there were a lot of events recorded by gharchive.org of which 1,914,624 were push events containing 2,662,004 commit messages that amount to 198,749,035 characters filtered with words.py@e23d022007... to these 36 messages:
Bugfixes and a drink (#4246)
- Bugfixes and a drink
- Ports Eris combat hardsuit sprites by assortedbeads (PR #7925)
- Fixes people seeing what you examine from your hud, adds tips on HUD descriptions when examined (Eris PR #7929)
- Leftover wooden STS-25 removed (sprite was the same as polymer stock, but were identical guns), replaced every intance with the original STS-25
- renames "sawn off" to "short-barreled" in cases of carbines and rifles
- Hypersleeper now consumes more power, Tricordazine removed from it as it conflicts with sleeper upgrades
- Fixes invisible hypersaw and doombringer saw when turned on, adds animated sprites when dual wielding them
- Fixes the long bug of shoes' icons getting "cleaned" from blood and oil whenever you stored a knife on them, for good
- Corrects strength values on certain drinks, a reminder that LOWER numbers mean STRONGER alcohols
- New drink: Jager bomb, made with equal parts Fernet and Claw Energy Drink
- Fixes certain alcohols not properly applying ethanol ingest procs
- Adds two bottles of cream to the church's fridge, moves the rolling pin from the fridge to the table nearby
- STS carbine refactor
To not cheat crafting menus
- RIG description fixes
It's a hardsuit, not a voidsuit Also deletes a duplicate custodian armor sprite
- ADMS and Xenobio changes
- ADMS sprite no longer just entirely purple
- Eliminates the chute from xenobio going absolutely NOWHERE
- Hyper sleeper nerf
- Locks hypersleeper board behind advanced chemistry and portable biotech research node (renamed to accomodate for it)
- Deletes hypersleeper board from CBO locker
- Many typo fixes and description fixes
- Nevermind
Turns out it's better to not have printable hypersleepers as they're meant to be "one of a kind"
- Update code/modules/reagents/reagents/food-Drinks.dm
Co-authored-by: Trilbyspaceclone [email protected]
MAINT: SCIPY_USE_PROPACK
-
this is effectively a forward port and modernization of the release branch
PROPACK
shims that were added in gh-15432; in short,PROPACK
+ Windows + some linalg backends was causing all sorts of trouble, and this has never been resolved -
I've switched to
SCIPY_USE_PROPACK
instead ofUSE_PROPACK
for the opt-in, since this was requested, though the change between release branches may cause a little confusion (another release note adjustment to add maybe) -
I think the issues are painful to reproduce; for my part, I did the following just to check the proper skipping/accounting of tests:
SCIPY_USE_PROPACK=1 python dev.py -j 20 -t scipy/sparse/linalg
932 passed, 172 skipped, 8 xfailed in 115.57s (0:01:55)
python dev.py -j 20 -t scipy/sparse/linalg
787 passed, 317 skipped, 8 xfailed in 114.80s (0:01:54)
- why am I doing this now? well, to be frank the process of manually
backporting this for each release is error-prone, and may cause
additional confusion/debate, which I'd like to avoid. Besides, if it
is broken in
main
we may as well have the shims there as well. I would point out that you may want to addSCIPY_USE_PROPACK
to 1 or 2 jobs in CI? The other reason is that if usage ofPROPACK
spreads, I don't want to be manually applying more skips/shims on each release (which I already had to do here with two new tests it seems)
[MIRROR] Add Croissants & Traitorous Baking Techniques [MDB IGNORE] (#18463)
- Add Croissants & Traitorous Baking Techniques (#72232)
This is my Christmas present to mimes everywhere.
First of all this adds Croissants, because I thought they already existed and was shocked to learn that they did not.
Here's a croissant and an unbaked croissant. In terms of food they are GRAIN, DAIRY, and BREAKFAST and made fairly simply from sugar, dough, and butter.
Secondly it adds this pack of traitor gear, exclusively for Mimes and Chefs.
The contents of this pack are:
- One combat baguette, indistinguishable from a regular baguette. If wielded as a sword it gains a 50% block chance (equal to the Captain's sabre) and does 20 damage.
- Two throwing croissants, which do 20 throwing damage and return to your hand like boomerangs.
- A cookbook which teaches you the secret to turning croissaints into deadly boomerang weapons.
You make a croissant into a throwing croissant simply by inserting an expertly bent iron rod into it. The chef can't make any use of the baguette unless they also gain the ability to mime, but they can use it to make food.
Bread.Battle.mp4
Watch me here struggle to use them to kill an ape (they don't return to your hands if thrown at an adjacent tile).
It's insane that croissants aren't already in the game. This gives mimes an "invisible" sword to go with their invisible gun (it announces to everyone nearby when you're about to use it, but they can't know if it's just a regular baguette). It's funny to throw bread at people.
🆑 add: You can now bake croissants to add to your breakfast. add: Traitorous chefs can bake dangerous throwing croissants, Mimes can do this and gain the additional benefit of a deadly combat baguette. /🆑
- Add Croissants & Traitorous Baking Techniques
Co-authored-by: Jacquerel [email protected]
Do not allow focus to drift from fullscreen client via focusstack()
It generally doesn't make much sense to allow focusstack() to navigate away from the selected fullscreen client, as you can't even see which client you're selecting behind it.
I have had this up for a while on the wiki as a separate patch[0], but it seems reasonable to avoid this behaviour in dwm mainline, since I'm struggling to think of any reason to navigate away from a fullscreen client other than a mistake.
0: https://dwm.suckless.org/patches/alwaysfullscreen/
Adds Some Supermatter Effects (#67866)
This pull request adds a variety of Supermatter delamination effects to make the crystal a bit more fun to watch and stare at. The initial filter effects and animations are from Baystation12, but I have adapted it to make it fun to watch!
It'll be a bit hard to explain in text, so this is the text explanation.
For normal running conditions, the Supermatter will emit pretty golden rays, and a large campfire like that glow that grows and shrinks based on it's power level.
For high power conditions, such as high O2 or CO2 amounts, the Supermatter's rays will glow red and it will emit red light, aswell as turn red (like before, unchanged).
o2_delam.mp4
When the conditions for a cascade, singularity, or a tesla are met, the colours and rays emitting from the crystal will change to match!
tesla_delam.mp4
singulo_delam.mp4
Also, I've added more sucking power to the crystal during its final countdown for DRAMATIC EFFECT. If the singularity conditions are met, the supermatter will SUCK THINGS INTO IT, even if they are bolted to the GROUND. Just like a singularity! It's REALLY COOL. https://streamasaurus.com/sharing/singularity_full.mp4 <--17MB video. UPDATE 1: New rays for the singulo
https://user-images.githubusercontent.com/77420409/174933219-0118748a-02da-40f8-9b99-06009e197cc8.mp4 UPDATE 2: Singularity delamination final countdown effect??:
dreamseeker_y4kS7k1rWo.mp4
When the supermatter has reached the FINAL COUNTDOWN but does NOT meet the criteria for a singularity, it will simply YOINK everything unwrenched towards, like a gravitational anomaly, range based on power at the time. Not as crazy as the singularity. Most things will get slapped against walls.
Here, have another cool delamination demo showing the criteria's swapping mid countdown! https://streamasaurus.com/sharing/modeswapping.mp4 <-- 17.5MB
I am likely missing something important from this body as I am drowsy making this! I will update this body with anything I forgot to note that I did.
The supermatter is a a very cool thing, but it could be cooler. I think the visual experience could do with a bit of an upgrade, as visual feedback is really cool and impressive to watch! You could tell more about the crystal without looking at the console, but not everything or precise numbers.
🆑 add: The Supermatter crystal will now emit rays of light, varying on it's power level and situation. code: improves a formatting and comment spelling fix: The Causality field now actually shows up! /🆑
Co-authored-by: tralezab [email protected]
Adds a preference that disables intensive rendering on different multiz layers (#71218)
It's kinda hacky, but it is nearly the same as just rendering one z layer. We allow people to ENTIRELY REMOVE most plane masters from their screen. This has the side effect of disabling most visual effects (AO is a big one) which saves a LOT of gpu.
We rely on planes being essentially layers to ensure things render in the proper order. (outside of some hackyness required to make parallax work)
I've kept parallax and lighting enabled, so visuals will still look better then multiz pre plane cube. It does also mean that things like FOV don't work, but honestly they didn't work PRE plane cube, and FOV's implementation makes me mad so I have a hard time caring.
Reduces gpu usage on my machine on tram from 47% to 32%, just above the 27% I get on meta.
I'm happy with this.
Oh also turns out the parallaxing had almost no cost. Need to remove it as a side effect of what I'm doing but if I could keep it I would.
There's still room for in between performance options, like disabling things like AO on lower z layers, but I didn't expect it to make a huge impact, so I left things as is
Also fixes a bug with paper bins not respecting z layer. It came up in testing and annoyed me
Ensures we can make multiz maps without running into client performance issues, allows users to customize performance and visual quality.
🆑 add: Adds a new rendering option to the gameplay preferences. You can now limit the rendering intensity of multiz levels. This will make things look a bit worse, but run a LOT better. Try it out if your machine chokes on icebox or somethin. /🆑
Co-authored-by: Mothblocks [email protected]
Chaplain armor beacon now uses radial + previews possible armor sets, plus some choice beacon code cleanup. (#71674)
- The chaplain choice beacon now uses a radial to select the armor set, instead of a list, giving the user a preview of what each looks like.
- Lots of additional cleanup to choice beacon code in general. Less copy pasted code.
- All beacons now speak from the beacon with their message, instead of some going by "headset message". Soul removed
I always forgot when selecting my armor which looks like what, and choosing an ugly one is a pain since you only get one choice. This should help chaplains get the armor they actually want without needing to check the wiki.
🆑 Melbert qol: The chaplain's armament beacon now displays a radial instead of a text list, showing previews of what all the armor sets look like qol: (Almost) all choice beacons now use a pod to send their item, instead of just magicking it under your feet code: Cleaned up some choice beacon code. /🆑
Co-authored-by: Fikou [email protected]
Unfuckies pod blood (#72323)
I broke it in #72220 Thanks to @Fikou for catching this list(variable = 0.1) doesnt work on byond, so I last-minute improvised and changed it to list("[variable]" = 0.1), using a string instead of a typepath. I already tested it thoroughly so decided it was probably good without thinking of it anymore
🆑 fix: fixes pod blood I swear /🆑
Co-authored-by: Fikou [email protected]
Dogs use the Pet Command system (#72045)
About The Pull Request
Chiefly this refactors dogs to use the newer component/datum system for "pet which follows instructions". It also refactors it a little bit because I had better ideas while working on this than I had last week. Specifically, instead of passing around keys we just stick a weakref to our currently active behaviour in the blackboard. Basically the same but skipping an unecessary step.
Additionally it adds a component for the previous "befriending a mob by clicking it repeatedly" behaviour which hopefully we won't use too much because it's not very exciting (I am planning on replacing it for dogs some time after Christmas). The biggest effort in here was making the Fetch command more generic, which includes multiple behaviours (which might be used on their own?) and another component (for holding an item without hands).
Additionally I noticed that dogs would keep following my instructions after they died. This seems unideal, and would be unideal for virtually any AI controller, so I added it as an AI_flag just in case there's some circumstance where you do want to process AI on a dead mob.
Finally this should replicate all behaviour Ian already had plus "follow" (from rats) and a new bonus easter egg reaction, however I noticed that the fetch command is supposed to have Ian eat any food that you try to get him to fetch. This has been broken for some time and I will be away from my desk for a couple weeks pretty soon, so I wrote the behaviour for this but left it unused. I will come back to this in the future, once I figure out a way to implement it which does not require adding the "you can hit this" flag to every edible item.
Also I had to refit the recent addition of dogs barking at felinids to fit into this, with a side effect that now dogs won't get mad at a Felinid they are friends with. This... feels like intended behaviour anyway? Why It's Good For The Game
It's good for these to work the same way instead of reimplementing the same behaviour in multiple files. Being able to have Ian (or other dogs) follow you around the station is both fun and cute, and also makes him significantly more vulnerable to being murdered. Changelog
cl add: Ian has learned some new tricks, tell him what a good boy he is! add: Ian will come on a walk with you, if you are his friend. refactor: Ian's tricks work the same way as some other mobs' tricks and should be extendable to future mobs. fix: Dogs no longer run at the maximum possible speed for a mob at all times. add: When Ian gets old, he also slows down. Poor little guy. add: Dogs will no longer dislike the presence of Felinids who have taken the time to befriend them. /cl
potted plants; our friends
potted plants; our friends
potted plants; our friends
potted plants; our friends
potted plants; fixing our friends (on their away maps)
potted plants; our (poorly indentated) friends
for the love of god stop failing checks
potted plants; our friends (dreammaker is not a friend)
fuck you, old-lab 2
green's replacement
potted plants; our friends (against whitespace)
there are no honorable discoveries in the darkest depths.
TGUI disposals (#2153)
converted disposals to TGUI
TESTING MY USE OF GITLENS
also fuck nanoui
Screenshots & Videos
Put screenshots and videos here with an empty line between the
screenshots and the <details>
tags.
🆑 ui: converted disposals to tgui /🆑
Co-authored-by: Stan_Albatross [email protected]
I really love u Doria. I missed u.
I really regret for every bad things Ive done and Im really not bullshitting u. I really missed your face and how u smile and being, chatting with me day by day. I am really sorry and wanted to do makeup. Can you not see how hard working am I to gain your trust back? I really do love you and miss u. I really will marry u if u will take me. I promise u, I love u alot. (Removed unused packages and the app is now 75% done.)
Perk List Overhaul
Contained within this commit is an encompassing overhaul onto several different parts of the Perk List, including the merging of several perks, adding additional levels to denote previously hidden effects and implementing updating effect % counters to applicable perks. To clarify, no changes to the functionality of the perks were made, only to the presentation of said perks. The full list of changes are as follows, in the order they appear in the code:
Merging in Midas' Windfall and Industrial Daily Codes into 2 levels of XYZ. Minor formatting change for Unlimited Growth. Improved readability of Not so challenging description and uppercased its name. Merged A Particular Improvement into Automation Upgrades, also added an extra level to denote the previously hidden effect of keeping w2x10. Revamped the descriptions for Automation Upgrades to improve readability and internal consistency with labeled effects. Combined Blessed by the Spirits, Advanced Runes Autobuyer, and Autobuy Talisman Resources into a new perk: Automagical Runes. Combined Better Cube Opening and Automation Cubes into a new perk: Cool QoL Cubes. Combined Real Time Auto Ascend and Auto Ascension Challenge Sweep into a new perk: Eternal Ascensions. Updated descriptions for "Ant God's Cornucopia" for readability/spelling. Swapped the descriptions of Golden Revolution 1 and 2 (Keeping it in line with the effect ordering of GQ 1/2/3 themselves.) Golden Revolution 1/2/3, PL-AT Σ, and skrauQ now all update to display their current % effect. Combined Metacogenesis and Metatrigenesis into a new perk: Octeract Metagenesis. Immaculate Alchemy now updates its description per level instead of having 1 description for all 3 levels.
Guards against uplink failsafe code being the same as unlock code (#72113)
There's probably a better way to do this to be honest, but I think it's silly for both to potentially be the same and this should work alright.
Fixes #71446.
I don't think the Syndicate is that stupid.
🆑 fix: After a recent mishap with a high-ranking Syndicate operative, the uplink's unlock code and failsafe code (the one that makes it blow up if you say it) should never turn out to be the same. /🆑
post Dreamt this morning that I was applying for PhD programs. It wasn't until dream-me began reviewing my research record that I remembered that I already have a PhD and am actually applying for tenure right now.
Carrier buffs and xeno ability toggles (#1996)
After playing a few rounds as various Carriers, it really felt they could use a small buff to work way better with how basically they are expected to build Hive Clusters now.
So the changes are:
- Vanilla and Shaman Carriers now have 500 plasma instead of 400 (would've given them 450 but the defines are in increments of 100). Eggsac still sits at 600.
- Base carrier can carry 8 eggs (up from 7), and Eggsac can carry 12 (up from 7). The latter especially suffered from not being able to carry more than its base variant.
- Shaman can now plat weeds (since we do have support for 5 xeno actions everything still fits). It was strange they could make special structures but not base weeds as a Drone evo strain...
- Eggsac's egg generation is now a toggle instead of an active ability. It uses plasma per tick and generates an egg every 30 seconds. This makes it less fiddly and lets you plant eggs more actively. Still the same cost overall.
- To support that, I added a new xeno ability type - active toggle. For now it's used by Hivelord for Resin Walker and Eggsac for generating the egg
Hopefully the active egg generation will actually make Eggsac a strong frontline xeno, since currently it's not that popular, not to mention it's still a liability for the Hive if they die...
Carriers are usually very plasma starved, especially when they are expected to build Hive Clusters for their Eggs, so mitigated that a bit. Eggsac carrying more eggs means it is compensated for losing huggers, and being able to generate eggs on an ongoing basis makes that ability less fiddly. The ability toggle makes it so the Resin Walker actually deactivates properly when you run out of plasma and cleans up the code a bit. Shaman being able to plant weeds means they can properly support the frontline without needing other Drones for the base weeds.
Screenshots & Videos
Put screenshots and videos here with an empty line between the
screenshots and the <details>
tags.
🆑 balance: Base and Shaman Carriers now have 500 base plasma, up from 400. Eggsac remains at 600 plasma. balance: Base and Shaman Carriers can now store up to 8 eggs, up from 7. Eggsac now can store a whopping 12 eggs, up from 7. Be careful not to die while carrying those and give Marines greeno material! balance: Shaman can now plant weeds. This bumped all their other abilities one slot over shortcut-wise. qol: Eggsac's egg generation ability is now a toggle that uses plasma per tick to generate eggs at an ongoing rate until full or out of plasma. code: Hivelord's Resin Walker now uses the same toggle structure. fix: Hivelord's Resin Walker now deactivates properly when you run out of plasma. fix: Fixed a runtime around Shaman's ability initialisation. /🆑
Co-authored-by: harryob [email protected]
Adds three eye_blur pain overlay preferences. (#2039)
Adds three preference tiers for eye_blur()
0, the default, keeps the new and updated blur Stan ported from TG.
1 re-adds the weldervision impair, vision-block scaling depending on amount of blur.
2 brings back the ancient legacy eye blur, with various warnings that it is not recommended.
Some people report this hurting their eyes, so a preference to return to the old is a good thing.
Bringing back the legacy overlay will also let some boomers experience soul in cm again.
Screenshots & Videos
Put screenshots and videos here with an empty line between the
screenshots and the <details>
tags.
🆑 add: Added a preference for eye blurring. Can be defaut blur, vision impair, or the legacy blurring effect. /🆑
Co-authored-by: harryob [email protected]
Fixes parallax on >2 level maps going fucky with optimized multiz (#72169)
We no longer always render parallax. This was causing issues because we can't isolate the white of space from the vaugely white of everything else.
So instead, if your parallax plane is out of view, we'll not only disable it, but we'll disable the strand we send from the main plane TO it.
Instead only blending against the bottom stack.
This does mean there's a possibility for fullwhite on z transition borders (potentially fixable), or when hijacking the plane (also fixable, but significantly more annoying).
This is enough to make large maps functional though, so I'm happy with it
Allows for #71731 and other maps like it. Makes my code actually work
🆑 fix: Using optimized multiz on > 2 z layer maps will no longer cause fucko bungo /🆑
Whole lotta scripts (v1.04
Current Games: Blox fruits, King legacy, Any UTMM kit game, Undertale dungeons, Project Pokemon copies, Bedwars, Zombie attack, Pet simulator X, Murder mystery 2, Randomly Generated Droids, Piggy, Raise a floppa 2, Doors, Shindo life 2, Undertale Boss Battles, Jailbreak, A0PG, Anime Rifts, A Universal Time, God's Legacy Demo, Demonfall, Project Baki 2, Floppa Simulator, Reaper 2, Stand Upright : Rebooted, Legends of Speed, Adventurer Simulator, Find the Bacons, Tower of Misery, Tower of Jump, Anime Clicker Simulator, And the rest are linked as they're harder to find
STRONGEST PUNCH SIMULATOR: https://www.roblox.com/games/6875469709/STRONGEST-PUNCH-SIMULATOR Mega Easy Obby: https://www.roblox.com/games/3587619225/Mega-Easy-Obby-775-Stages Timber: https://www.roblox.com/games/6897226634/Timber Rebirth Champions X: https://www.roblox.com/games/8540346411/EGG-HUNT-Rebirth-Champions-X Criminality: https://www.roblox.com/games/4588604953/FREE-Criminality Speed Run Simulator: https://www.roblox.com/games/7047488135/Speed-Run-Simulator Bulked Up: https://www.roblox.com/games/6847090259/EGG-HUNT-Bulked-Up Animal Simulator: https://www.roblox.com/games/5712833750/Animal-Simulator Giant Dancing Simulator: https://www.roblox.com/games/7371240697/EASTER-Giant-Dancing-Simulator Saber Simulator: https://www.roblox.com/games/3823781113/UPDATE-Saber-Simulator Flag Wars: https://www.roblox.com/games/3214114884/Flag-War Prop Hunt!: https://www.roblox.com/games/8747402506/Prop-Hunt-KITS A 0ne Piece Game: https://www.roblox.com/games/8396586868/Final-Boost-A-0ne-Piece-Game
Hubs: VG-Hub, EZ-Hub (Discontinued), Unfair hub, Zyrex Hub, Coco hub, Yax hub, Xennyware, Netna Hub, HoHo hub., Lazy Hub, Chaos Hub and more to come.
Universal: CMD-X, Infinity Yield, Dark dex, FPS Booster, Aimbot
All scripts supported by VG HUB (Because they're GIANT)
[Arsenal] 1
[Climb 1,000 Stairs] 2
[Survive the Night] 3
[World // Zero] 4
[Vehicle Legends] 5
[Build a boat] 6
[Blox Fruits] 7
[Project XL] 8
[Magnet Simulator] 9
[Jailbreak] 10
[Adopt me] 11
[TSUNAMI SURVIVAL] 12
[Zombie Rush] 13
[Zombie Uprising] 14
[Soda Legends] 15
[Bubble Gun Simulator] 16
[Knife Simulator] 17
[Ninja Legends] 18
[Ninja Legends 2] 19
[Dungeon Quest!] 20
[Super Bomb Sirvival] 21
[Shindo] 22
[MM2] 23
[Natural Disaster Survival] 24
[Elemental Battlegrounds] 25
[Field Trip Z] 26
[Dragon Adventures] 27
[Vehicle Simulator] 28
[Little World] 29
[Age Of Heros] 30
[Zombies Attack] 31
[Muscle Legends] 32
[Cursed Islands] 33
[KAT] 34
[Assassin] 35
[Ragdoll Engine] 36
[The Floor Is LAVA] 37
[Legends Of Speed] 38
[Elemental Legends] 39
[Mega Easy Obby] 40
[Taping-Gods] 41
[Break-in-Story] 42
[The Labyrinth] 43
[Weaponry] 44
[SHOOT OUT!] 45
[Breaking Point] 46
[Destruction Simulator] 47
[Trade Tower] 48
[The Asylum] 49
[Green Vile] 50
[The maze] 51
[Tower Of Hell] 52
[Warrior Champions] 53
[Be Crushed by a Speeding Wall] 54
[Survive The Disasters! Classic] 55
[Speed Run 4] 56
[Timber!] 57
[Demonfall] 58
[Car Crushers 2] 59
[DaHood] 60
[Wisteria] 61
[Creatures of Sonaria] 62
[The Final Stand 2] 63
[pet simulator X] 64
[pet simulator] 65
[Aut] 66
[Dragon Blox] 67
[Rise Of Nations] 68
[Specter] 69
[Project-Star] 70
[Flee the Facility] 71
[Lumber Tycoon 2] 72
[Strongest Punch Simulator] 73
[Meep City] 74
[Counter Blox] 75
[YouTube Simulator X] 76
[Survive the Killer!] 77
[YBA] 78
[Project Baki 2] 79
[Money Simulator X] 80
[True peice] 81
[Giant Simulator] 82
[Nerf-Strike] 83
[Pet Fighters Simulator] 84
[Super Power Fighting Simulator] 85
[Treasure Quest] 86
[King Legacy] 87
[Legends Re:written] 88
[Anime Simulator x] 89
[Blackhawk Rescue Mission 5] 90
[Anime Dimensions Simulator] 91
[The Wild West] 92
[Project Hero] 93
[Big Brain Simulator] 94
[Tapping Mania] 95
[unConventional] 96
[Typical Colors 2] 97
[Laundry Simulator] 98
[Color-Block] 99
[SwordBurst 2] 100
[Pets-Story] 101
[SAITAMANIA] 102
[Jojo: Crusaders' Heaven] 103
[Energy Assault] 104
[SCP-3008] 105
[Bee-SwarmSimulator] 106
[Military Tycoon] 107
[Fish Sim] 108
[Base Battles] 109
[Two Peice] 110
[Critical Legends] 111
[Critical Legends 2] 112
[Anime Rifts] 113
[rushpoint] 114
[anime cross world] 115
[Demon Slayer: Moonrise] 116
[Mimic] 117
[Anime Battlegrounds X] 118
[ABA] 119
[Weapon Fighting Simulator] 120
[Demon-Slayer-Burning-Ashes] 121
[Blade-Quest] 122
[Loomian Legcy] 123
[PLS DONATE] 124
[DBZ Final Remastered] 125
[Criminality] 126
[Driving Empire] 127
[Phantom Forces] 128
[Stand Upright: Rebooted] 129
[Sonic Speed Simulator] 130
[Combat Warriors] 131
[A Hero's Destiny] 132
[Elemental Awakening] 133
[Demon-Soul-Simulator] 134
[Soul War] 135
[Ability Wars] 136
[rate my avatar] 137
[Bid Battles] 138
[Project Slayers] 139
[Era of Althea] 140
[A 0ne Piece Game] 141
[Tapping Simulator!] 142
[Roblox Unbreakable] 143
[Evade] 144
[Reaper] 145
[Bloxburg] 146
[Speed Run Simulator] 147
[RoFruits] 148
[PlsCapture] 149
[Shark Bite2] 150
[Ultra Unfair] 151
[Fruits Battle Grounds] 152
[Fly-Race] 153
Fixes attempting to offset floating planes (#71490)
This is a dumb idea, and leads to fucked rendering on occasion
Fixes another portion of #70258, a player will no longer have a hidden antag hud if they move down a z level after getting an antag. We were trying to offset the floating plane of their image, and it went to shit. Also fixes a bug with observers not having antag huds for the combo hud to see. We were only giving them one on mind.on_transfer, rather then on mind assignment. I hate mindcode
Preperation for Version 0.1.0 - major makeover
*new file structure
The plugin has become bigger as expected during the first year. To stay organized, the previous idea of a singlefile is dropped and the code is separated by topics.
*performance
The previous versions have some issues with complex structures. Instead of single curves, one connected mesh is created for visualization. This is way faster and also memory efficient.
Scipy is used if available. This feature is available for experienced users that are able to install Scipy into Blender. A checkbox use_scipy is integrated, if the user wants to disable Scipy in case of errors. saving data
Previous approach was to store all data into python classes. This data has been lost, if the file was closed. The new version is going to use a new variable system within bpy.context.scene[“”]. All data is stored within the blend-file and is used when reopening a saved file.
The way how data is stored in variables has improved in a lot of parts.
Color and Radius of the visualization-mesh is stored in vertex-groups and vertex-color-attributes. This is going to be quicker and also more organized.
*processing data
Phaenotyp is switching to the amazing geometry-nodes in a lot of tasks. A lot of stuff is way more organized and quicker.
*genetic algorithm
The genetic algorithm has been reworked in a lot of parts to work more efficiently. The genetic algorithm can perform a sectional optimization before running the fitness-function for each individual. In this way the overall exploitation of the structure can be increased. visualizing data After using the genetic algorithm the result can be ranked by best fitness.
Due the new approach of processing data, the visualization ist way quicker and more memory efficient.
*usability
Some parts are more user friendly hopefully. All experimental functions that were somehow confusing have been removed.
Defined parameters are grayed out after a successful calculation of the structure. In this way, the user can not change parameters, that would not affect the finished result. Otherwise this could lead to some confusion, if the structure is saved with wrong parameters.
*variables
Because of the improved way of storing data, the variables have been reworked in a lot of parts. The overall management of variables is redone.
*hints
In order to install this new version, any older one needs to be uninstalled. A description for users is going to be added.
There is a division by zero error in sectional optimization sometimes that needs to be fixed or excluded with try/except.
attributes my man (#118)
-
oh look, billion's of hp no more
-
Tornado-Blitz
If only tf2 didn't have a projectile limit
-
Update zombieriot.phrases.weapons.description.txt
-
Slight tornado-blitz adjustments
-
funny changes
-
A tripple
meem, gun, fistman
-
aaaaaaa
-
ah fuck
-
Storm
The storm that is aproaching
- less attribute spam my man
I fucking hate this, I will now give up. Fuck you.
lxd/instance/drivers/driver/qemu: Fix macvlan NICs losing connectivity on LXD restart
Switch to using monitor.SendFile() rather than monitor.SendFileWithFDSet(), as there appears to be some rather strange behaviour going on with QEMU when used with macvtap NICs.
If you pass the macvtap file handles using monitor.SendFileWithFDSet() it will use a separate FD set for each file handle. This works fine, and I can see the correct file handles opened by the QEMU process. But when LXD is restarted (the monitor connection is closed), the file handles are closed by QEMU, causing the connectivity to break.
I have experimented with using the same FD set for all file handles associated to a particular macvtap NIC. This didn't fix the issue.
I also tried hard coding the FD set ID to 0. This meant that the macvtap NIC would share an FD set with the root disk device. Interestingly this solved the issue. However it made me uncomfortable as the root disk is only configured by referencing the FD set ID itself, rather than a particular FD inside the set. So I don't think that sharing an FD set with multiple devices is a good idea.
However it got me thinking that perhaps the fact that the root disk is referencing the FD set by ID (i.e using file=/dev/fdset/0 in its config) meant that QEMU somehow realised that the FD set should be persisted even after the monitor has disconnected.
I confirmed that using the same FD set (even if a different ID than 0) for macvtap NICS as the root disk device fixed the issue.
But because of my discomfort at that scenario (explained above) I instead looked for a different solution. Before introducing multi-queue macvlan support for VMs we were using monitor.SendFile() which worked fine. However I had switched to using the monitor.SendFileWithFDSet() function as the former didn't support accessing the specific FD number that was created inside QEMU. I thought we needed this because all the documentation around using multi-queue macvtap devices showed the use of numeric FDs.
However on further exploration it turns out that we can infact use monitor.SendFile,
and by sending each file handle with a unique name we can then refer to those file
handles using the same names in fds
setting for the macvtap devices.
Note: Because the fds
list is colon separated one cannot use colons in the file
handle names. And I also experienced issues with connectivity when using dashes in
the file handle names. So I opted for using full-stops instead.
Fixes #11201
Signed-off-by: Thomas Parrott [email protected]
Create question_fromronnkling
Hi Louis,
It's been a long time. If you remember I used your Fast Intrinsic Mode Decomposition to pull noise out of a video of blood flow in the retina.
But I have never gotten your second paper's method working well. I found the github
https://github.com/louisyulu/eef-utilities
And I downloaded the folder, and brought it up with Visual Code so that I can see how you have put things together.
Well again, for the life of me when I put what I think is the important stuff in the language I use (IDL). It still does not work. I never get to the place where I only have a few control points. Have you or anyone ever rewritten it some other language? I don't know dart and I don't want to take the time to figure out how to run it in debugger.
Ronn Kling
Cargo ammo and ammo box mapping (re-up) (#1759)
Previous version of this PR ( #1650 ) claimed to have changed 384 files, which would be impossible to review. So re-uploading this PR with hopefully a sane amount of files changed...
When I was playing cargo I spent a good half an hour in a round just mindlessly packing ammo magazines into boxes in squad prep. It didn't put a dent in the squad prep supply, and I barely got a handful of boxes. So I thought to myself that this is pretty much a waste of time for cargo and decided to code a better solution:
https://www.youtube.com/watch?v=cnXcEYAV8P4
So now select vendors (opt-in via VEND_LOAD_AMMO_BOXES
) support ammo
consolidation. They count the number of ammo magazines you have and from
that they derive the number of magazine boxes you can vend. If you vend
a magazine, it updates the number of boxes available, and if you vend a
box, it updates the number of magazines available (as well as all
derived boxes - see the 3 pack of grenades and 25 pack box).
The item_to_box_mapping
tracks ammo boxes (minus loose ammo), grenade
boxes, grenade packets and mine boxes.
Most notable affected vendors - Requisition ammo vendor, Requisition vendor that features grenades, Squad vendors that have ammo in them.
So now Requisition will be able to easily raid Squad Vendors to stock up their ammo drops and save countless hours of mind-numbing cargo work.
This code ALSO correctly works when you're re-stocking a vendor with either individual magazines or magazine boxes. Correct amounts are updated everywhere. So you could take a magazine box, put it in a vendor and thus let people vend 16 magazines out of it seemlessly. Really useful just incase you need to restock Requisitions with individual ammo or something...
Other notes:
- Boxes of magazines are put directly under the corresponding ammo so you can vend them in larger amounts easier. Useful for 3-packs of grenades
- We should add a Shotgun Shell Box Box so we can also handle those easily...
- Nailgun ammo box had to be converted from being /smg/ since that created an invalid ammo box that nobody used.
- Nulled out a magazine type for an intermediary box that later gets used for MREs and all that
Gameplay around loading magazines into ammo boxes is not interesting, so cutting it down to minimum is for the best.
🆑 add: Added an automated ammo box management system to various vendors stocking bulk ammo and grenades. It will automatically combine ammo magazine into boxes, and divide boxes into individual magazines (or grenades, MRE packets, etc.). The boxes will appear at the bottom of the vendor (yes, this also includes the regular grenade boxes that used to be higher). qol: Cargo will no longer need to pack individual vended ammo magazines into boxes thanks to the ammo box management system. Your chains have been broken! qol: Requisitions vendor now stocks 3-packs of grenades as well as individual HEDP grenades. qol: Requisitions ammo vendor now can vend a lot more individual magazines (actual number of magazines remains unchanged, just the ammo boxes have been consolidated into magazines). qol: Requisition vendors now vend to floor when they are not vending to the front desks. This will make filling crates of ammo boxes or rappels easier. code: Minor changes to code around some ammo boxes to remove one phantom box and prevent intermediate box types from being indexed when they shouldn't be. code: Refactored the code that checks whether items are in mint enough condition to re-stock. /🆑
Creates a new tile for the predator ship (#1400)
-
erm
-
yer
-
fuck you shaddeh
Life is one big road with lots of signs. So when you riding through the ruts, don't complicate your mind. Flee from hate, mischief and jealousy. Don't bury your thoughts, put your vision to reality. Wake Up and Live!
I will hatefuck you zandario
Co-authored-by: Zandario [email protected]
[MIRROR] Adds the Sandstorm random event, directional meteor functionality, space sand. [MDB IGNORE] (#18338)
- Adds the Sandstorm random event, directional meteor functionality, space sand. (#71802)
Hey guys, it's your boy. Back at it again with another meteor-adjacent event PR.
Adds the Sandstorm random event, inspired by the long-unused admin only one. It picks a direction to approach from, alerts the crew of its imminent arrival, and after a little over a minute of preparatory time, sends waves of sand and dust to grind down everything in that direction.
To accomplish this, some minor adjustments had to be made to meteor generation code. They can now be passed an optional arg for a direction to be thrown from, and will pick a random one if no direction is given.
Also introduces the newest addition to our cast of meteors -- space sand! It's even weaker than space dust, and shows up exclusively in this event. Space sand is ineffective against rwalls, and will not damage the arrivals area's high-tech sand-resistant glass. This is to prevent this event from venting one of the most dust-vulnerable areas on the station, and to make sure new players aren't shafted into firelock hell when the right angle is picked.
I did a lot of testing and tweaking of numbers to get the damage to average at about the level I'm comfortable with. This is meant to be a high-impact event that isn't as destructive (or unavoidable) as a meteor wave. Speaking of avoidance, let's talk about mitigation:
You get an early warning and a direction the sand will come from. You have time to grab repair supplies, move to safety, get a MODsuit. You can make worthwhile repairs as the sand comes in from inside (or outside, if you're brave enough) with nothing more than a welder and iron sheets. If you're feeling particularly spicy, you can leverage your prep time setting up shield generators, which spawn in engineering and have been added to the maintenance machines loot pool. Anyone can contribute, so do your part as a good crewmate and help out!
All that being said, the event can't be prevented entirely. Shit's going to get shredded, especially on the outside of the station. Damage will vary heavily based on the station and direction, ranging from inconsequential to threatening. It should happen late enough into the round that, at the bare minimum, the crew shouldn't be caught unprepared.
For those of you who are worried, the ORIGINAL sandstorm admin event is still with us too. It's been moved from the space dust file into the Sandstorm event file. This PR also makes a very minor change to the naming of the space dust events, for better menuing.
So, to sum it all up: Sand hits grinds down one side of the station, you get a minute of warning, shield generators now spawn in maintenance. Be a good crewmate and help where you can.
More event variety is good, and events that give the players agency on how bad the impact will be is even better.
🆑 Rhials add: Sandstorm random event! A random side of the station is pummeled by an onslaught of sand and dust. If you hear that one is approaching, grab a welder and some iron to help with repairs! add: Space sand! It's weak and doesn't hurt reinforced walls, but shouldn't be underestimated in high quantities. code: You can now pass a start direction to the spawn_meteors/spawn_meteor global procs. /🆑
- Adds the Sandstorm random event, directional meteor functionality, space sand.
Co-authored-by: Rhials [email protected]
Fixed entering APC being 0.1 seconds instead of 1 (#2117)
Fixed entering APC being 0.1 seconds instead of 0.5
It had '1' instead of '1 SECONDS'. This isn't intentional because of the outdated comment and as stated below
Sometimes bugs and oversights are elevated into features, this is effectively one but in practice it means that marines have way too much freedom of movement and versatility entering it, it's less like a clunky, bulky, cassettepunk APC and more like a Ferrari convertile. It also allows them to instantly enter the APC while being killed by a Xeno, which is stupid and lame.
Screenshots & Videos
Put screenshots and videos here with an empty line between the
screenshots and the <details>
tags.
🆑 fix: Fixed entering APC being 0.1 seconds instead of 1 second. /🆑
Update SpecSpellList for DF live
Removals: Shaman - Healing Stream Totem is usable by all specs Druid - Survival Instincts is on both Guardian and Feral Druid - Adaptive Swarm is used by multiple specs Paladin - Avenging wrath is usable by all specs Warlock - Grimoire of Sacrifice is usable by both Aff and Destro Rogue - Shiv is usable by all specs Hunter - Marksman and BM hunters have the same Kill Command. Survival does not.
Additions: Hunter - BM gets Cobra Shot Hunter - Survival has different Kill Shot and Muzzle (Interrupt) ids Warrior - Protection has Spell Block Evoker - Devastation has another ID for Eternity Surge (Kinda just added this one in for safety) Priest - Discipline has Purge The Wicked talent which replaces Shadow Word Pain Mage - Arcane Mage's Arcane Familiar Paladin - Protection has Blessed Hammer and Blessing of Spellwarding Druid - Balance has Wild Mushroom, and different spell ids for Moonkin Form, Starfire, and Starsure Druid - Guardian has a different id for Berserk that the 'modifiers' are consolidated into Monk - Mistweaver has Mana Tea Demon Hunter - Vengeance has Sigil of Silence and Fracture Demon Hunter - Havoc has Blur Death Knights - Added the primary strikes. Heart Strike (Blood), Obliterate (Frost), Festering Strike (Unholy)
dear tim, you're still a goof. dear oprah, you're still a fat bitch. nice job @ITzTravelInTime
for some fucking reason or another, you cannot use the one and two-parameter arguments for ioRead and ioWrite.
in this case, you have to use the deviceMap as the address, PLUS the actual device. you'd think the device is enough, but i guess not.
very nice job @ITzTravelInTime. it makes no sense i have to do this though, and why in/out{b,w,l} didn't work.
v nice. i heard the driver 'click'. meaning it turned on. nice. nice nice.
this is for you, tim:
https://www.youtube.com/watch?v=X6WHBO_Qc-Q
fixed some stupid ass bullshit
commas can bite me
bye bye is_ganymede back to the lobby
drip drip from the tap
BYE BYE NANOSUIT BACK TO THE LOBBY
remember when they tried to kill the lich king with a fucking sword made out of tortured souls lmao
honestly
liberia
Adds craftable showers and IV drips hopefully for the last time
Showers can be built in the direction you are facing with three metal sheets. IV Drips can be built with five plastic sheets.
- I affirm that I have tested all of my proposed changes and that if this pr fucks up again im giving up and asking someone else to do it
Showers are important and useful, same with IV drips. Since you cannot draw blood from a bag using a syringe, not having an IV drip means your blood bags would be effectively useless until you get to an outpost. Showers are useful for washing off blood, acid and doing surgery on plasmamen.
🆑 add: stack_recipes for showers and IV drips /🆑