, by adding a `should_update_preview` var to `/datum/preference`. ## Why It's Good For The Game Avoids wasting precious tick time on regenerating a whole-ass human and equipping them when you're just changing your PDA ringtone or whatever. ## Changelog No player-facing changes, as well, none of these affect appearance anyways.
## About The Pull Request just some micro-opts for `/obj/machinery/power/apc/proc/late_process`, ported from Monkestation/Monkestation2.0#10529 firstly, i converted `if(!area || !area.requires_power)` to `if(!area?.requires_power)` secondly, when checking cell percentages, it called `cell.percent()` repeatedly... instead of, y'know, just calling it once and setting it as a var. i fixed that. ## Why It's Good For The Game less proc overhead and less duplicate calls should be better ## Changelog :cl: code: Minor code optimizations for APC processing. /:cl:
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
…#94954) ## About The Pull Request Converts species and antagonist icon generation to the batched spritesheet system using IconForge, thanks to the new `get_flat_uni_icon` implementation. Unfortunately the cost of *building* the sprite is still expensive (GFI is always expensive, even a fancy list-based one), but the generation is SIGNIFICANTLY faster. We will see evidence of parity in the screenshot tests. but here: <img width="892" height="634" alt="image" src="https://github.com/user-attachments/assets/2a17f2e3-c024-41f6-9d1e-c2cb70642a81" /> The main advantage is that species and antag icons can now take advantage of the development-time smart cache which invalidates automatically. On the server this PR does very little except make antag icon generation a little bit more likely to find and announce errors (BYOND has a habit of silently eating weird icon proc calls). Also optimizes the greyscale preview generator from #90940 (~2x speedup) using `rustg_iconforge_generate_headless` instead of `Insert()` to build the resulting sheets. This can be further optimized in the future by implementing a smart cache, like batched spritesheets, and storing it in the repo, but for now it's not important/slow enough to be worth the effort. Also fixes a silent compilation error that would always happen outside unit tests, but for some reason doesn't appear on local? Notice how `map_icon_key` is not a defined variable anywhere. That's because `USE_RUSTG_ICONFORGE_GAGS` is *never* defined at this point, so it was always using the 'slow' generation. I also took the liberty of cleaning up the cultist and heretic icon generation randomly initializing a blade object when it could just use a static access. ## Why It's Good For The Game The subsystem timing may not be much faster, but the interactivity benefits during spritesheet realization are undeniable. Opening the preferences menu during init on local is orders of magnitude faster. **Old** Early Assets: 5.02 seconds Greyscale Previews: 1.38 seconds **Fresh (No Cache)** Early Assets: 4.21 seconds Greyscale Previews: 0.5 seconds **Cache Invalidated** Early Assets: 4.27 seconds **Cache Hit** Early Assets: 4.05~4.2 seconds **Preferences lag:** ~6 sec to open to ~2 sec to open due to caching in dev ## Changelog :cl: code: Optimized species and antagonist icon loading in the preferences menu on local, speeding up time to open in development. fix: GAGS map preview generation no longer silently errors outside of unit tests due to a compilation error. /:cl:
## About The Pull Request There's a 1/500 chance that 1 pizza in a pizza crate will have 6u Romerol (1u per slice). It otherwise looks like a normal pizza and comes in a normal box. ## Why It's Good For The Game Ok to start this probably isn't a good idea. This will only cause problems. But between the Nanomachine Pizza, the Bomb Pizza, the Anomalous Pizza, and the Arnold pizza I have this funny idea in my head of pizza orders just constantly go wrong in universe. And the thought is, right, if you eat Romerol... nothing happens....... immediately. So the crew orders pizza for a pizza party and goes off on their day, then 30 minutes later it turns out the entire cargo team has risen from the dead after being killed in a welder bomb accident. In the post-mortem they're looking through the leftover slices and they find trace Romerol. Maybe that's kinda funny? ## Changelog :cl: Melbert add: Adds a 1/500 chance that the grain used to create a pizza in a pizza crate was cursed by an evil lich. /:cl:
## About The Pull Request Adds some intercom templates based on some commonly mapped in var-edited intercoms - Interrogation - AI private (AI upload) - AI private (AI antechamber) - AI private (AI chamber) - Free range - Free range (AI chamber) Also adds some templates for the recently added encryption-key-in-intercom mechanic - Departmental intercoms Doesn't map in any of these templates (yet) Also allows for radios to have locked keyslots in addition to locked frequencies ## Why it's good for the game Makes it a bit easier to map intercoms, particularly for event maps ## Changelog :cl: Melbert code: Radios can now have their keyslot locked, though no radios currently have a keyslot lock. However, report any bugs with being unable to emag, install, or remove radio keys. /:cl:
## About The Pull Request Since I'm trying to move away from the stat panel as part of my project here - https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view - I thought the reboot timer should be moved out before the stat panel could be made optional, due to its importance to post-round players (especially to know if the round is rebooted). Once the round is over the whole screen kinda becomes pointless, so we can take as much screen space as we can. I put this under the tooltips, using similar behavior to it, like the layer & outline. This is inspired by the Goon roundend, which does pretty much 1:1 what this is. #### Goon's, for reference: <img width="1397" height="787" alt="image" src="https://github.com/user-attachments/assets/309b5d6e-c4dd-4f6f-8b83-2256eecd4569" /> #### Ours: https://github.com/user-attachments/assets/b14efae2-e280-47e9-b3db-f57b2060cce7 It's also non-widescreen friendly ## Why It's Good For The Game Moving things away from the stat panel and to being more player visible is a positive IMO. It's also a necessary step to taking away from reliance away from said stat panel. ## Changelog :cl: add: The endround timer telling you when a reboot is happening has been taken out of the stat panel and is instead text over your screen (similar to Goon) /:cl:
## About The Pull Request - Fixes #95297 ## Changelog :cl: fix: plumbing pill press won't store reagents & products if the total capacity for both is reached thus stopping faulty product creation (imbalanced reagent ratios) and power consumption /:cl:
## About The Pull Request An easy point for https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view Status bar is now a preference instead of a verb in OOC. I thought I would have to make a migration for this but then I found out this is straight up just a client verb and doesn't persist through rounds, so I'm adding that too ig. ## Why It's Good For The Game This is literally just a pref but as a verb for some reason. ## Changelog :cl: qol: The Status bar is now a preference instead of a verb in the OOC tab, which means you can permanently turn it off if you're not a fan (or use tooltips instead) /:cl:
…CROBE MAINTPILLS!!) (#95320) ## About The Pull Request Refactors random reagent spawning to be divided into bitflags. This mean you can now decide from which random sources a reagent is allowed to spawn. Rejoice, now maintenance pills can have fun reagents without having to deal with the balance implications of a botanist producing 1000u of it! **SO NOW MAINTPILLS CAN HAVE CYBORG NANITES AND XENOMORPH MICROBES!! REJOICE, MY ABOMINATIONS!!!** Code stuff: CAN_SYNTH is now only for copying reagents, which is what it was originally intended for. A new randomized_spawns var has been added to reagents that decided where it can spawn. I've also changed some unsanitary reagent spawners to obey the spawn flags. This was the beebox kit (which could spawn literally every reagent in the game, including adminordrazine) and traitor bees, which now can't spawn the two spider toxins and gatfruit toxin (why do we even have gatfruit toxin?? shit does nothing). Balance overview: - Beeboxes no longer spawn everything - Traitor bees no longer spawn venom, viper venom and gatfruit toxin - Maintenance pills now spawn cyborg nanites and xenomorph microbes When I say maintpills, I mean REAL maintpills. The ones of which only a few spawn per round in maintenance, and not the fake ones that feature creepers added to cargo, blackmarket and that got mapped in ## Why It's Good For The Game We're limited to which reagents we can spawn randomly because sources like strange seeds, geysers and fake maintpills are infinitely reproducible, and can be used to get an infinite amount of every random spawnable reagent in every round (to be fair this is quite labor intensive, but never underestimate autism). Only about 3-6 maintenance pills spawn per round and there's about 700 spawnable reagents. There's simply no way to force the odds to get the reagent you want. I think the crew can have a little maintxenomicrobes and a little maintpill borgnanites As to why these two specifically: borgnanites are already only randomly obtainable, are cured easily and the effects of it are just one more cyborg player. It's a fun story, and not particularly disruptive to the round Xenomicrobes are admin only, so I would not be lessening any other features. Otherwise it's pretty much gonna cause an incident in-game when this happens, but who cares!!! I can make maintpills secretely reroll if the reagents are extracted instead of eaten to keep these always contained to the person eating them, but our playerbase so prefers eating over grinding that I think it's fine I have not included inverse reagents, blob spores etc because I respect them as their own features. I would however like to add some new, wacky maintpill reagents that can lead to some fun stories. ## Changelog :cl: fix: Fixes beebox and traitor bees not obeying the reagent blacklist balance: Maintenance pills (the achievement variety that only spawns in maint) can now generate with xenomorph microbes and cyborg nanites /:cl: --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
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Попутно починил вампов, а именно фразы клана Малкавианов и подтянул последние фиксы с Фульпов
