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docker-build
65
Commits
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d14e538393 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 | ||
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0204ab8fdd |
Canreach refactor (#93165)
## About The Pull Request ports https://github.com/DaedalusDock/daedalusdock/pull/1144 ports https://github.com/DaedalusDock/daedalusdock/pull/1147 full credit to @Kapu1178 for the juice instead of `reacher.CanReach(target)` we now do `target.CanBeReachedBy(reacher)`, this allows us to give special behavior to atoms which we want to reach, which is exactly what I need for a feature I'm working on. ## Why It's Good For The Game allows us to be more flexible with reachability ## Changelog 🆑 refactor: refactored how reaching items works, report any oddities with being unable to reach something you should be able to! /🆑 |
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5e629dff04 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync | ||
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e350c50a5c |
Emp prot tags are more specific, also no longer leak stealthy emp protection (#93211)
## About The Pull Request Fixes #93199 EMP protection now specifies what it protects Adds an EMP flag for things which should definitely not indicate they are EMP proof ## Changelog 🆑 Melbert fix: EMP proof objects now specify what they protect rather than only implying it's 100% emp proof fix: Some objects meant to stealthily be emp proof no longer broadcast they are emp proof on examine /🆑 |
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8844c7ba99 |
Makes energy gun cells bomb proof. Makes the cells of indestructible energy guns also indestructible. (#91284)
## About The Pull Request The cell contained within energy guns can sometimes be destroyed due to...reasons. This makes it so that the cell is bombproof, and if the gun is indestructible, also indestructible for good measure. ## Why It's Good For The Game This is basically a constant problem that doesn't seem to ever go away due to the fact that the cell is an actual physical object and not an abstraction. While it remains an actual object, lets just...make it not break and brick an important item, yeah? ## Changelog 🆑 fix: If an energy weapon is indestructible, so is the cell within the weapon. fix: Cells inside of energy guns are bomb proof so as to not brick a gun that somehow survives being bombed. /🆑 |
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655b66bdd0 |
Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
Revival of https://github.com/tgstation/tgstation/pull/86482, which is even more doable now that we have rustg iconforge generation. What this PR does: - Sets up every single GAGS icon in the game to have their own preview icon autogenerated during compile. This is configurable to not run during live. The icons are created in `icons/map_icons/..` - This also has the side effect of providing accurate GAGS icons for things like the loadout menu. No more having to create your own previews.  <details><summary>Mappers rejoice!</summary>   </details> <details><summary>Uses iconforge so it does not take up much time during init</summary>  </details> --- this still applies: Note for Spriters: After you've assigned the correct values to vars, you must run the game through init on your local machine and commit the changes to the map icon dmi files. Unit tests should catch all cases of forgetting to assign the correct vars, or not running through init. Note for Server Operators: In order to not generate these icons on live I've added a new config entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in the config.txt No more error icons in SDMM and loadout. 🆑 refactor: preview icons for greyscale items are now automatically generated, meaning you can see GAGS as they actually appear ingame while mapping or viewing the loadout menu. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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57a52ff13f |
Makes energy gun cells bomb proof. Makes the cells of indestructible energy guns also indestructible. (#91284)
## About The Pull Request The cell contained within energy guns can sometimes be destroyed due to...reasons. This makes it so that the cell is bombproof, and if the gun is indestructible, also indestructible for good measure. ## Why It's Good For The Game This is basically a constant problem that doesn't seem to ever go away due to the fact that the cell is an actual physical object and not an abstraction. While it remains an actual object, lets just...make it not break and brick an important item, yeah? ## Changelog 🆑 fix: If an energy weapon is indestructible, so is the cell within the weapon. fix: Cells inside of energy guns are bomb proof so as to not brick a gun that somehow survives being bombed. /🆑 |
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cb51a652a9 |
Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
## About The Pull Request Revival of https://github.com/tgstation/tgstation/pull/86482, which is even more doable now that we have rustg iconforge generation. What this PR does: - Sets up every single GAGS icon in the game to have their own preview icon autogenerated during compile. This is configurable to not run during live. The icons are created in `icons/map_icons/..` - This also has the side effect of providing accurate GAGS icons for things like the loadout menu. No more having to create your own previews.  <details><summary>Mappers rejoice!</summary>   </details> <details><summary>Uses iconforge so it does not take up much time during init</summary>  </details> --- ### Copied from https://github.com/tgstation/tgstation/pull/86482 as this still applies: Note for Spriters: After you've assigned the correct values to vars, you must run the game through init on your local machine and commit the changes to the map icon dmi files. Unit tests should catch all cases of forgetting to assign the correct vars, or not running through init. Note for Server Operators: In order to not generate these icons on live I've added a new config entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in the config.txt ## Why It's Good For The Game No more error icons in SDMM and loadout. ## Changelog 🆑 refactor: preview icons for greyscale items are now automatically generated, meaning you can see GAGS as they actually appear ingame while mapping or viewing the loadout menu. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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753d8e5ba4 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a | ||
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e151043918 |
If you are upside down, you ignore elevation (#90147)
## About The Pull Request If you have the `UPSIDE_DOWN` movetype, you ignore elevation changes. Cuz yknow, you're on the roof. ## Changelog 🆑 Melbert fix: Being atrocinated ignores elevation from tables and such /🆑 |
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b6b8306fda | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a | ||
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d7460f97d7 |
Adds a new area flag, LOCAL_TELEPORT, given to virtual domains and deathmatch arenas. (#88756)
## About The Pull Request Adds a new area flag, LOCAL_TELEPORT. This flag allows teleports ONLY in the same area that the teleport is used. This allows for short range hijinks without enabling long range exploits, and thus it's given to DMs and domains. Changed almost all area_flags & NO_TELEPORT checks to use check_teleport() (as now areas may use local_teleport instead, and this lets them check for multiple things instead) Thus I re-added Void Phase to the heretic scribe in DM and shuffled some stuff around (realizing now i neglected to doublecheck if blade breaking tps you to station. need to check just in case) ## Why It's Good For The Game It sucks you can't use teleporting abilities in temporary areas, so this is a good way to allow this to still happen without opening the way for gamebreaking exploits. ## Changelog 🆑 code: Adds a new area flag, LOCAL_TELEPORT, given to virtual domains and deathmatch arenas. code: Re-added Void Phase to Heretic Scribes in Deathmatch's Ragnarok map. /🆑 |
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6da4462e14 |
Fix gravity for areas in space near station (#88176)
## About The Pull Request - Fixes #76827 This removes gravity from the following areas: - Solars - Nearstation - Space - Ordnance bomb testing ##### Note - Asteroid areas (Tram) or planet areas (Ice) are not affected. <details> <summary>Examples of outside gravity turfs</summary>  </details> Now stepping on floor plating in those areas will result in mobs drifting. (like they do inside the station when gravity is offline) Stepping on or near catwalks, lattices, or walls stills controls your movement. Also refactored a little bit of the `has_gravity` code to use defines instead of `TRUE/FALSE`. ## Why It's Good For The Game Consistency. Mag boots are highly recommended when performing EVA. ## Changelog 🆑 fix: Fix gravity for areas in space near station (solars, nearspace, bomb testing, etc.) /🆑 |
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e59d8ba64b | Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b | ||
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f8faccd70a | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-10a | ||
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bb70889f6e |
TG Upstream Part 1
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff |
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9a3dceda26 |
Fishing in a virtual domain doesn't deplete limited loot anymore (also the treasure chest is no longer anchored) (#86625)
## About The Pull Request I've recently realized that bitrunning fishing spots can steal the limited loot from outside the virtual reality, which sucks. Also Livrah asked me why the treasure chest is anchored, to which I said it's actually an oversight. ## Why It's Good For The Game Fixing stuff. ## Changelog 🆑 fix: Bitrunning fishing spots no longer deplete limited loot from outside the virtual reality. fix: The treasure chest from the beach is no longer anchored to the floor. /🆑 |
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4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
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e1bf793264 |
Spelling and Grammar Fixes (#86022)
## About The Pull Request Fixes several errors to spelling, grammar, and punctuation. ## Why It's Good For The Game ## Changelog 🆑 spellcheck: fixed a few typos /🆑 |
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132f9363e4 |
Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into fuck-fuck-fuck
# Conflicts: # _maps/map_files/Birdshot/birdshot.dmm # _maps/map_files/NorthStar/north_star.dmm # _maps/map_files/VoidRaptor/VoidRaptor.dmm # code/datums/status_effects/debuffs/debuffs.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/modules/cargo/packs/imports.dm # html/changelogs/archive/2024-07.yml |
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134a84d824 |
Turfs in lua will no longer null out their reference on deletion. (#85429)
## About The Pull Request Turfs are static objects and you can safely hold reference to them because their reference does not change on deletion. ## Why It's Good For The Game Makes lua scripts more stable since signals don't get unregistered on turf deletion. ## Changelog 🆑 admin: Turfs in lua will no longer become invalid on deletion. /🆑 Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com> |
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8f81666251 |
[MIRROR] Fixes exploit allowing players to open Bag of Holding rifts in the Heretic dimension (#29106)
* Fixes exploit allowing players to open Bag of Holding rifts in the Heretic dimension (#85330) ## About The Pull Request This PR prevents players from opening a BoH tear in the Heretic dimension areas. It also introduces a new area flag, "NO_BOH", which can be added to areas to replicate this behavior. ## Why It's Good For The Game This prevents the (very unlikely) edge case that someone manages to open a BoH tear in one of the funny hand rooms, which is bad not only because it fucks over anyone else who gets sacrificed, but could also interfere with other things on that z-level (shuttles, other Lazy Template areas, etc). Messing with some new code here, so if there's better ways to handle this, by all means, chime in. This is a much more elegant method than just banning anything but the station. ## Changelog 🆑 Vekter fix: Fixes an exploit that allowed players to open a Bag of Holding rift in the Heretic dimension. /🆑 --------- Co-authored-by: Kapu1178 <75460809+Kapu1178@ users.noreply.github.com> * Fixes exploit allowing players to open Bag of Holding rifts in the Heretic dimension --------- Co-authored-by: Vekter <TheVekter@users.noreply.github.com> Co-authored-by: Kapu1178 <75460809+Kapu1178@ users.noreply.github.com> |
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5b23db8a2c |
Fixes exploit allowing players to open Bag of Holding rifts in the Heretic dimension (#85330)
## About The Pull Request This PR prevents players from opening a BoH tear in the Heretic dimension areas. It also introduces a new area flag, "NO_BOH", which can be added to areas to replicate this behavior. ## Why It's Good For The Game This prevents the (very unlikely) edge case that someone manages to open a BoH tear in one of the funny hand rooms, which is bad not only because it fucks over anyone else who gets sacrificed, but could also interfere with other things on that z-level (shuttles, other Lazy Template areas, etc). Messing with some new code here, so if there's better ways to handle this, by all means, chime in. This is a much more elegant method than just banning anything but the station. ## Changelog 🆑 Vekter fix: Fixes an exploit that allowed players to open a Bag of Holding rift in the Heretic dimension. /🆑 --------- Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com> |
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a3b79bb3b3 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-2407c | ||
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526d3604f0 |
[MIRROR] fixes wawa cryo cell (but good) (#28777)
* fixes wawa cryo cell (but good) (#84682) ## About The Pull Request better alternative to #84676 cryo cells having a two tile tall sprite return the turf above in /proc/get_turf_pixel() overrides IsObscured on cryo cells to only respect its actual location fixes #80983 ## Why It's Good For The Game bug bad ## Changelog 🆑 fix: fixes the rightmost wawastation cryo cell /🆑 * fixes wawa cryo cell (but good) --------- Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> |
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7fe5964126 |
fixes wawa cryo cell (but good) (#84682)
## About The Pull Request better alternative to #84676 cryo cells having a two tile tall sprite return the turf above in /proc/get_turf_pixel() overrides IsObscured on cryo cells to only respect its actual location fixes #80983 ## Why It's Good For The Game bug bad ## Changelog 🆑 fix: fixes the rightmost wawastation cryo cell /🆑 |
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7cb3b3f472 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-07b | ||
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64a12bde28 |
[MIRROR] some deathmatch fixes (#28594)
* some deathmatch fixes (#84472) ## About The Pull Request firstly and most importantly polymorphing works now fixes field gens in OSHA Violator map names are sorted alphabetically binary chat may not be used in deathmatch arenas Chef and Clown final destination loadout names were renamed to avoid confusion with loadouts of the same name ## Why It's Good For The Game fixes #82791 fixes #82802 a feature of a deathmatch map working is good loadout confusion = bad also i guess sorting the list looks cool ## Changelog 🆑 fix: deathmatch OSHA Violator map has actually functioning field gens now fix: being polymorphed in deathmatch does not count you dead fix: deathmatch cyborgs may not talk in binary qol: deathmatch map names are sorted alphabetically spellcheck: deathmatch final destination clown and chef loadouts have been renamed to avoid confusion /🆑 * some deathmatch fixes --------- Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> |
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539bc1bf8d |
some deathmatch fixes (#84472)
## About The Pull Request firstly and most importantly polymorphing works now fixes field gens in OSHA Violator map names are sorted alphabetically binary chat may not be used in deathmatch arenas Chef and Clown final destination loadout names were renamed to avoid confusion with loadouts of the same name ## Why It's Good For The Game fixes #82791 fixes #82802 a feature of a deathmatch map working is good loadout confusion = bad also i guess sorting the list looks cool ## Changelog 🆑 fix: deathmatch OSHA Violator map has actually functioning field gens now fix: being polymorphed in deathmatch does not count you dead fix: deathmatch cyborgs may not talk in binary qol: deathmatch map names are sorted alphabetically spellcheck: deathmatch final destination clown and chef loadouts have been renamed to avoid confusion /🆑 |
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e96f29d4a5 |
Merge remote-tracking branch 'Skyrat-SS13/master' into upstream-2024-06-16
# Conflicts: # _maps/_basemap.dm # _maps/map_files/IceBoxStation/IceBoxStation.dmm # _maps/skyrat/automapper/automapper_config.toml # code/__DEFINES/surgery.dm # code/datums/weather/weather_types/radiation_storm.dm # code/modules/antagonists/changeling/changeling.dm # code/modules/clothing/neck/_neck.dm # code/modules/events/_event.dm # code/modules/jobs/job_types/_job.dm # code/modules/mining/equipment/kinetic_crusher.dm # code/modules/mob/living/basic/vermin/frog.dm # modular_skyrat/modules/borgs/code/robot_upgrade.dm |
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4d31959e9d |
[MIRROR] Takes the ABDUTOR_PROOF flag out back (#28186)
* Takes the ABDUTOR_PROOF flag out back (#83958) ## About The Pull Request Basically the title, Abductors can no longer teleport into NOTELEPORT areas except for the abductor ship. This now also removes the ABDUCTOR_PROOF bitflag and replaces it with a check for ai monitored areas fixes https://github.com/tgstation/tgstation/issues/83844 ## Why It's Good For The Game Abductors shouldnt kidnap people in centcom ## Changelog 🆑 fix: Abductors can no longer teleport into Centcom remove: Brutally murders the ABDUCTOR_PROOF flag /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> * Takes the ABDUTOR_PROOF flag out back --------- Co-authored-by: Rex9001 <120136161+Rex9001@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> |
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909256caa4 |
Takes the ABDUTOR_PROOF flag out back (#83958)
## About The Pull Request Basically the title, Abductors can no longer teleport into NOTELEPORT areas except for the abductor ship. This now also removes the ABDUCTOR_PROOF bitflag and replaces it with a check for ai monitored areas fixes https://github.com/tgstation/tgstation/issues/83844 ## Why It's Good For The Game Abductors shouldnt kidnap people in centcom ## Changelog 🆑 fix: Abductors can no longer teleport into Centcom remove: Brutally murders the ABDUCTOR_PROOF flag /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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5da11912cb | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-2406a | ||
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9a2390ba7a |
Iceblock flora generation fixes (#83450)
Fixes #83438 🆑 ShizCalev fix: Trees will no longer be growing through railings on forest planets fix: Trees/plants will no longer grow through wood pathways on Icebox fix: Railings will no longer appear ontop of rock walls on icebox /🆑 Old:  Fixed:  |
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54f9ea034c |
Iceblock flora generation fixes (#83450)
Fixes #83438 🆑 ShizCalev fix: Trees will no longer be growing through railings on forest planets fix: Trees/plants will no longer grow through wood pathways on Icebox fix: Railings will no longer appear ontop of rock walls on icebox /🆑 Old:  Fixed:  |
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07e790a87f | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-2405b | ||
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bf3a907649 |
[MIRROR] Virtual Domains now have certain areas protected from ghost role interference (#27618)
* Virtual Domains now have certain areas protected from ghost role interference (#82960) ## About The Pull Request This touches up on the bitrunning ghost roles that come with some maps, namely Corsair Cove and Syndicate Assault. The gist of it is: Ghost role spawners and Digital Anomalies (the random event boss mobs) are now restricted from entering the VDOM safehouse, and other areas where critical equipment is stored. Here's an example from Syndicate Assault -- The X-ed out area is considered "out of bounds" for digital anomalies/ghost roles:  Additionally, this also fixes the matter of pirate ghost role spawns creating their own antag datum/pirate team, which would carry into the roundend report. Since these are no longer legitimate pirate spawners and are now specifically designed spawners for virtual domains. Naturally, emagging the server jailbreaks all of these restrictions and notifies any virtual entities. The new subtype of spawners should also be scalable enough that new VDOMs should be able to implement new ghost role spawners with ease. ## Why It's Good For The Game It's one thing to have sentient mobs to fight, which can shake up the otherwise somewhat static nature of bitrunning maps, but when players are tossing equipment, spawncamping, or otherwise making it impossible for the runners to fight them it ends up being unfun for everyone involved. You can't get into a good fight with a bitrunner avatar if their only recourse is to wipe the map and everything (YOU) in it. This ensures a level of fairness between the (typically vindictive) ghost roles of a VDOM and the players. Also, pirate spawns don't make a new pirate team/datum. That's one of the fixes I was aiming for with this. ## Changelog 🆑 Rhials balance: Virtual domain ghost roles can no longer enter the safehouse/"equipment" areas of a domain. fix: Pirate virtual domain ghost roles will no longer make a pirate team antag datum. /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com> * Virtual Domains now have certain areas protected from ghost role interference --------- Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com> |
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6aa0dee37f |
Virtual Domains now have certain areas protected from ghost role interference (#82960)
## About The Pull Request This touches up on the bitrunning ghost roles that come with some maps, namely Corsair Cove and Syndicate Assault. The gist of it is: Ghost role spawners and Digital Anomalies (the random event boss mobs) are now restricted from entering the VDOM safehouse, and other areas where critical equipment is stored. Here's an example from Syndicate Assault -- The X-ed out area is considered "out of bounds" for digital anomalies/ghost roles:  Additionally, this also fixes the matter of pirate ghost role spawns creating their own antag datum/pirate team, which would carry into the roundend report. Since these are no longer legitimate pirate spawners and are now specifically designed spawners for virtual domains. Naturally, emagging the server jailbreaks all of these restrictions and notifies any virtual entities. The new subtype of spawners should also be scalable enough that new VDOMs should be able to implement new ghost role spawners with ease. ## Why It's Good For The Game It's one thing to have sentient mobs to fight, which can shake up the otherwise somewhat static nature of bitrunning maps, but when players are tossing equipment, spawncamping, or otherwise making it impossible for the runners to fight them it ends up being unfun for everyone involved. You can't get into a good fight with a bitrunner avatar if their only recourse is to wipe the map and everything (YOU) in it. This ensures a level of fairness between the (typically vindictive) ghost roles of a VDOM and the players. Also, pirate spawns don't make a new pirate team/datum. That's one of the fixes I was aiming for with this. ## Changelog 🆑 Rhials balance: Virtual domain ghost roles can no longer enter the safehouse/"equipment" areas of a domain. fix: Pirate virtual domain ghost roles will no longer make a pirate team antag datum. /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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7a8fe64633 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into skyrat-upstream-04 | ||
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6250015dca |
Fixes all emotes being "audible", adds support for runechat only emotes (makes cough runechat only) (#82832)
- Fixes all emotes being considered audible - We have a check here: `if(emote_type & (EMOTE_AUDIBLE | EMOTE_VISIBLE)) //emote is audible and visible` ...Which doesn't work the way it think it's working. - The correct way to have done this is `emote_type & (EMOTE_AUDIBLE | EMOTE_VISIBLE) == (EMOTE_AUDIBLE | EMOTE_VISIBLE)` - Adds support for runechat only emotes - Starts by adding this flag to *cough, making coughing only display to runechat. - If a player has runechat emotes disabled, these will print to chat like normal. - Adds `EMOTE_VISIBLE` to *snap We have a few emotes that get spammed a metric ton in some events, such as coughing for smokers who have viruses in smoke clouds. Having "X coughs!" 100 times in your chat is simply un-necessary, and leaving it to be more ephemeral (a-la balloon alerts) makes it a bit easier to parse chat. 🆑 Melbert qol: Coughing will now no longer print to chat, IE, it is runechat only. If you have runechat emotes disabled, however, it will still print to chat. qol: Snapping now has a visual component. fix: All emotes are no longer considered audible, meaning blind people go back to not being able to see people do flips and jumps fix: However, blind people are now told when they do a visible emote like flipping (because they can, obviously, feel themselves flipping). Likewise, deaf people are told when they do some audible emotes, like coughing or screaming. /🆑 |
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fa65d517dd | fixups | ||
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+8 |
7aa6664021 |
Mirror (#27453)
* Fix Conflicts * Change COGBAR_ANIMATION_TIME to seconds and not deciseconds (#82530) Most people should not be using this define * New Battle Arcade (#81810) Remakes Battle Arcade from just about the ground up, with exceptions taken for emagged stuff since I didn't really want to touch its behavior. The Battle Arcade now has stages that players can go through, unlocking a stage by beating 2 enemies and the boss of the previous one, but this must all be done in a row. You can choose to take a break between each battle and there's a good chance you'll sleep just fine but there's also a chance it can go wrong either through an ambush or robbery. The Inn lets you restore everything for 15 gold and you can buy a sword and armor, each level you unlock is a new sword and armor pair you can buy that's better than the last, it's 30 gold each but scales up as you progress through levels. They are really worth getting so it's best to try to not lose your money early in. The battle system is nearly the same as how it was before but I removed the poor combo system that plagued the old arcade as one big knowledge lock, now it's more just turn based. The game is built on permadeath so dying means you restart from the beginning, but if you are going to lose you can try to escape instead which costs you half of your gold. Getting to higher levels increases the difficulty of enemies but also increases the gaming exp rewards which could make this a better way to get exp if you can get good at it. Gaming EXP is used to increase chances of counterattacking but doesn't give any extra health to the player. I also removed the exploit of being able to screwdriver arcade cabinets because people would do that if they thought they were on the verge of losing to bypass the effects of loss. I instead replaced it with a new interaction that the Curator's display case key can be used to reset arcade cabinets (there's several keys on the chain so it made sense to me), which I added solely because I thought Curators would be the type of person to have run an actual arcade. This is some gameplay https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede As a misc sidenote, I also split up the arcade file just like how Orion Trail was before, just for neat code organization. The Inn keeper is straight up just a photo of my localhost dude, he's not a player reference or anything it's not my actual character. I also have no idea how well balanced this is cause I suck at it lol. Battle Arcade is one of 3 last machines in my hackmd here to turn into TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view I've always thought the current version of battle arcade is quite lame and lacks any progression, like Orion Trail I thought that since I was moving this to TGUI, it would also be a perfect opportunity to revamp it and try to improve on where it failed before, especially since the alternative (NTOS Arcade) is also lame as hell and is even lamer than HTML battle arcade (spam mana, then spam health, then just spam attack, rinse and repeat). This will hopefully be more entertaining and give players sense that they are getting through a series of tasks rather than doing one same one again and again. 🆑 JohnFulpWillard, Zeek the Rat add: Battle Arcade has been completely overhauled in a new progression system, this time using TGUI. add: The Curator's keys can now reset arcade cabinets. balance: You now need to be literate to play arcade games, except for Mediborg's Amputation Adventure. fix: You can no longer screwdriver emagged arcade consoles. Accept your fate. fix: Silicons can no longer play Mediborg's Amputation Adventure. /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> * Change setting item weight class to a setter to patch some weight class related shenanigans (#82494) ## About The Pull Request Fixes #81052 Fixes #58008 Setting weight class of items is now done via `update_weight_class`. I updated as many occurrences of manually setting `w_class` as I could find but I may have missed some. Let me know if you know of any I missed. This is done to allow datums to react to an item having its weight class changed. Humans and atom storage are two such datums which now react to having an item in its contents change weight class, to allow it to expel items that grow to a weight class beyond what is normally allowed. ## Changelog 🆑 Melbert fix: You can't fit items which are normally too large for a storage by fitting it in the storage when it is small, then growing it to a larger size. /🆑 * Material datum color update, plus touching up some material items (knight armor, tiles) (#82500) ## About The Pull Request Tries to bring the material datum colors in closer approximation to the stacks they're attached too. I literally used the colors on the stacks. some might need to be lighter or darker, but for the most part they'll look...closer to their actual material hues.  I've also tweaked the sprites of both the tile object and the actual material tile turf to give it the right shading.  In addition to the tiles, I've also updated the knight armor and helmet to look closer to the much higher quality plate armor already in the game. ## Why It's Good For The Game It bothered me that the material datum coloring was inconsistent with the actual colors used for the material stacks. When they were updated, and even before they were updated, material datum stuff just never looked _right_. I wanted to change that so that it looks just right. I did not like the old material knight armor whatsoever. It was a dithered mess, and seemed to already use parts of the standard plate armor but with all the actual shading removed or replaced with the wrong colors. This fixes that so that the armor is actually readable for what it is. ## Changelog 🆑 image: Updates the colors of various material datum to bring them closer in-line with their actual material stacks image: Improves the sprites for the material knight armor and helmet. /🆑 * LateInitialize is not allowed to call parent anymore (#82540) ## About The Pull Request I've seen a few cases in the past where LateInitialize is done cause of the init return value being set to do so for no real reason, I thought I should try to avoid that by ensuring LateInitialize isn't ever called without overriding. This fixes a ton of machine's LateInitialize not calling parent (mechpad, door buttons, message monitor, a lot of tram machines, abductor console, holodeck computer & disposal bin), avoiding having to set itself up to be connected to power. If they were intended to not connect to power, they should be using ``NO_POWER_USE`` instead. Also removes a ton of returns to LateInit when it's already getting it from parent regardless (many cases of that in machine code). ## Why It's Good For The Game I think this is better for coding standard reasons as well as just making sure we're not calling this proc on things that does absolutely nothing with them. A machine not using power can be seen evidently not using power with ``NO_POWER_USE``, not so much if it's LateInitialize not calling parent. ## Changelog 🆑 fix: Mech pads, door buttons, message monitors, tram machines, abductor consoles & holodeck computers now use power. /🆑 * Fix table top deconstruction (#82508) ## About The Pull Request Edited: updated changelog, read comments for changes in implementation details So previously, tables would let you use a wrench to fully deconstruct them, or a screwdriver to take off only their top. This, however, broke in two different ways in #82280, when their deconstruction logic got changed. First off, deconstructed tables would only drop the materials for their top and not their frame. For this, the primary culprit seems to be on line 307: https://github.com/tgstation/tgstation/blob/c34d56a45b0461f5e0fad3cc75e81580c3357119/code/game/objects/structures/tables_racks.dm#L300-L307 Where `new framestack(target_turf, framestackamount)` accidentally got an extra indent, and ended up in the less common half of the if-else chain. Just moving this outside of the if-else chain again fixes it. Secondly, tables had their own special deconstruction logic, which got 'standardized'. Issue. This was special to accommodate for having two different deconstruction logics: full or top only. With `deconstruct(...)` no longer being overridable, I feel it's awkward to attempt to proxy that information to the new `atom_deconstruct(...)` So we introduce a new method, `deconstruct_top`, for the screwdriver to use, which handles deconstructing only the top. ```dm /obj/structure/table/proc/deconstruct_top() var/obj/table_frame = new frame(loc) if(obj_flags & NO_DECONSTRUCTION) table_frame.obj_flags |= NO_DECONSTRUCTION else // Mimic deconstruction logic, only drop our materials without NO_DECONSTRUCTION var/turf/target_turf = get_turf(src) drop_top_mats(target_turf) qdel(src) ``` Mimicking the `NO_DECONSTRUCTION` logic of normal deconstruction, and copying over the flag onto its frames if need be. This fixes screwdriver deconstruction. ## Why It's Good For The Game Fixes #82503. We can now deconstruct the table top separately again, AND get the right materials back too. ## Changelog 🆑 00-Steven, SyncIt21 fix: Wrench table deconstruction gives the right materials again. fix: Screwdriver table deconstruction only deconstructs the top again. /🆑 * [NO GBP] Reagent grinders display reagents on examination (#82535) ## About The Pull Request - Fixes #82531 Somehow omitted this during the general maintenance thing ## Changelog 🆑 fix: Reagent grinders display reagents of its beaker on examination /🆑 * Monkeys now use height offset (and monkey tail works) (#81598) This PR adds the ability for monkeys to wear any jumpsuit in the game, and adds support for them to wear things like coats, gloves, and shoes (though this cannot be obtained in-game and is solely achieved through admins, which I also improved a bit upon by adding a defined bitfield for no equip flags). This reverts a lot of changes from https://github.com/tgstation/tgstation/pull/73325 - We no longer check height from limbs and such to bring sprites down, instead monkeys now work more similarly to humans, so the entire PR was made irrelevant, and I didn't really want to leave around dead code for the sake of having a human with longer legs. I've now also added support for Dwarfism, which makes monkeys look even smaller. Very minor change but at least now the mutation doesn't feel like it does literally nothing to monkeys (since they can already walk over tables). Here's a few examples of how it can appear in game (purely for demonstration, as it is currently intentionally made impossible to obtain in-game, though if someone wants to change that post-this PR now that support is added, feel free): Tails have been broken for a while now, the only reason you see them in-game is because they are baked into the monkey sprites. This fixes that, which means humans can now get monkey tails implanted into them (hell yeah) and monkeys can have their tails removed (also hell yeah) * Gets [weird] with (spies) by adding protect and deuteragonist-flavored objectives. (#82447) ## About The Pull Request What are their goals? Why are they doing this? gets weird with Spy objectives - namely by adding a lot more ways spies might be asked to affect various targets around the station. the first of these is by several flavors of Protecting targets (these do NOT print a success at roundend in keeping with Spy design:) - Protect (get a humanoid target off alive) - Protect Nonhuman (get an entity off alive) - Jailbreak (make sure a humanoid target escapes free) - Detain (make sure a humanoid target gets taken out arrested) the second of this is by a new escape condition: - Exile (get off-station or off the Z-level by the end of the shift - sometimes it's not just pods, you need to fuck off to space to win.) the third is through a massive increase in the number of possible: - objective templates - departments to target (Command + Service added) - specific locations to target - general classes of objects to target (medicines, floor tiles, critical infrastructure, etc.) - efforts to target (such as meals, mechs, public supplies) - ways to leave (you can be asked to abscond from the scene of your crimes?) ## Why It's Good For The Game More goofy and weird prompts to do more interesting things with Spies. One thing I think we're sorely missing in our lineup is antagonists that can act a bit more as deuteragonists - very possibly helping the crew under certain conditions and frustrating the Hell out of them in others. Since there's no way to check their objectives, and they get their gear/progression through stealing shit, they're still very much an antagonist and exist under the suspicion of doing bad... but, just going by their objectives, introducing more varied (and in some cases even benign) goals for them creates suggestions pointing to a lot more varied and interesting stories if people choose to run with it. * Adds anosmia quirk (#82206) ## About The Pull Request Adds anosmia quirk. Anosmia, also known as smell blindness, is the loss of the ability to detect one or more smells. I tried to find all smells action and (most likely) update all of them, unfortunately I can't change descriptions for this quirk. ## Why It's Good For The Game Some characters will be able to not feel smells That affect: * Gases feelings and alerts (CO2, Plasma, miasm) - you don't feel them * Bakery and cooking * Changeling ability to feel other changelings by smell * Some unimportant spans * Explosions Part I - Directional Explosions (#82429) ## About The Pull Request Adds the ability for explosions to be directional. This is achieved by adding an angle check to `prepare_explosion_turfs()` to drop any turfs outside the cone of the explosion. If the arc covers a full 360 degrees, as is the default, it will accept all the turfs without performing the angle check. Uses this functionality to rework both rocket launcher backblast and X4 explosions. Rocket launcher backblast has been changed from a shotgun of indendiary bullets to a directional explosion of similar length. X4 now uses a directional explosion to "ensure user safety". Apparently the old method of moving the explosion one tile away didn't even work, as it blew up `target` before trying to check its density for the directional behaviour. https://youtu.be/Mzdt7d7Le2Y ## Why It's Good For The Game Directional explosions - Useful functionality for a range of potential use cases, which can be implemented with minimal extra processing cost (Worst case scenario being very large directional explosions) Backblast - Looks way cooler than a bunch of projectiles, and should be significantly more functional in high-lag situations where projectile code tends to get fucky X4 - More predictable for players wanting to use it as a breaching charge, you can actually stand near the charge and not have to worry about being hoist upon your own petard. ## Changelog 🆑 add: Added support for directional explosions. add: Rocket launcher backblast is now 271% more explosive, check your six for friendlies! add: X4 charges now explode in a cone away from the user when placed on a sufficiently solid object. fix: X4 charges will now behave correctly when placed on dense atoms (note: don't try to read a variable from an atom you just blew up) /🆑 * Add balloon alerts to plunging (#82559) ## About The Pull Request Makes all plunging actions (pretty much anything using `plunger_act`) have a visible balloon alert. ## Why It's Good For The Game Makes sense that others would easily notice you plunging the shit out of something. Also, more people might finally learn that you can plunge the vent clogs instead of welding them. ## Changelog 🆑 qol: Added balloon alerts whenever you start plunging something (i.e ) /🆑 * Fixes spurious runtime on Icemoon caused by turf calling unimplemented LateInitialize() (#82572) ## About The Pull Request As of https://github.com/tgstation/tgstation/pull/82540 this runtime was happening,  `/turf/open/openspace/icemoon/` can be changed to `/turf/open/misc/asteroid/snow/icemoon/do_not_chasm` before `Initialize()` returns, which resulted in it `INITIALIZE_HINT_LATELOAD` getting returned on a turf that does not have an implementation of that proc. This should fix that. ## Why It's Good For The Game Fixes CI error * Blueprints tgui (#82565) Blueprints now use a TGUI panel instead of the old HTML one. Also did general code improvement and maintaining to blueprints in general and also destroyed the ``areaeditor`` level, repathing it to just 'blueprints'. Also adds a sound when you look at structural data cause why not Video demonstration: https://github.com/tgstation/tgstation/assets/53777086/861773fd-3d57-472d-bc94-d67b0d4f1dbd The 4 blueprint types:  Another HTML menu dead underground. This is more responsive and doesn't require constant updating to see which area you're in, feels less OOC (instead of saying "the blueprints say", just say it, you ARE the blueprints). Like, come on  Look at all this wasted space  🆑 refactor: Blueprints now use TGUI. qol: Blueprints can now be used while lying down. /🆑 * General maintenance for chem master (#82002) **1. Qol** - Adds screen tips & examines for screwdriver, wrench, crowbar & beaker insertion, removal & replacing actions - Analyzing reagents is now a client side feature & not a back end mode, meaning one person can see details of a reagent while the other can print stuff and do other operations so it's a non blocking operation. This also means 2 players can see information of 2 different reagents in their own screens, With that the overlay for analysis mode has been removed - You cannot do any tool acts on machines while printing. Balloon alerts will be displayed warning you of that. - The preferred container for the master reagent in the beaker is now showed in both condiment & chem master. It can be enabled/disabled via a CheckBox **2. Code Improvements** - Removed defines like `TARGET_BEAKER` , `TARGET_BEAKER` etc. ther functionality is implemented as params in the `transfer_reagent()` proc directly - Removed all variables relating to analyzing reagents like `reagent_analysis_mode`, `has_container_suggestion` etc. all memory savings - `printable_containers` now stores static values that can be shared across many chem masters - Updates only overlays and not the whole icon during operations for efficiency **3. Fixes** - You can hit the chem master with the screwdriver, wrench, crowbar & beaker when in combat mode - You cannot insert hologram items into the chem master - Deconstructing a condiment master will give you the circuit board already pre-programmed with that option selected so you don't need to use a screwdriver to re program it - `printing_amount` is now the maximum number of containers that can be printed at a time. Presently this number with upgraded parts would print out empty containers especially for patches. This is because `volume_per_item` does not take into consideration this var. Also this var would not give control to the player on exactly how many containers to print as whatever amount the player entered would be multiplied with this value producing a lot of waste & worse empty containers. Now this var determines exactly how many containers you can print and is imposed on the client side UI as well **4. Refactors (UI performance)** - Beaker data is compressed into a single entity & sent to the UI. This is set to null if no beaker is loaded thus saving data sent - Reuses Beaker props from chem synthesizer to reduce code - reagent REF replaced with direct type converted to text and later converted with `text2path()` cause its much faster 🆑 qol: Adds screen tips & examines for screwdriver, wrench, crowbar & beaker insertion, removal & replacing actions qol: Analyzing reagents no longer blocks other players from doing other operations. Multiple players can analyze different reagents on the same machine qol: You cannot do any tool acts on the machine while printing to prevent any side effects. qol: The preferred container for the master reagent in the beaker is now showed in both condiment & chem master. The feature can be enabled/disabled via a check box code: removed defines for reagent transfer, vars for reagent analyzis to save memory. Autodoc for other vars & procs fix: You can hit the chem master with tools like screwdriver, crowbar, wrench & beaker in combat mode fix: You cannot insert hologram items into the chem master fix: Deconstructing a condiment master will give you the circuit board already pre-programmed with that option fix: You now print the exact amount of containers requested even with upgraded parts without creating empty containers. Max printable containers is 13 with tier 4 parts able to print 50 containers. refactor: Optimized client side UI code & chem master as a whole. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * Wraps `lowertext()` to ensure proper stringification. (#82442) Fixes #82440 This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not lost on me) to wrap around all calls of `lowertext()` and ensure that whatever we input into that proc will be stringified using the `"[]"` (or `tostring()` for the nerds) operator. very simple. I also added a linter to enforce this (and prevent all forms of regression) because I think that machines should do the menial work and we shouldn't expect maintainers to remember this, let me know if you disagree. if there is a time when it should be opted out for some reason, the linter does respect it if you wrap your input with the `UNLINT()` function. * Clowns can now make balloon... toys. And also mallets and hats. (#82288) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> Clowns will now start with a box of 24 random long balloons and a skillchip in their noggin allowing them to create balloon animals by combining two of them of different colour together. Owners of the skillchip also gain access to crafting recepies of balloon mallets, vests, helmets and tophats, all created from long balloons. A crate of long balloons, with a box of balloons inside, can be bought at cargo, in case the clown runs out. I might edit this once I wake up, its 3 in the morning right now. Oh also, resprited how balloons look in inventory.  Balloon animals funny. Silly features are my favourite kind of features, and this one's open-ended too. Someone on the coder chat recommended someone would do it that one time, here it goes. <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Added long balloon box to the clown's starting inventory, and a skill-chip of long lost honk-motherian knowledge to their brain. add: Added long balloons. Consequently, added balloon animals to make from such balloons. Also, balloon top hat, vest, helmet, and a mallet. Don't ask about the mallet. add: A long balloons box harvested fresh from the farms on the clown planet will be able to be shipped in a crate to the cargo department near you! add: As per requests; water balloons can now be printed at service lathe, and entertainment modsuit can now blow long balloons! image: Balloons will now have an unique sprite when in the inventory, compared when to on the ground. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Jacquerel <hnevard@gmail.com> * Quick spellcheck 'steall' (#82560) ## About The Pull Request https://github.com/tgstation/tgstation/pull/82447 quick followup to this, caught it while glancing through the code. * Fix * merge conflicts * Revert "Monkeys now use height offset (and monkey tail works) (#81598)" This reverts commit 5cfdc5972d16c6b509220e8874a927696249d36a. * fix * Fixed lateinitialize * This should cut it * Oh right * There? * Damn, here? * There * [NO GBP] Fixes spurious runtime caused by icemoon (again) (#82582) ## About The Pull Request https://github.com/tgstation/tgstation/pull/82572 I tried to fix this but there was an unaccounted race condition which just caused a separate runtime...  Since the type is being changed mid-execution `replacement_turf` will become out of scope. My bad--this should fix it now for good. --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Higgin <cdonny11@yahoo.com> Co-authored-by: NeonNik2245 <106491639+NeonNik2245@users.noreply.github.com> Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com> Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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c80622ace0 |
Fixes all emotes being "audible", adds support for runechat only emotes (makes cough runechat only) (#82832)
## About The Pull Request - Fixes all emotes being considered audible - We have a check here: `if(emote_type & (EMOTE_AUDIBLE | EMOTE_VISIBLE)) //emote is audible and visible` ...Which doesn't work the way it think it's working. - The correct way to have done this is `emote_type & (EMOTE_AUDIBLE | EMOTE_VISIBLE) == (EMOTE_AUDIBLE | EMOTE_VISIBLE)` - Adds support for runechat only emotes - Starts by adding this flag to *cough, making coughing only display to runechat. - If a player has runechat emotes disabled, these will print to chat like normal. - Adds `EMOTE_VISIBLE` to *snap ## Why It's Good For The Game We have a few emotes that get spammed a metric ton in some events, such as coughing for smokers who have viruses in smoke clouds. Having "X coughs!" 100 times in your chat is simply un-necessary, and leaving it to be more ephemeral (a-la balloon alerts) makes it a bit easier to parse chat. ## Changelog 🆑 Melbert qol: Coughing will now no longer print to chat, IE, it is runechat only. If you have runechat emotes disabled, however, it will still print to chat. qol: Snapping now has a visual component. fix: All emotes are no longer considered audible, meaning blind people go back to not being able to see people do flips and jumps fix: However, blind people are now told when they do a visible emote like flipping (because they can, obviously, feel themselves flipping). Likewise, deaf people are told when they do some audible emotes, like coughing or screaming. /🆑 |
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45e52eb774 |
Merge remote-tracking branch 'skrat/master' into new-bubbermaster
# Conflicts: # _maps/RandomRuins/SpaceRuins/hilbertresearchfacility.dmm # _maps/RandomRuins/SpaceRuins/skyrat/interdynefob.dmm # _maps/map_files/Birdshot/birdshot.dmm # _maps/map_files/Deltastation/DeltaStation2.dmm # _maps/map_files/IceBoxStation/IceBoxStation.dmm # _maps/map_files/MetaStation/MetaStation.dmm # _maps/map_files/NorthStar/north_star.dmm # _maps/map_files/VoidRaptor/VoidRaptor.dmm # _maps/map_files/tramstation/tramstation.dmm # _maps/shuttles/pirate_ex_interdyne.dmm # code/__DEFINES/mobs.dm # code/__HELPERS/~skyrat_helpers/is_helpers.dm # code/datums/mood.dm # code/game/objects/effects/spawners/random/random.dm # code/modules/admin/verbs/adminhelp.dm # code/modules/clothing/head/jobs.dm # code/modules/mob/living/brain/brain_say.dm # code/modules/projectiles/guns/energy/kinetic_accelerator.dm # code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_jelly.png # code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_jelly_stargazer.png # code/modules/uplink/uplink_items/job.dm # config/lavaruinblacklist.txt # icons/mob/actions/actions_changeling.dmi # icons/mob/clothing/mask.dmi # icons/obj/mining.dmi # modular_skyrat/master_files/code/modules/client/preferences/headshot.dm # modular_skyrat/master_files/code/modules/mob/living/examine_tgui.dm # modular_skyrat/master_files/code/modules/research/techweb/all_nodes.dm # modular_skyrat/master_files/icons/mob/clothing/under/skirts_dresses.dmi # modular_skyrat/master_files/icons/obj/clothing/under/skirts_dresses.dmi # modular_skyrat/modules/aesthetics/airlock/icons/airlocks/multi_tile/metal_overlays.dmi # modular_skyrat/modules/colony_fabricator/code/appliances/space_heater.dm # modular_skyrat/modules/company_imports/code/armament_datums/deforest_medical.dm # modular_skyrat/modules/hyposprays/code/hypospray_kits.dm # strings/traumas.json # tgui/packages/tgui/interfaces/PreferencesMenu/preferences/features/character_preferences/skyrat/headshot.tsx |
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430896b5cf |
Blueprints tgui (#82565)
## About The Pull Request Blueprints now use a TGUI panel instead of the old HTML one. Also did general code improvement and maintaining to blueprints in general and also destroyed the ``areaeditor`` level, repathing it to just 'blueprints'. Also adds a sound when you look at structural data cause why not Video demonstration: https://github.com/tgstation/tgstation/assets/53777086/861773fd-3d57-472d-bc94-d67b0d4f1dbd The 4 blueprint types:  ## Why It's Good For The Game Another HTML menu dead underground. This is more responsive and doesn't require constant updating to see which area you're in, feels less OOC (instead of saying "the blueprints say", just say it, you ARE the blueprints). Like, come on  Look at all this wasted space  ## Changelog 🆑 refactor: Blueprints now use TGUI. qol: Blueprints can now be used while lying down. /🆑 |
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031e483e4d |
[MIRROR] New station trait job: Human AI (#26823)
* New station trait job: Human AI (#81681) This PR does many things, I'll try to explain the basic/background stuff to the main thing first: 1. Adds a new remote that allows a human to function like an AI. It controls a fly that will fly around the station slowly, and when it reaches a machine then the person can interact with it as if they were an AI. This required changing a lot of silicon/AI checks with one that also checks for this remote, and some messing with shared ui state. 2. Moves req_access from the obj and bot to ``/atom/movable`` which lets it be shared between the two, no more copy-paste and one side lacking features/checks/signals the other has. 3. Adds a check for AI config for AI-related station traits, which was lacking prior Now for the good part... Adds a new station trait that replaces the AI with a Human. This person is equipped with an AI headset (including Binary), an advanced camera console, an omni door wand, the machine controller, and their laws. They are immune to the SAT's turrets (even if set to target borgs) and are slow outside of the SAT, mimicing the actions of the AI. They interact with the world through their advanced camera console, which allows them to do most AI stuff needed, and the holopad they can connect to without having to ring first (like Command can). They are given a paper with the laws they must follow, but since they are human they are able to bend it. Cyborgs that run the default lawset are "slaved" to them via an unremovable law 0, so the Human AI can bend the laws if they really need to (for their own survival n such), and make the cyborgs obey their commands above laws, but in general this shouldn't be a frequent occurrence. This does take into account the unique AI trait, so it's not guaranteed Asimov. When this station trait rolls, all Intellicards, AI uploads, and AI core boards are destroyed and are unresearchable. They can be spawned by admins in-game if necessary. Maybe in the future we can also exclude Oldstation from this but I haven't really decided. Extra perks: Human AI spawns with a Robotic voicebox (unless they are a body purist) and teleport blocking implant, so they can't use teleporters to bypass their on-station slowdown. They also have an infinite laser pointer that can be used to blind through their camera console. This is unfortunately nerfed from the recent borg balance PR that removed its stun. This was meant to be the alternative to no longer being able to permanently lock borgs down like AIs can (or more than one, for that matter). They aren't affected by Roburgers, Acid, and Fuel's toxicity. Bots salute them like they do Beepsky (which is now a trait) They spawn with SyndEye to replace the AI's tracking ability They do not have a bank account The machine remote has a little fly in it that flies to the machines it is pointed to, working as the arms and legs of the Human AI. It scans the machine and punches in the action the AI does, and is how the AI accesses basically anything. This fly slowly moves from one machine to the next, and can be recalled with Alt Click. It works on machines and bots. https://github.com/tgstation/tgstation/assets/53777086/e16509f8-8bed-42b5-9fbf-7e37165a11e8 I've seen a funny screenshot one day of a person replacing the AI by using a bunch of door remotes, camera console, crew monitoring console, and a few other things. I've been thinking about that for a few years and really wanted to make it official if not easier to make possible, because it is an incredibly funny interaction. This makes it a reality, and while they aren't as powerful as regular AIs, I think it makes for better and funnier in-game moments. With the same weight as Cargorilla (1), I hope this wouldn't be rolling too often and ruin rounds, but instead show off the different capabilities that Humans and AIs can do, to do the job of an AI. You win some you lose some. 🆑 JohnFulpWillard, Tattax add: Adds a new station trait job: The Human AI. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * Oh right * so this works * whoooops --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
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41392561a7 |
[MIRROR] Suppresses excessive logging that results from fights in the deathmatch (#26955)
* Suppresses excessive logging that results from fights in the deathmatch (#82096) ## About The Pull Request So this is a PR i have had testmerged downstream for like a month now because deathmatch SPAMS the hell out of admin logs. This makes doing admin work kinda annoying when all the useful logs are drowned out by people trying to smoke each other to death endlessly. I don't know how bad the problem is upstream, but I'd imagine TG admins would likely express the same gratitude to have less active logging in game, in the case something important happens that they need to see. This should still keep logging things to the actual log files so the logs will still exist, but this merely suppresses the massive spam of logs that admins actively see. ## Why It's Good For The Game Lets admins do their job a little bit better being able to see when things happen in the logs. Deathmatch logs can be rather disruptive towards admins. ## Changelog 🆑 SomeRandomOwl admin: Deathmatch Bombs, Smoke, and Liquid floods are now suppressed in the logs and will not actively spam admin logs. code: adds a area flag to suppress logging for floods and bombs /🆑 * Suppresses excessive logging that results from fights in the deathmatch --------- Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com> |
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0617369924 |
Suppresses excessive logging that results from fights in the deathmatch (#82096)
## About The Pull Request So this is a PR i have had testmerged downstream for like a month now because deathmatch SPAMS the hell out of admin logs. This makes doing admin work kinda annoying when all the useful logs are drowned out by people trying to smoke each other to death endlessly. I don't know how bad the problem is upstream, but I'd imagine TG admins would likely express the same gratitude to have less active logging in game, in the case something important happens that they need to see. This should still keep logging things to the actual log files so the logs will still exist, but this merely suppresses the massive spam of logs that admins actively see. ## Why It's Good For The Game Lets admins do their job a little bit better being able to see when things happen in the logs. Deathmatch logs can be rather disruptive towards admins. ## Changelog 🆑 SomeRandomOwl admin: Deathmatch Bombs, Smoke, and Liquid floods are now suppressed in the logs and will not actively spam admin logs. code: adds a area flag to suppress logging for floods and bombs /🆑 |
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9102c49c27 |
Squashed commit of the following:
commit 2abf1c919f05b34cfee752677431a864bc22f12e Merge: c9636f2bea7b |
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9ac81e1a64 |
New station trait job: Human AI (#81681)
## About The Pull Request This PR does many things, I'll try to explain the basic/background stuff to the main thing first: 1. Adds a new remote that allows a human to function like an AI. It controls a fly that will fly around the station slowly, and when it reaches a machine then the person can interact with it as if they were an AI. This required changing a lot of silicon/AI checks with one that also checks for this remote, and some messing with shared ui state. 2. Moves req_access from the obj and bot to ``/atom/movable`` which lets it be shared between the two, no more copy-paste and one side lacking features/checks/signals the other has. 3. Adds a check for AI config for AI-related station traits, which was lacking prior Now for the good part... Adds a new station trait that replaces the AI with a Human. This person is equipped with an AI headset (including Binary), an advanced camera console, an omni door wand, the machine controller, and their laws. They are immune to the SAT's turrets (even if set to target borgs) and are slow outside of the SAT, mimicing the actions of the AI. They interact with the world through their advanced camera console, which allows them to do most AI stuff needed, and the holopad they can connect to without having to ring first (like Command can). They are given a paper with the laws they must follow, but since they are human they are able to bend it. Cyborgs that run the default lawset are "slaved" to them via an unremovable law 0, so the Human AI can bend the laws if they really need to (for their own survival n such), and make the cyborgs obey their commands above laws, but in general this shouldn't be a frequent occurrence. This does take into account the unique AI trait, so it's not guaranteed Asimov. When this station trait rolls, all Intellicards, AI uploads, and AI core boards are destroyed and are unresearchable. They can be spawned by admins in-game if necessary. Maybe in the future we can also exclude Oldstation from this but I haven't really decided. Extra perks: Human AI spawns with a Robotic voicebox (unless they are a body purist) and teleport blocking implant, so they can't use teleporters to bypass their on-station slowdown. They also have an infinite laser pointer that can be used to blind through their camera console. This is unfortunately nerfed from the recent borg balance PR that removed its stun. This was meant to be the alternative to no longer being able to permanently lock borgs down like AIs can (or more than one, for that matter). They aren't affected by Roburgers, Acid, and Fuel's toxicity. Bots salute them like they do Beepsky (which is now a trait) They spawn with SyndEye to replace the AI's tracking ability They do not have a bank account ### The machine remote The machine remote has a little fly in it that flies to the machines it is pointed to, working as the arms and legs of the Human AI. It scans the machine and punches in the action the AI does, and is how the AI accesses basically anything. This fly slowly moves from one machine to the next, and can be recalled with Alt Click. It works on machines and bots. ### Video (Low quality to fit Github) https://github.com/tgstation/tgstation/assets/53777086/e16509f8-8bed-42b5-9fbf-7e37165a11e8 ## Why It's Good For The Game I've seen a funny screenshot one day of a person replacing the AI by using a bunch of door remotes, camera console, crew monitoring console, and a few other things. I've been thinking about that for a few years and really wanted to make it official if not easier to make possible, because it is an incredibly funny interaction. This makes it a reality, and while they aren't as powerful as regular AIs, I think it makes for better and funnier in-game moments. With the same weight as Cargorilla (1), I hope this wouldn't be rolling too often and ruin rounds, but instead show off the different capabilities that Humans and AIs can do, to do the job of an AI. You win some you lose some. ## Changelog 🆑 JohnFulpWillard, Tattax add: Adds a new station trait job: The Human AI. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |