Commit Graph
1085 Commits
Author SHA1 Message Date
xPokee 5e629dff04 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-10-03 07:05:54 -04:00
3ea7b03369 Accentuate the positive with **Personality**: A (soft) mood rework (#92941)
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-10-02 19:00:13 +00:00
Time-Greenandnevimer a66a60e711 1X3 ICEBOX | Wilderness Expansion (Now not extremely slow!) (#91920)
## About The Pull Request
Turns the surface z-level of icebox into a 1x3 area, effectively adding
2 wilderness new z-levels surrounding the station

Because it's not always clear to other people what I'm talking about,
this is what I mean with making the surface level a 3x3 z-level

The wilderness z-levels are gridlinked, instead of crosslinked, which
just means the connections are consistent and not randomized. If you
keep going right, you will always end up where you started again,
eventually. This also removes the black border around the surface icebox
z-level (cause you can just go there now)

**Wilderness levels**
I've added some Z-level templates that can be generated. They're
incredibly basic, but all can spawn runes on them as well.
- Snow planes (5x)
- Ice planes (1x)
- Forest planes (1x)
- Mountain planes (1x)

I've also tweaked surface generation quite a bit. It being completely
covered in bones always felt weird, and the intersparsed rocks and
chasms never sat right with me. The default overworldgen is now more
like the Forested trait, but with more sparse trees.

All of this is modular btw. You can increase the amount of z-levels,
make any space z-level be unrandomized gridlinked or add your own
wilderness z-levels (either to your own map or icebox)

## Why It's Good For The Game
Icebox exploration is kind of depressing. We have this unique setting,
but we can't really go anywhere? You can go down and find that one pool,
which is about the peak of exploration of icebox.

Now you can literally explore the entire round and get incredibly lost!
It's also a great opportunity for mappers! (Especially since the
templates I made were made rather quickly as I wasn't sure if this had
merit).

2 extra z-levels isn't a lot, but it'll let us further develop planetary
wilderness z-levels further without impacting load times that much.
Maybe 3x3 icebox can be real in the future, but for now 1x3 icebox will
have to do
2025-08-19 22:41:05 -04:00
Thunder12345andnevimer c50c88a82a Icebox ruin: RoroCo glove factory (#92473)
## About The Pull Request

Adds a new surface ruin to icebox, the RoroCo factory. Contains a couple
of puzzles, and a small amount of loot in the form of ~~3 total pairs of
insulated gloves~~ a pair of insulated gloves, two adorable roros and a
cool unique labcoat. Just don't ask where the gloves come from...

Puzzles can of course be avoided/brute-forced by breaking down the walls
but that's for chumps.

<img width="1152" height="1024" alt="Space Station 13 2025-08-06 221903"
src="https://github.com/user-attachments/assets/21050aa6-9b27-494d-a949-7496aeda18cf"
/>

## Why It's Good For The Game

The upcoming 1x3 icebox surface calls for more ruin content to help fill
that space.

## Changelog
🆑
add: A new insulated glove factory has popped up on the ice moon.
add: Freezer floor tiles now come in the full range of shapes.
/🆑
2025-08-19 22:40:43 -04:00
Time-GreenandGitHub a47835a04f 1X3 ICEBOX | Wilderness Expansion (Now not extremely slow!) (#91920)
## About The Pull Request
Turns the surface z-level of icebox into a 1x3 area, effectively adding
2 wilderness new z-levels surrounding the station

Because it's not always clear to other people what I'm talking about,
this is what I mean with making the surface level a 3x3 z-level

The wilderness z-levels are gridlinked, instead of crosslinked, which
just means the connections are consistent and not randomized. If you
keep going right, you will always end up where you started again,
eventually. This also removes the black border around the surface icebox
z-level (cause you can just go there now)

**Wilderness levels**
I've added some Z-level templates that can be generated. They're
incredibly basic, but all can spawn runes on them as well.
- Snow planes (5x)
- Ice planes (1x)
- Forest planes (1x)
- Mountain planes (1x)

I've also tweaked surface generation quite a bit. It being completely
covered in bones always felt weird, and the intersparsed rocks and
chasms never sat right with me. The default overworldgen is now more
like the Forested trait, but with more sparse trees.

All of this is modular btw. You can increase the amount of z-levels,
make any space z-level be unrandomized gridlinked or add your own
wilderness z-levels (either to your own map or icebox)

## Why It's Good For The Game
Icebox exploration is kind of depressing. We have this unique setting,
but we can't really go anywhere? You can go down and find that one pool,
which is about the peak of exploration of icebox.

Now you can literally explore the entire round and get incredibly lost!
It's also a great opportunity for mappers! (Especially since the
templates I made were made rather quickly as I wasn't sure if this had
merit).

2 extra z-levels isn't a lot, but it'll let us further develop planetary
wilderness z-levels further without impacting load times that much.
Maybe 3x3 icebox can be real in the future, but for now 1x3 icebox will
have to do
2025-08-15 01:58:58 -05:00
Thunder12345andGitHub d1b8145ad2 Icebox ruin: RoroCo glove factory (#92473)
## About The Pull Request

Adds a new surface ruin to icebox, the RoroCo factory. Contains a couple
of puzzles, and a small amount of loot in the form of ~~3 total pairs of
insulated gloves~~ a pair of insulated gloves, two adorable roros and a
cool unique labcoat. Just don't ask where the gloves come from...

Puzzles can of course be avoided/brute-forced by breaking down the walls
but that's for chumps.

<img width="1152" height="1024" alt="Space Station 13 2025-08-06 221903"
src="https://github.com/user-attachments/assets/21050aa6-9b27-494d-a949-7496aeda18cf"
/>

## Why It's Good For The Game

The upcoming 1x3 icebox surface calls for more ruin content to help fill
that space.

## Changelog
🆑
add: A new insulated glove factory has popped up on the ice moon.
add: Freezer floor tiles now come in the full range of shapes.
/🆑
2025-08-15 00:10:01 +00:00
grungussussandRoxy 9cbcde390d lobby art is mouse transparent on fade out (#91774)
(cherry picked from commit 601654a91c)
2025-06-26 19:54:39 -04:00
grungussussandGitHub 601654a91c lobby art is mouse transparent on fade out (#91774) 2025-06-23 23:36:37 -06:00
LucyandRoxy 04c09cc73b Fix the lobby art not fading out (#91637)
## About The Pull Request

ports a fix from
https://github.com/Monkestation/Monkestation2.0/pull/6991

https://github.com/tgstation/tgstation/pull/76772 accidentally broke
most instances of using `/atom/movable/screen/splash`, bc now the client
needs to be third instead of second argument to `new
/atom/movable/screen/splash`... yeah.

<details>
<summary><h3>pre-fix video clip</h3></summary>


https://github.com/user-attachments/assets/87015373-de72-4753-bf6e-55c3d9ffa207

</details>

<details>
<summary><h3>post-fix video clip</h3></summary>


https://github.com/user-attachments/assets/3dc80c68-f4a5-44a7-95fe-d590affc273d

</details>

## Why It's Good For The Game

bugfix good

## Changelog
🆑
fix: The lobby art properly fades out during roundstart, latejoin, and
server restart again.
/🆑
2025-06-21 22:17:48 -04:00
LucyandGitHub c0e63357d9 Fix the lobby art not fading out (#91637)
## About The Pull Request

ports a fix from
https://github.com/Monkestation/Monkestation2.0/pull/6991

https://github.com/tgstation/tgstation/pull/76772 accidentally broke
most instances of using `/atom/movable/screen/splash`, bc now the client
needs to be third instead of second argument to `new
/atom/movable/screen/splash`... yeah.

<details>
<summary><h3>pre-fix video clip</h3></summary>


https://github.com/user-attachments/assets/87015373-de72-4753-bf6e-55c3d9ffa207

</details>

<details>
<summary><h3>post-fix video clip</h3></summary>


https://github.com/user-attachments/assets/3dc80c68-f4a5-44a7-95fe-d590affc273d

</details>

## Why It's Good For The Game

bugfix good

## Changelog
🆑
fix: The lobby art properly fades out during roundstart, latejoin, and
server restart again.
/🆑
2025-06-15 19:00:46 -06:00
NickandRoxy 7728ca19e9 Adds a new expansion card to nukie base, and buffs nukie ordnance (#90967)
## About The Pull Request

Rearranges some stuff in nukie base and adds a freezer line into the
chamber, with a electrizer for hydrogen.
Adds a pipe scrubber so nukies can clean the pipeline out faster
and adds a new keycard the janitorial closet for 10 TC coming with
neccesary janitor equipment and a water vapour canister!

![image](https://github.com/user-attachments/assets/c3e63b1c-c343-43d1-b6ca-3028927353f9)


## Why It's Good For The Game

Crew can already make hydrogen pretty fast and usually suicide bomb
nukies with it, this allows nukies (who think a little out of the box to
do the same with the crew, adding more setups possible with the ordnance
section and some quality of life aswell like a door letting the person
trough it

## Changelog

🆑 Ezel
add: Nuke ops can now buy a keycard to access their new custodial
closet!
map: Rearranges nuke ordnance room, and adds the custodial closet
/🆑
2025-05-15 16:12:28 -04:00
NickandGitHub 03a935f939 Adds a new expansion card to nukie base, and buffs nukie ordnance (#90967)
## About The Pull Request

Rearranges some stuff in nukie base and adds a freezer line into the
chamber, with a electrizer for hydrogen.
Adds a pipe scrubber so nukies can clean the pipeline out faster
and adds a new keycard the janitorial closet for 10 TC coming with
neccesary janitor equipment and a water vapour canister!

![image](https://github.com/user-attachments/assets/c3e63b1c-c343-43d1-b6ca-3028927353f9)


## Why It's Good For The Game

Crew can already make hydrogen pretty fast and usually suicide bomb
nukies with it, this allows nukies (who think a little out of the box to
do the same with the crew, adding more setups possible with the ordnance
section and some quality of life aswell like a door letting the person
trough it

## Changelog

🆑 Ezel
add: Nuke ops can now buy a keycard to access their new custodial
closet!
map: Rearranges nuke ordnance room, and adds the custodial closet
/🆑
2025-05-13 18:44:11 -07:00
f6f4477ac5 CatwalkStation (#90532)
Adds CatwalkStation into the game.
Also adds its associated arrival shuttle, cargo shuttle and escape
shuttle.
Also adds a few new floor variants: coldroom openspace and breathable
air shuttle hulls.

Full Catwalk FAQ, Feedback Central and Why It's Good for the Game:
https://hackmd.io/@kNRZ9uxhShS3s2N9scOXxQ/BJgfF0JhR

Also, I added a new tag for maps, so any Multi-Z map can opt out of
having grappling hooks spawn in their bags. Catwalk was designed so the
lower level is of easier access than the more restricted top access, so
the problem of people falling into rooms they can't get out of is fixed,
+ it was giving a bunch of unintended access to places.

![365327162-97242637-002d-42d0-9882-aae73ebfa823](https://github.com/user-attachments/assets/c39068ee-9b41-43d4-b56b-dccfb122d8fc)

![365327135-201a800d-6d8b-471b-a73d-698d5d7e67ff](https://github.com/user-attachments/assets/cae0e7bd-7452-45b9-8d34-4228fc89c9c4)

![365327148-b1edf06e-9581-4165-98e7-b728c58a421b](https://github.com/user-attachments/assets/0666b40a-0108-4a80-949b-fb3315fe0472)

![364005220-8d5df862-01fd-4216-86ea-c90b75769e12](https://github.com/user-attachments/assets/ddbb3ab0-973c-44bb-9255-9e5620845239)

![365327156-2396267a-7a0f-4eb8-90c7-c7fa16926b65](https://github.com/user-attachments/assets/a8ef57e6-c779-4eb8-9796-2f63e65c0eb8)

🆑
add: Adds CatwalkStation
code: Multi-Z maps now can toggle on or off having grappling hooks in
people's bags
/🆑

---------

Co-authored-by: Ical <86125936+Ical92@users.noreply.github.com>
Co-authored-by: Ical <wolfsgamingtips@gmail.com>
Co-authored-by: EEASAS <bentoemanuelll@gmail.com>
Co-authored-by: EEASAS <109891564+EEASAS@users.noreply.github.com>
Co-authored-by: Rex9001 <120136161+Rex9001@users.noreply.github.com>
Co-authored-by: GremlinSeeker <168238458+GremlinSeeker@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
2025-04-29 18:29:02 -06:00
b8adf96b37 CatwalkStation (#90532)
## About The Pull Request

Adds CatwalkStation into the game.
Also adds its associated arrival shuttle, cargo shuttle and escape
shuttle.
Also adds a few new floor variants: coldroom openspace and breathable
air shuttle hulls.

Full Catwalk FAQ, Feedback Central and Why It's Good for the Game:
https://hackmd.io/@kNRZ9uxhShS3s2N9scOXxQ/BJgfF0JhR

Also, I added a new tag for maps, so any Multi-Z map can opt out of
having grappling hooks spawn in their bags. Catwalk was designed so the
lower level is of easier access than the more restricted top access, so
the problem of people falling into rooms they can't get out of is fixed,
+ it was giving a bunch of unintended access to places.

## Changelog

![365327162-97242637-002d-42d0-9882-aae73ebfa823](https://github.com/user-attachments/assets/c39068ee-9b41-43d4-b56b-dccfb122d8fc)

![365327135-201a800d-6d8b-471b-a73d-698d5d7e67ff](https://github.com/user-attachments/assets/cae0e7bd-7452-45b9-8d34-4228fc89c9c4)

![365327148-b1edf06e-9581-4165-98e7-b728c58a421b](https://github.com/user-attachments/assets/0666b40a-0108-4a80-949b-fb3315fe0472)

![364005220-8d5df862-01fd-4216-86ea-c90b75769e12](https://github.com/user-attachments/assets/ddbb3ab0-973c-44bb-9255-9e5620845239)

![365327156-2396267a-7a0f-4eb8-90c7-c7fa16926b65](https://github.com/user-attachments/assets/a8ef57e6-c779-4eb8-9796-2f63e65c0eb8)



🆑
add: Adds CatwalkStation
code: Multi-Z maps now can toggle on or off having grappling hooks in
people's bags
/🆑

---------

Co-authored-by: Ical <86125936+Ical92@users.noreply.github.com>
Co-authored-by: Ical <wolfsgamingtips@gmail.com>
Co-authored-by: EEASAS <bentoemanuelll@gmail.com>
Co-authored-by: EEASAS <109891564+EEASAS@users.noreply.github.com>
Co-authored-by: Rex9001 <120136161+Rex9001@users.noreply.github.com>
Co-authored-by: GremlinSeeker <168238458+GremlinSeeker@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
2025-04-27 13:36:01 -07:00
Waterpig 753d8e5ba4 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a 2025-04-08 18:58:45 +02:00
LemonInTheDarkandGitHub b59132ad60 Removes Corner Smoothing (Mild Bitmask Improvements) (#90002)
<!-- 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. -->

## About The Pull Request

[Removes all remaining users of SMOOTH_CORNER + dirt
automation](https://github.com/tgstation/tgstation/commit/71d120511a372501ac546b2571ef570eb4426a56)

Removes all remaining instances of overlay smoothing (the deprecated
system that stitches corners together IN ENGINE) from the game.

This amounts to:
The test smoothing wall, which I converted to just bitmask + diagonals 
Stationary canisters, which I've done the same to (alongside adding all
the states to gags, which around doubled their gags count). These
autocut now.

I've also given dirt icons autocutting, for spriter convieneince (I
would have done this before but I didn't know they smoothed)

[Removes corner smoothing from the
codebase](https://github.com/tgstation/tgstation/commit/98ebe5815223a3078c2e591fd277b9418ed03278)

This code is OLD, and has been functionally deprecated for as long as
I've been here. It basically does what bitmask smoothing does, but
instead of prebaking connections they're formed in engine with overlays.

This is... fine, and does TECHNICALLY allow for unique effects, but
none's gonna use it because the details are so niche, so it just becomes
a risk factor for someone fucking up and using overlays for some reason.

What it does do then is clutter up our smoothing code with 2 different
async systems, one of which functions SLIGHTLY differently from its
brother. IMO it just works to confuse people trying to read smoothing
code (already quite confusing).

I've removed it, alongside its bespoke code/variables, excluding
area_limited_icon_smoothing, a var on areas that prevents smoothing out
of network, which I have instead integrated into bitmask smoothing.

I've updated snowflake's documentation to be more up to date with modern
systems, and earmarked where explanations/automation for the more...
underdeveloped bits of smoothing should go in the future.

## Why It's Good For The Game

I relapsed and needed something to put that energy towards.

We don't really want people to use this, and none knows enough about it
to take advantage of its theoretical uses.
Really its only purpose right now is making understanding diagonal
smoothing easier, and that's not all that hard of a task.
Better to remove and integrate then to let rot and confuse.

## Changelog

<!-- 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 its 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: Smoothed objects on shuttles now will only smooth with other
shuttles (added support for extensions of this system)
refactor: I've funked around with our smoothing system, cutting out some
older code. Lemme know if anything is weird PLEASE
/🆑

<!-- 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. -->
2025-03-20 15:42:16 +13:00
Y0SH1M4S73RandGitHub 013de1fb80 Custom Shuttle QOL tweaks (and a fix to a mild shuttle engine exploit) (#89774)
## About The Pull Request

This PR adds some tweaks to make custom shuttles a bit easier to use,
and more useful.

- The station blueprints can be used to allow/forbid custom shuttle
docking in station/custom areas. Custom areas allow shuttle docking by
default, while station areas (apart from the asteroid) forbid it.
- A station area that allows shuttle docking can have a shuttle
built/expanded in it, as long as the area's APC isn't contained within
the frame used to construct/expand the shuttle.
- A shuttle frame does not need to contain the entirety of a custom
area, unless that frame contains the area's APC. If the frame doesn't
contain the entirety of the custom area, that section of the frame
becomes part of the default area, instead of a separate area.
- Custom shuttles will go off into the sunset at the end of the round,
as long as they have a welded engine.
- I think I saw a bug that caused engines to contribute twice the
intended power to the attached shuttle, possibly creating an exploit in
the case where the engine was broken while welded. I fixed that.
- Custom shuttle docking computers can cross over to any z-level
adjacent to the shuttle's z-level (or vertically-connected z-levels,
because docking computers can traverse stacked z-levels freely). This is
based on the new `zlink_range` var on all shuttle docking consoles,
which can be var-edited to provide the same functionality.
- Shuttle engines constructed from circuits now link to shuttles without
needing to be unanchored and reanchored.

## Why It's Good For The Game

The tweaks to shuttle construction and docking serve to address several
gripes I heard about players not being able to build/dock custom
shuttles in station areas. The means to do this have been locked behind
possession of the station blueprints.

I don't see what problem there would be with allowing custom shuttles to
leave the station at the end of the round, but I could lock it behind a
particular action (antag-exclusive or otherwise).

Custom shuttles don't quite have as much utility if you have to manually
travel to z-levels to drop off gigabeacons. Jumping to adjacent z-levels
one at a time is a bit more useful for space exploration.

## Changelog
🆑
add: The station blueprints can be used to toggle whether custom
shuttles can be built/expanded/docked within station areas.
qol: Custom areas do not have to be completely contained within shuttle
frames, as long as the APC isn't attached to the frame.
add: Custom shuttles with functioning engines will fly off into the
sunset when the emergency shuttle leaves.
add: Custom shuttle navigation computers can view space levels adjacent
to the one the shuttle is currently docked at.
fix: Constructed shuttle engines no longer contribute twice as much
engine power to shuttles, nor can they be used to add unlimited shuttle
power.
fix: Constructed shuttle engines now connect to shuttles when build,
rather than needing to be unachored and then reanchored.
/🆑
2025-03-13 12:25:09 +11:00
f3ac412f69 Custom Shuttles Redux: Allows for the construction of custom shuttles. (#88493)
## About The Pull Request

This incredibly detailed PR adds the ability to construct custom
shuttles, which function similarly to whiteships.

To construct a custom shuttle, you need the following items:
- Shuttle frame rods
These rods can be hand-crafted by using 5 rods on 1 sheet of titanium,
or printed at a sci/engi/cargo lathe after researching the Shuttle
Engineering techweb node.
Lattices built with these rods, and catwalks/floors built on top of
these lattices, are valid for shuttle construction.
- Shuttle engines
Did you know shuttle engines have boards that weren't normally
obtainable? Well the board for one specific engine type is now available
from the sci/engi/cargo lathe after researching Shuttle Engineering. Of
course, the old options remain. You can steal engines from other
shuttles, including escape pods (it's not like engines are strictly
necessary for *those* shuttles anyways). Alternatively, the shuttle
engine supply pack is no longer locked behind the purchase of the BYOS.
- Flight Control & Navigation Console boards
These boards are printed at the sci/engi/cargo lathe after researching
the Shuttle Engineering techweb node.
If built on a custom shuttle, it will automatically link to it, unless
the shuttle already has such a console.
If built on a turf that is valid for custom shuttle construction, it
will automatically link to any shuttle constructed from or expanded with
that turf.
- Shuttle blueprints
Standard shuttle blueprints can be printed at the sci/engi/cargo lathe
after researching the Shuttle Engineering techweb node.
A cyborg upgrade granting access to a shuttle blueprint database can be
printed at the exofab after researching the aforementioned node.
Crude shuttle blueprints can be crafted by hand with a sheet of paper
and either a rainbow crayon or 10 uses of a blue crayon or spraycan.

If Science won't research the tech, you can also buy a goody pack
containing a flight control board, a docker board, two engine boards,
and a set of shuttle blueprints for 1200 credits, if you have aux base
access.

A shuttle can be constructed atop any continuous region of turfs
containing a shuttle rod lattice or a catwalk/tile built upon such.
Currently, this region cannot intersect any area other than space,
lavaland, the icemoon, or the station asteroid. Preexisting custom areas
can be included in the construction of the shuttle, but only if every
turf in the custom area is valid for shuttle construction.

In the shuttle blueprint UI, you can toggle a visualizer to display
which turfs fulfill all of the aforementioned conditions.

The following video goes through the basic process of shuttle
construction.


https://github.com/user-attachments/assets/3283422e-a201-4978-972d-67527b5df4ee

The blueprint used to construct the shuttle will be its master
blueprint. The master blueprint can be copied to other blank shuttle
blueprints (or to engiborgs with the shuttle database upgrade), and
allows the holder to perform a christening ritual on the shuttle to
rename it.
If a shuttle's master blueprint ceases to exist, a blank blueprint can
be linked to the shuttle to become the new master blueprint, or an
existing blueprint associated with that shuttle can be promoted to the
master blueprint.

Once constructed, the following options are available from the blueprint
UI to modify it:
- Create Area
Convert a continuous open area of the shuttle into a new area with the
name written in the above text input. This operates very similarly to
regular area construction.
- Rename Area
Change the name of the area you're currently in to the name written in
the above text input.
- Expand Area
Add a continuous open area of the shuttle to the neighboring area
selected from the dropdown to the left. This operates like regular area
expansion.
- Expand Shuttle
Expand a shuttle with valid frame turfs as defined above. These turfs
must be physically connected to the shuttle.
- Remove Area
    Remove an area, giving its tiles to the default shuttle area.
- Cleanup Empty Space (implemented after the above video was recorded)
Removes all completely empty turfs from the shuttle. If all the turfs in
one of the shuttle's areas were removed, that area is deleted. If
absolutely no turfs of the shuttle remain, the shuttle itself is
deleted. Due to the ability for this action to delete the shuttle, only
the master blueprint can do it.

As mentioned above, the shuttle's master blueprint can be used to
christen its associated shuttle. To do this, fill a glass drink bottle
with some amount of reagents, then hit it against one of the shuttle's
walls from outside while holding the master blueprint. You will be
prompted to enter a new name for the shuttle. The variety of things that
can happen while inputting a new name can cause the christening rite to
fail in one of several humorous ways.

### Optional (Unless specifically requested by a maintainer) Todo's
- [x] A way for shuttle circuits to be obtainable without techweb nodes
- [x] A more convenient way to carry around shuttle engines or the means
to deploy them
- [ ] A shuttle construction guide available as a reference book
- [ ] Allow boards to be linked to shuttles before construction so they
can be used outside the shuttle

## Why It's Good For The Game

Shuttles have been part of the sandbox for an incredibly long time, but
their limited accessibility has rendered them the exclusive territory of
lucky space explorers or the few antagonists who get one off the bat
(nukies and pirates). Giving players the means to construct shuttles to
their liking opens up a variety of possibilities for gimmicks for antags
and non-antags alike.

Besides the applications for antaggery and crew-sided gimmicks, this
provides side content for several departments to engage with during the
relatively-frequent periods of time where they have little else to do as
part of their intended roles.

With respect to engineering, if the station isn't actively being
damaged, the supermatter is in perfect working order, and nobody is
clamoring for machine upgrades, engineers have little else to resort to
other than construction projects. While the BSA station goal provides an
incentive for engineers to construct dedicated rooms for the cannon, it
will not necessarily be available every round. Custom shuttles not only
provide such a construction project to pursue, but provide the rare
opportunity, as well as a very good reason, to set up an independent
power network, complete with its own power source.

While atmos techs have a lot to do with gas mixing and the crystallizer,
they rarely get the opportunity to set up working life support systems
outside of repairing the ones that get blown up. Custom shuttles will
frequently start with no air, and unless the design settled upon is an
open floor plan, it will have several independent chambers that cannot
so easily be profused with a proper airmix by just opening a canister.
Furthermore, if the air in a custom shuttle gets messed up, a proper
scrubber and distro network is a significantly less tedious method of
rectifying the problem than cleaning the air manually with portable
scrubbers and pumps.

Scientists, it can be argued, with their access to RPDs through
ordnance, have similar opportunities to atmos techs, even though the act
in and of itself is not exactly part of their duties. But compared to
the other job content they could be working with after they've completed
most of their gameplay loop, custom shuttle construction is a
substantially more active endeavor. And I know how much people complain
about late-game science content just being sitting around at a console
and making gamer gear. Roboticists can have a part to play in this too.
They can put their mech RCDs to a use other than 2D topdown Fortnite,
and with the shuttle database upgrade, they can help interested cyborgs
get in on the action.

Cargo is yet another department known for having significant amounts of
downtime during a considerable number of rounds. If every other
department has gone through their initial rounds of departmental orders,
and there isn't an active need for cargo to order lots of one thing or
another, cargo techs have little to do besides mail (at least on the
days where there **is** mail to deliver). Usually, if cargo techs do, in
fact, do something as a department when not presented with more pressing
duties, they order guns and other contraband. As funny as this is,
there's not a lot of variety in how this behavior manifests. With custom
shuttles, cargo can use their free time to plan, and execute, a unique
collective expression of design sensibilities, not limited by the size
and shape constraints of the cargo bay itself.

## Changelog

🆑 Y0SH1_M4S73R (with special thanks to Vect0r, whose original PR
inspired the implementation of these changes)
add: Shuttle blueprints, the tool used to construct and modify custom
shuttles. Print a set at a science, engineering, or cargo techfab after
researching Shuttle Engineering, or craft a crude set from the crafting
menu.
add: Shuttle blueprint database upgrade for engineering cyborgs,
printable from the Exosuit Fabricator after researching Shuttle
Engineering. A version of shuttle blueprints designed for use by
cyborgs.
add: Shuttle frame rods, usable to construct custom shuttles. Hand-craft
by using 5 rods on 1 titanium sheet, or by printing them at a science,
engineering, or cargo techfab after researching Shuttle Engineering.
add: Custom shuttle flight control and navigation boards, printable from
a science, engineering, or cargo techfab after researching Shuttle
Engineering.
add: Shuttle engine boards can be printed from a science, engineering,
or cargo techfab after researching shuttle engineering.
add: The shuttle engine supply pack is no longer locked behind the
purchase of the Build Your Own Shuttle kit.
add: Shuttle Construction Starter Kit goodie pack, containing a set of
shuttle blueprints, flight control and navigation console boards, and
two engine boards, can be purchased from cargo for 1200 credits.
Requires aux base access to purchase.
refactor: Shuttles now keep track of what areas are underneath each of
their individual turfs, so that the areas left behind on movement are
consistent with what they were beforehand.
refactor: Shuttle ceilings now place themselves down as baseturfs,
instead of only appearing if the turf above is open space.
/🆑

---------

Co-authored-by: vect0r <71346830+Vect0r2@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2025-03-12 16:46:40 -04:00
Singul0andRoxy 34310e680e Adds Film Studio space ruin (+ Actor/Director Space roles) (#89419)
Adds a space ruin revolving around a studio where ghost roles can
provide entertainment to the station, the studio has a bunch of
construction stuff and costume vendors to create any set and portray any
character you'd want. Features 3 stages and a radio station (neutral
aligned syndie comms agent?) there's a total of 4 ghost roles, 3 actors.
1 director.

![image](https://github.com/user-attachments/assets/d78c3565-b5b1-494b-a566-7a6c451a62a3)
Studio also has a sizable living quarters and a mini-medbay for basic
provisions. a couple of paper fluff texts are strewn about on the
noticeboards

The cast:

![image](https://github.com/user-attachments/assets/5a56273e-8665-4daa-b8b0-77c8ede4d0f0)

In terms of things that can be balance-breaking, I can only name the gas
masks and agent ID actors/directors spawns in. But I think its a
necessary sacrifice for them to play "characters"
I think too many of the ghost roles have too little interactions with
the main station, this is for good reasons obviously, balance and
metagrudges and all that. But, say. what if we can have a ghost role
that interacts and give something to the station besides being their own
little isolated game? it can't be anything material of course. so what
if we have the ghost role centered around giving entertainment? which is
how this PR came to be
🆑
add: After some light bit of restructuring, the local TV station,
serving SPACE SECTOR 13 has opened up again!
/🆑
2025-03-12 16:37:13 -04:00
cbc3350224 Custom Shuttles Redux: Allows for the construction of custom shuttles. (#88493)
## About The Pull Request

This incredibly detailed PR adds the ability to construct custom
shuttles, which function similarly to whiteships.

To construct a custom shuttle, you need the following items:
- Shuttle frame rods
These rods can be hand-crafted by using 5 rods on 1 sheet of titanium,
or printed at a sci/engi/cargo lathe after researching the Shuttle
Engineering techweb node.
Lattices built with these rods, and catwalks/floors built on top of
these lattices, are valid for shuttle construction.
- Shuttle engines
Did you know shuttle engines have boards that weren't normally
obtainable? Well the board for one specific engine type is now available
from the sci/engi/cargo lathe after researching Shuttle Engineering. Of
course, the old options remain. You can steal engines from other
shuttles, including escape pods (it's not like engines are strictly
necessary for *those* shuttles anyways). Alternatively, the shuttle
engine supply pack is no longer locked behind the purchase of the BYOS.
- Flight Control & Navigation Console boards
These boards are printed at the sci/engi/cargo lathe after researching
the Shuttle Engineering techweb node.
If built on a custom shuttle, it will automatically link to it, unless
the shuttle already has such a console.
If built on a turf that is valid for custom shuttle construction, it
will automatically link to any shuttle constructed from or expanded with
that turf.
- Shuttle blueprints
Standard shuttle blueprints can be printed at the sci/engi/cargo lathe
after researching the Shuttle Engineering techweb node.
A cyborg upgrade granting access to a shuttle blueprint database can be
printed at the exofab after researching the aforementioned node.
Crude shuttle blueprints can be crafted by hand with a sheet of paper
and either a rainbow crayon or 10 uses of a blue crayon or spraycan.

If Science won't research the tech, you can also buy a goody pack
containing a flight control board, a docker board, two engine boards,
and a set of shuttle blueprints for 1200 credits, if you have aux base
access.

A shuttle can be constructed atop any continuous region of turfs
containing a shuttle rod lattice or a catwalk/tile built upon such.
Currently, this region cannot intersect any area other than space,
lavaland, the icemoon, or the station asteroid. Preexisting custom areas
can be included in the construction of the shuttle, but only if every
turf in the custom area is valid for shuttle construction.

In the shuttle blueprint UI, you can toggle a visualizer to display
which turfs fulfill all of the aforementioned conditions.

The following video goes through the basic process of shuttle
construction.


https://github.com/user-attachments/assets/3283422e-a201-4978-972d-67527b5df4ee

The blueprint used to construct the shuttle will be its master
blueprint. The master blueprint can be copied to other blank shuttle
blueprints (or to engiborgs with the shuttle database upgrade), and
allows the holder to perform a christening ritual on the shuttle to
rename it.
If a shuttle's master blueprint ceases to exist, a blank blueprint can
be linked to the shuttle to become the new master blueprint, or an
existing blueprint associated with that shuttle can be promoted to the
master blueprint.

Once constructed, the following options are available from the blueprint
UI to modify it:
- Create Area
Convert a continuous open area of the shuttle into a new area with the
name written in the above text input. This operates very similarly to
regular area construction.
- Rename Area
Change the name of the area you're currently in to the name written in
the above text input.
- Expand Area
Add a continuous open area of the shuttle to the neighboring area
selected from the dropdown to the left. This operates like regular area
expansion.
- Expand Shuttle
Expand a shuttle with valid frame turfs as defined above. These turfs
must be physically connected to the shuttle.
- Remove Area
    Remove an area, giving its tiles to the default shuttle area.
- Cleanup Empty Space (implemented after the above video was recorded)
Removes all completely empty turfs from the shuttle. If all the turfs in
one of the shuttle's areas were removed, that area is deleted. If
absolutely no turfs of the shuttle remain, the shuttle itself is
deleted. Due to the ability for this action to delete the shuttle, only
the master blueprint can do it.

As mentioned above, the shuttle's master blueprint can be used to
christen its associated shuttle. To do this, fill a glass drink bottle
with some amount of reagents, then hit it against one of the shuttle's
walls from outside while holding the master blueprint. You will be
prompted to enter a new name for the shuttle. The variety of things that
can happen while inputting a new name can cause the christening rite to
fail in one of several humorous ways.

### Optional (Unless specifically requested by a maintainer) Todo's
- [x] A way for shuttle circuits to be obtainable without techweb nodes
- [x] A more convenient way to carry around shuttle engines or the means
to deploy them
- [ ] A shuttle construction guide available as a reference book
- [ ] Allow boards to be linked to shuttles before construction so they
can be used outside the shuttle

## Why It's Good For The Game

Shuttles have been part of the sandbox for an incredibly long time, but
their limited accessibility has rendered them the exclusive territory of
lucky space explorers or the few antagonists who get one off the bat
(nukies and pirates). Giving players the means to construct shuttles to
their liking opens up a variety of possibilities for gimmicks for antags
and non-antags alike.

Besides the applications for antaggery and crew-sided gimmicks, this
provides side content for several departments to engage with during the
relatively-frequent periods of time where they have little else to do as
part of their intended roles.

With respect to engineering, if the station isn't actively being
damaged, the supermatter is in perfect working order, and nobody is
clamoring for machine upgrades, engineers have little else to resort to
other than construction projects. While the BSA station goal provides an
incentive for engineers to construct dedicated rooms for the cannon, it
will not necessarily be available every round. Custom shuttles not only
provide such a construction project to pursue, but provide the rare
opportunity, as well as a very good reason, to set up an independent
power network, complete with its own power source.

While atmos techs have a lot to do with gas mixing and the crystallizer,
they rarely get the opportunity to set up working life support systems
outside of repairing the ones that get blown up. Custom shuttles will
frequently start with no air, and unless the design settled upon is an
open floor plan, it will have several independent chambers that cannot
so easily be profused with a proper airmix by just opening a canister.
Furthermore, if the air in a custom shuttle gets messed up, a proper
scrubber and distro network is a significantly less tedious method of
rectifying the problem than cleaning the air manually with portable
scrubbers and pumps.

Scientists, it can be argued, with their access to RPDs through
ordnance, have similar opportunities to atmos techs, even though the act
in and of itself is not exactly part of their duties. But compared to
the other job content they could be working with after they've completed
most of their gameplay loop, custom shuttle construction is a
substantially more active endeavor. And I know how much people complain
about late-game science content just being sitting around at a console
and making gamer gear. Roboticists can have a part to play in this too.
They can put their mech RCDs to a use other than 2D topdown Fortnite,
and with the shuttle database upgrade, they can help interested cyborgs
get in on the action.

Cargo is yet another department known for having significant amounts of
downtime during a considerable number of rounds. If every other
department has gone through their initial rounds of departmental orders,
and there isn't an active need for cargo to order lots of one thing or
another, cargo techs have little to do besides mail (at least on the
days where there **is** mail to deliver). Usually, if cargo techs do, in
fact, do something as a department when not presented with more pressing
duties, they order guns and other contraband. As funny as this is,
there's not a lot of variety in how this behavior manifests. With custom
shuttles, cargo can use their free time to plan, and execute, a unique
collective expression of design sensibilities, not limited by the size
and shape constraints of the cargo bay itself.

## Changelog

🆑 Y0SH1_M4S73R (with special thanks to Vect0r, whose original PR
inspired the implementation of these changes)
add: Shuttle blueprints, the tool used to construct and modify custom
shuttles. Print a set at a science, engineering, or cargo techfab after
researching Shuttle Engineering, or craft a crude set from the crafting
menu.
add: Shuttle blueprint database upgrade for engineering cyborgs,
printable from the Exosuit Fabricator after researching Shuttle
Engineering. A version of shuttle blueprints designed for use by
cyborgs.
add: Shuttle frame rods, usable to construct custom shuttles. Hand-craft
by using 5 rods on 1 titanium sheet, or by printing them at a science,
engineering, or cargo techfab after researching Shuttle Engineering.
add: Custom shuttle flight control and navigation boards, printable from
a science, engineering, or cargo techfab after researching Shuttle
Engineering.
add: Shuttle engine boards can be printed from a science, engineering,
or cargo techfab after researching shuttle engineering.
add: The shuttle engine supply pack is no longer locked behind the
purchase of the Build Your Own Shuttle kit.
add: Shuttle Construction Starter Kit goodie pack, containing a set of
shuttle blueprints, flight control and navigation console boards, and
two engine boards, can be purchased from cargo for 1200 credits.
Requires aux base access to purchase.
refactor: Shuttles now keep track of what areas are underneath each of
their individual turfs, so that the areas left behind on movement are
consistent with what they were beforehand.
refactor: Shuttle ceilings now place themselves down as baseturfs,
instead of only appearing if the turf above is open space.
/🆑

---------

Co-authored-by: vect0r <71346830+Vect0r2@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2025-02-23 17:18:43 +11:00
Majkl-J b6b8306fda Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a 2025-02-20 00:00:19 -08:00
Singul0andGitHub 14a1b5e1e8 Adds Film Studio space ruin (+ Actor/Director Space roles) (#89419)
## About The Pull Request
Adds a space ruin revolving around a studio where ghost roles can
provide entertainment to the station, the studio has a bunch of
construction stuff and costume vendors to create any set and portray any
character you'd want. Features 3 stages and a radio station (neutral
aligned syndie comms agent?) there's a total of 4 ghost roles, 3 actors.
1 director.

![image](https://github.com/user-attachments/assets/d78c3565-b5b1-494b-a566-7a6c451a62a3)
Studio also has a sizable living quarters and a mini-medbay for basic
provisions. a couple of paper fluff texts are strewn about on the
noticeboards

The cast:

![image](https://github.com/user-attachments/assets/5a56273e-8665-4daa-b8b0-77c8ede4d0f0)


In terms of things that can be balance-breaking, I can only name the gas
masks and agent ID actors/directors spawns in. But I think its a
necessary sacrifice for them to play "characters"
## Why It's Good For The Game
I think too many of the ghost roles have too little interactions with
the main station, this is for good reasons obviously, balance and
metagrudges and all that. But, say. what if we can have a ghost role
that interacts and give something to the station besides being their own
little isolated game? it can't be anything material of course. so what
if we have the ghost role centered around giving entertainment? which is
how this PR came to be
## Changelog
🆑
add: After some light bit of restructuring, the local TV station,
serving SPACE SECTOR 13 has opened up again!
/🆑
2025-02-19 17:48:10 -07:00
92a585cb3a new icebox ruin: outpost 31 + megafauna (technically???) (#88714)
## About The Pull Request
<details>
<summary> expand to spoil the fun of exploring something for yourself
</summary>

firstly, the new ruin: outpost 31
its layout is vaguely based off an official map of the Outpost 31 from
the Thing movie but i ran out of space halfway


![image](https://github.com/user-attachments/assets/6db1aa9f-40d3-4693-897b-01e32b3ee1d2)

the boss drops a keycard for the storage room that you cant get in
otherwise, containing its own special item, and other stuff probably
useful for crew
crusher loot: trophy that heals you on each hit

the ruin is guarded by like 3 flesh blobs, very resilient (and slow)
masses of flesh that deal 3 brute damage, not harmful in melee but WILL
attempt to grab and devour/assimilate you which is FAR more lethal



https://github.com/user-attachments/assets/542cc6d0-f4ee-4598-9677-a03170c6c1c3



Boss: The Thing (with creative liberties otherwise this thing would
instakill you if it was true to source material)
difficulty: medium apparently idk mining jesus beat it with 400ms or so
HP: 1800
It is a much higher ranking changeling than those infiltrating SS13
It has 3 phases, 600hp each. Depleting its phase health will turn it
invincible and it will heal back half in 10 seconds. In order to prevent
this, the two Molecular Accelerators must be overloaded by interacting
with them to blast the changeling with deadly scifi magic or whatever
they do, forcing it to shed its form further and go to the next phase.
Not necessary for phase 3 because it literally just dies then

it focuses mostly on meleeing you and making certain tiles impassable
for you with 1hp tendrils, all attacks are telegraphed so theres no dumb
instakills here

it alternates between aoe abilities and abilities 

melee behavior:
- if too far, charge at target (charges twice on phase 3)
- too close, shriek (unavailable in phase 1) (technically AOE but its
more like a melee ability you know??)
- otherwise just try to melee

Shriek: if the player is too close emit a confusing shriek that makes
them confused and drop items

aoe behavior (phase 2, 3 only):
1: Puts 4 tendrils in a line cardinally
2: Puts tendrils around itself
3. Puts a patch of tendrils around and under the target, 3x3 in phase 3
4. Phase 3 only - spits patches of acid into the air that hurt when
stepped on

_(crusher is hard ok)_


https://github.com/user-attachments/assets/cbb98209-d3f0-470d-b0e8-4e310c5b709c



unique megafauna loot for this boss is like 1 AI-Uplink brain
its like a BORIS module but for humans i think you can figure out what
that means
while in a human shell they cannot roll non-malf midrounds and cannot be
converted, and cannot be mindswapped
the human MUST have all robotic organs (minus tongue because its not in
the exosuit fab and that kinda sucks to get)
will undeploy if polymorphed



https://github.com/user-attachments/assets/abcc277a-995a-4fa7-b980-0549b6b7cf52



</details>

## Why It's Good For The Game

icebox is severely lacking in actual good ruins (fuck that one fountain
ruin)
i feel that the loot given by megafauna has been and still apparently is
exclusively to make the victor more powerful, which kinda sucks because
thats just powergaming???? the loot of this boss is more crewsided,
specifically aiding the AI in a VERY limited quantity (1), so its not
anything good for powergamers, good for crew if the AI is not rogue

## Changelog
🆑
add: outpost 31, the icebox ruin. Also its associated mobs, and
megafauna, and loot. Im not spoiling anything, find it yourself.
/🆑

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
2025-01-23 18:33:05 +01:00
kuricityyandGitHub fca15d8b03 Makes Icebox ruins not count towards blob total, as well as preventing them from spawning there. (#89113)
## About The Pull Request

Makes icebox ruins not count towards blob total, also stops them from
spawning there.

## Why It's Good For The Game

I've been seeing a decent bit of blobs spawning on icebox ruins, such as
Moffuchi's, the abandoned engineering outpost, Lizard gas, almost every
ruin on icebox. The intent of blob isnt to cower off station, ensure
likely no one can find you, then branch out onto the station. I
understand that wastes blobs exist, but if they do it in the actual
wastes, it doesnt count towards their total, and they actually have to
branch out into the wastes before they begin. With Z level blobs already
fucking over people majorly on icebox if the blob picks the right spot,
I'm sure they wont need to be able to spawn in ruins to win. They also
cannot spawn in ruins on any other station, so it just seems right to
me.
## Changelog
🆑
fix: Blob's can no longer place their core in ruins on Icebox.
/🆑
2025-01-21 16:55:41 +11:00
Y0SH1M4S73RandGitHub 8d0e1fede3 Fixes shuttles leaving replaced floors behind (#88848)
## About The Pull Request

The splitting of the `PlaceOnTop` proc in #79702 removed the call to
`PlaceOnTopReact` that shuttle areas use to place shuttle baseturf
skipovers under any plating placed on them. This is the underlying cause
of repaired shuttle tiles getting left behind when the shuttle moves.

This PR was originally part of #88493, but has been atomized out because
if that PR ever gets merged, it's going to be many weeks before it does.

## Why It's Good For The Game

Fixes #81099 

## Changelog


🆑
fix: Replaced floor tiles on shuttles no longer get left behind when the
shuttle moves.
/🆑
2025-01-07 03:21:06 +01:00
8603a6ef99 Sound caching, maintenance ambience improvements (#88752)
## About The Pull Request
ports https://github.com/DaedalusDock/daedalusdock/pull/1123
credit to kapu for the code, I just adapted some of it for us
While testing this I noticed that some ambience sounds have no fades, so
I added them, you can see comparisons here:
<details>
<summary> Click me for comparisons! </summary>


https://github.com/user-attachments/assets/0a93ec2f-7600-4510-9773-e2c721f06613


https://github.com/user-attachments/assets/3328a097-5dbc-402f-9dee-ece5aa7f9479


https://github.com/user-attachments/assets/b94157d4-a8a6-4877-94f6-1f07dc6ba860


https://github.com/user-attachments/assets/dc326c0c-7c8c-46ab-8149-97fd02dcc7f7


https://github.com/user-attachments/assets/e3309d6f-6d8d-4595-8c88-172c406f577d


https://github.com/user-attachments/assets/64109759-cbf6-446f-baf9-5705e1c81662


https://github.com/user-attachments/assets/28c0a112-a758-49d6-9f44-8e451a895d7a


https://github.com/user-attachments/assets/fec33b2e-6704-4d97-9c73-d0e58fef52ef


https://github.com/user-attachments/assets/4dc780bf-3fb4-402a-8803-7aef2968e012


https://github.com/user-attachments/assets/93d63a31-36aa-437f-95bc-840427155701


https://github.com/user-attachments/assets/59fd09d4-207d-4f7c-8355-34fb37981df4


https://github.com/user-attachments/assets/8c14e1e8-75be-4081-acac-d2cea05f8638


https://github.com/user-attachments/assets/3dac481c-62ea-4fd9-93c5-36f8cbbfab9b


https://github.com/user-attachments/assets/c92dd2aa-93f8-4c2e-9e00-7dbef3146280


https://github.com/user-attachments/assets/02baae83-2e51-4d83-8d97-be15bc58c6c9


https://github.com/user-attachments/assets/fcd969ac-7f29-4bb4-873c-30874e13516e


https://github.com/user-attachments/assets/24a053a3-1a71-4758-bb90-149ebc6b50b6


https://github.com/user-attachments/assets/40e7adee-d0bf-4636-b4d0-bc1c5c17688f


</details>

## Why It's Good For The Game

- sound caching will open possibilities for seamless sound loops and
overall knowing the length of a sound file is very useful
- closes https://github.com/tgstation/tgstation/issues/87054
- fade ins and fade outs prevent audio glitches on abrupt audio ends and
are nicer for the ears

## Changelog
🆑 kapu and grungussuss
fix: fixed ambience sounds getting cut off mid play
sound: addes fades for maintenance ambiences
refactor: changed the way maintenance sounds are 
/🆑

---------

Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
2025-01-04 17:55:49 -08:00
WaterpigandGitHub fedabb394c Various ashwalker fixes (#2669)
## About The Pull Request

This does not fix the goliaths pushing doors issue. That one is being
fixed on tg though.

Fixes ashie rituals taking whole stacks, making them correctly take 1
single piece from the stack.
Fixes the ashie template name
Fixes ashies somehow getting a powered area as all the primitive
machines seem to correctly not need power now

## Why It's Good For The Game

Fixes a few minor gripes I have with ashie code. There's more but these
directly affect players

## Proof Of Testing

I didnt grab the runes working but they did take single items and stacks
correctly.

Here's the burner still working though

<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/dc9297e5-dbd5-451f-bdc0-17d3ab28efa2)

</details>

## Changelog

🆑
fix: ashie rituals now take only 1 from the stack
fix: Ashie area is no longer magically powered
/🆑
2024-12-17 10:48:58 +01:00
f252224451 Nebulastation (#2585)
## About The Pull Request

Adds a completely brand new multi-z station map "NebulaStation".
New areas and few exclusive map shuttles (ferry, mining, arrival, evac,
cargo)

<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/eba8e315-6b04-41fe-aada-e72e20549776)


![image](https://github.com/user-attachments/assets/a61ecd22-2342-4ff1-bec0-81c378c3384b)

</details>

## Changelog

🆑 LT3, tgstation
add: NebulaStation: a nice, new station map
/🆑

---------

Co-authored-by: Kiko Wen <143291881+KikoWen0@users.noreply.github.com>
Co-authored-by: Vekter <TheVekter@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2024-12-07 16:17:34 -07:00
TimandGitHub 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>


![dreamseeker_Mml3HmRaIK](https://github.com/user-attachments/assets/b6e410b7-e242-4c77-8cc8-34e15bd96b42)

</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.)
/🆑
2024-12-06 23:02:21 +01:00
Koiandlessthanthree 795c23a2b5 New Icebox Ruin - Syndicate Biodome (#86957)
## About The Pull Request
**A Dangerous Ruin Approaches!**

A new high-risk, high reward ruin for icebox! Featuring some very
dangerous enemies for some goodies.

Small puzzle element included find the keycard to open the research
directors office to lift the lockdown on the security post, from there
you can lift the lockdown on the surgical rooms, all the while
encountering feral gorillas.



## Why It's Good For The Game

Icebox lacks some dangerous ruins with decent loot. The loot here is a
WIP and I'm hoping can be discussed. I know icebox still is in need of
some ruins and I had some ideas and threw this together. The map size is
45x45. I made it so you also can't just bee-line and cheese it by adding
indestructable shutters, windows, and walls, along with a noteleport
area flag to prevent cheesing of the area.

In-game rendered screenshots:


![image](https://github.com/user-attachments/assets/deb4a3de-ab3b-4fad-9bc2-38edc58ddbfd)


![image](https://github.com/user-attachments/assets/16debd29-86e2-4a78-92eb-099234634c56)

![Uploading image.png…]()




Editor Screenshots:


![image](https://github.com/user-attachments/assets/330efb1f-9cc2-457b-b0d8-75719c38b7a2)


![image](https://github.com/user-attachments/assets/281e9189-a447-4a25-8932-fca8797a1037)


Notable loot Spawns:


![image](https://github.com/user-attachments/assets/b352b461-0a72-4b1f-83fe-57dbb39f2d39)


![image](https://github.com/user-attachments/assets/a3075def-dcb1-40a5-8d6f-c672e1528647)


![image](https://github.com/user-attachments/assets/50e352e5-15e6-45e8-a2fd-d96625b4f538)


![image](https://github.com/user-attachments/assets/a811231b-70d0-4730-a938-186320438782)


![image](https://github.com/user-attachments/assets/5c07b521-a36f-4e54-807f-6fee95672da7)


![image](https://github.com/user-attachments/assets/a7403e0c-ad09-4a64-8826-18181fc1a26c)








## Changelog
🆑
map: New Icebox  Ruin "Syndicate Biodome" added.

/🆑
2024-12-01 12:06:20 -08:00
KoiandMajkl-J a32700854b New Icebox Ruin - Hunters Lodge (#86927)
## About The Pull Request

Adds a new icebox ruin. Below you can see some good pictures of it.

A unique creature that can be found a "hatsune mi-go", a m1911 with a
magazine, santa outfit w/ bag, and a jukebox. this is actually something
I had planned for a torment nexus but chose to forego for an Icebox ruin
instead. The map is 35x35.


![image](https://github.com/user-attachments/assets/424f196e-0ad8-4ac1-8940-c537c7490305)


![image](https://github.com/user-attachments/assets/20efcc7a-2b9d-40c6-b666-ac4ea8d65efe)


## Why It's Good For The Game

Icebox is in need of some ruins, I was originally working on this for
something else but decided to instead add it as a ruin in icebox. I
added a subtype of the christmas tree that doesn't give presents. I felt
like icebox lacked more dangerous ruins so I sprinkled in a few enemies
and as a reward there is some notable stuff.

## Changelog
:cl:ViralMilk22

map: Additional Icebox Ruin has been added "Hunters Lodge".
/🆑
2024-11-11 00:43:39 -08:00
Kiko WenandGitHub 56d037bfd4 Adds new station map Nebulastation (#84826)
## About The Pull Request

Adds a completely brand new multi-z station map "NebulaStation". 
New areas and few exclusive map shuttles (ferry, mining, arrival, evac,
cargo)
Few example screenshots
![StrongDMM-2024-07-19 20 53
15](https://github.com/user-attachments/assets/e895bae6-f3e7-4ee4-9779-96266e943db0)
![StrongDMM-2024-07-19 20 51
41](https://github.com/user-attachments/assets/43bb1443-1c2c-4c4e-8f0c-b743866c84fa)

![image](https://github.com/tgstation/tgstation/assets/143291881/4bdfa1d7-ba84-408b-a4ff-9fa0dd3a2783)

![image](https://github.com/tgstation/tgstation/assets/143291881/6caa71cc-92f2-49ff-b05c-76e091b5b05b)

![image](https://github.com/tgstation/tgstation/assets/143291881/c64ac863-9287-4827-9168-ea9a55f66a9e)

![image](https://github.com/tgstation/tgstation/assets/143291881/dff66e71-89a0-4da7-94f5-07774c239047)
And more...

## Why It's Good For The Game

New maps are always good for the game

## Changelog

🆑 Kiko
add: Nebulastation, new station map
/🆑
2024-11-07 09:17:48 +13:00
a5dfb1285b Update: replaces the singulo area with sm area (derelict) (#87047)
## About The Pull Request
Replaces the empty singularity chamber with a usable supermatter chamber

## Why It's Good For The Game

The derelict drone station since removal of singularity generators (i
assume it used to have a singularity generator) most likely lacks a big
goal.. other than total repair
this adds a supermatter shard to the material vault and a exploded
supermatter chamber
## Changelog

🆑 Nyozzl
Add: SM chamber to drone derelict station
/🆑

![corner
1](https://github.com/user-attachments/assets/b1b8b434-efb8-438d-928b-f30459dc2c2a)

![corner
2](https://github.com/user-attachments/assets/75e832b8-f419-4f57-9572-e5419ecba275)


![image](https://github.com/user-attachments/assets/5dbb27a3-4c69-4454-a30a-fdb4489f607f)


![image](https://github.com/user-attachments/assets/dafbf4ee-f1d2-4b60-8e39-5472de95bde3)

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-10-25 00:05:10 +00:00
Majkl-J e59d8ba64b Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b 2024-10-23 23:27:16 -07:00
WaterpigandMajkl-J 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
2024-10-19 08:04:33 -07:00
KoiandGitHub 28f775a145 New Icebox Ruin - Syndicate Biodome (#86957)
## About The Pull Request
**A Dangerous Ruin Approaches!**

A new high-risk, high reward ruin for icebox! Featuring some very
dangerous enemies for some goodies.

Small puzzle element included find the keycard to open the research
directors office to lift the lockdown on the security post, from there
you can lift the lockdown on the surgical rooms, all the while
encountering feral gorillas.



## Why It's Good For The Game

Icebox lacks some dangerous ruins with decent loot. The loot here is a
WIP and I'm hoping can be discussed. I know icebox still is in need of
some ruins and I had some ideas and threw this together. The map size is
45x45. I made it so you also can't just bee-line and cheese it by adding
indestructable shutters, windows, and walls, along with a noteleport
area flag to prevent cheesing of the area.

In-game rendered screenshots:


![image](https://github.com/user-attachments/assets/deb4a3de-ab3b-4fad-9bc2-38edc58ddbfd)


![image](https://github.com/user-attachments/assets/16debd29-86e2-4a78-92eb-099234634c56)

![Uploading image.png…]()




Editor Screenshots:


![image](https://github.com/user-attachments/assets/330efb1f-9cc2-457b-b0d8-75719c38b7a2)


![image](https://github.com/user-attachments/assets/281e9189-a447-4a25-8932-fca8797a1037)


Notable loot Spawns:


![image](https://github.com/user-attachments/assets/b352b461-0a72-4b1f-83fe-57dbb39f2d39)


![image](https://github.com/user-attachments/assets/a3075def-dcb1-40a5-8d6f-c672e1528647)


![image](https://github.com/user-attachments/assets/50e352e5-15e6-45e8-a2fd-d96625b4f538)


![image](https://github.com/user-attachments/assets/a811231b-70d0-4730-a938-186320438782)


![image](https://github.com/user-attachments/assets/5c07b521-a36f-4e54-807f-6fee95672da7)


![image](https://github.com/user-attachments/assets/a7403e0c-ad09-4a64-8826-18181fc1a26c)








## Changelog
🆑
map: New Icebox  Ruin "Syndicate Biodome" added.

/🆑
2024-10-15 22:00:43 +02:00
KoiandGitHub 679157d265 New Icebox Ruin - Hunters Lodge (#86927)
## About The Pull Request

Adds a new icebox ruin. Below you can see some good pictures of it.

A unique creature that can be found a "hatsune mi-go", a m1911 with a
magazine, santa outfit w/ bag, and a jukebox. this is actually something
I had planned for a torment nexus but chose to forego for an Icebox ruin
instead. The map is 35x35.


![image](https://github.com/user-attachments/assets/424f196e-0ad8-4ac1-8940-c537c7490305)


![image](https://github.com/user-attachments/assets/20efcc7a-2b9d-40c6-b666-ac4ea8d65efe)


## Why It's Good For The Game

Icebox is in need of some ruins, I was originally working on this for
something else but decided to instead add it as a ruin in icebox. I
added a subtype of the christmas tree that doesn't give presents. I felt
like icebox lacked more dangerous ruins so I sprinkled in a few enemies
and as a reward there is some notable stuff.

## Changelog
:cl:ViralMilk22

map: Additional Icebox Ruin has been added "Hunters Lodge".
/🆑
2024-10-06 19:19:40 +02:00
grungussussandGitHub 58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
GhomandGitHub 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.
/🆑
2024-09-15 13:55:27 +02:00
fb0284cee3 Adds Icemoon Ruin: Syndicate Lab (#86545)
## About The Pull Request
Adds the Syndicate Lab to the Icemoon ruin pool. This can spawn on
either the cave or deep cave layers. It's a fairly small ruin so it's
easily missed, but it is packed full of danger and treasure.

![!](https://i.imgur.com/jHelQYi.png)

The outside of the lab is mostly covered in snow. There are a few small
gaps that may or may not be filled in by the cave generation algorithm.
From most angles, it blends into the ice moon enviroment. However, meson
glasses will reveal the structure at a glance.

This lab has multiple hostiles to provide threat, there's a turret near
the entrance (on the interior), a patrolling eviscerator, and two ranged
syndicate agents with shotguns. The ruin is pressurised by default, so
mining weapons are less effective.

As loot, the lab contains a Donk Co musket (single-shot combat shotgun,
like the old pipeguns), two syndicate explorer's suits, a syndeye disk,
a syndicate toolbox and some small gimmick items. The agents blow up on
death so you can't have their shotguns or gear.
## Why It's Good For The Game

I collected feedback for a while on ruins and a common complaint is that
Icebox's ruins are lacking in variety, especially in the loot and action
departments.

To address the loot issue, I've added a bunch of loot to this ruin that
previously could not spawn on Icebox. Mostly this is the fluffy and
gimmicky stuff currently exclusive to space ruins, like the Donk piñata
and anomaly releasers. Nothing especially powerful or round defining,
because the ruin can spawn close to the station and isn't particularly
hard to clear.

Threats are likewise all things that aren't usually avaliable on icebox.
Prepare for lasers, buckshot, slashing damage and all relevant wounds.
Without a syndicate card or agent ID the doors won't open and the ruin
is powered, so miners can die to hacking the door open, then getting run
over by a patrolling dedbot. Very funny. The ruin is designed not to be
easily rolled by mining gear, but it remains a viable option. Lasers are
designed to be particularly good here, to reward cooperation with
security.
## Changelog
🆑
add: Adds the Syndicate Lab to the Icemoon ruin pool.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-14 22:58:07 +00:00
Waterpig 4c4930c71d Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit 2024-09-08 00:59:39 +02:00
tgstation-ci[bot]GitHubtgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>Jordan DominionGhomsan7890MrMelbert
9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
#85491.

The following 239 (39 + Wallening Main PR excluded) PRs need to be
replayed (DO NOT EDIT THIS LIST MANUALLY, IT IS USED BY THE BOT TO TRACK
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  - [x] #85441 - Reverted in db96015adaec01f3fbcb978796a0d7abd5668932
  - [x] #85567 - Reverted in 62696ad04fb34fd946708309bd3e439db9b3f488
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  - [x] #85772 - Reverted in bc6804a04aa9368074bcc853e689c8fe6de2cb3a
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  - [x] #85787 - Reverted in a5393f94b9e71d9ea0625e5fcfb5baaf16af38d3
  - [x] #85742 - Reverted in cd99a2aeaa1347b790c9bfdae35e41900e2ada9a
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  - [x] #85739 - Reverted in 3511aae5a4798104220b79ad0e5b2b357dc1e83b
  - [x] #85293 - Reverted in fc687ca36ef476ab9080f0c62b427ab0af533d68
  - [x] #85716 - Reverted in 130b32a222a7585cfdde71aa561fb8b2c7d8083b
- ~~[ ] #85848 - Reverted in f6c46ca2f5cb2d039e4b26731570ca801741cc5d~~
(SKIPPED)
  - [x] #85795 - Reverted in 4684c3325a9135b6bf10eb43026f373993bf605d
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  - [x] #85864 - Reverted in 4b25a209c5019bb65922cd793aff339f20c3d026
- ~~[ ] #85845 - Reverted in a326246e81b7b9242bbf45e7ab3b31caf9ce8147~~
(SKIPPED)
  - [x] #85844 - Reverted in bdf1e6c1e3469884550d3211e51ec9303a022482
- ~~[ ] #85843 - Reverted in 41a8acb196af0988372b06ade7131d07d03daab3~~
(NOT BEING INCLUDED)
- ~~[ ] #85840 - Reverted in 4807bacea8418000f84d62ca0fb122846cab4929~~
(NOT BEING INCLUDED)
- ~~[ ] #85837 - Reverted in bc9edfa8666de14ca4e57e466146d753182a3a71~~
(NOT BEING INCLUDED)
  - [x] #85865 - Reverted in 14c958b465af40f0ff28b100047c4c572919ae19
- ~~[ ] #85818 - Reverted in a77256f74e2d330f5f76141eb9c994a8e5e45810~~
(NOT BEING INCLUDED)
  - [x] #85822 - Reverted in caba685be95fd336f0b09e88bccfb8856d5ad9b4
  - [x] #85794 - Reverted in 0d4de984eb8513d065e8ac724e8cde11f01d4ef7
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  - [x] #85852 - Reverted in 74303e5bbae8426a073d068ef4342d8acc420a09
- ~~[ ] #85841 - Reverted in e5831ce3cc87765cb13e6d342417bc1730780392~~
(NOT BEING INCLUDED)
- ~~[ ] #85834 - Reverted in 1be665204da791ec7520d0799c015157fc625953~~
(NOT BEING INCLUDED)
  - [x] #85792 - Reverted in 33b4e48175040f9f76ef83d3154f10c69589b6ad
  - [x] #85646 - Reverted in fd23a0d6c4c96470b688dc0a35370c61c7e32f61
- ~~[ ] #85799 - Reverted in 4a7a6d812f2f301c1e749c92f324223f9bde8a39~~
(NOT BEING INCLUDED)
  - [x] #85819 - Reverted in 8bf001b7889d3a4282947cd332833c473b98eac1
  - [x] #85479 - Reverted in 6aeb5ef4582c03febe0c914185d29f75df4d5d94
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(SKIPPED)
  - [x] #85406 - Reverted in 702280ff48c8aef44f4da9a85eb33a7bc5faa013
  - [x] #85778 - Reverted in ce0ec5c685aadb02ae049d6714f1d2fd6dae1f26
- ~~[ ] #85851 - Reverted in 610c68b275cf3c54181d36ce48bd97b0cce0665c~~
(NOT BEING INCLUDED)
  - [x] #85754 - Reverted in 5cbdda00c5335db79ea50aedba097de1d06bf91b
  - [x] #85266 - Reverted in abdfec798e5223dfa9d67e1967d7618454dbec28
- ~~[ ] #85823 - Reverted in 86b766abd3d77af8ad835a3464fc5ff95cc11079~~
(NOT BEING INCLUDED)
- ~~[ ] #85842 - Reverted in 7ddd47e26ef1bc336e92a6675a33ec3191039c16~~
(NOT BEING INCLUDED)
  - [x] #85857 - Reverted in e32312ee20e9fdccb6dd7c4dc2d185540bd2276b
  - [x] #85856 - Reverted in 7d5d74c2b55a08ef5553568e996053157359dbe2
  - [x] #85276 - Reverted in 1d6fa881e4aef1e6b368d5b6809bccb021fbbd2a
  - [x] #85886 - Reverted in f27d6cabdf8f06f29926616345fa82c4e1e48708
- ~~[ ] #85771 - Reverted in 019d898b601c9ef4d45b7ee0f2144518ee127ca9~~
(SKIPPED)
  - [x] #85464 - Reverted in adc00417795deb85f8aa6170b0f0a07c40c8798c
- ~~[ ] #85870 - Reverted in d69b998420bfb39693bb59b9b9a20611880fdafa~~
(NOT BEING INCLUDED)
- ~~[ ] #85869 - Reverted in 0063c69f111bb67144f9b379476250ce86c99eee~~
(NOT BEING INCLUDED)
  - [x] #85530 - Reverted in b40c93399411d277b3899e149196f3eb974f841f
- ~~[ ] #85871 - Reverted in 63908bbd0a71d0a2bd0a4691816c17cc9eb5310c~~
(NOT BEING INCLUDED)
- ~~[ ] #85832 - Reverted in b29dab083f091198d65a9b0754536f13a935dc2c~~
(SKIPPED)
- ~~[ ] #85825 - Reverted in d072b294ca3bc526df5128df45653db97ba38fe1~~
(NOT BEING INCLUDED)
  - [x] #85632 - Reverted in 290092c7d826aa5b100a38cd4bacc5330b39a934
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  - [x] #85449 - Reverted in ab86a79339ef7b01ceb08dc7279c698927ebcbfa
- ~~[ ] #85875 - Reverted in 0a1fcda90e638e66d574c247e93f0669d0c27b0e~~
(NOT BEING INCLUDED)
- ~~[ ] #85861 - Reverted in 6dad5111aa144860371c93a2d78094fe3d39a7e1~~
(NOT BEING INCLUDED)
  - [x] #85264 - Reverted in dc1d2dcc995f33fc5773e037f5171e9516897281
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  - [x] #85730 - Reverted in 7de2c2a1d012ccb03f82c6beabd71a66aa0f910a
  - [x] #85880 - Reverted in 02169d2f28611765997fa332dda69c8031436fd1
  - [x] #85176 - Reverted in e3c85aae1cf665c9892bf7280b7b48ea42323198
- ~~[ ] #85887 - Reverted in 56b35f294b303fd30fbd7685011d37b456d584c7~~
(NOT BEING INCLUDED)
  - [x] #85883 - Reverted in 53be06a505ebd8581114bba8590e378d387b6c1a
- ~~[ ] #85882 - Reverted in a8877ff0083ca5753e3d3b1b9c9edc3613fa6570~~
(NOT BEING INCLUDED)
  - [x] #85895 - Reverted in 741235d41b3a19a40434653f1c14fc0999fac9c3
- ~~[ ] #85746 - Reverted in b7aebb6e5788f6c484173f0a5e29f042ea0c8560~~
(NOT BEING INCLUDED)
- ~~[ ] #85889 - Reverted in d677231d8c55efcd2cf427d510d961cd00f186c7~~
(NOT BEING INCLUDED)
- ~~[ ] #85888 - Reverted in 693f79abae54980ee098d602ed79926d51d5094b~~
(NOT BEING INCLUDED)
  - [x] #85898 - Reverted in 4f41fda23e6b9711aef5d00836591c1ac230612e
- ~~[ ] #85821 - Reverted in 738c9a75f65c4a376da36ad208e1fd8fdeac1ff0~~
(NOT BEING INCLUDED)
  - [x] #85694 - Reverted in f7ea4d19cdaa2067c87c43362b514c684b56b1f3
  - [x] #85308 - Reverted in 4a89b62774da5e9ec9ea241c60ec2a99f51f9bed
  - [x] #85904 - Reverted in 999dbe1773cc7488c629bb8d0d21be5454dbef60
- ~~[ ] #85901 - Reverted in bbf832da9e0c61ad25221530df3b1e93cace25dd~~
(NOT BEING INCLUDED)
- ~~[ ] #85896 - Reverted in 542fe408728faaef8a16869e13c4661018a8a07c~~
(NOT BEING INCLUDED)
  - [x] #85927 - Reverted in 7dc87df28e79ef3e9f3fad83cc0907d2dc867c47
  - [x] #85908 - Reverted in bcca80f073a486ca7908e9636d0e8b275c2085bf
  - [x] #85929 - Reverted in 094bf3610a73961f6433a52ada1a52f25d853738
  - [x] #85877 - Reverted in 5874cafd0dab8d3bd61cf1f662793c2708f42dcc
  - [x] #85903 - Reverted in b3ba8fffc5548e0f2ae6bada3baf10bad3c75e54
- ~~[ ] #85913 - Reverted in 67f7ec48d20f9a64ce4664fa2c452a25b60db59e~~
(SKIPPED)
  - [x] #85914 - Reverted in 7efcd3a5f7fef33c2a1625386bfead80a6ed5309
  - [x] #85917 - Reverted in fc50a5ff998d0e7269131a029e533e90e9dc3c54
- ~~[ ] #85949 - Reverted in 10a8e0f5c69e3ca1eb6e26f00945bfe226598bc2~~
(NOT BEING INCLUDED)
- ~~[ ] #85338 - Reverted in 847549ab938f77464829b1392a1b6f2b2f4b9e8f~~
(SKIPPED)
- ~~[ ] #85922 - Reverted in 3d9388249b8c322aac5dd4980d4ab4673ca01006~~
(SKIPPED)
  - [x] #85923 - Reverted in 2c6ffa4decf40eb52a92353aeb98aee8cbc7b4a2
- ~~[ ] #85920 - Reverted in 1de5b03981d9fcf9c2e6823bffa515fb939aa541~~
(NOT BEING INCLUDED)
  - [x] #85919 - Reverted in 1773e9baccdc941285f56ccb416f5c7125b031ef
  - [x] #85271 - Reverted in aecf8002cf2807a76b6b295867e50392b4bc4534
  - [x] #85918 - Reverted in 023ec3a4d1b1b2fc8f596fea65a77ddc9a06689f
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  - [x] #85926 - Reverted in 7761c9e3a1f442f37d4db4b27e5d78fae95edf00
  - [x] #85900 - Reverted in 633736cb0655dc464e9794666c63ae6ec7689826
  - [x] #85909 - Reverted in a47c7ec8a77bd02f8b7bb1ce3c621efbe57077c3
- ~~[ ] #85931 - Reverted in 9bc7a412982da6fbdb9cd24570d98877b76a45c3~~
(NOT BEING INCLUDED)
- ~~[ ] #85894 - Reverted in c15e1711656929aeb59f482145ecf029b40d58b8~~
(SKIPPED)
- ~~[ ] #85759 - Reverted in f45d70be0ffb9bf007bfa18a1bd1b5ce23d6dcfc~~
(SKIPPED)
- ~~[ ] #85892 - Reverted in fc08dc1a7160f584c94e368962eb56c18dccc86a~~
(SKIPPED)
- ~~[ ] #85915 - Reverted in 428f475c26f383998a689560a16de86da3f17557~~
(NOT BEING INCLUDED)
  - [x] #85222 - Reverted in 66e7ac2f00735c90acdb69a50c9e485a0f4e1552
  - [x] #85150 - Reverted in 3079387f926e41febb576105ec0b3acec2f7beba
  - [x] #85935 - Reverted in ce6114f644593ead295763362a61d19077f22acf
- ~~[ ] #85936 - Reverted in f601fa796bce7e70645a84fff91391cbb6ed8e37~~
(NOT BEING INCLUDED)
  - [x] #85937 - Reverted in 64242f589df3d9118fd5c09d19574758260c76a1
- ~~[ ] #85940 - Reverted in a979c6c24705a8729efab5eca40840f1c8070f1d~~
(NOT BEING INCLUDED)
- ~~[ ] #85942 - Reverted in 9562c14083212fc962b8687663ba5fac2ebfdd1a~~
(NOT BEING INCLUDED)
  - [x] #85944 - Reverted in adf8e1927e4b9886c9042d6a0eaaef74e4e0e102
  - [x] #85605 - Reverted in 88dbfb4f859f12549e8cf8ed5204ee8d7183d40f
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  - [x] #85952 - Reverted in c62d87ab54d687db64b1551b319195527ca92924
  - [x] #85953 - Reverted in bd0e46245ccb597081b8baa4f81ff85949f672be
- ~~[ ] #85943 - Reverted in 697b6841391354885ef2d314d9185b8eee7a5cb0~~
(NOT BEING INCLUDED)
  - [x] #85946 - Reverted in f4afd4d330b6fc28397f7707bca8773d44cb15ed
  - [x] #85950 - Reverted in 394fffcb836f32f4e1b1fd91a621249e0e5d7d67
  - [x] #85955 - Reverted in 2230a5bc141cd11fc79ccf6b4b653257508a7e65
  - [x] #85319 - Reverted in fdaddd9cd6ed0bdd1cd78ba3c9729035936abcbd
- ~~[ ] #85934 - Reverted in 41bb6122b6d6e3c38c500d5ddf63808836ab090e~~
(NOT BEING INCLUDED)
- ~~[ ] #85255 - Reverted in 3e213b8554b40e53f6429969d6e9dbaa357fb09e~~
(SKIPPED)
- ~~[ ] #85961 - Reverted in 6f3d000b3601dc7f75f7edd221fab3edc3bbbd8c~~
(NOT BEING INCLUDED)
  - [x] #85956 - Reverted in a5bf22a93ca1a149ca839e6c874d088b32c7c25f
  - [x] #85958 - Reverted in c964a46741bd26a600bb75bc6463c629c11c914f
- ~~[ ] #85969 - Reverted in b599cd4bd3ae223210eb0d3b47c3bd814e1cb08c~~
(NOT BEING INCLUDED)
  - [x] #85252 - Reverted in 5a0e2f31a6e1093ab47970056f5bb3af54172e12
  - [x] #85984 - Reverted in b000da82f62bb48b059a881d596f3a2e7d985d21
  - [x] #85137 - Reverted in 1f31b558e41fc66d5da9db30a83d89cbb9949eae
  - [x] #85881 - Reverted in f3913f94c4557c4fc9d5605cd8e875accabebda6
  - [x] #85972 - Reverted in d3afed87a3a8eed7e0016512d2186b6aded0fca9
  - [x] #85998 - Reverted in 3d286b763cf2f7fe11b6f0ccb2456130570726c2
  - [x] #85358 - Reverted in 75f84bda1b3c80d54ae94a567bf96016aaae45b2
- ~~[ ] #85964 - Reverted in be1aeb010afa20c1b6949218d8911ee9e900b3d7~~
(SKIPPED)
  - [x] #85960 - Reverted in 69cbfce1529377ce7cd998ab474add0d61650d7f
  - [x] #85992 - Reverted in 89e4a7bb0b793461338ba1b0a3d332bf78ef140c
  - [x] #85967 - Reverted in d398e418eb340f309be523514ae0befdf1869560
  - [x] #84888 - Reverted in bb98eb09f06a1fdc0bbb733d6a42d711e6d477bc
- ~~[ ] #85983 - Reverted in 81152a9cd347eb7b4073758e2e96490e6e729ca9~~
(NOT BEING INCLUDED)
  - [x] #85976 - Reverted in 93c091347ca8f04763b91fd4c39ccdff848a0d50
- ~~[ ] #85962 - Reverted in de32ea25b534c725e3d55418ef0363145f0ed2b0~~
(NOT BEING INCLUDED)
  - [x] #85977 - Reverted in 393652a1ef065014748ae6977a9f36b32c99dc7c
  - [x] #85959 - Reverted in 52e6e07eb98bcb74a423934b14d5850dbf2c6647
- ~~[ ] #85988 - Reverted in a5853ccde46b5fee2d9eb31755384de15e7a5a87~~
(SKIPPED)
- ~~[ ] #85974 - Reverted in eab20ba04e6b06f862a0fb35cedb6374af7b93c0~~
(SKIPPED)
  - [x] #85939 - Reverted in ca85b05692f55f6b3e4bd0b3f30c63f89531c33f
  - [x] #85878 - Reverted in 3b3d3dbff9148e46b01f3af28f17f66bef4dfd16
  - [x] #85858 - Reverted in 08d6082e62d07117170ff5ffd065daad1278e853
  - [x] #85651 - Reverted in b76ab4a2114dd0eb78336878b2825d9919c210cc
  - [x] #85505 - Reverted in 0958eaa7b6f4d48400bea4e215e11edaa933ba8a
- ~~[ ] #85352 - Reverted in 620cec18618e514bbe4d3eb0a0d0db1528b9d312~~
(SKIPPED)
  - [x] #85279 - Reverted in ba0fd529ef94ba793fe2eee40975533fe8f475e3
  - [x] #85954 - Reverted in d7fe0336f2a968b93fd02361814930236e3b8ddf
- ~~[ ] #85996 - Reverted in 5fbd62139e0c1b668aaaf35d249d527cdc276b93~~
(SKIPPED)
  - [x] #85994 - Reverted in c99a03c6833ac58e0288111953573f697488234f
  - [x] #85470 - Reverted in fbd5ac46d84d27455cbcf5f998741124ed6de625
- ~~[ ] #85981 - Reverted in dc74c75011ddfb1b16d644fd2ca5607599532d6f~~
(NOT BEING INCLUDED)
  - [x] #86011 - Reverted in b14b42e70e2bd21f19d443065b2342e4591c5e05
  - [x] #85820 - Reverted in 26248546b9f7d0fedec52e7b2f7def40d457e29f
  - [x] #86013 - Reverted in e17ac14f53d08be988f0516e7c39d31496a35184
  - [x] #85986 - Reverted in 4021ffea0b1bbb1f6c5b26a296abd5a8bda1d5b3
  - [x] #86019 - Reverted in c0801b3aa5dbdd33ca7c6c81e80c9fa573ada9e1
  - [x] #86010 - Reverted in 10dff005729305b75deaf1c5755a94125fa5141d
  - [x] #86029 - Reverted in 664619213db52930fa22007561dad01fe8bb3de4
  - [x] #86024 - Reverted in e74ea4368cbd2cd085aa6e8bbe83db07800b0bd4
  - [x] #86022 - Reverted in 0b2fc6a1f478c48546b161fd3ddd571f7ed6000f
  - [x] #86015 - Reverted in b99d93592dbf8840a035f22f26b64bcf27c817cb
  - [x] #85415 - Reverted in d6102c7339838675c03eb771d7a3b5a9bea4035d
- ~~[ ] #85703 - Reverted in 339b7edf3c0318f9f02922018d6918211660234f~~
(SKIPPED)
  - [x] #85890 - Reverted in 4e54f376e07071f84ed283e7468e334aaf6e4e02
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  - [x] #86040 - Reverted in e42fc7618194b4b01cb68ca0c61385e465d0cb05
  - [x] #86025 - Reverted in 536bb25fe91845fe05bb7d512d8e73cc193b67ff
  - [x] #86012 - Reverted in 5cb4ec5bdf87653a5bb651c536f21423db30887e
  - [x] #86004 - Reverted in e9536143e78e3b0614d3ce6ee2c9a40005ba9b91
  - [x] #85989 - Reverted in 88a92322c2f028d2e3a2be18951d35d1135a6268
  - [x] #86044 - Reverted in d0a5fb5956be23144e325d3d51f53cb103dd5bbe
  - [x] #86001 - Reverted in 195c3597044315c9b10d002e6196911ac0622c45
  - [x] #86030 - Reverted in 5265796286b481d34fc91a1f8c58b6373d23415e
  - [x] #86055 - Reverted in e82138798cda028b673fe7ac83890e5a6b9e16d2
  - [x] #86057 - Reverted in c921900e6151552aa0768b4c9d7cc58c58dfbcc0
  - [x] #86014 - Reverted in c004d4e989a2faa672793f58fd98bd6fded8194e
  - [x] #85304 - Reverted in 611510bd7f65ee06738b7344326d72f57a131f8a
  - [x] #86061 - Reverted in f14b0a245dcf164bb99f7696e180847bb5be9b11
  - [x] #86075 - Reverted in 5339fe6c098d48769eda3f9935aa3488faa73097
  - [x] #86089 - Reverted in 10b5398e6b55f4799ca7d6740ac50c031e157c43
  - [x] #86081 - Reverted in ba86f43383cd2e8417c0a465c23fe3227fcd5520
  - [x] #85609 - Reverted in 9e5208feaca3163b7f4237c316d880161933777f
  - [x] #86114 - Reverted in cf410a97b8348381f96cc784a6489d7c1dea49ba
  - [x] #86023 - Reverted in a7a2e95c0c1b0598f15019934c80ccc80a9f89af
  - [x] #86027 - Reverted in 9cf71611befac64d26d326c060ef082262aeca70
  - [x] #86016 - Reverted in b67fa06e1559c8de87899bd06d09891b4c7ae947
  - [x] #86095 - Reverted in dc5abd827bb56e1609afe5a9d2bdd957d40cc75c
  - [x] #86105 - Reverted in f5b8e7ecbe99cb38e829a98a4f6eb2c200af8b91
  - [x] #86070 - Reverted in 6c460bbc22827bdbc566b524b8e6a959cbb61c37

After that some startup commits on this branch need to be reverted then
it can be merged.

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2024-09-03 10:41:51 +02:00
klorpaandGitHub 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
/🆑
2024-08-23 21:49:46 +02:00
Joshua KidderandGitHub fd2bd57059 Adds a botany area to the Syndicate Lavaland base (#85352)
## About The Pull Request

Includes https://github.com/tgstation/tgstation/pull/85350

Adds a botany area to the syndicate lavaland base, for them to grow
deadly bio plants for experimenting on monkeys or something.


![image](https://github.com/user-attachments/assets/d49c7dda-7634-4636-99bb-88bea1ced8ae)


![image](https://github.com/user-attachments/assets/54e599ee-b976-4de5-be70-b81443012645)
## Why It's Good For The Game

The syndicate lavaland base Things To Do is often quickly exhausted, so
this gives them a botany area to fuck around in while they wait for
gamed up miners to come murder them.
## Changelog
🆑 Bisar
add: Nanotrasen Intelligence has received reports of botanical
experimentation in a Syndicate base on lavaland. What fiendish flora are
taking root in their secret lair?
/🆑
2024-08-21 10:46:56 +02:00
4e167856aa [MIRROR] Adds a treasure chest to the ocean/beach fishing spot. (#29398)
* Adds a treasure chest to the ocean/beach fishing spot. (#85276)

## About The Pull Request
This PR adds a treasure chest that can be fished from the ocean if
you're lucky enough (or have enough explosives or lobstrosities to do it
for you). The treasure chest is basically a mystery box (like the ones
from the deathmatch) with a couple catches; the treasure chest can be
opened up to 18 times in total before breaking down, however, it can
only be opened up to 3 times per spaceman, encouraging the player to
share it with others.

Here the possible loot by the by:
- A toolbox containing a master fishing rod, all the hooks and reels,
fish feed, an experi-scanner, an aquarium kit and a can of super baits
- A box containing a lazarus injector, a cup and a bottle of strange
reagent which you can use to revive fish now
- A circuit board for a pre-emagged fishing portal generator
- A master fishing rod
- A can of super fishing baits
- A fish case containing Tiziran fish
- A fish case containing Syndicate fish
- An old, yet fairly strong cutlass
- An old laser gun which fires only 5 shots before running out
- A crank laser musket
- A smoothbore disabler
- A surplus bolt action rifle
- A ration pack
- A can of squid ink
- A bottle of aged rum that forces you to switch to the piratespeak
language
- A money bag with some doubloons inside
- A piratespeak manual
- Pirate armored coat
- Pirate armored hat
- A pre-loaded cannon
- Four trash cannon balls
- Four cannon balls

## Why It's Good For The Game
Mystery boxes are fun, from the little fanfare they play to the
potential loot they can give, and I had an old treasure chest I had
sprited for fun years ago around so I've come up with an entertaining
idea. If you think the loot list is a bit too hot, I can cool it down a
bit.
Also yeah, I wanted to make fish revivable with strange reagent, since
you can already do it with lazarus injectors even though using a lazarus
injector for this would be a severe waste of mining points.

## Changelog

🆑
add: Added a treasure chest you can rarely fish from the ocean/beach,
with loot being a mix of fishing and piratey stuff.
add: You can revive fish with strange reagent now.
/🆑

* Adds a treasure chest to the ocean/beach fishing spot.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-08-21 13:51:26 +07:00
GhomandGitHub d9168e7254 Adds a treasure chest to the ocean/beach fishing spot. (#85276)
## About The Pull Request
This PR adds a treasure chest that can be fished from the ocean if
you're lucky enough (or have enough explosives or lobstrosities to do it
for you). The treasure chest is basically a mystery box (like the ones
from the deathmatch) with a couple catches; the treasure chest can be
opened up to 18 times in total before breaking down, however, it can
only be opened up to 3 times per spaceman, encouraging the player to
share it with others.

Here the possible loot by the by:
- A toolbox containing a master fishing rod, all the hooks and reels,
fish feed, an experi-scanner, an aquarium kit and a can of super baits
- A box containing a lazarus injector, a cup and a bottle of strange
reagent which you can use to revive fish now
- A circuit board for a pre-emagged fishing portal generator
- A master fishing rod
- A can of super fishing baits
- A fish case containing Tiziran fish
- A fish case containing Syndicate fish
- An old, yet fairly strong cutlass
- An old laser gun which fires only 5 shots before running out
- A crank laser musket
- A smoothbore disabler
- A surplus bolt action rifle
- A ration pack
- A can of squid ink
- A bottle of aged rum that forces you to switch to the piratespeak
language
- A money bag with some doubloons inside
- A piratespeak manual
- Pirate armored coat
- Pirate armored hat
- A pre-loaded cannon
- Four trash cannon balls
- Four cannon balls

## Why It's Good For The Game
Mystery boxes are fun, from the little fanfare they play to the
potential loot they can give, and I had an old treasure chest I had
sprited for fun years ago around so I've come up with an entertaining
idea. If you think the loot list is a bit too hot, I can cool it down a
bit.
Also yeah, I wanted to make fish revivable with strange reagent, since
you can already do it with lazarus injectors even though using a lazarus
injector for this would be a severe waste of mining points.

## Changelog

🆑
add: Added a treasure chest you can rarely fish from the ocean/beach,
with loot being a mix of fishing and piratey stuff.
add: You can revive fish with strange reagent now.
/🆑
2024-08-16 15:53:52 +02:00
+16 4b4e9dff1d Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here

Kept you waitin huh!

This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).

If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.

Most of the rest of it is pipelining done to accommodate how icons are
cut.

## Path To Merge

Almost* all sprites and code is done at this point. 
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily

This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.

Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.

Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.

## What does it look like?


![dreamseeker_hBsU6wCu91](https://github.com/user-attachments/assets/5392fa3b-60f6-40ea-876f-e686f25f996a)

![dreamseeker_CTiK0Je5iR](https://github.com/user-attachments/assets/1aee23bd-a5ec-4679-b094-d044401b7222)

![dreamseeker_HYkS1Q9GRq](https://github.com/user-attachments/assets/bad8844b-3179-4856-8684-f912e14e844a)

![dreamseeker_Pa18tgyKYp](https://github.com/user-attachments/assets/c2e1d222-9e5c-4500-8829-dd065428644a)

![dreamseeker_BfOBwS2mjH](https://github.com/user-attachments/assets/7dc51153-111d-4b17-93c3-8389daa6b60b)

![dreamseeker_iJazOumiMQ](https://github.com/user-attachments/assets/5837e203-3865-4f60-854e-62b4875c6b99)

## Credits

<details>
<summary>Historical Mumbojumbo</summary>

I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.

This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.

Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.

This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.

The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.

Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.

Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.

The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.

</details>

<details>
<summary>Detailed Credits</summary>

Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.

Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother

And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>

## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2024-08-14 09:07:45 +00:00
1fdf3d739a [MIRROR] Donk Co Interstellar Trading Post 6016 (#29007)
* Donk Co Interstellar Trading Post 6016 (#83075)

## About The Pull Request
Adds a new space ruin to the pool. It's the haunted trading post. It is
a whiteship dock with a large (safe) common area. The back rooms contain
loot and danger. Here are a few 'teaser' images.

https://i.imgur.com/M1te9Ha.png https://i.imgur.com/SF3bJ62.png
https://i.imgur.com/i9xeUFP.png https://i.imgur.com/UBwpJAM.png

Notable treasures: Cash, Donk Co merch, Donk Co guns, Donk Co Donk
Pockets, Donk Co vendors, Donk Co ID Cards, and the Donk Co Secret
Recipe.

Oh yeah the secret documents teach you how to make three prototype
variants of Donk Pockets. There is no limit to the amount of times it
can be read, so if you want to corner the market remember to lock up the
documents. Or you can share them with your friends.

**Now COMPLETE!**

![proof i ran this at least once
locally](https://i.imgur.com/39kvyqd.png)

## Why It's Good For The Game
This ruin is a multi-room dungeon with multiple solutions to each room.
It has plenty of action from mobs, traps and hazards. Each room has some
form of treasure or unique item in it. There's a boss at the end with
great rewards for fighting it, including a cool gun (slightly worse
variant of laser carbine).

This ruin is also a whiteship dock and space base. The public area is
entirely safe: stick to the well lit sector and don't trespass in the
employees only areas and you won't be harmed. There is a variety of
vendors to resupply at (including a brand new Donk Co snack vendor) but
unlike most other space ruins you do have to pay. A whiteship can dock
at this ruin if you have one, so you can bring groups of people to party
or attack the dungeon together.
## Changelog
🆑
add: Adds the Haunted Trading Post space ruin.
add: Adds 10+ unique items for the Haunted Trading Post
add: Adds 5 dangerous mobs for the Haunted Trading Post
add: Adds 4 new types of hazardous traps for the Haunted Trading Post.
/🆑

---------

Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>

* Donk Co Interstellar Trading Post 6016

* [MIRROR] Donk Co Interstellar Trading Post 6016 [MDB IGNORE] (#3943)

* Donk Co Interstellar Trading Post 6016

* i'd rather a pepsi

---------

Co-authored-by: Da Cool Boss <142358580+DaCoolBoss@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>

---------

Co-authored-by: Da Cool Boss <142358580+DaCoolBoss@users.noreply.github.com>
Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>
2024-07-27 19:57:49 +05:30
b748c455df Donk Co Interstellar Trading Post 6016 (#83075)
## About The Pull Request
Adds a new space ruin to the pool. It's the haunted trading post. It is
a whiteship dock with a large (safe) common area. The back rooms contain
loot and danger. Here are a few 'teaser' images.

https://i.imgur.com/M1te9Ha.png https://i.imgur.com/SF3bJ62.png
https://i.imgur.com/i9xeUFP.png https://i.imgur.com/UBwpJAM.png

Notable treasures: Cash, Donk Co merch, Donk Co guns, Donk Co Donk
Pockets, Donk Co vendors, Donk Co ID Cards, and the Donk Co Secret
Recipe.

Oh yeah the secret documents teach you how to make three prototype
variants of Donk Pockets. There is no limit to the amount of times it
can be read, so if you want to corner the market remember to lock up the
documents. Or you can share them with your friends.

**Now COMPLETE!**

![proof i ran this at least once
locally](https://i.imgur.com/39kvyqd.png)

## Why It's Good For The Game
This ruin is a multi-room dungeon with multiple solutions to each room.
It has plenty of action from mobs, traps and hazards. Each room has some
form of treasure or unique item in it. There's a boss at the end with
great rewards for fighting it, including a cool gun (slightly worse
variant of laser carbine).

This ruin is also a whiteship dock and space base. The public area is
entirely safe: stick to the well lit sector and don't trespass in the
employees only areas and you won't be harmed. There is a variety of
vendors to resupply at (including a brand new Donk Co snack vendor) but
unlike most other space ruins you do have to pay. A whiteship can dock
at this ruin if you have one, so you can bring groups of people to party
or attack the dungeon together.
## Changelog
🆑
add: Adds the Haunted Trading Post space ruin.
add: Adds 10+ unique items for the Haunted Trading Post
add: Adds 5 dangerous mobs for the Haunted Trading Post
add: Adds 4 new types of hazardous traps for the Haunted Trading Post.
/🆑

---------

Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-07-23 04:46:29 +02:00
+8 426cc6e7fa More missed prs (#28921)
* Handful of missed mirrors (#3739)

* fix duplicate traits

* Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003)

This PR does a few things but centrally it's all centered around
mechanically enforcing what items are and are-not considered contraband
in-game.

Contraband items are visually indistinguishable from non-contraband. If
an item is Contraband, it can only be detected in two ways:
* After being scanned by an N-Spect scanner, which is a standard item
security item, assuming it still has a charge to do so.
* Via a scanner gate, which can now be upgraded with an N-spect scanner
to allow for it to scan a person and all their contents for contraband.

Contraband items are intended to be determined both logically and
through other relevant examine text. However, here's the short list of
items that are considered contraband, reserving the right to expand the
list.

<details>
  <summary>In hindsight it's kind of a long list.</summary>

* Items that have "contraband" or "illegal" in the name or description.
* Items that allow for the player to obtain other illegal items, that
are NOT particularly stealthy.
* This means that a syndicate uplink is NOT considered contraband, as
they're typically hidden on your person as something else.
* Stealth items under the syndicate uplink, the revolutionary flash, and
some mapped in dangerous items that can come from both syndicate and
company-aligned resources are not considered dangerous.
* Items that are purchased from cargo after emagging or switching to
extended cargo range.
* Items purchased FROM syndicate uplinks, the wizard knowledge scroll,
or other antagonist shops.
* Cursed artifacts/tools magically produced by cultists or heretics.
* Items purchased from the blackmarket.
* Items purchased from the contraband section of vending machines.
* Some drugs and overtly dangerous or criminal byproducts.

</details>

Well, primarily, this is an aid for in-game enforcement of space law.
Based on the length of the above list, we have a LONG, LONG list of
items in-game that are technically considered, in one way or another,
illegal to have on the station, and yet without either metaknowledge of
what those items are, or how they're used, security officers lack some
of the certainty of how to deal with these kinds of encounters.

Additionally to the knowledge aspect of this trait, security officers
may now receive a new civilian bounty to collect items that are
considered contraband, also giving them an incentive to look for and
confiscate contraband that's been found across the station while
upholding space law.

Security has a bounty for 3 different rechargers, and considering access
limitations, most security players aren't going to make this exchange,
so I've lowered the required amount down to 1.

Adjusted the N-spect scanner's description to match it's new
functionality.

The Civilian bounty TGUI now has an additional 1 point of padding to
make it feel less cramped.

https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d

**Updated as of 6/19/2024:**
Additionally, some storage items will block the presence of contraband
when going through a contraband aligned scanning gate. These items
include the infiltrator modsuit core, storage implant, void cloak, the
aptly named smuggler's satchel, and the chameleon kit's backpack.

**Updated as of 6/23/2024:**
N-spect scanner now has contextual screentips.

**Updated as of 6/29/2024:**
Scanner gates are now available in all lathes that have a feature
specific to how scanner gates function. So, includes cargo (contraband),
security (weapons), and medbay (diseases).

Originally, this started out as a way to be able to provide more
in-character and in-flavor bounties for security officers, because they
suck! Most security bounties as they exist right now do the worst
possible things from all respective bounties:
* They detract away from a job's actual responsibilities as opposed to
working with them.
* They're best completed while sitting next to your lathe and running
items back to the bounty pad.
* They exist with such esoteric rarity of high quantity of items that
it's miserable to fulfil.

As a result, I started work on this as a framework to allow security
officers to be further incentivized to collect contraband across the
station, either as a result of the gamemode or just through routine
patrols across the station.

Implementing it as a learning tool for security as well just happened to
work out as an additional bonus, and having a function in-game allowing
newer or less experienced players to know if an item is considered
dangerous or conspicuous also works as a particularly good way to
provide information where a player may not know what they're up against.

If nothing else, this might be interesting to try, and if not, I'll just
snip out the QOL changes from it and we'll see how it goes.

Going forward, I am a bit hesitant about the contraband scanner gate
mode, and as such, will try working with the admin team to determine if
that's a good feature to keep around for game health, while hoping to
give it a chance in the fullness of time.

🆑
add: Items spawned via traitor uplinks or are known illegal contraband
on the station can now be scanned and identified as such by the N-spect
scanners in security. These only applies to overt traitor or antagonist
items, and "stealth" items will not be seen as such.
add: Scanner gates can now be upgraded by using an N-spect scanner on it
to unlock "contraband scanning" mode.
add: Security officers can now be offered a bounty to turn in pieces of
contraband.
add: Some stealthy storage items like storage implants, smuggler's
satchels, void cloaks, the infiltrator modsuit, and the chameleon
backpack will block the presence of contraband on your person when
placed inside.
qol: N-spect scanner contextual screentips.
balance: Recharger security bounties ask for a quantity of 1, down from
3.
qol: security, cargo, and medbay have access to scanner gate boards.
/🆑

---------

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

* Adds six new strange object powers! (#84775)

DESIGN CONCEPT: Strange Devices are at their best when they're odd tools
which can help a department out, with some strange drawbacks that make
them interesting and unique. Foam for the Janitor, Flashbang for
Security, Teleporter for tiders, Corgimaker for the chef. They're also
ambiguous enough that they can really be used by anyone for silly
hijinks.

Drink Dispenser: Creates a glass, then fills it up with a random drink.

Bioscrambler: After a noticeable warning, bioscrambles people nearby.
33% chance to be used up on use.

Recharger: Shocks you, but recharges one random item to max battery.

Hugger: Hugs everyone in range as if you had the friendly trait.

DImensional: Converts the surroundings to a random material-theme. Each
use increases cooldown by two seconds.

Disguiser: Drops your clothing to the ground and replaces it with a
delete-on-drop costume and a randomly assigned cardboard ID.

Removed an unused and unusable shock flag.

Removed an unused dumb ghost item.

Added a proc that returns a hex color with the # attached.

> DESIGN CONCEPT: Strange Devices are at their best when they're odd
tools which can help a department out, with some strange drawbacks that
make them interesting and unique. Foam for the Janitor, Flashbang for
Security, Teleporter for tiders, Corgimaker for the chef. They're also
ambiguous enough that they can really be used by anyone for silly
hijinks.

Request by ArcaneMusic! He wanted new abilities to go along with the new
sprites, and approved these.

> Removed an unused dumb ghost item.

please stop using costume subtypes for OP items. whats the damn point of
the subtype if youre just going to screw with it

> Added a proc that returns a hex color with the # attached.

idk why it didnt have this tbh

🆑
add: Adds six new strange object powers! Drink dispenser, bioscrambler,
recharger, hugger, dimensional, disguiser.
code: Removed some unused code and items, and added a proc that returns
a random #colorstring.
/🆑

* [NO GBP] the random spawner loot weight config is not an integer (#84814)

Sets `integer` to false.
Also a tidbit about the `skew_loot_weight` proc, though loot lists with
uneven weights all tend to add a value to all entries so it isn't an
issue.

The config isn't an integer.

N/A

* The techweb no longer erroneously refers to MODsuits as exosuits (#84800)

At some point, some of the techweb node descriptions were changed, so
that it referred to certain modsuits as exosuits. This just changes it
back.

The term "exosuit" is generally used for mechs, not modsuits. The
techweb descriptions should refer to modsuits as modsuits.
🆑
spellcheck: The techweb no longer erroneously refers to MODsuits as
exosuits.
/🆑

* Adds new hairstyle - Short Bangs 2 (#84804)

Adds a new hairstyle called Short Bangs 2.
The hairstyle is basically an edit of the existing double buns, except
the hair buns themselves are removed.

https://github.com/tgstation/tgstation/assets/66234359/38fe3b09-c42b-43e6-9e30-949428aab506

More customization, variety and character flavor is great. Double buns
itself is a good hairstyle but some may not like the hair buns out of
personal preference or that it can look weird on non-human species like
felinids.

🆑 Hardly3D
add: Added new hairstyle: Short Bangs 2
/🆑

* Offset render relays for non-offsetting planes to match highest matching render plane (#84184)

**Alternate title: "Fix blind people getting so blind they become deaf
when going down a flight of stairs"**

So 'bout half a week to a week ago I overheard a friend complaining
about blind people not seeing runechat on lower multi-z levels. Asked a
bit, apparently they'd reported this about half a year ago, and it's
still an issue.
So in my never-ending hubris I decided to just go and fix it!
Now, admittedly? I really _really_ do not get the rendering system we
use.
The simple options were right out: we can't allow the fullscreens plane
to be offset, as this causes issues with looking up/down, or disallow
runechat from being offset, which causes issues with runechat from other
levels.

After poking our very cool and smart rendering guy several times over
the course of the last week, this is what we got to:

We simply make the rendering relays for non-offsetting plane masters
point to the highest rendering plane that matches the target.
We do this by offsetting the rendering relays in place, by adjusting
their plane and layer values to match the new offset, with a new
`offset_relays_in_place(new_offset)` proc called in
`/datum/plane_master_group/proc/transform_lower_turfs(...)`.
Importantly, we compare the current layer values to what they should've
been, so we don't accidentally override relays with custom-set layers.

This fixes our issue (as tested on wawastation):
<details>
  <summary>Images</summary>

![image](https://github.com/tgstation/tgstation/assets/42909981/c6a10e04-dd08-4642-bc4d-d99ae5004a40)

![image](https://github.com/tgstation/tgstation/assets/42909981/740dc894-7495-4c35-b729-ffcc539ca928)

![image](https://github.com/tgstation/tgstation/assets/42909981/986433a7-e66e-408a-8e77-1f1eb89cb67c)

</details>

Fixes #80376.
🆑
fix: You can see runechat above fullscreen overlays on lower multi-z
levels again. Rejoice, blind players. Please report any weird rendering
layering issues.
/🆑

* illegal tech flag got changed

* Automatic changelog for PR #84003 [ci skip]

* Automatic changelog for PR #84775 [ci skip]

* Automatic changelog for PR #84800 [ci skip]

* Automatic changelog for PR #84804 [ci skip]

* Automatic changelog for PR #84184 [ci skip]

* Makes the smoking pipe sprite not give you a phantom stache. (#84898)

The smoking pipe currently gives you a phantom stache. Observe, note the
black background and know this character has no facial hair.

![image](https://github.com/tgstation/tgstation/assets/70115628/2939afa9-e4e4-4ee2-b38b-fc517e207d01)
I basically adjusted the pixels so it'd look better from different
directions.
This is the new look - approximately.

![image](https://github.com/tgstation/tgstation/assets/70115628/55e23d8e-2367-468a-94c2-9c5741f34762)
Smoking pipe is cool for RP but the sprite's fucked.
🆑
image: the smoking pipe's directional looks have been altered to make it
less ugly
/🆑

(cherry picked from commit c499c51bb3)

* Automatic changelog for PR #84898 [ci skip]

(cherry picked from commit 1e80a72dee)

* Revert "Automatic changelog for PR #84898 [ci skip]"

This reverts commit 1ddc7d43de30bb7ef029d1ddd39f86ded94e110c.

* Revert "Makes the smoking pipe sprite not give you a phantom stache. (#84898)"

This reverts commit b66b9d634e5f28e40e800586d4642468049767e6.

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: orange man <61334995+comfyorange@users.noreply.github.com>
Co-authored-by: NewyearnewmeUwu <70115628+NewyearnewmeUwu@users.noreply.github.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

* Another batch of missed mirrors :) (#3811)

* Fixes bookshelf attackby (#84929)

Closes #84884
Adds early returns, cleans up and fixes whatever was going in bookshelf
attackby code due to lack of early returns and state weirdness.

🆑
fix: You can attack bookshelves in a variety of states once more
/🆑

* You can no longer move chairs as a ghost (#84972)

Partially handles #84971

🆑
fix: Ghosts can no longer move chairs
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>

* Split security gloves from black gloves, gave sprites to those and tackling gloves, moves tackling to right-click (#84909)

Added security gloves, which have the fast cuff trait. Normal black
gloves no longer have them.

Adds sprites for security and tackling gloves, moves tackling to
right-click!

Also added blue security gloves for the blue sec PR. Whoever merges it
first will, assumedly, add it then.

Sprites here:

![image](https://github.com/user-attachments/assets/034628df-91b4-4c17-b018-a67beb76ae1c)

Moved tackling to right click.

> Added security gloves, which have the fast cuff trait. Normal black
gloves no longer have them.

Didn't make any sense that normie gloves had these. It was an
undocumented feature! Why can jannies fast cuff!

> Adds sprites for security and tackling gloves, moves tackling to
right-click!

Really smells that these don't have sprites so I quickly slapped some
up, edited from tackler and CE insuls.

> Also added blue security gloves for the blue sec PR. Whoever merges it
first will, assumedly, add it then.

We can't have blue sec with red gloves!!!

> Moved tackling to right click.

It's so fuckin annoying to accidentally tackle when you're trying to
throw something. It's the biggest thing that prevents me from putting on
gloves. Now it'll rarely, if ever, be a problem: Pressing right click
while thowing mode is on is unlikely to ever happen accidentally.

🆑
add: Added security gloves, which have the fast cuff trait. Normal black
gloves no longer have them.
imageadd: Adds sprites for security and tackling gloves, moves tackling
to right-click!
imageadd: Also added blue security gloves for the blue sec PR. Whoever
merges it first will, assumedly, add it then.
qol: Moved tackling to right click.
/🆑

* Lavaland raptor barn improvements  (#84967)

This PR re-maps the lavaland raptor barn to:
1. Have bridge access from public and regular mining so people are not
forced to build one themselves
2. Give the area a bit of spice to look more visually interesting
3. Gives anyone working on raptors less of a giant walk to go eat

![pee
arr](https://github.com/user-attachments/assets/34c44db8-878a-48a4-9888-850a6770d74e)

<details><summary>In game screenshots</summary>

![Merde Stopover Theta 2024-07-14
165108](https://github.com/user-attachments/assets/025157b7-2b6d-4447-8d98-ec3efde4fc10)

![Merde Stopover Theta 2024-07-14
165104](https://github.com/user-attachments/assets/36e98170-977a-4288-8ad1-8684c4510a65)

![Merde Stopover Theta 2024-07-14
165059](https://github.com/user-attachments/assets/1a264fc1-5dbd-4d82-a68b-1b004141429e)

![Merde Stopover Theta 2024-07-14
165036](https://github.com/user-attachments/assets/fa96b5f2-338e-4370-9bcc-8bf4a0f9543f)

![Merde Stopover Theta 2024-07-14
165031](https://github.com/user-attachments/assets/b333df16-38bd-472d-aad0-4f868d4e6a77)

</details>

It seems like a major oversight that there was no reliable walkway to
and from the barn. Additionally, the barn currently looks out of place.
This PR makes it a cohesive themed area, making it more comfortable and
attractive to interact with while fitting better into the overall "on
lavaland" theme.

🆑 Thedragmeme
qol: re-maps the raptor barn to not stick out like a sore thumb
fix: Miners and the public both can access the raptor barn without
having to make a bridge themselves
/🆑

* Human AIs get a portable crew monitor, loses borg costume and implant (#84965)

Removes Human AI's teleport blocker implant and borg costume and gives
them a portable crew monitor in their bag instead.

I originally gave human AIs a teleport blocker so it would be a little
harder to leave the SAT, but I don't think it should be impossible. With
enough effort and determination, it should be possible for a human AI to
go get their own food or go interact with crew and whatnot. Their
slowness is meant to be a deterrent and I think it is a fine one that
doesn't need this extra implant, not to mention that I'd like to keep
cybernetics on the human AI to a minimum.
In the original Human AI PR, I had given them a borg costume before they
got their own custom outfit. Now that I gave them that, the borg costume
is now just outdated. They shouldn't look like a borg to their borgs,
they should stand out.

As for the portable crew monitor, I thought it would be the best way to
give human AIs the ability to see people's vitals like AIs could, but
only if their sensors are maxed. AIs can only see people's medhuds if
the person's sensors are on so they don't necessarily need one, they
just won't see things like diseases and such, which I think is fine.

🆑
balance: Human AIs no longer have a teleport blocking implant or borg
costume, but now has a portable crew monitor.
/🆑

* You can fire PKAs/plasma cutters point blank at turfs (#84974)

Due to point blank checks in guncode you weren't able to fire PKAs or
plasma cutters at turfs point blank, requiring you to aim at least 1
tile away - making mining with those annoying without mesons.

If you click at a turf in front of you with a mining tool, you expect it
to actually work.

🆑
qol: You can fire PKAs/plasma cutters point blank at turfs.
/🆑

* fixes a big harddel source (#83987)

this hard delete would happen everytime a player joins/observers the
round. upon using the ref tracker i discovered this problem was caused
by movable/screens not cleaning up after their owning huds if it gets
deleted. i didnt weakref it was cause it meant id have to resolve it in
so many places, but if weakrefing is preferable i will do it

![image](https://github.com/tgstation/tgstation/assets/138636438/d4b5465e-85b6-4e79-80a7-551684bdd831)

fixes a hard delete

* Automatic changelog for PR #84929 [ci skip]

* Automatic changelog for PR #84972 [ci skip]

* Automatic changelog for PR #84967 [ci skip]

* Automatic changelog for PR #84965 [ci skip]

* Automatic changelog for PR #84974 [ci skip]

* Adds Missing Icon States

This should shutup CI

* This nonsense

* Update sec_clothing_overrides.dm

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: Thedragmeme <81540056+Draggeru@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: orange man <61334995+comfyorange@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>

---------

Co-authored-by: FlufflesTheDog <piecopresident@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
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2024-07-20 14:23:30 +05:30