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< 2023-09-17 >

there were a lot of events recorded by gharchive.org of which 1,954,262 were push events containing 2,644,515 commit messages that amount to 141,376,374 characters filtered with words.py@e23d022007... to these 54 messages:

Sunday 2023-09-17 00:20:53 by carlarctg

Drill module automatically disables if it's about to drill into gibtonite (#77385)

About The Pull Request

Drill module automatically disables if it's about to drill into gibtonite.

Why It's Good For The Game

Drill module automatically disables if it's about to drill into gibtonite

There's not enough time to react, the mining scanner is surprisingly slow sometimes and it means you drill straight into gibtonite, which primes it the first drill and blows it up the second, which is a lot more of a pain than it sounds because drilling is night-instant. These explosions are usually enough to crit you, and if they don't, the stun and area clear means any fauna can wander in and finish you off.

The auto-disable still makes it an annoyance to stumble upon gibtonite, but it won't round end you for using modsuits.

Changelog

🆑 qol: Drill module automatically disables if it's about to drill into gibtonite /🆑


Sunday 2023-09-17 00:24:32 by infdevv

Fixed the IP Grabber HTTP Problem

bitch ass motherfucker aka github only allows https so i had to change it


Sunday 2023-09-17 00:39:47 by Jade Ann Byrne

Cosmic Voyager's Digital Universe Hub

Cosmic Voyager's Digital Universe Hub 🌌🚀

Profile Visitors

Greetings, fellow cosmic travelers! 🌌🚀

I am Jade Ann Byrne, your intergalactic guide to the realms of cosplay, gaming, and the boundless wonders of the internet. 🎮👾

🔭 Embarking on Cosmic Adventures: Currently, I'm on a journey to level up my gaming skills while perfecting the art of cosplay transformations. Expect epic quests and digital odysseys! ✨

🌱 Unveiling Digital Secrets: Join me as we unveil the secrets of the digital universe, one pixel at a time. Together, we'll explore the cosmos of coding, design, and creativity. 🌐

🤝 Cosmic Collaboration: I'm always on the lookout for kindred spirits to join me on epic quests. Let's band together, share knowledge, and conquer the digital galaxies. 💪

💬 Your Cosmic Questions Answered: Need insights into the mysteries of the cosmos, gaming strategies, or the best cosplay hacks? Feel free to ask! 🌟

📫 Reach Me Through the Portal: To connect with me across the digital cosmos, simply click on the links below. My portal is always open. 🌠

😄 Pronouns: She/Her 🌈

⚡ Fun Fact: Did you know that my very first cosplay creation was crafted from old cardboard boxes and glitter glue? Talk about cosmic creativity! 📦✨ Current Gaming Stats 🎮📊

🏆 Gamer Level: 99

🎯 Favorite Game: Game of the Cosmic Thrones

🚀 Current Mission: Saving the digital universe one pixel at a time

🎮 Preferred Weapon: Keyboards and joysticks

🌌 Favorite Game Genre: Space Odyssey Simulator Cosmic Achievements 🌌🏆

👑 Cosplay Royalty: Awarded the prestigious title of "Cosmic Queen" at the Intergalactic Cosplay Gala.

🚀 Space Explorer: I've journeyed to the farthest reaches of the digital galaxy in search of hidden easter eggs.

🎤 Twitch Stardom: Hosting the most interdimensional Twitch streams in the multiverse. Latest Achievements 🌟🎉

📸 Perfect Selfie: Captured a flawless selfie amidst a pixelated battlefield.

🌈 Rainbow Glitter Dash: Completed a cosplay costume using only rainbow-colored glitter.

🎮 Epic Victory Royale: Achieved an epic victory in the most intense gaming showdown. Connect Across the Cosmos 🚀🌠

Let's embark on this cosmic journey together! Connect with me via these portals:

Twitter Instagram Twitch YouTube

And that's not all! Explore more cosmic dimensions with me:

🪐 Snapchat 🪐 TikTok 🪐 iFunny 🪐 Facebook 🪐 Stream Elements 🪐 Pinterest 🪐 Amp 🪐 Actors Access 🪐 Casting Frontier 🪐 Casting Networks 🪐 IMDB 🪐 Opensea 🪐 Google Maps 🪐 Yelp 🪐 American Marriage Ministries 🪐 Universal Life Church 🪐 Wanderlust Bay Ministries 🪐 The Church of the Latter-Day Dude 🪐 Strava 🪐 All Trails 🪐 Roblox 🪐 World of Warcraft 🪐 WowProgress 🪐 Final Fantasy XIV 🪐 Runescape 🪐 Soundcloud 🪐 Mixcloud 🪐 Bandcamp 🪐 Deviant Art 🪐 Imgur 🪐 FetLife 🪐 pixiv 🪐 Google Developer 🪐 Google Cloud Skills Boost 🪐 GitHub

Let's navigate the cosmic currents of the digital universe together. Remember: Keep it cosmic! 🌌🌠


Sunday 2023-09-17 01:18:59 by Wowzewow (Wezzy)

Adds Storage Container Animations (#17329)

  • Much ado about the Bagginses

  • god i hate manually mapped shit

  • Update code/game/objects/items/weapons/storage/storage.dm

Co-authored-by: Fluffy 65877598+FluffyGhoster@users.noreply.github.com

  • fixes

  • yes

  • Update code/game/objects/items/weapons/storage/bags.dm

Co-authored-by: Cody Brittain cbrittain10@yahoo.com


Co-authored-by: Fluffy 65877598+FluffyGhoster@users.noreply.github.com Co-authored-by: Cody Brittain cbrittain10@yahoo.com


Sunday 2023-09-17 01:35:49 by zevo

Fixes rock sprites ingame [WHOOPS] (#2332)

About The Pull Request

Rocks were invisible in game due to a recently merged PR of mine. this is why we testmerge PRs! anyways this should fix them.

Adds flora and rock missing texture sprites to most flora files to prevent something like this from ever happening again.

Why It's Good For The Game

invisible things that block movement bad yeah. i want to fix my mistakes.

Changelog

🆑 fix: Most rocks are now visible again add: Most flora files now have missing texture sprites to make it easier to spot when something has gone wrong. /🆑


Sunday 2023-09-17 01:46:07 by l00sed

Little styling updates to search and toc. Updated Twitter logo in footer (fuck you, Elon). Setting up kb.


Sunday 2023-09-17 02:25:54 by alexxShandsome

order: fucking stupid piece of shit, can do a simple href flawlessly in vite


Sunday 2023-09-17 02:33:07 by Skrem_7

Skrem's Quick Ballistic Glanceover (#2354)

About The Pull Request

If maintainers want me to shorten the changelog, I can, I tend to start there so I know what to talk about up here.

What started as a PR meant to buff up rubber rounds ended up turning into a general passover I gave to much of the syntax and presentation of ballistics. PR doesn't actually change that much function-wise, but it changes a lot of lines due to a lot of changed pathing to better establish consistency within ballistic code as well as overviewing a lot of descriptions, names, and inherit moments.

Functionally, less-lethals and sniper rounds have been changed the most by this PR. To a lesser extent, .38 special and shotgun rounds have been tweaked. Finally, the PR stamps out a missing sprite bug with the WT-550 magazines, buffs up the surplus rifle (yeah, that old thing), tinkers with some projectile speeds, makes match rounds slightly better, and goes over A LOT of descriptions. I apologize for the massive wall of text that's to follow.

Will take a look at energy weapons when I feel like it (might kill disablers, I don't like mapping though).

Why It's Good For The Game

Slug and Pellet Changes

The pellet changes are actually just systemizing what was supposed to be intentional design according to code comments, it just hadn't reached every single pellet-based shotgun projectile. The improvised shell buff is to make it not a potential complete whiff because RNG mechanics are generally bad and not fun to play with.

Less-Lethal Changes

Several implementations of less-lethal (rubber) ammunition on shiptest are strictly worse than their standard alternatives. While this isn't a PvP server, it feels very not-fun meta-wise to POTENTIALLY arm for SOME insubordination and still fire what may as well be a round that bleeds someone out (as they'll cause bleeding anyway). Increasing the stamina damage on each of these makes it so they actually have a vague trade-off (maybe stamina damage can do something like slow simplemobs in the future, I don't know, I'd love to do it but simplemob code makes me screech).

To make them not directly better in PvP and not the staple of taking down the Super Scary Syndicate Shocktrooper Guy, they've had their negative AP doubled. Not as good against combatants, but still perfectly adept, if not better at general riot control against civilians. Makes sense and puts them in their niche a little better.

.38 Changes

The .38 special round relatively has more "power" and "velocity" compared to the 9mm round, though it does not quite reach the levels that .45 automatic or 10mm does in the IRL server. Furthermore, .38 special was specifically designed not to over-penetrate targets so as to minimize the chance of collateral damage in police work. These are the ultimate justifications behind giving it the worst AP out of all the pistol calibers (-30, instead of -20) while still raising its damage to 25.

This should make the Winchester a better staple for taking out weaker enemies such as legions or unarmored hermits, but it'll perform worse against goliaths, frontiersmen, and the like. All-in-all, a more "early-game" caliber, if you will, which is kinda what it's always been.

Projectile Speed and Match Changes

Match rounds don't really exist as far as I've seen. That being said, they're meant to be of higher quality, so their getting slightly higher AP and speed makes sense, even if they're mostly just a meme round.

The speed increase of DMR/sniper rounds is primarily meant to differentiate them better from AR rounds beyond having 20 more AP. Assault rifles so far have pretty much dominated with better magazine size, fire rate, and the exact same force as the DMR calibers, just doing less damage against armored targets (doesn't matter too much when you can just vomit rounds). I'd like to buff up the DMR damage even more (sniper is fine), but I'd rather get some feedback on changing them to 35 baseline before doing so.

The speed decrease on shotguns is meant to cement them as CQC weapons. Slugs are heavy. Shotguns are meant for close range. It's not much, but it's thematically a good way to keep them in their lane, not that they're even that problematic, hence only the slight change.

Sniper Rifle Knockdown Change

Having a big-ass bullet that does 70 damage with 50 AP hit you is already a middle finger. Making it potentially knock off an arm or a leg is another middle finger. Being hardstunned for ten seconds after is the icing on the cake. Changed it to a knockdown because we hate ranged tasers.

Surplus Rifle Fire Rate Buff

This thing is a joke. I haven't even seen it on the server, but I'd rather make it vaguely competitive considering 10mm isn't super deadly and only otherwise exists on the stechkin or the one Inteq SMG that you never see (Colossus-only).

It's still clunky and terrible, but it should be less comedic and more of a potential option if you have NOTHING else (will never happen).

Boarder Magazine Change

Top-loading magazine fits into a standard assault rifle? No. Doesn't make sense. Someone should probably just kill this gun, it's stupid and looks stupid last I checked.

WT-550 Magazine Fix

Don't think I've seen anyone use this weapon, I've only printed out their magazines to dump AP rounds into my NT-SVG carbine. Noticed they were invisible then. Someone increased their capacity to 30 without a care for how its update_icon works. Not cool. Anyway, fixes are good. Moving on.

Syntax, Description, Spelling, and Overall Presentation Changes

Something very important when maintaining code is generally keeping consistency in how things are not only presented, but how they're stored as well. While I'd love to do EVEN more in the method of refactoring to better align how so much of gun code works, this was something I wanted to keep as a one-day project, so I mostly tinkered with pathing, inherits, and groupings.

In the avenue of spelling and description changes, that's just 1) Cleaning up errors that PR authors and maintainers missed and 2) Making things more concise and just... better. Some of the SolGov descriptions were a real headache to look at, and not because of the frequent spelling and syntax errors.

Whoever misspelled and caused an entire series of items to be /obj/item/gun/ballistic/automatic/assualt may wish to avoid any crows for the next three months.

Perfectly willing to adjust or reel back some of my descriptions if someone can offer something better than what I've written out if there's some soul they REALLY want to keep.

Changelog

🆑 tweak: The NT 'Boarder' ARG now loads standard P-16 magazines, rather than the M-90gl toploaders. balance: .38 special does 25 damage up from 20. AP has been reduced to -30 from -20. balance: Standardizes pellet projectiles to lose 10% damage of both types per tile across the board. Improvised pellets no longer have a hardcapped 1-8 tile range. balance: Less-lethal rounds now do 50% more stamina than the force of their lethal counterparts, with 25% the normal force and double the negative AP. If the round had positive or zero AP, it was subtracted by 20. balance: Shotgun slugs do 40 damage, down from 60, but have zero AP, rather than -10. FRAG-12 and meteor slugs have had their damage adjusted to reflect their relative force. balance: Surplus rifle fire_delay has been cut to 1 second from 3. balance: .50 BMG knocks down instead of hardstunning. balance: Any DMR, match, or sniper round now travels slightly faster than other bullets. Shotgun slugs and pellets now travel slightly slower than other bullets. balance: Match rounds have had their AP slightly increased. fix: Fixed WT-550 magazines not displaying properly. spellcheck: Went over (almost) every single ballistic description, including the guns themselves, magazines, ballistic casings, and speed loaders/stripper clips to not only have better consistency and readability, but also be more clear on the general effectiveness of each caliber. spellcheck: Assualt is gone. code: Repaths/renames most ballistic ammo pathing to maintain consistency or take advantage of inherits, when possible. /🆑


Sunday 2023-09-17 03:28:41 by EOBGames

Martian Food: A Taste of the Red Planet (#75988)

About The Pull Request

Adds a selection of new foods and drinks based around Mars. More information on Mars can be found here: https://github.com/tgstation/common_core/blob/master/Interesting%20Planets/Human%20Space/The%20Sol%20System.md To summarise for the general audience, Mars is a vital colony of the Terran Federation, having been primarily settled (at least originally) by Cybersun Industries to harvest its lucrative supplies of plasma, the second largest in human space behind Lavaland. This has given Mars a diverse culture evolving from the mostly East Asian colonists, and their food reflects this.

Thanks to Melbert for their work on the soup portion of this PR.

The food: Martian cuisine draws upon the culinary traditions of East Asia, and adds in fusion cuisine from the later colonists. Expect classics such as ramen, curry, noodles and donburi, as well as new takes on the formula like the Croque-Martienne, Peanut Butter Ice Cream Mochi, and the Kitzushi- chilli cheese and rice inside a fried tofu casing. Oh, and lots of pineapple. The Martians love pineapple:

image Also included are some foods for Ethereals, which may or may not be hinting at something I've got planned...

The drinks: Four new base drinks make their way to the game, bringing with them a host of new cocktails: enjoy new ventures in bartending with Coconut Rum, Shochu/Soju, Yuyake (our favourite legally-distinct melon liqueur), and Mars' favourite alcoholic beverage, rice beer. Each is available in the dispenser, as well as bottles in the booze-o-mat:

image

The recipes: To make your (and the wiki editors) lives easier, please find below the recipes for both foods and drinks: Food: https://hackmd.io/@EOBGames/BkVFU0w9Y Drinks: https://hackmd.io/@EOBGames/rJ1OhnsJ2

Why It's Good For The Game

Another lot of variety for the chef and bartender, as well as continuing the work started with lizard and moth food in getting Common Core into the game in a tangible and fun way.

Changelog

🆑 EOBGames, MrMelbert add: Mars celebrates the 250th anniversary of the Martian Concession this year, and this has brought Martian cuisine to new heights of popularity. Find a new selection of Martian foods and drinks available in your crafting menu today! /🆑


Co-authored-by: MrMelbert 51863163+MrMelbert@users.noreply.github.com


Sunday 2023-09-17 03:31:28 by Eliza Weisman

feat(D1): DMAC Driver 2: Electric Boogaloo

This branch kinda rewrites a bunch of the DMAC code. Now, DMA channels are capable of being dynamically allocated on demand using a cool atomic bitset thingy, and released back to the DMAC pool when they're no longer in use. This will allow us to have multiple drivers that consume basically as many DMA channels as they want to, rather than having a fixed assignment of DMA channels to drivers which has to be maintained by manually updating the DMAC IRQ handler every time we add a new driver that wants to do a DMA. A channel can be allocated from the pool once and used for multiple transfers, if a driver needs to make a bunch of transfers in sequence and doesn't want to have to round trip through the channel pool, but they can also be grabbed for oneshot transfers and immediately released.

I also fixed the cancel safety of the async Channel::transfer (formerly Channel::run_descriptor) method, which would previously leave the transfer running if the future is dropped. This means that if a caller assumed dropping the transfer future meant that the transfer descriptor's buffer could be freed, the transfer might complete later and trample memory that has been reallocated. THAT SEEMS KINDA BAD LOL. So, now, dropping a Channel::transfer future will cancel the transfer if it hasn't finished yet, allowing fun stuff like attaching a timeout to a transfer if you really want to. Of course, the transfer may still have completed partially, and if we were writing to a device, the device may be unhappy to have only gotten some of the data it wanted. But, at least we don't have abandoned DMA transfers running around in random parts of the heap you probably wanted to use for normal stuff like having strings, or whatever it is that people do on the computer. So that's better.

Unfortunately, while we can easily make the DMA transfers Drop-safe, we can't really make them mem::forget-safe without passing the DMA buffer into the future and leaking it if it gets forgetted. This is probably a good idea but would require a nice higher-level interface around constructing DMA descriptors from buffer-shaped memory regions, which I didn't want to do tonight. So, the DMA transfer APIs are still unsafe and maybe we can add a nicer thing on top later. In the meantime, probably don't mem::forget DMA transfers. Honestly there is no reason for normal people to do that so I don't feel super bad about it.


Sunday 2023-09-17 03:55:12 by nekomaster1000

1.19

Dazzling Update

Mobs

Half-Life Not of the Black Mesa variety, this mostly-dead human wanders around like any normal player until they spot you... at which point, you better be prepared to fight like you mean it, because unlike a regular Zombie, they remember how to move their legs with haste, in addition to being able to swim! They bare a striking resemblence to somebody's brother... Hmm.

Wolfsbane Freeing a Wolfsbane from it's curse (Attacking it under daylight) will now grant you ownership of the freed wolf immediately, in addition to making the wolf as strong as the Wolfsbane it was born from.

Armor

Cockatrice Head Slows down close-by enemies who're looked at whilst worn! Sometimes drops from a slain Cockatrice.

Vampiric Helm A new Mining Master-exclusive cross-compat item crafted with Spirit Garnets and a Headbiter! A direct upgrade to the base Headbiter helm.

Emerald Armour While only slightly stronger than Diamond gear, Emerald Armour places an emphasis on weight, granting fantastic knockback resistance. Only found as rare loot from Zombies normally, it can also be created in the Gem Forge if both Mining Master and Spelunkery are installed.

Amethyst Armor An upgrade to Gold Armor, this beautiful crystaline set is marginally stronger than iron in resistance. It also looks very pretty...! Can be dropped from armour-wearing mobs or forged in a Mining Master Gem Forge.

  • Fixed Vigor Wearer config option having a commentless comment

  • Cockatrices no longer affected by/contribute to the precision strike mechanic/advancement

  • Removed Bull, Boar, Ram and Rooster replacement config options

  • Bull, Boar, Ram and Roosters are now classified 'monsters', will only spawn at night, and will naturally despawn.

  • Petrimen, Vampires, Creeps and Trolls now no longer despawn Zombies, Skeletons, Creepers and Endermen, but instead spawn alongside them if their given Replacement rule is enabled. Done to try and circumvent the crashes that would sometimes seemingly occur due to the replacement procedure.

  • Added new conditions for the animal mob spawns in addition to Dragonflies, Frigids, Scorpions, and Goblins who were spawning outside of their intended biomes. Their spawn biomes are now controlled by the is_(mob) entity_type tags under the forge directory in the EE data path, so edit those for ease of use.

  • Vigors-wearers now have a 5 second grace period where they can't continue applying the vigor effect to their allies

  • Intruders now take self-damage from exploding.

  • Bottled Flutterflies can now be released if placed on the ground.

  • Headbiter now requires inflicting critical damage to gain health back for living entities

  • Headbiter's Regeneration now only heals half a heart per hit, but heals a whole heart upon securing a kill, in addition to a stronger speed buff

  • Reduced number of particles incurred by damaging a Vigor

  • Cinder Crown can now be Forged in a Gem Forge from Mining Master

  • Removed Burning Speed Up misc config option

  • Cleaned up advancement tree

  • Added Trolled advancement

  • Added Stop Right There, Criminal Scum! advancement

  • Added Mercy advancement

  • Added You're All Free!

  • Added Friendship Heals All Wounds advancement

  • Added King Hot-Head advancement

  • Deflecting a Caster's projectile now grants the Not Today, Thank You advancement

  • Added Cast Away advancement

  • Added Goblin Roulette advancement

  • Added Pinned to the Wall advancement


Sunday 2023-09-17 04:25:54 by RICK IM RI

Adds Blood-drunk and demonic frost miner boss music. (#78123)

Acts as a continuation of PR #77149 for boss music functionality and implements a BDM and demonic frost miner boss music theme.

More music is good, but I do have some gripes with my own PR. This particular track relies on instrumentation that when compressed just doesn't sound as good, and the in-game version is noticeably less enjoyable that the high quality version. I wish I could help the track out more, but as is it's already at 811 kb which is barely in line with file requirements, so i just can't justify bloating the audio file sizes to make it sound better. You notice this kind of problem a lot with the higher runtime music and background tracks. It just feels a bit more clunky than hierophant, but what are you gonna do right?


Sunday 2023-09-17 05:06:33 by Felix

Whitelist backend changes (#4996)

About The Pull Request

Why It's Good For The Game

Whitelist are run by name, so renaming a whitelisted species also needs an update to the WL as well. Removes a shitty gimmick of a mirror most people dont have access to because its a fucking nightmare of conditions we partially removed and a fix for both runtimes and uninteded stat cheating

Changelog

🆑 del: Removed the code behind the raider mirror fix: fixed the shadekin traits applying to non shadekin config: changed WL using Species ID rather than name refactor: changed character species to always have a superspecies_id /🆑


Sunday 2023-09-17 06:06:54 by AYISSI JOACHIM

https://www.salesforce.com/trailblazer/ayissijoachim

https://lp.vimeo.com/rs/582-GOU-684/images/Vimeo-Guide_Video-Means-Business.pdf

Thank l very in programme Agency Partners Program

I come to your high benevolence to send you my application. Indeed, after my academic career sanctioned by a bachelor's degree in rural development, development planning orientation, I work as provincial coordinator of a national NGO dedicated to agricultural development aimed at improving the living conditions of the poor population. . Son of a farmer and coupled with experience in supporting rural communities, apart from my training in rural development orientation Regional planning, and volunteering, for years, I have been involved in actions I would like to continue my duties if I find a reliable partner to help me in perfect collaboration I like this work and continue to do it you other proposal will be welcome


Descriptive : I PROJECTED DÉJÀ DÉMARRE. L'ONG AASF YAOUDE CAMEROUN NOTRE PARTENAIRE D'EXÉCUTION (ASSOCIATION DES AGRICULTEURS SANS frontières A OBTENU LE RACCORDEMENT EN EAU POTABLE POUR L'EXPLOITATION AGRICOLE AUPRÈS DU COMITE D'EAU villageois QUI GÈRE LE CAPTAGE D'APPROVISIONNEMENT EN EAU DRINKING TABLE OF CE MILIEU RURAL 400 AGRICULTEURS COMPOSED BY HOMMES AND PAUVRES FEMMES THAT L'ONG ACCOMPAGNE SONT EN PLEIN LABOR ET ATTENDENT LE SEMI POUR LA SAISON B EN FÉVRIER ET VONT PLANTER: LES OIGNON, ARACHIDE, MAIS, SORGHO, PATATE DOUCE, SOYA, HARICOTS, MANIOC , TOMATO, AUBERGINES, COURGE, ARBRES FRUITIERS. FAUTE D'AVOIR LE FINANCEMENT GLOBAL LE PROJET SE DEROULERA AINSI : LE RACCORDEMENT EN EAU POTABLE PAR LE COMITE VILLAGOIS FAIT LE LABOR ET LA P


2013 - maintenant Point focal du project EWUAP et NILE SAT de l'Initiative du bassin du Nil à YAOUDE au Sud DE L'ADAMAOUA CAMEROUN et charge des évaluations prospectives avec les communautés de base de l'état des périmètres irriguées à Luberizi dans la plaine de la Ruzizi au Sud DE L'ADAMAOUA REPARATION DU SEMIS SUR UN TERRAIN DE 7 HA QUI A DEJA SERVI EN AGRONOMIE FAIT LA MISE EN TERRE DES CERTAINS PLANTS ET L'ARROSAGE PAR LEAU DU CAPTAGE FAIT LA RESERVATION DU VEHICULE-CITERNE POUR SON ACHAT FAITE ET SA MISE EN FONCTION IMMEDIATE POUR FERTILISER LE TERRAIN DES QUE POSSIBLE LA MISE EN PLACE DU PROCEDE « FOSSE BIOLOGIQUE EST EN COURS

Université De Yaoundé 2 SOA (Yaoude) Yaoundé 2013 - 2008 Social animator of the laboratoire d'analyse des eaux Africaines Basé à YAOUDE dans le projet de lutte contre les maladies d'origines hydriques dans la ville de DE Yaoundé droit des affaires et des entreprises - Formation sur la notation du genre dans l'aide humanitarian

https://www.instagram.com/ayissi_joachim https://twitter.com/JoachimAyi47226 https://www.facebook.com/joachim.ayissi https://www.pinterest.com/ayissijoachim/ https://www.linkedin.com/ayissijoachim https://www.youtube.com/ayissijoachim https://youtube.com/@ayissijoachim4632?si=9JTG3DbIDZLdNWPC https://www.salesforce.com/trailblazer/ayissijoachim

Signed-off-by: AYISSI JOACHIM 143708796+ayissijoachim122@users.noreply.github.com


Sunday 2023-09-17 06:11:34 by unknown

feat: draw over other apps permission

havent decided where to put them yet but very useful nonetheless! use checkDrawOverAppsPermission somewhere in settings. i fucking hate wechat and their pactise of putting a permanant notification asking for this permission to be enabled. no means fucking no you piece of shit


Sunday 2023-09-17 06:42:28 by Ruchit

(note to self) dont pick this ye dumb idiot its only for wip branch so you can test shit better k bye


Sunday 2023-09-17 07:20:18 by GuillaumePrata

Funny clown internals (#77963)

About The Pull Request

This PR changes the internals that spawn inside the clown's survival box for a new one with a rainbow sprite, higher O2 volume (same as the engi ones) and a secondary gas on top of O2 to make things more interesting for the clowns. The gas options are: BZ, which just adds hallucinations for the clown, without the brain damage effect as it is in low percentages. N2O will make the clown giggle and laugh, without the sleep. Helium will give the clown a "funny voice".

These tanks are also added to the mail list of clown fans and the clown costume crate at cargo.

And codersprites, I can polish them later if people think it is pixel soup, I'm not happy with them that much, but making this looks good might be above my paygrade...

Pics here

clown_internals

in game clown internals

Why It's Good For The Game

The main goal I have with this is to add more uses for Atmos Content to other players in a flavorful way. Atmos is not something the crew interacts in a positive way often and I want to change that.

These tanks are something quite minor but flavorful IMO, also will make people know Helium fucking exists...

The tanks shouldn't change much of the clown's round in a negative way, and the default O2 internals are in every hallway's locker so even if they don't want to deal with the hallucinations it is not a big deal to dodge them.

Changelog

🆑 Guillaume Prata add: New funny internals for the clowns to spawn with. They come with O2 and a secondary gas between 3 options: BZ, Helium and N2O. Talk with a "different tone" with Helium, giggle and laugh "uncontrollably" while under the minor effects of N2O or have "fun" hallucinations while under the minor effects of BZ. balance: To not cut on how long the clown's O2 internals last due to the mixed gases, the funny internals have 50% more gas volume, same as engineers' internals. /🆑


Co-authored-by: CRITAWAKETS sebastienracicot@hotmail.com Co-authored-by: Ghom 42542238+Ghommie@users.noreply.github.com


Sunday 2023-09-17 07:31:20 by ArcaneMusic

Conveyor Belts are now easier to extend and have screentips (#78278)

About The Pull Request

Conveyor belt stacks now have a better examine text.

Using a conveyor belt stack on a placed conveyor belt now extends the conveyor belt by 1 tile, linking to it's ID automatically, and makes for much easier building of conveyor belt setups.

Conveyor belts now come jam packed with screentips.

I've also added the default tile place sound to the usage of conveyor stacks to provide a tiny bit of audio feedback when placing new conveyor belts.

Why It's Good For The Game

Conveyor belts are just mind-numbingly annoying to use in a regular round, and trying to set up a new conveyor belt setup is confusing if you don't have ultra specific information about how to make one before you even start. Hell, I remember I had to add the real construction steps to the wiki like 6 years ago and I STILL hear people getting confused about how these works.

This improves their ease of use, while also making everyone sleep a little easier for those of us who use them.

Changelog

🆑 qol: Conveyor belts now have screentips and a better examine tip to teach you how to set one up properly. qol: Using a conveyor belt stack on a placed conveyor belt will extend the conveyor belt to the output of that conveyor belt.. You can use this to place fully integrated conveyor belts much easier now. /🆑


Sunday 2023-09-17 08:02:26 by eip

github said i added this but i didnt mean to so i removed it

and then it turned out it needed it anyway fuck you github


Sunday 2023-09-17 08:21:30 by tanish2k09

Introducing KLapse - A kernel level livedisplay module v4.0:

Author: @tanish2k09 (email: tanish2k09.dev@gmail.com)

What is it? Kernel-based Lapse ("K-Lapse") is a linear RGB scaling module that 'shifts' RGB based on time (of the day/selected by user), or (since v2.0) brightness. This concept is inspired from LineageOS (formerly known as 'CyanogenMod') ROM's feature "livedisplay" which also changes the display settings (RGB, hue, temperature, etc) based on time.

Why did you decide to make this? (Tell me a story). I (personally) am a big fan of the livedisplay feature found on LineageOS ROM. I used it every single day, since Android Lollipop. Starting from Android Nougat, a native night mode solution was added to AOSP and it felt like livedisplay was still way superior, thanks to its various options (you could say it spoiled me, sure). I also maintained a kernel (Venom kernel) for the device I was using at that time. It was all good until the OEM dropped support for the device at Android M, and XDA being XDA, was already working on N ROMs. The issue was, these ROMs weren't LineageOS or based on it, so livedisplay was... gone. I decided I'll try to bring that feature to every other ROM. How would I do that? Of course! The kernel! It worked on every single ROM, it was the key! I started to work on it ASAP and here it is, up on GitHub, licensed under GPL (check klapse.c), open to everyone :)

How does it work? Think of it like a fancy night mode, but not really. Klapse is dependent on an RGB interface (like Gamma on MTK and KCAL on SD chipsets). It fetches time from the kernel, converts it to local time, and selects and RGB set based on the time. The result is really smooth shifting of RGB over time.

How does it really work (dev)? Klapse mode 1 (time-based scaling) uses a method void klapse_pulse(void) that should ideally be called every minute. This can be done by injecting a pulse call inside another method that is called repeatedly naturally, like cpufreq or atomic or frame commits. It can be anything, whatever you like, even a kthread, as long as it is called repeatedly naturally. To execute every 60 seconds, use jiffies or ktime, or any similar method. The pulse function fetches the current time and makes calculations based on the current hour and the values of the tunables listed down below.

Klapse mode 2 (brightness-based scaling) uses a method void set_rgb_slider( bl_lvl) where is the data type of the brightness level used in your kernel source. (OnePlus 6 uses u32 data type for bl_lvl) set_rgb_slider needs to be called/injected inside a function that sets brightness for your device. (OnePlus 6 uses dsi_panel.c for that, check out the diff for that file in /op6)

What all stuff can it do?

1, Emulate night mode with the proper RGB settings 2, Smoothly scale from one set of RGB to another set of RGB in integral intervals over time. 3, Reduce perceived brightness using brightness_factor by reducing the amount of color on screen. Allows lower apparent brightness than system permits. 4, Scale RGB based on brightness of display (low brightness usually implies a dark environment, where yellowness is probably useful). 5, Automate the perceived brightness independent of whether klapse is enabled, using its own set of start and stop hours. 6, Be more efficient,faster by residing inside the kernel instead of having to use the HWC HAL like android's night mode. 7, (On older devices) Reduce stuttering or frame lags caused by native night mode. 8, An easier solution against overlay-based apps that run as service in userspace/Android and sometimes block apps asking for permissions. 9, Give you a Livedisplay alternative if it doesn't work in your ROM. 10, Impress your crush so you can get a date (Hey, don't forget to credit me if it works).

Alright, so this is a replacement for night mode? NO! Not at all. One can say this is merely an alternative for LineageOS' Livedisplay, but inside a kernel. Night mode is a sub-function of both Livedisplay and KLapse. Most comparisons here were made with night mode because that's what an average user uses, and will relate to the most. There is absolutely no reason for your Android kernel to not have KLapse. Go ahead and add it or ask your kernel maintainer to. It's super-easy!

What can it NOT do (yet)?

1, Calculate scaling to the level of minutes, like "Start from 5:37pm till 7:19am". --TODO 2, Make coffee for you. 3, Fly you to the moon. Without a heavy suit. 4, Get you a monthly subscription of free food, cereal included.

All these following tunables are found in their respective files in /sys/klapse/

  1. enable_klapse : A switch to enable or disable klapse. Values : 0 = off, 1 = on (since v2.0, 2 = brightness-dependent mode)
  2. klapse_start_hour : The hour at which klapse should start scaling the RGB values from daytime to target (see next points). Values : 0-23
  3. klapse_stop_hour : The hour by which klapse should scale back the RGB values from target to daytime (see next points). Values : 0-23
  4. daytime_rgb : The RGB set that must be used for all the time outside of start and stop hour range.
  5. target_rgb : The RGB set that must be scaled towards for all the time inside of start and stop hour range.
  6. klapse_scaling_rate : Controls how soon the RGB reaches from daytime to target inside of start and stop hour range. Once target is reached, it remains constant till 30 minutes before stop hour, where target RGB scales back to daytime RGB.
  7. brightness_factor : From the name itself, this value has the ability to bend perception and make your display appear as if it is at a lesser brightness level than it actually is at. It works by reducing the RGB values by the same factor. Values : 2-10, (10 means accurate brightness, 5 means 50% of current brightness, you get it)
  8. brightness_factor_auto : A switch that allows you to automatically set the brightness factor in a set time range. Value : 0 = off, 1 = on
  9. brightness_factor_auto_start_hour : The hour at which brightness_factor should be applied. Works only if #8 is 1. Values : 0-23
  10. brightness_factor_auto_stop_hour : The hour at which brightness_factor should be reverted to 10. Works only if #8 is 1. Values : 0-23
  11. backlight_range : The brightness range within which klapse should scale from daytime to target_rgb. Works only if #1 is 2. Values : MIN_BRIGHTNESS-MAX_BRIGHTNESS

Signed-off-by: Eliminater74 eliminater74@gmail.com Signed-off-by: energyspear17 energyspear17@gmail.com Signed-off-by: Michael loukerismichalis@gmail.com Signed-off-by: PainKiller3 ninadpatil100@gmail.com


Sunday 2023-09-17 09:08:13 by Jacquerel

Desouls Hivelord (#78213)

About The Pull Request

dreammaker_RJz4brjobM

Replaces the sprite of the hivelord with a new one, in my continuing quest to annihilate the old asteroid mob sprites. A (never completed) asteroid mob resprite was actually my first PR, this one is my 200th. I am also planning on fucking with basic mob versions of these mobs some time but the sprites can be atomised out.

In addition to replacing the old-ass MSPaint sprites, this PR also adds a short death animation effect to the hivelord brood (from hivelords or legions) which looks nicer than them just vanishing instantly upon death.

Look at this video for an example of the animation: https://www.youtube.com/watch?v=cKaskN5-y2A

Why It's Good For The Game

Looks nicer.

Changelog

🆑 image: Hivelords have a new sprite. image: Hivelord and Legion brood have a death animation. /🆑


Sunday 2023-09-17 09:08:13 by nikothedude

[TEST-MERGE FIRST] Wound refactor number two: Full synthetic support (#78124)

About The Pull Request

Heavily refactors wounds AGAIN.

The primary thing this PR does is completely change how wounds are generated and added - while the normal "hit a guy til they bleed" stuff works about the same, asking for a specific type of wound, say, like how vending machines try to apply a compound fracture sometimes, isnt going to work if we ever get any non-organic wounds, which the previous refactor allowed.

With this PR, however...

  • You can now ask for a specific type of wound via get_corresponding_wound_type(), which takes wound types, a limb, wound series, etc. and will try to give you a wound fitting those specifications - but also, a wound that can be applied to a limb.
  • This will allow for a vending machine to apply a compound fracture to a human, but a collapsed superstructure (assuming my synth wounds go in) to a robot

There are now new "series types" and "wound specific types" that allow us to designate what series are "mainline" and randomly generatable, and what are "alternate types" and must be generated manually - you can see the documentation in wounds.dm.

The behavior of limping and interaction delays has been abstracted to datum/wound from bone wounds to allow just, general ease of development

Pregen data now allows for series-specific wound penalties. Example: You could set a burn wound's series wound penalty to 40, which would make wound progression in the burn category easier - but it would not make it any easier to get a slashing wound. As it stands wound penalties are for wounds globally

Scar files are now picked in a "priority" list, where the wound checks to see if the limb has a biostate before moving down in said list. Example: Wounds will check for flesh first, if it finds it - it will use the flesh scar list. Failing that, they then check bone - if it uses that, it will use the bone scar list. This allows for significantly more modular scars that dont even need much proc editing when a new wound type is added

Misc changes: most initial() usage has been replaced by singleton datums, wound_type is now wound_types and thus wounds can accept multiple wound types, wounds can now accept multiple tool behaviors for treatment, wounds now have a picking weight so we can make certain wounds rarer flatly,

This PR also allows for wounds to override lower severity wounds on generation, allowing eswords to jump to avulsions - but in spirit of refactoring, this has been disabled by default (see pregen data's competition_mode var).

Why It's Good For The Game

Code quality is good!

Also, all the changes above allow wounds to be a MUCH more modular system, which is one of its biggest problems right now - everything is kinda hardcoded and static, making creative work within wounds harder to do.

Changelog

🆑 refactor: Refactored wounds yet again fix: Wounds are now picked from the most severe down again, meaning eswords can jump to avulsions fix: Scar descs are now properly applied /🆑


Sunday 2023-09-17 09:22:41 by Maciej Żenczykowski

FROMGIT: bpf: Do not change gso_size during bpf_skb_change_proto()

This is technically a backwards incompatible change in behaviour, but I'm going to argue that it is very unlikely to break things, and likely to fix far more then it breaks.

In no particular order, various reasons follow:

(a) I've long had a bug assigned to myself to debug a super rare kernel crash on Android Pixel phones which can (per stacktrace) be traced back to BPF clat IPv6 to IPv4 protocol conversion causing some sort of ugly failure much later on during transmit deep in the GSO engine, AFAICT precisely because of this change to gso_size, though I've never been able to manually reproduce it. I believe it may be related to the particular network offload support of attached USB ethernet dongle being used for tethering off of an IPv6-only cellular connection. The reason might be we end up with more segments than max permitted, or with a GSO packet with only one segment... (either way we break some assumption and hit a BUG_ON)

(b) There is no check that the gso_size is > 20 when reducing it by 20, so we might end up with a negative (or underflowing) gso_size or a gso_size of 0. This can't possibly be good. Indeed this is probably somehow exploitable (or at least can result in a kernel crash) by delivering crafted packets and perhaps triggering an infinite loop or a divide by zero... As a reminder: gso_size (MSS) is related to MTU, but not directly derived from it: gso_size/MSS may be significantly smaller then one would get by deriving from local MTU. And on some NICs (which do loose MTU checking on receive, it may even potentially be larger, for example my work pc with 1500 MTU can receive 1520 byte frames [and sometimes does due to bugs in a vendor plat46 implementation]). Indeed even just going from 21 to 1 is potentially problematic because it increases the number of segments by a factor of 21 (think DoS, or some other crash due to too many segments).

(c) It's always safe to not increase the gso_size, because it doesn't result in the max packet size increasing. So the skb_increase_gso_size() call was always unnecessary for correctness (and outright undesirable, see later). As such the only part which is potentially dangerous (ie. could cause backwards compatibility issues) is the removal of the skb_decrease_gso_size() call.

(d) If the packets are ultimately destined to the local device, then there is absolutely no benefit to playing around with gso_size. It only matters if the packets will egress the device. ie. we're either forwarding, or transmitting from the device.

(e) This logic only triggers for packets which are GSO. It does not trigger for skbs which are not GSO. It will not convert a non-GSO MTU sized packet into a GSO packet (and you don't even know what the MTU is, so you can't even fix it). As such your transmit path must already be able to handle an MTU 20 bytes larger then your receive path (for IPv4 to IPv6 translation) - and indeed 28 bytes larger due to IPv4 fragments. Thus removing the skb_decrease_gso_size() call doesn't actually increase the size of the packets your transmit side must be able to handle. ie. to handle non-GSO max-MTU packets, the IPv4/IPv6 device/ route MTUs must already be set correctly. Since for example with an IPv4 egress MTU of 1500, IPv4 to IPv6 translation will already build 1520 byte IPv6 frames, so you need a 1520 byte device MTU. This means if your IPv6 device's egress MTU is 1280, your IPv4 route must be 1260 (and actually 1252, because of the need to handle fragments). This is to handle normal non-GSO packets. Thus the reduction is simply not needed for GSO packets, because when they're correctly built, they will already be the right size.

(f) TSO/GSO should be able to exactly undo GRO: the number of packets (TCP segments) should not be modified, so that TCP's MSS counting works correctly (this matters for congestion control). If protocol conversion changes the gso_size, then the number of TCP segments may increase or decrease. Packet loss after protocol conversion can result in partial loss of MSS segments that the sender sent. How's the sending TCP stack going to react to receiving ACKs/SACKs in the middle of the segments it sent?

(g) skb_{decrease,increase}_gso_size() are already no-ops for GSO_BY_FRAGS case (besides triggering WARN_ON_ONCE). This means you already cannot guarantee that gso_size (and thus resulting packet MTU) is changed. ie. you must assume it won't be changed.

(h) changing gso_size is outright buggy for UDP GSO packets, where framing matters (I believe that's also the case for SCTP, but it's already excluded by [g]). So the only remaining case is TCP, which also doesn't want it (see [f]).

(i) see also the reasoning on the previous attempt at fixing this (commit fa7b83bf3b156c767f3e4a25bbf3817b08f3ff8e) which shows that the current behaviour causes TCP packet loss:

In the forwarding path GRO -> BPF 6 to 4 -> GSO for TCP traffic, the coalesced packet payload can be > MSS, but < MSS + 20.

bpf_skb_proto_6_to_4() will upgrade the MSS and it can be > the payload length. After then tcp_gso_segment checks for the payload length if it is <= MSS. The condition is causing the packet to be dropped.

tcp_gso_segment(): [...] mss = skb_shinfo(skb)->gso_size; if (unlikely(skb->len <= mss)) goto out; [...]

Thus changing the gso_size is simply a very bad idea. Increasing is unnecessary and buggy, and decreasing can go negative.

Fixes: 6578171a7ff0 ("bpf: add bpf_skb_change_proto helper") Signed-off-by: Maciej Żenczykowski maze@google.com Signed-off-by: Daniel Borkmann daniel@iogearbox.net Cc: Dongseok Yi dseok.yi@samsung.com Cc: Willem de Bruijn willemb@google.com Link: https://lore.kernel.org/bpf/CANP3RGfjLikQ6dg=YpBU0OeHvyv7JOki7CyOUS9modaXAi-9vQ@mail.gmail.com Link: https://lore.kernel.org/bpf/20210617000953.2787453-2-zenczykowski@gmail.com

(cherry picked from commit 364745fbe981a4370f50274475da4675661104df https://git.kernel.org/pub/scm/linux/kernel/git/bpf/bpf-next.git/commit/?id=364745fbe981a4370f50274475da4675661104df ) Test: builds, TreeHugger Bug: 188690383 Signed-off-by: Maciej Żenczykowski maze@google.com Change-Id: I0ef3174cbd3caaa42d5779334a9c0bfdc9ab81f5


Sunday 2023-09-17 10:55:27 by Linus Torvalds

garmin_parser: add support for developer fields

This was the actual reason why the Suunto FIT file import fell flat on its face: it adds records with developer fields in them, and I just had no idea how to parse them.

It turns out that they aren't all that horrible to parse: they are kind of like a special case of the regular FIT event fields.

And no, this does not really parse them: it only parses the layout, and using that it can then skip the developer fields without causing the decoder to go all wonky and lose stream synchronization.

At least it works for the specific case of the Suunto FIT files, and the code makes some amount of sense. The FIT format may be odd, but at the same time it's most definitely designed for pretty simplistic devices, so it's not some kind of crazy XML thing.

This gets us parsing those Suunto FIT files at least partially.

That said, it is all very rough indeed, since you have to lie and claim you're downloading from a Garmin, and have to set up the whole magic 'Garmin/Activity/' directory structure and limit the file size to the 24 characters that Garmin uses.

So this is by no means the real solution.

Considering that Jef doesn't want the Garmin parser in libdivecomputer anyway, the proper solution might be to move this all to subsurface, and make it be a "FIT file import" thing instead. Annoying, but on the other hand it has also been a bit awkward to have it in libdivecomputer.

Signed-off-by: Linus Torvalds torvalds@linux-foundation.org


Sunday 2023-09-17 11:00:57 by Douglas Anderson

BACKPORT: migrate_pages: avoid blocking for IO in MIGRATE_SYNC_LIGHT

The MIGRATE_SYNC_LIGHT mode is intended to block for things that will finish quickly but not for things that will take a long time. Exactly how long is too long is not well defined, but waits of tens of milliseconds is likely non-ideal.

When putting a Chromebook under memory pressure (opening over 90 tabs on a 4GB machine) it was fairly easy to see delays waiting for some locks in the kcompactd code path of > 100 ms. While the laptop wasn't amazingly usable in this state, it was still limping along and this state isn't something artificial. Sometimes we simply end up with a lot of memory pressure.

Putting the same Chromebook under memory pressure while it was running Android apps (though not stressing them) showed a much worse result (NOTE: this was on a older kernel but the codepaths here are similar). Android apps on ChromeOS currently run from a 128K-block, zlib-compressed, loopback-mounted squashfs disk. If we get a page fault from something backed by the squashfs filesystem we could end up holding a folio lock while reading enough from disk to decompress 128K (and then decompressing it using the somewhat slow zlib algorithms). That reading goes through the ext4 subsystem (because it's a loopback mount) before eventually ending up in the block subsystem. This extra jaunt adds extra overhead. Without much work I could see cases where we ended up blocked on a folio lock for over a second. With more extreme memory pressure I could see up to 25 seconds.

We considered adding a timeout in the case of MIGRATE_SYNC_LIGHT for the two locks that were seen to be slow [1] and that generated much discussion. After discussion, it was decided that we should avoid waiting for the two locks during MIGRATE_SYNC_LIGHT if they were being held for IO. We'll continue with the unbounded wait for the more full SYNC modes.

With this change, I couldn't see any slow waits on these locks with my previous testcases.

NOTE: The reason I stated digging into this originally isn't because some benchmark had gone awry, but because we've received in-the-field crash reports where we have a hung task waiting on the page lock (which is the equivalent code path on old kernels). While the root cause of those crashes is likely unrelated and won't be fixed by this patch, analyzing those crash reports did point out these very long waits seemed like something good to fix. With this patch we should no longer hang waiting on these locks, but presumably the system will still be in a bad shape and hang somewhere else.

[1] https://lore.kernel.org/r/20230421151135.v2.1.I2b71e11264c5c214bc59744b9e13e4c353bc5714@changeid

Link: https://lkml.kernel.org/r/20230428135414.v3.1.Ia86ccac02a303154a0b8bc60567e7a95d34c96d3@changeid Signed-off-by: Douglas Anderson dianders@chromium.org Suggested-by: Matthew Wilcox willy@infradead.org Reviewed-by: Matthew Wilcox (Oracle) willy@infradead.org Acked-by: Mel Gorman mgorman@techsingularity.net Cc: Hillf Danton hdanton@sina.com Cc: Gao Xiang hsiangkao@linux.alibaba.com Cc: Alexander Viro viro@zeniv.linux.org.uk Cc: Christian Brauner brauner@kernel.org Cc: Gao Xiang hsiangkao@linux.alibaba.com Cc: Huang Ying ying.huang@intel.com Cc: Vlastimil Babka vbabka@suse.cz Cc: Yu Zhao yuzhao@google.com Signed-off-by: Andrew Morton akpm@linux-foundation.org (cherry picked from commit 4bb6dc79d987b243d65c70c5029e51e719cfb94b)

Conflicts: mm/migrate.c

This is because we don't have folios in the v5.15 kernel. If we ever decide to backport folios to v5.15, I'd suggest reverting this patch (which should have no dependencies) and then picking the clean one from upstream. The only difference in this patch from the upstream one is folio_test_uptodate(src) => PageUptodate(page). and the context difference of folio_lock(src) => lock_page(page).

BUG=b:277132613 TEST=Won't block waiting for that lock anymore

Change-Id: Ia86ccac02a303154a0b8bc60567e7a95d34c96d3 Reviewed-on: https://chromium-review.googlesource.com/c/chromiumos/third_party/kernel/+/4671371 Tested-by: Douglas Anderson dianders@chromium.org Reviewed-by: Vovo Yang vovoy@chromium.org Commit-Queue: Douglas Anderson dianders@chromium.org (cherry picked from commit e7e4ca0a49d27e57045567c8bb883035f71f53a8) Reviewed-on: https://chromium-review.googlesource.com/c/chromiumos/third_party/kernel/+/4671867 Auto-Submit: Douglas Anderson dianders@chromium.org Commit-Queue: Rubber Stamper rubber-stamper@appspot.gserviceaccount.com Bot-Commit: Rubber Stamper rubber-stamper@appspot.gserviceaccount.com


Sunday 2023-09-17 12:26:49 by carlarctg

Restricts Scrapheap & Lepton Violet behind conditions, alters Rollerdome (#77277)

About The Pull Request

Lepton Violet (wabbajack) shuttle must be unlocked by having some form of polymorph happen in-game first (Pride Mirror or the cursed springs are the most accessible sources)

Scrapheap shuttle can only be bought if the Cargo budget is below 600 credits, and the shuttle has just less than half of its usual refueling time left. However, it gives the cargo budget an influx of 3000 credits!

Uncle Pete's Rollerdome has had its price increased, and the disco machine is no longer unbreakable.

Why It's Good For The Game

First off, here is my reasoning for why these need altering at all.

Players will always naturally gravitate to the wackiest and most-out-there options, in this case this applies to shuttles. It's why the Monastery or the Asteroid or Daniel are reasonably common sights, more common than some of the 'boring' shuttle options that don't need unlock with an emag.

The problem here, as I see it, is that there is no incentive what-so-ever to NOT purchase these 'wacky' shuttles. Some of the shuttles in the code are just way too stupid to be seen on most or even some rounds (Arena, Disco Inferno?), so they require rare unlocks to occur. Wacky shuttles being spammed round after round are bad due to several reasons:

  1. Players will run every joke to the ground. Wacky conditionless shuttles take up a large amount of space in the shuttle memeplex, so they are disproportionately seen in comparison to any of the less-extravagant but more grounded and actually interesting options. (Medisim? Monkeys anyone?). This ends up making the wacky shuttles actually less wacky and just the stale and boring options.
  2. Wacky shuttles affect the end-round quite a lot. This is fine, of course, but not when these wacky shuttles can be seen every round.
  3. These wacky shuttles don't have proper facilities. None of them have a good medical section, or emergency supplies, or enough room. This gets pretty annoying pretty fast.
  4. One Funny Guy (the quintessential example being the clown with a dead captain's ID) is all but guaranteed to try to buy the funniest and most annoying shuttle to piss off the rest of the crew. With how Funny and Annoying these shuttles are, not to mention how dirt-cheap they are (or literally give you money!), they're easily the most seen alternate shuttles, which isn't good when they alter how the round-end plays so heavily.

Lepton Violet (wabbajack) shuttle must be unlocked by having some form of polymorph happen in-game first (Pride Mirror is the most accessible source)

The Wabbajack has a endless source of voluntary Polymorphs with a comically low price, which means it is purchased endlessly by crew, not to mention being literally a source of free syndiborgs and xenos. While I'm not a balanceposter, this does come with some annoyances especially for antagonists who just randomly get blown up by an assault borg. This is fine and fun every so often, but not as a common occurrence, not as a guaranteed every-round option. I think it's an excellent candidate for an unlock condition.

Scrapheap shuttle can only be bought if the Cargo budget is below 600 credits, and the emergency shuttle is more than halfway refueled. However, it gives the cargo budget an influx of 3000 credits!

This is LITERALLY 'haha grief shuttle', I have no idea how it even got in as a condition-less shuttle. You see the captain buy it For No Raisin Lul 2 minutes in, sigh to yourself, and secure an EVA suit when the shuttle lands to try to survive in the unbelievably cramped space. (Someone always blows it up.)

Instead of being JUST Grief Shuttle, now it has some interesting reasons to exist. Revs and you're dirt-poor? Nukies just declared war after the Clown bought ten crates of creampie dufflebags? Buy this shuttle and get an influx of money.

Uncle Pete's Rollerdome has had its price increased, and the disco machine is no longer unbreakable.

This one isn't as egregious as the above, but I believe my personal dislike of it extends to a game design level, to an extent. One person can buy this shuttle and the crew as a whole are left to groan as they prepare for a noisy, confusing shuttle in which everyone is ten tiles shifted to their left as their sprite does the most ridiculous dance seen in SS13 history. 'Just turn the music off!': I'm glad this is an option, but it doesn't change how much this shuttle alters things. It's fine as a sendoff to a nice, chill greenshift, but as a constant sight in red shifts it's just... frustrating. And purchased BECAUSE it's frustrating, to the short-lived schadenfreude of one person and the frustration of others.

And then the unbreakable disco machine. Why is it unbreakable. If the crew doesn't want to listen to the thing, let them break it? Buy Disco Inferno if you want an unbreakable disco.

Some of these changes are probably over-the-top, but remember that these will still be seen in-game, just a bit rarer. Worst case scenario the shuttle replacement event will let them have their time in the limelight.

Changelog

🆑 balance: Lepton Violet (wabbajack) shuttle must be unlocked by having some form of polymorph happen in-game first (Pride Mirror or the cursed springs are the most accessible sources) balance: Scrapheap shuttle can only be bought if the Cargo budget is below 600 credits, and the shuttle has just less than half of its usual refueling time left. However, it gives the cargo budget an influx of 3000 credits! qol: Uncle Pete's Rollerdome has had its price increased, and the disco machine is no longer unbreakable. /🆑


Sunday 2023-09-17 14:17:24 by forest2001

Codebook Optimisation (#4393)

About the pull request

For as long as we've had a codebook it's been a pain in the arse to read/synchronise from a staff POV. With this, codebooks will all share the same codes per-faction.

Explain why it's good for the game

Makes events that use codebooks actually viable.

Testing Photographs and Procedure

Screenshots & Videos

Put screenshots and videos here with an empty line between the screenshots and the <details> tags.

Changelog

🆑 add: Codebooks are now faction based rather than individually unique. /🆑


Sunday 2023-09-17 15:01:08 by mc776

levels: various QOL fixes.

Generally there should be nothing necessary to finish a level that requires any of:

  • straferunning;
  • extremely sensitive timing that could softlock you if you're on keyboard, lagging in multiplayer or have motor issues;
  • checking only for a sound cue that something has happened;
  • remembering how to distinguish two visually nearly identical areas; or
  • backtracking to a previous area on the map that you had previously been given no reason to revisit.

I haven't caught all of them by any stretch of the imagination but it's a start.

Also some regular minor fixes.

E1M9

  • Fixed some textures around the big blue-trimmed lift and removed an extraneous use line that triggered a faraway lift for no reason.
  • The red key bridge lowerable section is now textured differently from the rest of the bridge.

E3M5

  • Teleporter platform to get back up to the catwalk from the northeastern blood maze is now clearly marked as having a switch, as it is a mandatory progression rather than a secret.

E4M8

  • Got rid of some fake contrasts on the noodles at the start.
  • Added a radsuit for the northwest switch. While it is possible to avoid damage even without straferun, unless you've got a tic counter display and can time it to the damage interval this is basically RNG.
  • The water flat on top of the lowering wall in the east was very, very noticeable. The switch is now stepped on instead of hit. (Not too sure if the secret isn't too obscure now...)
  • Removed asymmetrical doortrak on the slime bridge on the southeastern piston switch.
  • The linedefs of said slime bridge pit are flipped so a deathmatch opponent trying to grab the berserk in there is not magically immune to rocket blasts. (see #996)
  • Realigned the four pistons by the gate to the starship. They also reveal moving parts when activated - not nearly as good as the crushers on the original DI, but better than nothing.
  • Made the southern walls use PLAT1 to make it more obvious that those walls will lower later (with the added bonus that they match the four pistons).
  • The southern light bronze area now has a strip to guide the player towards the switch in case they lose track of their direction while fighting monsters and forget to explore inside that area, as well as to better distinguish it from the southeast.
  • The gate threshold to the southern light bronze area now matches that of the pre-opened southeast.
  • There is now actually a threshold where you can tell where the starport ends and the ship begins.
  • The two light bronze areas are a bit too similar-looking. Added a few health boosts so the player can spot/be attacked by them and know this is an unexplored area.

Map11

  • The lift going down into the yellow key room requires a switch that is out of sight from the lift itself, which is not clearly marked as a lift to begin with. The only real way to realize what's going on if you don't already know about the lift is to locate the sound and immediately turn to investigate before the lift comes back up. I thought this was annoying when I first did my big overhaul of this map, but ultimately left the basic mechanism alone out of an abundance of caution; however, with the recent discussion of accessibility in the proposed changes to the documentation I'm revisiting this. That upper switch now lowers a wall to reveal the lift which is triggered by a walk line.
  • The lower far switch on that same lift was actually literally impossible to make on keyboard and no straferun (and no vanilla wallbounce exploit), even if I change it to a regular lift instead of fast. This is completely unacceptable for something necessary to progression (rather than an obscure secret). The lower switches are now permanent repeatable floor-lowerers, while the line crossing from the lift into the lower chamber is a permanent repeatable floor-raiser, with the line crossing into the lift from above being a simple lift line.
  • Retextured the stairs out of the water in the eastern branch so it's not an unreadable mess of criss-crossing grey lines.
  • Realigned the new skull switch texture in the skull room.

Map19

  • One of the stealth worms was stuck in a burning barrel.
  • Removed monster block flag on line 2083.
  • Unmerged and remerged a few identical sectors to better match the intended sound travel.
  • Flagged line 281 as a monster blocker. This allows the player to always be able to make the jump onto that bottom stair without being blocked by the octaminator.
  • That octaminator is now a pain bringer in easy mode. The far end of that platform path is well outside the maximum vertical autoaim range in vanilla, which means that to actually hit the octaminator without up/down aiming you'd have to be on one of the later platforms - i.e., confined to a relatively narrow area with no cover against an opponent that has seeker missiles. The best way to solve this is to charge towards the octaminator as fast and as soon as possible with the SSG, minigun, or ripsaw+prayer to RNGsus that you'll get a good painlock. This is not the kind of tactic the sort of person who needs to play on easy will think to do, or could do while also being ready to sidestep if the octaminator fires at the wrong time.
  • 347 and 249 are now also monster blockers, and the worms in that slime pit have been moved to the platform just behind the combat slug since they're awakened early on and that's where you'll first encounter them anyway.
  • Replaced the teleport pad in the vertical platforming sequence with a lift, to minimize disorientation and going the wrong way. (In retrospect I probably could have just made the teleport destination face the pit you came in from, but the lift worked aesthetically better anyway.)
  • A good chunk of that entire platforming area has been moved 8 units to the west so that things would align with the flat grid.
  • Lines 307 and 309 are now also monster blockers. The worm that would be trapped between them is now moved further down the route and marked ambush.

Map20

  • Removed the useless, misleading skull switch texture on the bars at the start.
  • The door leading into the blue key arena needs no blue key; the door leading out needs a blue key. Both are marked with blue-light trim. Removed the blue lights on the first one.
  • The lowering wall leading to the teleporter now uses a pipe texture.
  • The door leading out of the giant quadruped arena now has a bright flickering light.
  • Yellow key is another case of effectively-randomly-mandatory damage. Added a path.
  • Same with the lava tunnel on the red key route.

Map25

  • The silver lift near the river and shack is now activated by SW1GSTON switch right on the wall at eye level, rather than counterintuitively and invisibly recessed into additional sectors.
  • The painlord ambush lift is now accessible after the encounter. A small health refill has been added there for easy and medium.

Sunday 2023-09-17 15:01:08 by mc776

levels: tweak Map23 exit.

This is a mandatory damage exit that could kill someone even if they do everything else (more or less) right in beating this map. Worst case scenario, they "learn" from their "mistake", "realize" this is a "fake exit", and spend forever trying to find the "real" exit before giving up and learning much later that they'd actually found it before.

  • You can pick up at least 30 health right next to the exit teleporter pad.
  • The actual teleport landing itself is not a hurtfloor. It is, however, extremely narrow and right in front of an ambushing trilobite. The only way to dodge its fireball is down.
  • Made the exit portal huge and fireblu and not a St. Peter's cross (which is often used elsewhere as a purely decorative thing).
  • The "EXIT" map lines are now actually faintly glowing on the floor.

As an additional bonus edit: if you exit without finding that creepy area in the facility and have all those guys warp in, those un-warped guys are now all free to roam the entire area as soon as you fall off that high ledge. This means the necromancers can go into that crowd of zombies and raise them, as well as close range to attack you. Enjoy this epic battle - or panicked rush for the exit.


Sunday 2023-09-17 15:20:07 by Risita Das

17 September 2023

Geek's island has weird rules. The king of the island ordered that if the price of any item is even then, it can only be used by boys, and if the price is odd, it can only be used by girls. A person can only buy one type of item else he/she is punished. The gender of a person on the island can be determined by the type of item which he/she bought. Geek bought exactly two items, the cost of which is A and B respectively. Return "He" if Geek is a boy, return "She" if Geek is a girl else return "Punished" if Gender cannot be determined.

Example 1:

Input: A = 3, B = 7 Output: She Explanation: Both are odd. Example 2:

Input: A = 2, B = 5 Output: Punished Explanation: A is even and B is odd. Your Task:
You don't need to read input or print anything. Your task is to complete the function solve( ) which takes integers A and B as input parameters and returns the answer as a string.

Constraints: 1 ≤ A , B ≤ 10^9


Sunday 2023-09-17 15:45:10 by morrowwolf

Attachment nerfs and removals (#4122)

About the pull request

This PR:

Removes the barrel charger from vendors

Removes all benefits other than wield delay mod from the angled grip

Adds wield delay to the extended barrel

Explain why it's good for the game

Barrel charger is a straight damage increase and rather silly to work around given how burst works bypassing real fire rate concerns. If you know, you know. Horrible idea, I am amazed it's been around this long.

Angled grip had zero downside. Now it still has zero downside but isn't also a ton of accuracy buffs on top of the god-tier lower wield delay.

Extended barrel had zero downside. Now it has a downside.

Testing Photographs and Procedure

Screenshots & Videos

Put screenshots and videos here with an empty line between the screenshots and the <details> tags.

Changelog

🆑 Morrow balance: Removed the barrel charger from vendors balance: Removed all benefits other than wield delay mod from the angled grip balance: Added wield delay to extended barrel /🆑


Sunday 2023-09-17 15:53:30 by Fikou

decks of cards no longer have their own wielded var (#78260)

About The Pull Request

we have the trait for that

Why It's Good For The Game

Throughout UNDERTALE, we get treated to three story sequences (4 if you include flowey's fakeout but that's not important). The first is the intro story, telling the tale of humans and monsters, which shortly thereafter leads into 201X, and Chara (Toriel's house has “An old calendar from 201X.”) falling into the underground.

The second is the waterfall flashback, its contents taking place immediately after the intro segment, as a voice (Asriel) finds the fallen child.

And finally, the third takes place in the True Pacifist final boss. We'll get to it in due course, and it will have its own section, but let's address the first two. Regarding the intro, the first thought one might have is that simply, while narratively relevant, is not a diegetic presentation. However, We know that everything after the “201X” frame is Chara's memory (from an outside perspective, that is,) and we also know that UNDERTALE LOVES bringing the non-diegetic, the mechanical, the game, INTO the narrative. Saving, RPG Stats, hell, even the NarratorChara. Surely the intro can be as well? On top of this, what does the intro do for the player, as the player? Well, aside from setting the tone, the intro gives us some setting backstory. It's all important context, and it certainly helps… but it being in the intro sequence is not that important; It's all presented throughout the game via diegetic signs, books, and expositional tortoise war heroes/angry fish guardswomen. The second half is how Chara fell to the underground, and while also setting tone and informing the player how their character arrived. It also creates the false impression for the player that their character is Frisk, feeding into UNDERTALE's meta narrative; “You are not your character, and their happy ending is not yours.” If we weren't playing Chara, this would have no narrative impact. The story beat fails to land by showing us someone elses' character. But, sure. This could be a purely non-diegetic intro sequence. Simply put, The 201X portion of the intro sequence does not make sense from a diegetic or a storytelling perspective unless we play as Chara.

Flashback number two is explicitly a canonical, diegetic flashback. It occurs when Frisk escapes Undyne by falling down a massive pit… again. This time, they land in the garbage zone, black out, and have a flashback sequence of the first time Asriel found Chara. While serving the main narrative by setting up Asriel as a character, furthering the final twist of the meta narrative's pacifist route, and neatly transitioning between overworld areas, it's also very explicitly diegetic and cannot be dismissed as an intro sequence. With this in mind, one question is raised. Why do we see this flashback? If the player character is Frisk, this makes little sense, why would we see someone else's flashback and not our own? Same thing applies for a Third Entity, but even more abstract and illogical. What even are we? Sure, you could say Chara is somehow attached to us/Frisk and that somehow we get a flashback from Chara who is somehow knocked unconscious by Frisk also being knocked unconscious. I used the word somehow three times. That's not good storytelling. A simpler answer, at least in my view, is that We Are Chara. When Frisk is knocked unconscious, we, being ostensibly linked to them as a Spirit/Ghost/Reincarnation/Possessing Dead Frisk/Demon/Insert fan-theory here/SOUL Fragment, have our only connection to the world temporarily disabled, rendering us effectively unconscious and prompting a flashback. Nothing weird with multiple entities or memory sharing. The waterfall flashback is simply our memory. Simple. The simplest answers are usually the correct ones.

DO NOT RESEARCH The third sequence is a connection/extension of the first two, displayed when we SAVE “Someone Else” during the true pacifist battle with Asriel. To refresh everyone, here is the direct quotes, taken from the Wiki:

[SAVE]: Someone Else Strangely, as your friends remembered you... Something else began resonating within the SOUL, stronger and stronger. It seems that there's still one last person that needs to be saved. But who...? ... Suddenly, you realize. You reach out and call their name. Asriel: “Huh? What are you doing...?” s It's at this point that the sequence plays. There's no narration, but we see the sequence of interactions between Asriel and Chara. There are no panels (except for the first) that don't contain the both of them. Following this, we get:

You feel your friends' SOULs resonating within ASRIEL! [This is the generic flavour text for saving all 6, before “Someone Else”, and appears at the asterisk above as well] [SAVE]: Asriel Dreemurr Asriel:

“Wh... what did you do...?” “What's this feeling…? What's happening to me?” Etc. etc. let me win… During my first and consecutive playthroughs of UNDERTALE, I came to the conclusion that Asriel's soul still “Had Some Chara In It.” Saving “Someone Else” was saving Chara, and then you save Asriel Dreemurr after the story sequence.

This interpretation no longer feels particularly potent to me, but in the spirit of completeness I'll address it alongside the more reasonable “You just save Asriel.” Assuming for a moment though, that we do “Save Chara”, it's not unreasonable to assume that some of Chara's ‘essence' (or whatever) was merged with Asriel's and by SAVING them, we're SAVING the part of them that's inside Asriel.

But I don't like that theory.

Let's talk about SAVING Asriel for a moment.

What is the motivation for doing that? Why would we, in universe, wish to SAVE him, something that the narration explicitly prompts us to do? He tried and probably succeeded to kill us, at least once, he wants to reset the entire timeline, he wants to erase all our friendships, all our progress.

So, why? Well, it's simple. He's our brother. And we know better than anyone that he's worth saving. And at the very least, there's something about Frisk (who appears to have absolutely no personality) that reminds him of Chara, of us. This is, by his own admission, weird;

Asriel: “Frisk… You really ARE different from Chara. In fact, though you have similar, uh, fashion choices… I don't know why I ever acted as if you were the same person.”

To summarise.

The player SAVING Asriel Dreemurr works best if they are Chara, it becomes Chara encouraging Frisk to SAVE Asriel too.

Asriel recognises Frisk as Chara throughout the True Pacifist battle (And Beyond), despite his own admission that this is basically unfounded. Something is causing this recognition.

In Alphys' true lab, there lies a dusty TV and a stack of VHSes. On them, lie some of the last words Chara had ever heard from their father.

[Asgore] Chara! You have to stay determined! You can't give up... You are the future of humans and monsters...

These tapes are not the first time they are heard. Sleeping in Toriel's guest bed, we dream about them. Suffering a fatal injury, they echo in our ears. Watching the tape is yet another reveal. It's the chilling truth that in fact, the words we (if we die a lot) are so familiar with, are in fact the words we hear on our deathbed.

Storytelling-wise, this reveal; like all the others, fails if we do not play as Chara.

Aside from Asriel's dialogue, Chara's genocide Narration, and the coffin in Asgore's basement, this is the only time we hear Chara's name. That and, this following exchange.

[Flowey] Hi. … Monsters have returned to the surface Peace and prosperity will rule across the land. … Well. There is one last thing. … One being with the power to erase EVERYTHING… … I'm talking about YOU. … So, please. Just let them go. Let Frisk be happy. … Well, that's all. See you later… Chara. This, I think, is pretty explicitly definitive. Flowey comes to you. To us. Tells us to take a deep breath and leave the happy ending intact, then bids us farewell by our own name.

Regardless of anything else, this definitively proves Chara is the entity with the power to reset everything by the end of True Pacifist (Which is a power we have). Flowey positively identifies us as “Chara”, despite his mistake we discussed in 3C. He's not talking to Frisk, because he refers to them in the third person.

He is talking to Us. Chara.

I don't want to discuss Flowey's use of “Chara” in Genocide all that much, because the counter-argument is blindingly simple.

“By the time Flowey first says that name, Chara has overtaken Frisk by feeding on the power we create for them.”

Of course, under PlayerChara, Flowey's lines still make sense, and arguably more.

Implications At this point, I believe the evidence is sufficient to support the theory. With this in mind, I want to discuss the implications this has on the narrative and meta-narrative. This is where all those funny glossary terms come into play.

The pacifist route in UNDERTALE, as discussed above, is textually quite simple when accepting PlayerChara. The meta-text is also relatively simple. Meta textually, the Pacifist Route is a dissection of the suspension of disbelief, examining how we emotionally place ourselves within fictional worlds, and are often-times torn away from those worlds as the game comes to an end, left wanting the true emotional connection, wanting a happy ending that cannot be good enough for us because we're real and it's not. The reflection of this meta narrative in the textual narrative, quite naturally flows. We, Chara, want a happy ending. But we can't have it, it's not our happy ending. We're gone. We've been gone a long time. Frisk's happy ending can't be good enough for us, because we won't be around to see it. So, we're left with a choice.

To let Frisk live happily? To accept an ending that might leave us emotionally wanting, yet preserves our emotional journey?

To reset? To refuse an ending and satiate our emotional emptiness, yet destroy that very emotional journey we took in the process?

The choice is the same. There is practically no separation between the diegetic and the meta.

“Can a happy ending be good enough for you?” This question applies to us, as the real world player running UNDERTALE.exe on our computer, and us, Chara, the long deceased human who can do little but watch as Frisk lives the life they wish they still had, or can destroy everything for a hollow mimicry of that very life.

This message, however, breaks down under one specific circumstance. Where we force a Third Entity into the mix. This one decision fractures the cohesion and creates a meta-textually dissonant mess. Now, all of a sudden, “Can a happy ending be good enough for you?” no longer runs parallel through both narratives. There is no reason for the Player Entity to wish to remain, the happy ending should automatically be good enough because it's the happy ending. Meanwhile, Chara, despite being an inextricable representation of “A happy ending I can't achieve,” gets absolutely nothing to do with this meta-narrative because they're just… not you.

“we are mario in Super Mario 64, but when he says "Thank you so much for playing my game!" that doesn't mean we aren't still playing as mario” - PopitTart

This is where things get weird. See, in the Genocide route.. Well, we see Chara. On Screen. Talk to us.

Now, it can easily be argued that this completely shatters the theory, but I would disagree. I'm going to endeavour to present a textual explanation (or two) for this. But first, I want to dissect the meta-text here.

Now, I'm sure the idea that “The Genocide Route's Meta-Narratve is Fading Emotional Investment and the way emotional connection with video games can lead to the very sabotage of that emotional connection” is not revolutionary. However, what's conspicuously absent from all of the third entity theorising is the way that this meta-text is mirrored in the textual narrative.

Once satisfied with a game, having extracted all lines of dialogue and stat boosts, once reaching all endings, a user will close the game down. And at some point, perhaps to make room for a new game or perhaps on a new device, will leave the game uninstalled, either deliberately, or simply as a consequence of time.

Textually, what happens in the Genocide ending? Now we have reached the absolute. There is nothing left for us here. Let us erase this pointless world, and move on to the next.

The world is destroyed. So much is left unanswered here. Who is Chara talking to? Where did Frisk go? How do they have this much power? Why would they want this? If we ‘corrupted' them, what the hell does that even mean? What is Chara? For now, let's talk about who Chara is talking to.

The simplest answer is “Perspective switch.” Suddenly, we're not Chara anymore, now we are Frisk. This meets all the dialogue options and even vaguely mirrors the meta-text. It also manages to avoid bringing a third entity along and so is automatically better! But, I find myself still not fully enjoying this idea.

Remember what I said about Occam's Razor?

I think there's another option. One that doesn't involve three entities, or even two entities, just Chara. One that mirrors the meta-text to a degree only Toby Fox could pull off. It's a weird one, and I don't fault you if you don't get it on your first read, but bear with me here, because things are about to get

A little Fucking Abstract

Let's discard any and all pre-concieved notions of anything and hold one singular truth above all else. “Chara Is The Player.” What does this mean for this cutscene?

Well… it means the player is talking to…

THe player?

It also neatly answers the question of motive, so let's throw that out the skeleton-shaped hole in the window for now.

If the player is talking to the player, this frames Chara's words in a whole new light.

Every time a number increases, that feeling… That's me. “Chara.”

This line becomes explicitly literal. The Chara on-screen is literally the player's feeling of satisfaction watching stat increases. But this is all meta-textual, right? What does this mean for the textual narrative?

Here's the thing. It can't mean anything, yet means everything.

There is no way to reconcile the fact that a Textually Real character is directly talking about what the player feels when playing a game to completion. The barrier between Meta and Textual no longer exists. It can't. Not here. And with this revelation, everything begins to make sense.

Your power awakened me from death.

Our power. Our desire to complete UNDERTALE awakens Chara from death. They become startlingly real. We imbue this fictional character with the real world desire to consume fiction, destroying enemies and worlds as we go, increasing our power and our stats. Video Game Accomplishments. And UNDERTALE has just finished being consumed.

My “human soul”... My “determination”... They were not mine, but YOURS.

Chara, the textual player, acknowledges the meta-textual player's control over the game world. A control that we surrendered. By engaging in UNDERTALE in a fully immersed way, we have fed the Diegetic character that is our player character, Chara. This has continued until we haul ourself out of the Internal Mode and into the External Mode, revoking our immersion to make the consumption of content easier, to distance ourself from the killing.

Raising our LV.

The more we distance ourselves, the less real UNDERTALE's world appears to us. Once it's done, we're ready to erase this pointless world and move onto the next. There's just one problem. UNDERTALE knows about us. It knows we exist and it will abuse that to convey meaning. By revoking our immersion in UNDERTALE, we end up shattering the barrier between Meta and Textual, and this occurs because revoking our immersion is a diegetic decision. Without this barrier, WE, as a character, gain control of UNDERTALE and use this external mode control to

Erase the world. To uninstall.

This code doesn't actually work, of course. That was pretty obvious by the fact that it didn't delete your game. But still, this exists in the code that makes the game window shake when Chara attacks it. This is, quite literally, intent for Chara to delete UNDERTALE. If you didn't think Chara was capable of uninstalling your game before, you should now.

Who is chara talking to?

Us. How do hey have this much power?

We gave it to them. We Are them, and we deleted UNDERTALE when we were done with it. Why would they want this?

We wanted to move onto a new game. What is Chara?

Us. ( I'll come back to this.) But wait! What about soulless pacifist? Well, at that point, you've surrendered Frisk's SOUL to Chara, as in, you the real player has revoked your emotional attachment to UNDERTALE and accepted that Chara can have control over the game. You've revoked your immersion AS Chara, you no longer see yourself a Chara and as such Chara becomes their own being. You've surrendered, basically. But they let you play through it. Because why not. You might get attached again, but that's fine. All that means is that the happy ending that was once Frisk's, that you, the player, and you, Chara, both once lamented not being able to live, has now been surrendered to Chara. A warped, completionist, Chara.

You don't get your happy ending. But Chara does.

You don't even get the solace of knowing someone gets their happy ending. Because Chara gets it.

Frankly, outside of being “The Player”, I don't think the exact nature of “Chara” is that crucial. My personal thought is that they're a SOUL fragment, absorbed by Frisk when they fell on Chara's grave (Frisk could absorb a human SOUL fragment because said fragment was part monster SOUL). This fragment gives Frisk the final edge of determination needed to SAVE.

But, ultimately, that's little more than a fanfiction. And frankly, I think that's okay. Not everything needs to be impenetrable, as long as there's enough there to build a stable foundation.

I'd also like to address the nature of SAVING quickly, specifically the normal version, not the Asriel fight version. People have asked “Why do we save if it's Frisk's SOUL.” There could be many reasons. Frisk might just defer control to us. Because we're pushing Frisk over that Determination limit, we might be privileged to have that control.

Changelog

not player visible


Sunday 2023-09-17 15:53:30 by JupiterJaeden

Balance: Removes anti-drop implants for nukies (#78275)

About The Pull Request

Removes anti-drop implants being available in nukie implants. Also rebalances the cybernetic implants bundle to cost 20 TC (value of 24 TC) since anti-drop has been removed from it.

Why It's Good For The Game

This is one of the rare few nerf PRs where I was not the one who got KILLED by the broken OP shit but rather the one using it. I recently played a nukie round (after hearing that anti-drop had been added) where I took modsuit shield, dsword, and anti-drop. I got separated from my team and then proceeded to solo murderbone half the fucking station, resist MULTIPLE disarms that would have otherwise been successful, get the disk alone, and nuke. I only had to stop to heal once and honestly I probably would have been fine if I didn't.

Anti-drop dsword is insanely powerful. Shielded dsword nukies were already strong enough but were at least somewhat balanced insofar as there were several ways you could still reliably disarm them and therefore open them up to more attacks. But now (after tgstation/tgstation#77330 which added the anti-drop implants to nukie uplink) you can have shielded anti-drop dsword nukies. Add stims and some explosives to deal with any static fortifications the crew might make (like firelock crush relays), and with a semi-robust player you essentially have a murderbone machine who can't be killed by any regularly accessible crew counters short of point blank suicide bombing. We should not have a default nukie loadout that can only be reliably, regularly countered by a fucking bomb. Especially since the crew's main easily accessible ballistic is now being nerfed as well. (tgstation/tgstation#78235)

EDIT: I'd also like to point out that we already don't allow hulks to use dswords for many of the same reasons.

Changelog

🆑 balance: removed anti-drop implants from the nuclear operative uplink balance: removed anti-drop implant from the nukie implants bundle and changed its cost to 20 TC /🆑


Sunday 2023-09-17 15:53:30 by Jacquerel

Nuclear Operative Jump Jets (#78088)

About The Pull Request

This PR gives operative MODsuits access to "jump jets". This is an activated module (starts pinned) with a 30 second cooldown which removes your personal gravity for 5 seconds and (if possible) pushes you upwards by one z level. In combination with your regular jetpack this allows you to fly over gaps, and (most importantly) out of pits such as you may inadvertently find yourself wandering into on Icebox. I have a few other changes I want to make specifically targetted at the experience of Icebox station destruction causing people to fall several z levels and get trapped, but this is the first one.

You have to stand still for 1 second to activate the jump jet. This is because jetpack movement without gravity is actually usually faster than an operative will walk, and I don't want them to just toggle it as a sprint button while running around. If people find other tactical uses for this though I think that's cool.

This module currently isn't available to crew on the tech web, although maybe someone could add it later if they wanted to. It's not quite so useful if you don't also have a jetpack though. I bumped the available complexity of the suits I attached it to up by the complexity cost of this module so it's not taking up previously available space.

Why It's Good For The Game

It's funny when the whole ops team falls in a hole after an explosion they caused and gets stuck in there fighting Snow Legions but they should probably have some method for dealing with that. It also lets them pop back up from the tram hole, a risky proposition because any flying mob hit by the tram dies almost instantly.

Changelog

🆑 add: Operative MODsuits now have an attached "jump jet" which sends you upwards and allows you to use your jetpack under gravity for a few seconds, perfect for navigating the pits and valleys of Icebox Station. /🆑


Sunday 2023-09-17 15:53:30 by Hatterhat

John Splintercell: a gun that is only good for shooting out lights (#78128)

About The Pull Request

adds the SC/FISHER lightbreaker self-charging energy pistol, which does 0 damage. As a joke.

image

clam_fissure_compressed.mp4
actual details, in case the video wasn't good enough:

unless you shoot at light fixtures,

image floodlights,

image or people with flashlights/seclites (even on helmets or guns) (it still does 0 damage, it just turns off their lights. not permanently)

image it also works on crusher lights. and cyborg headlights. i don't have a screenshot for it. doesn't work on flares though.

also it can shoot past machines and lockers

image

(also adds a variable for deciding how loud a dry fire sound is, in case you want to make your gun's empty sound be less loud.)

Why It's Good For The Game

Adds a silly little tool for silly little men who either really hate lightbulbs or want to recreate the experience of being John Splintercell, the lightbulb-assasinating secret agent from Fork Echelon.

Changelog

🆑 add: The SC/FISHER disruptor pistol, a very compact, permanently silenced energy gun, is now stocked in Nanotrasen-accessible black markets with a price generally somewhere between 400 and 800 credits. Aspiring users are warned that it's really bad for trying to actually kill people. Caveat emptor. add: Guns now have a dry_fire_sound_volume variable, allowing for guns to be less loud when trying to fire while empty. fix: Closets and crates now properly count as structures for pass flags again. /🆑


Co-authored-by: Hatterhat Hatterhat@users.noreply.github.com


Sunday 2023-09-17 17:26:38 by Vekter

Grilles take 0-1 damage when shocking something, power sinks are available at lower reputation (#77860)

About The Pull Request

Ports BeeStation/BeeStation-Hornet#3590. As it is right now, it's trivial to set up a contraption using a conveyor belt and a shocked grille to continuously shock monkey bodies. While this is very funny, it also serves as a ghetto powersink that's hard to locate, easy to replicate, and lasts effectively forever, since you can just keep shocking the same bodies over and over again.

This doesn't completely remove the ability to make these, but it makes them require at least a little maintenance and provides a way for them to stop working even if the crew isn't able to locate them.

In an attempt to finally get people using the actual powersink, they'll show up a bit earlier in progression now. I'm not convinced 20 minutes is enough, but I don't want to put them in early enough that it fucks with Engineering's ability to set things up at round start. We can turn this down further if need be.

I'm also up for turning the TC requirement down, but 11 feels about right for what they're supposed to do, so I'd prefer we try this first and see how that works.

Why It's Good For The Game

I'm all for goofy weird shit players have found, but there's an issue with being able to do what an antag item is supposed to do but just plain better. This shouldn't make creating these impossible or make them unusable, but it'll require players to actively monitor them if they want it to run for an extended period.

Additionally, we don't really see powersinks much anymore, and while that might be more because powernets are kind of buggy and unreliable, I think making them easier to get will make them show up a little more.

Changelog

🆑 Vekter balance: Grilles will now take 0-1 damage every time they shock something. balance: Powersinks are now available earlier in traitor progression. /🆑


Co-authored-by: Fikou 23585223+Fikou@users.noreply.github.com


Sunday 2023-09-17 17:38:20 by fabiankachlock

Merge branch 'main' of https://github.com/fabiankachlock/zwoo into fix/i-hate-my-life


Sunday 2023-09-17 17:45:57 by Fabian Kachlock

Merge pull request #446 from fabiankachlock/fix/i-hate-my-life

fix/i-hate-my-life


Sunday 2023-09-17 18:09:43 by Victor

fuck this stupid ass text font goddamn linked library


Sunday 2023-09-17 18:12:00 by cheesePizza2

Armor improvements (#1251)

  • the fixes

  • FUCK YOU

  • few more improvements

  • bring em back

  • fuck you


Sunday 2023-09-17 18:34:08 by DefSimone

Packages Updates

Hello Developers,

We're thrilled to announce our latest release! In this update, we've taken a significant step forward by updating our NPM packages to (almost) the latest versions. 🚀

What does this mean for you?

  • Enhanced Security: These updates come with crucial fixes for security vulnerabilities, ensuring your projects are more robust and protected.

  • New Features Galore: You'll also get to enjoy all the cutting-edge features that these packages have to offer, empowering you to develop even more efficiently and effectively.

Thank you for being part of our development journey. Get ready to elevate your coding experience with these exciting updates!

Happy coding!


Sunday 2023-09-17 18:37:55 by Tamás Bálint Misius

Fix crash from Lua prompts when exiting the game completely

The problem is that Engine outlives GameController and thus also LuaScriptInterface. The solution is to not try to access LSI's lua_State if it doesn't exist; this is the case in Engine's dtor.

This is ugly as hell and the root of the problem is the cursed ownership model of LuaComponents and Windows by Engine, which I don't think I'll be fixing any time soon.


Sunday 2023-09-17 18:55:48 by semantic-release-bot

chore(release): 2.191.0 [skip ci]

2.191.0 (2023-09-17)

Features

  • go fuck yourself semver (0faea3b)

Sunday 2023-09-17 19:29:58 by LovliestPlant

Misc mapping fixes and QoL additions (#78176)

About The Pull Request

fix: #78135 fix: #78059

This PR remaps Birdshot's disposals room, makes several small fixes on Icebox and Metastation, adds cell timers to isolation cells where such cells are present (they don't open the door, effectively just an in-game timer) (in-cell flashes are now controlled with the timer, where applicable); and adds translator glove modules to the stacks of "accessibility" modules found in most security, medical, and engineering storage rooms. (adds these stacks in their entirety to Northstar).

Specific changes are as follows: Birdshot

  • Adds a roll of package paper to the cargo office
  • Translator module [med,sec]
  • Accessibility modules [eng]
  • Recycler remap

Delta

  • Translator module [med,sec,eng]
  • Isolation cell timer

Icebox

  • Translator module [med,sec,eng]
  • Remove duplicate hand labeler on the rack near brig cells
  • Adds a hand labeler to armory desk in gear room
  • Isolation cell timer

Meta

  • Translator module [med,sec,eng]
  • Isolation cell timer
  • Mends a broken corpse disposal pipe from aux surgery to the morgue

Northstar

  • Accessibility modules [med,sec,eng]
  • Nudges the binoculars off of the mass driver controls in ordnance
  • Fixes the SM starting out hotwired (Rewires the SM room)

Tram

  • Translator module [med,sec,eng]
  • Isolation cell timers

Why It's Good For The Game

Bug fixes with respect to Birdshot's recycler, Meta's corpse disposal, Northstar starting out hotwired, and Icebox's duplicated hand labeler.

Nudging Northstar's ordnance binoculars should make it a bit easier to find the mass driver controls.

Adding some packaging paper to Birdshot to make the techs' lives a little easier with a little less round-start fuss.

Adding a hand labeler to Icebox's gear room brings it in line with other maps in terms of rounds-start gear and locker labeling potential.

For players with characters running the Mute/Signer quirks, stock MODsuits are a pain to use. Suit gauntlets will replace their translator gloves. Unless they're able to get a suit put together ahead of time, they'll be stuck doing the retract gauntlets > send radio message > Extend Gauntlets shuffle. Adding a translator glove module to the stack of similar items (plasma fixation module / therma regulator) should alleviate that issue some.

Getting abandoned in an isolation cell sucks, and setting timers on your phone or some such is a hassle. Adding cell timers to isolation cells should go some way to alleviating those frustrations.

Proof of Testing

Screenshots/Videos

Birdshot

Disposal Room Remap

bird_jani_v2 Cargo Packing Paper

tg-bird-packingPaper Engineering Accessibility Modules

tg-bird-acc-eng Medbay Translator

tg-bird-acc-med Security Translator

tg-bird-acc-sec

Deltastation

Engineering Translator

tg-delta-acc-eng Medbay Translator

tg-delta-acc-med Security Translator

tg-delta-acc-sec Isolation Cell Timer

tg-delta-iso

Icebox

Engineering Translator

tg-ice-acc-eng Medbay Translator

tg-ice-acc-med Security Translator

tg-ice-acc-sec Isolation Cell Timer

tg-ice-iso Gear Room Hand Labeler

tg-ice-label-armory

Metastation

Engineering Translator

meta-acc-eng Medbay Translator

meta-acc-med Security Translator

meta-acc-sec Isolation Cell Timer

tg-meta-iso

Northstar

Engineering Accessibility Modules

tg-north-acc-eng Medbay Accessibility Modules

tg-north-acc-med Security Accessibility Modules

north-acc-sec Supermatter Rewiring

sm_annotate_2 Ordnance Binoculars

tgqol_Northstar_Binos

Tramstation

Engineering Translator

tg-tram-acc-eng Medbay Translator

tg-tram-acc-med Security Translator

tg-tram-acc-sec Isolation Cell Timer

tg-tram-iso

Changelog

🆑 qol: [Deltastation, Icebox, Metastation, Tramstation] Adds cell timers to isolation cells. (they do not auto-open the doors) qol: [Birdshot, Deltastation, Icebox, Metastation, Northstar, Tramstation] Adds translator glove modules to the stacks of "accessibility" (e.g. plasma fixation / thermal regulator) modules found in security, medical, and engineering storage rooms. qol: [Birdshot] Adds a roll of packaging paper to the cargo office. qol: [Icebox] Adds a hand labeler to security's gear room. qol: [Northstar] Nudges the set of binoculars covering the mass driver controls in ordnance over a few inches. fix: [Birdshot] Remaps the janitor's closet such that the recycling machine will now work. fix: [Icebox] Removes a duplicated hand labeler from the rack near security's brig cells. fix: [Metastation] Patches a broken corpse disposal pipe running from aux surgery to the morgue. fix: [Northstar] Fixes the SM being hotwired at round-start (partially rewires the SM room, moves the APC to the North wall). /🆑


Sunday 2023-09-17 20:25:49 by sardararticle

Update intro.md

https://technologyvdd.blogspot.com/

Positively! Here are some innovation subject thoughts alongside brief article models for each:

The Effect of Man-made Reasoning Hands on the Market

Model: Man-made consciousness and mechanization are changing the scene of business. While some trepidation work relocation, others contend that computer-based intelligence can set out new open doors. This exposition investigates the two sides of the discussion and inspects the potential for man-made intelligence to change enterprises.

The Job of Innovation in Schooling

Model: Innovation has upset training by empowering internet learning, customized guidance, and admittance to a huge measure of data. This article talks about the advantages and difficulties of incorporating innovation into study halls and the potential for further developed learning results.

Online Protection in the Computerized Age

Model: With the rising dependence on computerized frameworks, network protection has turned into a basic concern. This exposition dives into the advancing scene of network safety dangers and the actions people and associations can take to safeguard their information and security.

The Moral Ramifications of Biotechnology and Hereditary Designing

Model: Biotechnology and hereditary design hold monstrous commitments in fields like medication and farming. Be that as it may,moral predicaments emerge concerning hereditary control, cloning, and planning infants. This paper investigates the moral contemplations encompassing these advances.

The Ecological Effect of Innovation

Model: As innovation progresses, it frequently has unseen side effects on the climate. This exposition analyzes the natural effect of tech areas, for example, hardware production, server farms, and transportation, and examines practical tech arrangements.

The Fate of Room Investigation and Colonization

Model: Progressions in space innovation have revived interest in space investigation and the expected colonization of different planets. This exposition estimates on the eventual fate of room travel, the job of privately owned businesses like SpaceX, and the moral contemplations of room colonization.

Blockchain Innovation and Its Applications Past Digital Money

Model: Past digital forms of money like Bitcoin, and blockchain innovation have applications in in-store networks executives, medical services, and casting ballot frameworks. This article investigates how blockchain functions and alters different industries' potential.



The Effect of Web-based Entertainment on Society and Psychological Wellness

Model: The ascent of virtual entertainment has changed how individuals impart, yet it affects psychological well-being, security, and the spread of deception. This exposition talks about the positive and adverse consequences of web-based entertainment on society.

The Commitment and Risks of Quantum Processing

Model: Quantum figuring can possibly take care of mind-boggling issues that are at present past traditional PCs. Notwithstanding, it likewise represents a danger to encryption frameworks. This exposition investigates the progressive potential and security ramifications of quantum processing.

The Job of Innovation in Medical Care

Model: Innovation is changing medical care with advancements like telemedicine, wearable well-being gadgets, and simulated intelligence-helped diagnostics. This paper inspects how these advancements are working on tolerant consideration, decreasing expenses, and tending to medical care variations.

These theme thoughts can act as beginning stages for expositions, research papers, or conversations on different parts of innovation. Contingent upon your particular advantages and the extent of your task, you can limit these subjects or join them to make a convincing and well-informed piece.


Sunday 2023-09-17 20:55:07 by Zonespace

M707 "Vulture" Anti-Materiel Rifle (#4253)

About the pull request

The M707 is not made player-accessible in this PR.

Adds the M707 "Vulture" anti-materiel rifle to the game. Design doc here.

The M707 is meant to take the place of a heavy support weapon, not unlike the mortar. It is a 20mm bolt-action rifle, capable of loading from 4-round magazines. Each round does 400 damage with full AP (50), but it is not a simple task to fire the weapon. The gun, being as high-caliber as it is, will immediately break your arm & hand if you do not fire it without use of the built-in bipod. In addition, its accuracy is massively reduced below its ideal range (10 tiles), which means the scope is necessary to be used.

The scope does not function like a regular scope. (see screenshot section for details) Instead, it shows a 5x5 area (the rest is blacked out) 12 tiles ahead, with an aiming reticle in the center. The aiming reticle will drift over time within the 5x5, requiring you to re-adjust or use the Hold Breath ability to temporarily stop the sway. If you open up the scope's UI, you will be able to modify the scope and the reticle's location, one tile at a time, very slowly.

To assist with this, the Vulture comes with a spotting scope & tripod. A secondary user is able to assemble and use the spotting scope. The scope is a complement to the Vulture's, allowing a communicative team to become far more effective. The spotter's view, on use, will be locked to the location of the Vulture scope. However, the spotter's view is not locked to a 5x5 area, instead getting a view of the full area, on top of an extra 2 tiles (in each direction) of view range. Finally, both the spotter and sniper's scopes have night vision equivalent to an SG's goggles.

The bullet itself is a powerful beast. Powerful enough to pierce walls, people, and barricades, but with 2 caveats. The first is that every wall/cade penetration removes 75 damage from the round, and any cades/tables that the round passes over will be immediately destroyed by the round. In addition, anyone in a large range will hear the report of the rifle sound and the direction it came from.

Update as of 8/31: Vulture and its spotter scope now require a pamphlet to use (a pamphlet gives the trait needed to use both), guncase spawns with 2.

Explain why it's good for the game

It's a unique weapon that encourages communication inside a team, while simultaneously not contributing to the IFF ungaball. The weapon promotes thoughtful gameplay and repositioning to be able to hit a target without friendlies getting in the way or getting overrun.

Screenshots

Screenshots & Videos

Scope UI

image

The vulture's scope.

image

Sniper's nest

image

Closeup

image

Spotter's vision

image

Changelog

🆑 Zonepace, Thwomper add: Added the M707 "Vulture" anti-materiel rifle. Not currently player-obtainable. Credit to Tophat and Kaga for the lore description. /🆑


Co-authored-by: harryob me@harryob.live


Sunday 2023-09-17 21:23:01 by Martin Geisler

Mention how long each course day is (#1155)

Most classes run with 2.5 hours for the morning session and 2.5 hours for the afternoon session.

I have tried running the course as 2 × 2.5 hours and 2 × 3 hours. My experience was that people ended up getting really worn out after spending 6 hours in total on Rust (7 hours including a lunch break). However, the experience varies from group to group, so this is just a recommendation.


Sunday 2023-09-17 21:31:52 by niklub

Add LabelStudio integration (#8880)

This PR introduces Label Studio integration with LangChain via LabelStudioCallbackHandler:

  • sending data to the Label Studio instance
  • labeling dataset for supervised LLM finetuning
  • rating model responses
  • tracking and displaying chat history
  • support for custom data labeling workflow

Example

chat_llm = ChatOpenAI(callbacks=[LabelStudioCallbackHandler(mode="chat")])
chat_llm([
    SystemMessage(content="Always use emojis in your responses."),
        HumanMessage(content="Hey AI, how's your day going?"),
    AIMessage(content="🤖 I don't have feelings, but I'm running smoothly! How can I help you today?"),
        HumanMessage(content="I'm feeling a bit down. Any advice?"),
    AIMessage(content="🤗 I'm sorry to hear that. Remember, it's okay to seek help or talk to someone if you need to. 💬"),
        HumanMessage(content="Can you tell me a joke to lighten the mood?"),
    AIMessage(content="Of course! 🎭 Why did the scarecrow win an award? Because he was outstanding in his field! 🌾"),
        HumanMessage(content="Haha, that was a good one! Thanks for cheering me up."),
    AIMessage(content="Always here to help! 😊 If you need anything else, just let me know."),
        HumanMessage(content="Will do! By the way, can you recommend a good movie?"),
])

image

Dependencies

https://twitter.com/labelstudiohq


Co-authored-by: nik nik@heartex.net


Sunday 2023-09-17 21:39:03 by DETrooper

Faith Library & Command Fixes

- Added /CharTransferFaith command.
- Added an argument to the cwMelee PlayerStabilityFallover and TakeStability functions to not use a /me. Used this to override it with a new message when shocked by the Voltcave doors.
- Added flavor text for flagellating oneself with a bellhammer, along with making it ring properly.
- Admin chat logs in console are now correctly affected by the 'Imbecile' trait.
- Admins can now open blastdoors from observer without being the correct faction. This would be redundant because the Tower doors all have levers, but it also applies to the Voltcave.
- Cash weight/space now defaults to false in the config.
- Damaging siege ladders (that aren't your own) now confers a small amount of XP.
- Fixed /CharUnpermakill not working for characters in the SQL of non-connected players or for unloaded characters of connected players.
- Fixed /radio not working when standing near a stationary radio.
- Fixed /radioproclaim not working for non-admins who otherwise meet its requirements of character rank.
- Fixed an issue where skins applied in character creation for non-wanderer characters wouldn't appear on the character preview.
- Fixed belief tree completion bonus text using the parent belief tree's color instead of being green.
- Fixed engraved weapons not displaying their new name in the weapon selection UI. Also fixed shield names not showing up in the weapons selection text either.
- Fixed insane and unconcious characters being able to hear radios and belief-based chats like darkwhisper or relay. Also fixed them being able to hear some scripted /mes.
- Fixed lua error with javelins causing them to not do damage.
- Fixed talking to your possessor not being influenced by the 'Imbecile' trait.
- Fixed the 'Jack of All Trades' belief locking tier 4 subfaith beliefs.
- Gorewatch doors can now be opened by Gatekeepers of any rank.
- Gunshot wounds will now only apply if the damage taken was at or above 30 HP.
- Improved logic for talking over radios.
- Kinisgers disguised as a high enough Gatekeeper rank or as Holy Hierarchy can now proclaim and radioproclaim.
- Moved faiths to their own library, making it easier to add or modify them.
- Removed /CharBan and /CharUnban since their functionality has been superceded with the permakill system.
- Renamed /CharTransfer command to /CharTransferFaction.

Sunday 2023-09-17 22:25:34 by Jason Nutt (He/Him) Christian Developer/Creator

Add files via upload

JUDGEMENT & SALVATION 65 “I revealed myself to those who did not ask for me; I was found by those who did not seek me. To a nation that did not call on my name, I said, ‘Here am I, here am I.’ 2 All day long I have held out my hands to an obstinate people, who walk in ways not good, pursuing their own imaginations— 3 a people who continually provoke me to my very face, offering sacrifices in gardens and burning incense on altars of brick; 4 who sit among the graves and spend their nights keeping secret vigil; who eat the flesh of pigs, and whose pots hold broth of impure meat; 5 who say, ‘Keep away; don’t come near me, for I am too sacred for you!’ Such people are smoke in my nostrils, a fire that keeps burning all day. 6 “See, it stands written before me: I will not keep silent but will pay back in full; I will pay it back into their laps— 7 both your sins and the sins of your ancestors,” says the Lord. “Because they burned sacrifices on the mountains and defied me on the hills, I will measure into their laps the full payment for their former deeds.” 8 This is what the Lord says: “As when juice is still found in a cluster of grapes and people say, ‘Don’t destroy it, there is still a blessing in it,’ so will I do in behalf of my servants; I will not destroy them all. 9 I will bring forth descendants from Jacob, and from Judah those who will possess my mountains; my chosen people will inherit them, and there will my servants live. 10 Sharon will become a pasture for flocks, and the Valley of Achor a resting place for herds, for my people who seek me. 11 “But as for you who forsake the Lord and forget my holy mountain, who spread a table for Fortune and fill bowls of mixed wine for Destiny, 12 I will destine you for the sword, and all of you will fall in the slaughter; for I called but you did not answer, I spoke but you did not listen. You did evil in my sight and chose what displeases me.” 13 Therefore this is what the Sovereign Lord says: “My servants will eat, but you will go hungry; my servants will drink, but you will go thirsty; my servants will rejoice, but you will be put to shame. 14 My servants will sing out of the joy of their hearts, but you will cry out from anguish of heart and wail in brokenness of spirit. 15 You will leave your name for my chosen ones to use in their curses; the Sovereign Lord will put you to death, but to his servants he will give another name. 16 Whoever invokes a blessing in the land will do so by the one true God; whoever takes an oath in the land will swear by the one true God. For the past troubles will be forgotten and hidden from my eyes. New Heavens and a New Earth 17 “See, I will create new heavens and a new earth. The former things will not be remembered, nor will they come to mind. 18 But be glad and rejoice forever in what I will create, for I will create Jerusalem to be a delight and its people a joy. 19 I will rejoice over Jerusalem and take delight in my people; the sound of weeping and of crying will be heard in it no more. 20 “Never again will there be in it an infant who lives but a few days, or an old man who does not live out his years; the one who dies at a hundred will be thought a mere child; the one who fails to reach[a] a hundred will be considered accursed. 21 They will build houses and dwell in them; they will plant vineyards and eat their fruit. 22 No longer will they build houses and others live in them, or plant and others eat. For as the days of a tree, so will be the days of my people; my chosen ones will long enjoy the work of their hands. 23 They will not labor in vain, nor will they bear children doomed to misfortune; for they will be a people blessed by the Lord, they and their descendants with them. 24 Before they call I will answer; while they are still speaking I will hear. 25 The wolf and the lamb will feed together, and the lion will eat straw like the ox, and dust will be the serpent’s food. They will neither harm nor destroy on all my holy mountain,” says the Lord. Hallelujah & praise God. Isaiah has been coded out. I am going to listen to that again. God bless & keep you & heal your diseases & answer your fervent prayers as you trust in Him fully. I love you all!


Sunday 2023-09-17 23:15:55 by silicons

Completely changes how DCS types works (#5911)

DCS now registers based on its registered type, as opposed to at every subtype. Dupe mode is no longer considered realistically usable unless if-and-only-if all var pre-setting behavior is considered - which is not the case on the majority of citrp-made components outside of /datum/component/radioactive

Why?

Components are a generic way to attach datums to things. The common practices included:

  • No getcomponent
  • Use signals for all interaction
  • Don't subtype, set vars on initialization

This resulted in components, while being quite stable, being also quite rigid, in my opinion. Given we don't use components for the same things, and probably never will, I think it's better for us to get the optimizations from not supporting what's honestly behavior that we shouldn't rely on in the first place - if something needs to be applied multiple times (e.g. radiation) it should rely on the old behavior and this new system still allows it. If it doesn't, the author should either not be adding the component multiple times, or making their component functional under this system. InheritComponent still has all the tools necessary to properly do component inheritance, it's just now we default to all components only being considered the same if it's the exact subtype - which from what I could see, is also the previous case (as if you add a subtype, uh, bad shit's going to happen if the base type is registered but not the subtype anyways!)


Sunday 2023-09-17 23:15:55 by CharlesWedge

Let Slip the Dogs of War (#5905)

The Machines Rise

With the recent sector wide hack rogue synthetics have become a problem in the sector. What's worse now corrupted fabricators are even building more combat designs! With an increasingly dangerous galaxy, it seems that mercenaries will not be the only threat brave explorers and security teams may face today. All security forces are advised to stay on the lookout for the latest threat to the galaxy, and those not equipped to take them on are advised, stay well out range!

Why It's Good For The Game

As we want to move away for humanoid threats for simple mobs, I feel it necessary to shore up killer machines as more advanced type of enemy to take the place of humans in terms of 'dangerous opponents'. The current selection of machines mobs tend to be more niche in function (we can't exactly use the nanite horror as common enemies). Also there is a bigger maint drone now because the smaller ones weren't bad enough, least these ones are easier to hit.

Changelog

🆑 add: 4 New Hostile Drones, Three Dogs (including one sniper), and a Maint Drone. add: New News article elaborating on recent events. tweak: drones are now part of the same faction as hivebots. This means evil bots will now cooperate (Hivebots are being updated next). /🆑


Co-authored-by: BlueWildrose 57083662+BlueWildrose@users.noreply.github.com


Sunday 2023-09-17 23:42:25 by Hatterhat

buffs embed pulling with hemostats, allows wirecutters to pull embeds too (#78256)

About The Pull Request

  • Wirecutters or tools with wirecutter behaviors are now valid for plucking embeds.
  • Pluck speed no longer starts at 2.5 seconds, which is a pretty dang long time, especially if you have bad embed RNG. I'll do the math and run some more tests in the morning.
  • Wirecutters have a speed malus in regards to plucking embeds. I should probably make it worse to account for, like, jaws of life or something.
  • Plucking embeds with wirecutters now hurts! It hurts way less than ripping it out with your hands, but it still hurts!

For comparison's sake, bare-handed throwing star removal compared to possible tools.

image

Why It's Good For The Game

Embeds kinda suck to deal with. This is intentional - I get that.

However, hemostat pulling is kind of... kind of bad. Awful, really. 2.5 seconds is a lot of time. I know it's not supposed to be the best option, but if you've got a tool, I'd at least like to think it'd be slightly less bad than shoving your fingers into your wound?

Changelog

🆑 balance: Pulling embedded items e.g. shrapnel with hemostats is now a lot faster, and scales appropriately with toolspeed. balance: You can now pull embedded items with wirecutters, at a speed penalty. /🆑


Co-authored-by: Hatterhat Hatterhat@users.noreply.github.com


Sunday 2023-09-17 23:42:25 by Hatterhat

second pass over the SC/FISHER code, incl. bitflags and PDAs (#78330)

About The Pull Request

makes COMSIG_HIT_BY_SABOTEUR return a bitflag in order to close #78297 (i am very sorry) fixes #78298 extends flashlight disabling to modular computers incl. PDAs because somehow i forgot that they had flashlights.

Why It's Good For The Game

my code sucks and i should make it suck less, actually

Changelog

i don't think i get to put a code improvement tag if it's not playerfacing and it's my own fault :cl: fix: Flares and candles no longer sound like flashlights when being turned on. fix: Getting shot by an SC/FISHER now disables PDA lights for consistency's sake. /:cl:


Co-authored-by: Hatterhat Hatterhat@users.noreply.github.com


< 2023-09-17 >