## About The Pull Request
This PR was originally described to me by @AnturK and I implemented a
few elements of it to the best of my ability, then I promptly forgot
about it for the last 2 months.
This PR adds in randomly spawning structural weakpoints, using much of
the same mechanics of spawning in hidden satchels. If identified using a
T-ray scanner, they can be fixed using a welder by crew. More
excitingly, if a weakpoint is subject to an explosion, it will propagate
a crack, using a random line of turfs, then calling `ex_act()` on each
one with a small callback chain. Finally, cracks will form additional
weakpoints if caused this way, though are almost certainly going to be
noticeable, unlike before where they can spawn undertile.
With this addition, I've added a negative station trait, that will
increase the number of structural weakpoints that will spawn in a given
round. In a normal round, 3 weakpoints will spawn on the station, where
with the station trait, 4-8 weakpoints will spawn across the map.
Weakpoints come in 1 flavor practically, with a larger subtype being
spawnable by admins. The vars for weakpoints also happen to be fully
var-edit-able for admin purposes, including the explosion intensity that
can cause the weakpoint to trigger, the number of sub-cracks, if
additional weakpoints can spawn, etc.
You may also seal weakpoints using sticky tape.
## Why It's Good For The Game
Weakpoints feel like an interesting modifier to a map, where if caught
early can prevent a bad situation becoming worse. Otherwise, weakpoints
could very quickly cause chaos on the map, but despite their
description, aren't capable of causing **too** much destruction that
they can cause a shuttle call unless they're being manipulated by
traitors or antagonists. Though low odds, the idea of a player
welder-bombing a door or an IED going off related to the current
situation in a round, being exacerbated by pure chance due to being near
an IED seems really, REALLY funny.
## Changelog
🆑
add: Stations can now spawn with Structural weakpoints. If they're
subject to an explosion, they'll crack open a tear in the station's
turfs. If you spot one, make sure to weld it or seal it with sticky tape
to fix one. Or not!
add: Adds a negative station trait that greatly increases the number of
weakpoints that can spawn on station.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
This PR refactors ``effect_system``s to be a bit easier to use by
getting rid of ``set_up``, allowing ``attach()`` to be chained into
``start()`` and refactoring most direct system usages in our code to use
helper procs.
``set_up`` was unnecessary and only existed to allow ``New``'s behavior
to be fully overriden, which is not required if we split
sparks/lightning/steam into a new ``/datum/effect_system/basic`` subtype
which houses the effect spreading behavior. This allows us to roll all
logic from ``set_up`` into ``New`` and cut down on code complexity.
Chaining setup as ``system.attach(src).start()`` also helps a bit in
case no helper method exists
I've added ``do_chem_smoke`` and ``do_foam`` helpers, which respectively
allow chemical smoke or foam to be spawned easily without having to
manually create effect datums and reagent holders.
Also turns out we've had some nonfunctional effect systems which either
never set themselves up, or never started, so I fixed those while I was
at it (mostly by moving them to aforementioned helper procs)
## Why It's Good For The Game
Cleaner code, makes it significantly easier for users to work with. Also
most of our effect system usage was copypasta which was passing booleans
as numbers, while perfectly fine helper procs existed in our code.
## Changelog
🆑
refactor: Refactored sparks, foam, smoke, and other miscellaneous effect
systems.
refactor: Vapes now have consistent rigging with cigs using the new
system.
fix: Fixed some effects never working.
/🆑
## About The Pull Request
This PR refactors wall construction on girders, wooden barricades and
metal foam to use a centralized element, which listens to item
interaction signals and attempts to make any available wall recipe.
This change is an atomized prerequisite to my blueprinting system, since
that system requires a sane way to dynamically change the speed at which
walls are built.
This PR will later be expanded to refactor girder construction steps in
general.
I also added `proc/valid_typesof(base_type)` as a side effect of my
previous attempts at refactoring this stuff. There's now what amounts to
a code comment easter egg in the same file, because DM is wacko and
you're going to get cursed now too. :)
## Why It's Good For The Game
The old system had ~20 bespoke yet highly similar wall construction
steps. Some of the wall recipes were also concatenated from a string on
the used stack type. To put it bluntly, the code was fucking horrible.
Same thing goes for the rest of the girder construction steps, they were
all bespoke.
## Changelog
🆑
refactor: Refactored girders and wall construction. Report any bugs.
tweak: Some niche wall types might have their wall delay changed by like
2 seconds. This doesn't affect normal walls, reinforced walls,
falsewalls or any other important wall types.
/🆑
## About The Pull Request
Some full barricades still managed to crop up in places they shouldn't
due to unnoticed barricade spawners, these have now been replaced by new
crude barricade spawners(so it keeps 20% chance to not be there) where
relevant and the maplint has been updated to keep them out of where they
don't belong
## Why It's Good For The Game
If a door is barricaded it should be visible
## Changelog
🆑
map: The last full wooden barricades on top of dense objects have been
excised
/🆑
## About The Pull Request
Instead of being snowflake interactions on objects themselves, rigging
things with plasma or welding fuel is now handled on reagents' side via
``on_spark_act``, allowing each reagent to decide how they want to
handle exposure to electric currents or violent heating.
- Obviously plasma and welding fuel cause explosions, but former gains
additional power from electric current being passed through it (same
math as powercells), while latter doesn't explode unless in an enclosed
space, or a high enough current/temperature has been reached, and merely
creates a hotspot instead.
- Napalm and phlogiston create hotspots, or (try to) damage the holder
if they're enclosed
- Sorium, liquid dark matter, TATP, nitroglycerin and flash/smoke/sonic
powders trigger their usual detonation effects, albeit slightly weaker.
- Teslium creates a ZAP, with additional power for a BIG ZAP if it has
been triggered by electric current.
- RDX becomes spicier with temperature and current, similarly to how it
becomes more dangerous when mixed with LE or teslium.
- Gunpowder produces a delayed explosion effect (unless its hot or the
current is high enough, in which case its instant) and causes sparks as
the message claims it does (normal gunpowder explosions also do that)
Plasma and gunpowder rigged items can now be controlled using
stabilizing agent - in its presence, plasma will not explode unless the
used charge is higher than 0.2% of a standard cell's per unit of agent,
while gunpowder will instead spend 0.1 + (charge / 10% of a standard
cell's charge) units of agent to delay its detonation.
Smoke (powder) now produces a visible message and slightly damages lungs
of whoever it reacted inside of, if the container was a mob.
The numbers on plasma/welding fuel rigs should be ***roughly*** the
same. Also lighters can now be rigged in a fashion similar to welding
tools.
Also it turns out we broke light rigging at some point, so now it works
again.
## Why It's Good For The Game
This makes the system much more flexible and allows players to make more
creative IEDs, expanding upon the sandbox aspect of the game. Also I
have an upcoming project bringing IEDs (kind of, in a new form) back,
which is why I wrote this in the first place (but decided to atomize the
PRs).
As for smoke damage, it feels weird to not have any tells when someone
suddenly starts hacking up volumetric amounts of smoke, it makes sense
that they'd struggle a bit after coughing a few dozen cubic meters of
thick vape clouds.
## Changelog
🆑
add: Multiple new reagents such as napalm, sorium, TATP,
smoke/sonic/flash powders and other explosives can now be used to rig
cells or tools.
add: Plasma and gunpowder rigged items can now have controlled current
requirement/delay by adding some stabilizing agent alongside the main
reagent.
balance: Creating chemical smoke inside of a mob now makes them
violently cough it up, damaging their lungs a bit.
fix: Chemically-rigged lightbulbs now once again explode.
refactor: Refactored how power cells, welding tools, lightbulbs,
cigarettes (and now, lighters) handle being rigged with chemicals.
/🆑
## About The Pull Request
As title says, skin butchered from humans (currently only applies to
lizardskin) now inherits their owner's skin color, and so do items
(lizardskin boots and hats) made from it.
Also this PR gagsifies lizardskin hats and boots for this very reason.
## Why It's Good For The Game
Consistency, when you butcher a purple lizard you should get purple
lizard boots.
## Changelog
🆑
add: Made lizard skin and lizardskin items inherit their "donor's" skin
color
/🆑
## About The Pull Request
Void stamp added to bureaucracy loot spawners, a new box that contains a
granted, denied, and void stamp found in the lawdrobe, hop locker,
bureaucracy crate, mod stamper module, and the paperwork implant gets a
stamp that can cycle between 3 different ones like the mod stamp.
## Why It's Good For The Game
Finally the void stamp is obtainable
## Changelog
🆑
add: The void stamp is now obtainable
add: The lawdrobe now sells a box of stamps
add: The head of personnel's locker now contains a box of stamps
fix: The mod stamper module is now visible
/🆑
---------
Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
## About The Pull Request
- Fixes#94119
> This will require a different solution which someone smarter than me
has to figure out in the foreseeable future
Today me is now smarter than yesterday me. We basically just unmount
when the object is about to shuttle moved and remount after it has been
shuttle moved
This also map edits some objects that could not be mounted in shuttles
previously
## Changelog
🆑
fix: objects mounted in shuttle areas deconstruct when their support
structure is destroyed
fix: fixes runtime in arrivals shuttle when its request console is
destroyed
map: moved around some objects in shuttles so they can be mounted on its
walls again
/🆑
## About The Pull Request
Fixes#94699
This resolves two long-standing bugs where Support holoparasites could
heal their hosts while recalled, and Dextrous holoparasites could use
items on their hosts while recalled.
However because these bugs have been present _at least_ since the basic
mob refactor (I suspect I accidentally introduced them, although they
may even predate that) I've marked this as a balance update. What do I
care about GBP anyway.
In addition I've fixed two more visual bugs;
Gaseous Holoparasites now use a particle holder instead of setting
`particles` on the mob directly, which fixes a visual issue where the
particles would persist if you cancelled them via recalling and might
trick you into thinking you were still emitting gas after manifesting
again.
I also forced the health hud to update upon spawn, because as-is until
your host took any damage or healing it would just look like an empty
box hovering on your UI.
## Why It's Good For The Game
Support Guardian healing you could argue is a feature, but personally I
don't think that being constantly healed by your buddy in a way that
nobody can possibly prevent could have been intended, and if we _want_
to canonise it then it should be done in a way that it's a passive
effect of being recalled and not an effect of spamming right click.
Dextrous Guardians being able to use items while recalled was much more
clearly a bug; Dextrous Guardians drop all items when they recall and it
was an oversight that they could just put an item on their belt and get
it out while recalled, then freely use it on their host (but nothing
else, from inside the host that's the only thing in their range). The
reasoning that this is bad is pretty much the same as for the Support
guardian, except more so because it can use the instant full heal staff
or any other similar item.
## Changelog
🆑
balance: Support Guardians cannot heal their owner while recalled.
balance: Dextrous Guardians cannot use their hands while recalled.
fix: Gaseous Guardian particles will correctly dismiss when you recall.
fix: Guardian health hud will display the correct value when you are
first summoned.
/🆑
## About The Pull Request
Floppy disks received a sprite upgrade, as well as unique wraps:
<img width="364" height="150" alt="image"
src="https://github.com/user-attachments/assets/0ac433e3-7432-4c06-bec2-aeae00b6852f"
/>
<img width="786" height="527" alt="image"
src="https://github.com/user-attachments/assets/0f36bd0d-0362-4431-8131-49060a2fe348"
/>
You can now stack floppy disks! They also scatter around when thrown.
The video also showcases new styling options with a selection of
stickers! You can also write something on the disk instead of selecting
an icon:
https://github.com/user-attachments/assets/ff0a8542-9d79-4108-ae46-672ca5d620a2
MOST disks now inherit the `/item/disk` type to properly stack and do...
stuff. An updatepaths script included.
## Why It's Good For The Game
Old school is cool. Stacking disks makes them feel more authentic, while
styling allows for more crearivity!
## Changelog
🆑
add: New unique wraps for floppy disks
qol: Floppy disks can now be stacked
image: New sprites and stickers for floppy disks
map: Added and ran an updatepaths script
refactor: Most disks are now under the base disk item type
/🆑
---------
Co-authored-by: The-Tyrant <tyrantofgaming@gmail.com>
## About The Pull Request
fixes double the in smokey remain message and closes#94560
## Changelog
🆑
spellcheck: Removed double "the" in smokey remains message.
/🆑
## About The Pull Request
- Fixes#94497. Adds atom mount component directly but only for non
shuttle areas
- Hand placed posters are pixel shifted onto the wall and not directly
force moved allowing for stuff like acid/fire to interact with them
- Hand placing posters & signs apply the atom mounted component directly
without calling `find_and_mount_on_atom()`
## Changelog
🆑
code: improves code for placing posters and signs on walls
fix: hand placed posters now interact with fire/acid on their mounted
turf
fix: wallframes in player hands gets consumed when mounted in shuttle
areas
/🆑
## About The Pull Request
A weather anomaly can spawn on the station, causing a sandstorm,
snowstorm, or rainstorm to affect the room (and nearby rooms). These
weathers range from "harmless" to "mildly damaging".
They last for around five minutes.
The weather doesn't start immediately, giving people time to neutralize
it before it causes damage.
Neutralizing the anomaly stops the weather.
If they detonate, it just throw objects away from itself.
<img width="407" height="225" alt="image"
src="https://github.com/user-attachments/assets/2de1b797-2b17-442c-9023-11085b4849cf"
/>
<img width="991" height="674" alt="image"
src="https://github.com/user-attachments/assets/afe5a21d-9cf8-4e9d-95ec-adef6fd12a93"
/>
A rarer version of the anomaly can also occur, which brings a lightning
storm, which may damage the station itself.
Also, reactive weather armor. When you are hit, it summons a lightning
strike below nearby assailants.
## Why It's Good For The Game
With the added rain mechanics I wanted to use them, but it's kinda hard
to shoe them into the station because, "why is it raining on a space
station that makes no sense"
However, anomalies are weird, so this fits perfectly
## Changelog
🆑 Melbert
add: Weather anomalies, in four variants: Rain, snow, sand, and the rare
lightning storm.
add: Reactive Weather Armor
/🆑
## About The Pull Request
Looks over all offstation map files save for shuttles & bitrunning
domains for piping & cabling defects, inefficiencies, & deviations from
standard design. Any defects explainable as the result of damage have
been ignored, obviously. As usual, no pieces of equipment other than
piping & cabling were moved.
A few gameplay-effecting issues were addressed:
The Icebox Thing ruin's medical section had a scrubber disconnected from
the main line.
The Lavaland Beach Biodome had an injector for its scrubber line into
the outdoors, but as the outdoors are unpowered it has been replaced
with a passive vent.
The Lavaland Surface Gas Station's oxygen tank was on the incorrect
piping layer. This tank has also become an air tank, instead.
The Lavaland Surface Gas Station's central air vent was disconnected.
The Film Studio's crew's bedroom's vents were disconnected.
The Haunted Trading Post(space donk co ruin with the AI chamber) was
surrounded by electrical grille spawners, but these spawners spawn
yellow cables while the ruin uses red cables. They have been replaced
with a new layer 1 electrified grille spawner.
The Waystation ruin was hotwired due to electrical grille spawners.
The "Research" gateway's Dorms & Medbay APCs were disconnected.
A few maps have an incredibly large amount of useless cables, these
being the Icebox gas station & comms agent outpost, & the interdyne
space ruin. These cables are being left in under presumption of intent.
One map, the "the_outlet" space ruin, has air pipes leading to all of
its air alarms, for an indiscernible reason. These pipes are also being
left in under presumption of intent.
## Why It's Good For The Game
Just because they're all dead or criminals doesn't mean they like
wasting credits on piping, or that they don't have standards.
Solves the issues mentioned above.
## Changelog
🆑
map: A great deal of offstation structures have been given more
efficient piping & cabling.
map: Several offstation structures have had piping & cabling issues
resolved.
/🆑
## About The Pull Request
Depends on #94064 for the unit test but offers a better method for
finding an atom to mount on
- Finding a mount now takes into consideration the objects pixel x & y
offsets meaning diagonal mounting is now supported. Gives great
flexibility for mappers
- If you don't want to use pixel offsets but default back to using the
objects direction that behaviour is still preserved. Useful if your
object uses directional icon states(lights & cameras for now) AND don't
use offsets
- If no direction could be specified then as the last resort it defaults
back to the objects local turf for mounting
## Changelog
🆑
fix: all mounted objects on tables, fences, windows & walls should fall
of correctly when the atom it is placed on is destroyed
fix: security telescreen now falls off when their mounted wall is
destroyed
fix: defib wall mount falls off when their mounted wall is destroyed
fix: floor lights are mounted to the ground/catwalk/tram floor they are
sitting on meaning destroying it will destroy the light
fix: wall mounted plaques now fall off when their mounted wall is
destroyed
/🆑
## About The Pull Request
There is technically an `/obj/item/stamp/granted` in that one traitor
objective refers to it and tries to override a proc on it thus making it
a valid type, but not really. This changes the base `/obj/item/stamp`
from being the granted stamp to being an abstract type, and creates a
proper subtype for the granted stamp.
## Why It's Good For The Game
Base types being concrete outside of scenarios where its intuitive are
very annoying
## Changelog
🆑
code: makes /obj/item/stamp abstract, creates /obj/item/stamp/granted
/🆑
## About The Pull Request
Clicking a floor decal (pool of oil, etc) while dragging something will
move it onto it's tile
## Why It's Good For The Game
Oversight
Decals are cosmetic - Clicking on a decal should Move_Pulled as intended
Some decals (pool of oil) take up nearly the whole tile - makes pulling
onto that tile near improbable/frustrating in practice
## About The Pull Request
replaced seed plum item on actually grown plum
## Why It's Good For The Game
pr #92519 introduced new grown food spawner and i believe acidentally
placed plum seeds instead of grown plum
## Changelog
🆑
spellcheck: Plant produce spawner now correctly spawns plum instead of
plum seeds.
/🆑
## About The Pull Request
Depends on #94064 for the unit test but offers a better method for
finding an atom to mount on
- Finding a mount now takes into consideration the objects pixel x & y
offsets meaning diagonal mounting is now supported. Gives great
flexibility for mappers
- If you don't want to use pixel offsets but default back to using the
objects direction that behaviour is still preserved. Useful if your
object uses directional icon states(lights & cameras for now) AND don't
use offsets
- If no direction could be specified then as the last resort it defaults
back to the objects local turf for mounting
## Changelog
🆑
fix: all mounted objects on tables, fences, windows & walls should fall
of correctly when the atom it is placed on is destroyed
fix: security telescreen now falls off when their mounted wall is
destroyed
fix: defib wall mount falls off when their mounted wall is destroyed
fix: floor lights are mounted to the ground/catwalk/tram floor they are
sitting on meaning destroying it will destroy the light
fix: wall mounted plaques now fall off when their mounted wall is
destroyed
/🆑
## About The Pull Request
It's just a partial cleanup of
anti-[STYLE](https://github.com/tgstation/tgstation/blob/master/.github/guides/STYLE.md)
code from /tg/'s ancient history. I compiled & tested with my helpful
assistant and damage is still working.
<img width="1920" height="1040" alt="image"
src="https://github.com/user-attachments/assets/26dabc17-088f-4008-b299-3ff4c27142c3"
/>
I'll upload the .cs script I used to do it shortly.
## Why It's Good For The Game
Just minor code cleanup.
Script used is located at https://metek.tech/camelTo-Snake.7z
EDIT 11/23/25: Updated the script to use multithreading and sequential
scan so it works a hell of a lot faster
```
/*
//
Copyright 2025 Joshua 'Joan Metekillot' Kidder
This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
//
*/
using System.Text.RegularExpressions;
class Program
{
static async Task Main(string[] args)
{
var readFile = new FileStreamOptions
{
Access = FileAccess.Read,
Share = FileShare.ReadWrite,
Options = FileOptions.Asynchronous | FileOptions.SequentialScan
};
FileStreamOptions writeFile = new FileStreamOptions
{
Share = FileShare.ReadWrite,
Access = FileAccess.ReadWrite,
Mode = FileMode.Truncate,
Options = FileOptions.Asynchronous
};
RegexOptions regexOptions = RegexOptions.Multiline | RegexOptions.Compiled;
Dictionary<string, int> changedProcs = new();
string regexPattern = @"(?<=\P{L})([a-z]+)([A-Z]{1,2}[a-z]+)*(Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss)([A-Z]{1,2}[a-z]+)*";
Regex camelCaseProcRegex = new(regexPattern, regexOptions);
string snakeify(Match matchingRegex)
{
var vals =
matchingRegex.Groups.Cast<Group>().SelectMany(_ => _.Captures).Select(_ => _.Value).ToArray();
var newVal = string.Join("_", vals.Skip(1).ToArray()).ToLower();
string logString = $"{vals[0]} => {newVal}";
if (changedProcs.TryGetValue(logString, out int value))
{
changedProcs[logString] = value + 1;
}
else
{
changedProcs.Add(logString, 1);
}
return newVal;
}
var dmFiles = Directory.EnumerateFiles(".", "*.dm", SearchOption.AllDirectories).ToAsyncEnumerable<string>();
// uses default ParallelOptions
// https://learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.paralleloptions?view=net-10.0#main
await Parallel.ForEachAsync(dmFiles, async (filePath, UnusedCancellationToken) =>
{
var reader = new StreamReader(filePath, readFile);
string oldContent = await reader.ReadToEndAsync();
string newContent = camelCaseProcRegex.Replace(oldContent, new MatchEvaluator((Func<Match, string>)snakeify));
if (oldContent != newContent)
{
var writer = new StreamWriter(filePath, writeFile);
await writer.WriteAsync(newContent);
await writer.DisposeAsync();
}
reader.Dispose();
});
var logToList = changedProcs.Cast<KeyValuePair<string, int>>().ToList();
foreach (var pair in logToList)
{
Console.WriteLine($"{pair.Key}: {pair.Value} locations");
}
}
}
```
## Changelog
🆑 Bisar
code: All (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use
snake_case, in-line with the STYLE guide. Underscores rule!
/🆑
## About The Pull Request
Repaths the green captain suit and its skirt version to be costumes
instead of real captain clothing, as this is in line with how they're
used and makes them not have the armour of real captain clothing.
Deleted an unused identical copy of the same suit.
Fixes#93972
## Why It's Good For The Game
These are costumes and it's inconsistent for them to have armour values.
## Changelog
🆑
fix: The captain suit costume (green suit) no longer has the same armour
as real captain outfits.
/🆑
## About The Pull Request
Updates the laser gun into four proper subtypes: Standard, Pistol, Rifle
and Carbine.
<img width="229" height="210" alt="image"
src="https://github.com/user-attachments/assets/12c03076-8ebf-4d87-8c98-6a8cce6821db"
/>
Current sprites are pending a palette change.
**Standard:** Functions as you would expect. Same as ever.
**Pistol**: Lower charge, 20 force, normal sized, recharges faster.
**Carbine**: 15 force, 26 mag, two round burst. Projectiles flight
slightly faster. Cannot dual-wield.
**Rifle**: 20 force. 40 mag. Two round burst. EMP resistant (not
immune). Projectiles fly slightly faster. Cannot dual-wield (not that
you need to).
All but the rifle can be sourced from cargo. You can also buy the sovl
version of the laser gun if you're especially nostalgic.
### Armory Changes
The Armory now can potentially spawn either pistols, carbines or
standard. The weighting leans closer to spawning carbines and standard
as opposed to pistols.
### Lore Dump
The laser line of weapons now all have lore. That rich, deep lore that
every game needs and is totally not important at all to the meat and
potatoes of the game. I'm paid by the hour ($0.00)
### Code Tidying
Lasers are old and a total mess code-wise so we've tidied up while we're
here.
## Why It's Good For The Game
Variety is the spice of life and also some of these weapons could have
used a face lift. Especially the laser carbine. Both functionaltiy wise
and appearance wise.
A bit of randomness in the armory means some rounds might have unique
outcomes compared to others. Sometimes, items in cargo don't see
particularly much use, so peppering in a few random potential deviations
can maybe nudge people to utilize variant gear on future rounds.
I'm obsessed with writing too much information. I blame Hatterhat.
## Changelog
🆑
add: Three variants of the laser gun; Carbine (replacing the existing
one), Pistol and Rifle! Find it (possibly) in your armory today!
balance: The armory laser guns might be different variants of the laser
gun, rather than always being the standard. The standard is the same as
ever, even if it looks different.
add: If you care, the sovl version is available as a goodie. And in the
hands of pirates...
spellcheck: Lore! LORE FOR LASER GUNS! LOOOORE! Examine laser guns
closely and you might learn more about them.
balance: The new set of laser guns come with brand new sprites.
/🆑
---------
Co-authored-by: StaringGasMask <62149527+Exester509@users.noreply.github.com>
## About The Pull Request
This 1st has to be PR'd so the integration tests can point out all
wallmounts that could not find a support structure to mount on. I then
will do many map edits to align them onto the closest atom
Yes we no longer use wall mount but atom mounted component. All objects
that are mounted on windows/tables & fences now also fall off when
destroyed
It'll probably be a WHILE before I can fix all wall mounts. Long day.
Expect me to misalign many stuff to fix failing CI so make sure to
provide suggestions when possible
Improved wallmount code overall
- Fixes#93793
## Changelog
🆑
fix: fixes all incorrectly maploded wall mounts that aren't actually
hanging on any support structure
fix: objects mounted on tables, windows & fences also fall off now when
destoryed
qol: lights can be mounted on windows
qol: cameras can be mounted on windows
qol: buttons can be mounted on tables
refactor: improved how wall mounts interact with objects as a whole
report bugs on github
/🆑
Achieves this by requiring the projectile to do damage to ignite.
## About The Pull Request
Achieves this by requiring the projectile to do damage to ignite.
## Why It's Good For The Game
Closes#93990
## Changelog
🆑
fix: Fixes welding fuel being ignited by kisses.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com>
## About The Pull Request
I don't really know why you can't set the dir of a MA after it's created
but copying the appearance to an image fixes it
## Changelog
🆑 Melbert
fix: Glowing bloody footprints looks less weird
/🆑
## About The Pull Request
changes tiled_dirt to just tiled_turf and expands its use slightly to be
the "i have a 2x2 tile sprite"
<img width="864" height="691" alt="image"
src="https://github.com/user-attachments/assets/78a7ba96-fffe-42e1-9eef-35b96b22481b"
/>
https://github.com/user-attachments/assets/7a273302-a331-48b2-a06f-d65bddf13bfd
## Why It's Good For The Game
its silly for things that arent visually tiled to use the tiled water
sprite
## Changelog
🆑
fix: stuff like carpet and wood tiles dont use the 2x2 tiled sprite
fix: similarly, floors that dont use the tiled sprite now can have
permafrost sprites (as they are not tiled)
/🆑
## About The Pull Request
closes#93805
## Why It's Good For The Game
we actually have almost no emp logging at all lol, not even emp chem
reaction, so you barely can track potential griefer?
## Changelog
🆑
admin: EMP logs are improved, additionally chemical EMP reactions are
now logged.
/🆑
## About The Pull Request
When a camera update is triggered, it is instead added to a queue on a
background subsystem
An AI entering a camera chunk which is queued to update will force the
update immediately (bypassing the queue)
While the root problem of this is, ultimately, not addressed...
<img width="554" height="58"
alt="467828777-eff3f0e5-49d6-4997-b4d7-05eff6432155"
src="https://github.com/user-attachments/assets/c2d6a5f5-d958-463e-959f-116bd0dab475"
/>
...the change will ultimately prevent update spam from consuming all of
the server's resources - instead allocating updates to the backburner in
times of high server stress (or on multi-z maps)
## Changelog
🆑 Melbert
refactor: Refactored the way camera updates are handled to hopefully
reduce some lag. Report any oddities
/🆑
## About The Pull Request
Fun idea discussed on the discord.
At low pressure, cans of soda will burst at 67.458 kPa, which is WAY
higher than I would have expected, but that may just say something about
the construction of the average can of soda.
## Why It's Good For The Game
Fun little realism feature, which I found amusing enough for a quick 15
minute project. Only applies to cans that are actually exposed to atmos,
so a held can while in space or in the bag won't trigger this reaction.
## Changelog
🆑
add: Leaving a can of soda exposed to the elements at low pressure will
now burst.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Readds the drops_core argument for determining whether an anomaly is
capable of dropping a core through any means possible.
## Why It's Good For The Game
For intended behaviour of the supermatter.
## Changelog
🆑
fix: Supermatter anomalies no longer drop anomaly cores.
fix: Fix supermatter flux anomalies from sm delam not emping or
whatever.
/🆑
## About The Pull Request
- Fixes#93603. posters now apply the wall mount component
- Fixes tram wall frame doing a lot of extra checks & not applying the
wall mount component
## Changelog
🆑
fix: posters applied on walls fall off when the wall is destroyed
fix: player mounted tram wall frame controller falls off when the wall
is destroyed
/🆑