mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-08-24 05:30:05 +01:00
docker-build
3361
Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
796bb41477 |
Merges copy_to() into trans_to() for reagent holder (#92410)
## About The Pull Request
Merges `/datum/reagents/proc/copy_to()` ->
`/datum/reagents/proc/trans_to()`. Added a parameter `copy_only` to
indicate we want a copy operation
## Why It's Good For The Game
- Less code to maintain
- All the functionality of `trans_to()`[logging, transferring single
reagent, expelling reagents from stomach, etc] now applies for copying
reagents as well which was missing a lot of it, so we have consistent
behaviour
## Changelog
🆑
refactor: code for copying reagents has been refactored. Please report
bugs on github
/🆑
(cherry picked from commit
|
||
|
|
2b0a824132 |
Changes flux anomalies and gravity anomalies to be a little less horrible to deal with. (#92216)
## About The Pull Request Flux anomalies, when they detonate, do a minor explosion and emit a wide EMP pulse. This can cause a lot of damage in its own right, but it won't syndicate bomb a random section of the station anymore. Gravity anomalies A) No longer have the click catching giant image floating above it anymore. B) No longer chain hardstuns you if you get too close every time it ticks. Instead, it knocks you down. You can also avoid this effect by wearing magboots. C) Also doesn't throw literally every object in an area around it straight into you every time it ticks. Instead, it does so only 20% of the time. Long range gas analyzers can now scan anomalies. ## Why It's Good For The Game > Flux A really annoying anomaly and one that I think has caused several shuttle calls in its time. If you don't catch it, it blows up a segment of the station entirely at random. This thing can almost be as bad as a vortex in some contexts. A giant EMP can still be pretty destructive, but it isn't quite at the same level as a giant explosion and I suspect not shuttle call worthy. The minor explosion will at most trash a room. > Gravity I literally do not understand how anyone was supposed to disable these. I literally gave up years ago even trying to catch them. They're practically designed to kill you for trying. The click catching warp effect not only looked kind of lame, but it just straight up stopped you being able to disable them (mouse opacity doesn't work here and I tried, it redirects clicks to other tiles for some godawful reason, probably byond weirdness). You had to spam click a LOT to even try. On top of that, it just stuns you? It literally just stuns you if you approach it? And magboots can't help you to avoid that? What the fuck are you _supposed_ to do to avoid that? Also it can just instantly kill you if you approach it and it gathered enough stuff because it will just keep slapping you with every loose object within a radius around itself? At speed 5 so things that don't normally embed will embed? So it mulches you for approaching it, chain hardstuns you for approaching it, and it deliberately intercepts clicks in a completely unintuitive fashion even if you do manage to click it. You need to approach it to stop it. A recipe for disaster. Fuck that. > Analyzer It was annoying this wasn't able to do this already! ## Changelog 🆑 balance: Gravity anomalies can be properly clicked. Rather than chain stunning you, the anomaly will knock you down. You can avoid the negatives of gravity anomalies by wearing magboots. (Yes, it did not really protect you until now) balance: Flux anomalies detonate in a much smaller explosion, but release a wide EMP as well. balance: Long range gas analyzers can now scan anomalies. /🆑 |
||
|
|
3d730689f4 |
Implements (a poor imitation of) speculars, improves/fixes unrestricted access overlay lights (#92272)
## About The Pull Request Implements a poor imitation of specular surfaces by encoding "shinyness" into blue channel of emissive overlays, which allows some pixels to be more illuminated than others (by applying lighting multiplied by specular mask onto them a second time) This means that hazard vests, engineering coats, security jackets and firefighter suits no longer outright glow in the dark, but instead amplify light so even the tiniest amounts make them highly visible. I made a pass through all of our emissive overlays and converted ones that made sense into bloom-less/specular ones. https://github.com/user-attachments/assets/2167e26e-f8b8-42d7-a67c-dfc643e1df29 I've also converted unrestricted access airlock overlays into overlay lights instead of ABOVE_LIGHTING overlays, so they should no longer look jank or catch people's clicks. <img width="297" height="262" alt="dreamseeker_LovPHZ7xHQ" src="https://github.com/user-attachments/assets/1bf4d7b8-219a-41ed-aee9-6cdc41803e21" /> Turns out that windoors had incorrect icon states assigned to theirs, so I fixed that too - they should show up again after god knows how many years. ## Why It's Good For The Game ~~Shiny lights make my moth brain go happy~~ Neat visual effects that look more believable than neon glowing stripes, and airlocks no longer have inflated hitboxes with extremely weird visuals. ## Changelog 🆑 add: Added specular overlays - some items like hazard vests or firefighter suits no longer outright glow in the dark, but instead amplify existing light to shine brighter than their surroundings. add: Redid unrestricted access airlock overlays to look less bad fix: Fixed unrestricted access overlays not showing up on windoors. /🆑 |
||
|
|
ea0fa299c4 |
Fixes topdown emissives/emissive blockers and blood trail rendering (#92430)
## About The Pull Request Fixes this <img width="983" height="591" alt="zen_Mhqh2OqiU4" src="https://github.com/user-attachments/assets/b3275052-1b24-404b-82bc-a4c8e88bdbcf" /> This code is mildly bad, but this is the best way we can fix FLOAT_LAYER topdown emissives/blockers rendering ontop of everything else. Also added logging/unit testing for blood trails spawned outside of holders, mappers can use holders to spawn trails (which is the right way to add them to your maps) ## Changelog 🆑 fix: Fixed blood/glass floor glow going over objects /🆑 |
||
|
|
a1d27e384d |
Merges copy_to() into trans_to() for reagent holder (#92410)
## About The Pull Request Merges `/datum/reagents/proc/copy_to()` -> `/datum/reagents/proc/trans_to()`. Added a parameter `copy_only` to indicate we want a copy operation ## Why It's Good For The Game - Less code to maintain - All the functionality of `trans_to()`[logging, transferring single reagent, expelling reagents from stomach, etc] now applies for copying reagents as well which was missing a lot of it, so we have consistent behaviour ## Changelog 🆑 refactor: code for copying reagents has been refactored. Please report bugs on github /🆑 |
||
|
|
e7c25d4c40 |
The Glitterening (#92226)
## About The Pull Request Adds a number of new capabilities to glitter. - It can be any colour. <img width="657" height="398" alt="image" src="https://github.com/user-attachments/assets/60e80c04-8eee-470c-8953-47f6eda9f83e" /> - It can be made in chemistry and dyed by combining it with acetone and other reagents to give it the average colour of the non-glitter, not-acetone reagents. - Multiple colours can be mixed into one reagent datum, randomly depositing a colour from those in the datum on the floor. <img width="554" height="507" alt="image" src="https://github.com/user-attachments/assets/9cc7d1d5-9bec-4b28-af06-310ffb24de49" /> - Anyone with glitter reagent in them will cough glitter onto the floor - Glittery crates will leave a trail of appropriately coloured glitter when moved <img width="960" height="259" alt="image" src="https://github.com/user-attachments/assets/71cc1176-23f9-4ae7-b500-1744b752c014" /> Resprited glitter to support these changes and make it not look like gas (or ass). ## Why It's Good For The Game It looks cool and raises the bar for chemists maximally pissing off the janitor as they fill a room with multicoloured glitter and all the occupants run off to cough more up all over the surrounding area. ## Changelog 🆑 add: Glitter can now be made from plastic polymers and aluminium. add: Plastic polymer can be made at any temperature, and then heated to produce sheets. add: Glitter can now be made any colour, mix 10 units each of glitter and acetone to change its colour to that of the other reagents in the beaker. add: Mixing different colours of glitter will cause a random selection of those colours to appear on the floor when released. add: Being exposed to glitter in reagent form causes you to cough up more glitter onto the floor add: Dragging glittery crates will now spread a trail of glitter and angry janitors behind them. image: Added new glitter sprites (that don't look like gasses) /🆑 |
||
|
|
38f927b658 | Render plate code cleanup, moves game effects up to the lit game plate (#92357) | ||
|
|
d97c57b263 |
The Glitterening (#92226)
## About The Pull Request Adds a number of new capabilities to glitter. - It can be any colour. <img width="657" height="398" alt="image" src="https://github.com/user-attachments/assets/60e80c04-8eee-470c-8953-47f6eda9f83e" /> - It can be made in chemistry and dyed by combining it with acetone and other reagents to give it the average colour of the non-glitter, not-acetone reagents. - Multiple colours can be mixed into one reagent datum, randomly depositing a colour from those in the datum on the floor. <img width="554" height="507" alt="image" src="https://github.com/user-attachments/assets/9cc7d1d5-9bec-4b28-af06-310ffb24de49" /> - Anyone with glitter reagent in them will cough glitter onto the floor - Glittery crates will leave a trail of appropriately coloured glitter when moved <img width="960" height="259" alt="image" src="https://github.com/user-attachments/assets/71cc1176-23f9-4ae7-b500-1744b752c014" /> Resprited glitter to support these changes and make it not look like gas (or ass). ## Why It's Good For The Game It looks cool and raises the bar for chemists maximally pissing off the janitor as they fill a room with multicoloured glitter and all the occupants run off to cough more up all over the surrounding area. ## Changelog 🆑 add: Glitter can now be made from plastic polymers and aluminium. add: Plastic polymer can be made at any temperature, and then heated to produce sheets. add: Glitter can now be made any colour, mix 10 units each of glitter and acetone to change its colour to that of the other reagents in the beaker. add: Mixing different colours of glitter will cause a random selection of those colours to appear on the floor when released. add: Being exposed to glitter in reagent form causes you to cough up more glitter onto the floor add: Dragging glittery crates will now spread a trail of glitter and angry janitors behind them. image: Added new glitter sprites (that don't look like gasses) /🆑 |
||
|
|
ca12d8c5b1 |
Fixes Infinite wanted poster generation (#92169)
## About The Pull Request fixes #90586 ## Why It's Good For The Game the poster isnt _that_ wanted ## Changelog 🆑 fix: Wanted posters now correctly return to your inventory if you move while placing them /🆑 --------- Co-authored-by: Xerseon <138307753+Xerseon@users.noreply.github.com> |
||
|
|
fb2bdd2af7 |
Removes the ralsei plushie (#92311)
## About The Pull Request Removes ralsei plushie ## Why It's Good For The Game Its a lazy sprite forced into the game + i killed him https://github.com/user-attachments/assets/a678fa08-0882-4e24-86df-942e7adfda84 ## Changelog 🆑 Ezel del: Removes ralsei plushie /🆑 |
||
|
|
cc651eac83 |
corrects some loop syntax (#92252)
## About The Pull Request spacemandmm, and byond, did not used to error on using `for init; test, inc`. spacemandmm now does, and i think it's bad syntax to keep around anyway ## Why It's Good For The Game this syntax was mad ## Changelog no playerfacing changes Co-authored-by: harryob <55142896+harryob@users.noreply.github.com> |
||
|
|
aeeb6efa7c |
[MDB Ignore] Tests firedoor regions for fire alarms (#91816)
## About The Pull Request Ensures regions of firedoors (full rooms, sections of hallways, etc) have at least one fire alarm within, to ensure people can always reset them. Mappers can ignore regions with a mapping helper if they purposefully want an area to lack a fire alarm. ## Why It's Good For The Game A sore spot about fire alarms is when mappers forget / neglect to put a fire alarm in a region of fire alarms, leaving people trapped. So we brainstormed a way to automatically check that all firedoors can be pulled or reset on either side, *somewhere*. It's not particularly picky, so if the fire alarm is 50 tiles away, it'll still count ## Changelog 🆑 Melbert qol: Firelock setups across every map should be more sane now, with better coverage of fire alarms and fewer firelock boxes of doom. /🆑 |
||
|
|
55bcc91ea2 |
Justice mech: Charge attack and code refactor/New blocking system/some balance and sprites! (#91434)
## About The Pull Request New changes for Justice mech - traitor mech that can be created on emaged fabricator(you need robo skillchip to emag it) 1. Charge attack refactor Charged attack is now used not by pressing the action button but on holding right click  While you press right click scope will focus on tile mouse looking for and when you release right button you will charge on this tile (cooldown 5 seconds as before). if your mouse look at position you unable to charge your mouse icon will become red 2. New Justice block Now Justice don't have 60% chance to block any damage. Instead of this rng, justice has 3 engines that orbit around him  Engines can be active and disabled. While all engines active they will block any range projictiles back.  To deactivate engine you need to melee hit mech. When all engines deactivated mech loses its ability to deflect for 10 seconds, after which all cores are recharged and the cycle continues again. Justice can also recharge one engine when pilot hits someone who not in crit.  3. Some balance changes: Mech hp now 300 Mech melee armor now 50 Mech bullet and laser armor now 30 Mech now don't have speed change when you switch safety mod. Instead mech becomes faster in invisibility and slower when holding the right mouse button to charge a charge attack. Invisibility mode now no longer temporary. You can be invisible as long as you want until you attack/ bump with someone/ take damage or turn it off yourself AoE attack from invisibility is now x2 faster  ## Why It's Good For The Game Lots of changes from recived feedback. Basically the most annoying thing was the block chances. Praying on luck to not die from laser spam turned out to be not a very interesting mechanic. Now mech justice requires more strategic actions to destroy it and the mechanics create more fun for both the mech user and those who fight with it. You need to get close to the mech to hit it and only then will you be able to shoot the laser and user of justice has the ability to recharge his cores by attacking enemies (if you don't attack, then you won't be able to recharge the cores (well, only if your other cores are broken)). This all creates more risk reward elements and not just rng. Accordance with block chance changes i also increased HP and armor of Justice to balance the block changes a bit. AoE attack speed was needed simply because 100/100 cases everyone said that the aoe attack is weak and useless because it is almost very easy to get away from it. Changing the charge attack work mechanic is necessary to improve the maneuverability of the mech. pressing the charge button and then getting messages that you chose the wrong direction is very inconvenient and deprives comfortable gameplay and pleasant use of the mech. ## Changelog 🆑 add: Justice mech: New block and charge system! Build and try it now! qol: Justice mech: charge attack is now much more pleasant and convenient to use! balance: Justice mech: Increased HP and armor. balance: Justice mech: Invisibility is now infinite. balance: Justice mech: stealth aoe attack is now 2x faster. refactor: Justice mech: Some code clenup and mechanic improvements. /🆑 --------- Co-authored-by: tgstation-server-ci[bot] <161980869+tgstation-server-ci[bot]@users.noreply.github.com> Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
||
|
|
488986d7be | Render plate code cleanup, moves game effects up to the lit game plate (#92357) | ||
|
|
1caae322ef |
Fixes Infinite wanted poster generation (#92169)
## About The Pull Request fixes #90586 ## Why It's Good For The Game the poster isnt _that_ wanted ## Changelog 🆑 fix: Wanted posters now correctly return to your inventory if you move while placing them /🆑 --------- Co-authored-by: Xerseon <138307753+Xerseon@users.noreply.github.com> |
||
|
|
192059b67d |
Removes the ralsei plushie (#92311)
## About The Pull Request Removes ralsei plushie ## Why It's Good For The Game Its a lazy sprite forced into the game + i killed him https://github.com/user-attachments/assets/a678fa08-0882-4e24-86df-942e7adfda84 ## Changelog 🆑 Ezel del: Removes ralsei plushie /🆑 |
||
|
|
be89f131f1 |
corrects some loop syntax (#92252)
## About The Pull Request spacemandmm, and byond, did not used to error on using `for init; test, inc`. spacemandmm now does, and i think it's bad syntax to keep around anyway ## Why It's Good For The Game this syntax was mad ## Changelog no playerfacing changes Co-authored-by: harryob <55142896+harryob@users.noreply.github.com> |
||
|
|
a9eb2d372f |
[MDB Ignore] Tests firedoor regions for fire alarms (#91816)
## About The Pull Request Ensures regions of firedoors (full rooms, sections of hallways, etc) have at least one fire alarm within, to ensure people can always reset them. Mappers can ignore regions with a mapping helper if they purposefully want an area to lack a fire alarm. ## Why It's Good For The Game A sore spot about fire alarms is when mappers forget / neglect to put a fire alarm in a region of fire alarms, leaving people trapped. So we brainstormed a way to automatically check that all firedoors can be pulled or reset on either side, *somewhere*. It's not particularly picky, so if the fire alarm is 50 tiles away, it'll still count ## Changelog 🆑 Melbert qol: Firelock setups across every map should be more sane now, with better coverage of fire alarms and fewer firelock boxes of doom. /🆑 |
||
|
|
9b28da6e38 |
Justice mech: Charge attack and code refactor/New blocking system/some balance and sprites! (#91434)
## About The Pull Request New changes for Justice mech - traitor mech that can be created on emaged fabricator(you need robo skillchip to emag it) 1. Charge attack refactor Charged attack is now used not by pressing the action button but on holding right click  While you press right click scope will focus on tile mouse looking for and when you release right button you will charge on this tile (cooldown 5 seconds as before). if your mouse look at position you unable to charge your mouse icon will become red 2. New Justice block Now Justice don't have 60% chance to block any damage. Instead of this rng, justice has 3 engines that orbit around him  Engines can be active and disabled. While all engines active they will block any range projictiles back.  To deactivate engine you need to melee hit mech. When all engines deactivated mech loses its ability to deflect for 10 seconds, after which all cores are recharged and the cycle continues again. Justice can also recharge one engine when pilot hits someone who not in crit.  3. Some balance changes: Mech hp now 300 Mech melee armor now 50 Mech bullet and laser armor now 30 Mech now don't have speed change when you switch safety mod. Instead mech becomes faster in invisibility and slower when holding the right mouse button to charge a charge attack. Invisibility mode now no longer temporary. You can be invisible as long as you want until you attack/ bump with someone/ take damage or turn it off yourself AoE attack from invisibility is now x2 faster  ## Why It's Good For The Game Lots of changes from recived feedback. Basically the most annoying thing was the block chances. Praying on luck to not die from laser spam turned out to be not a very interesting mechanic. Now mech justice requires more strategic actions to destroy it and the mechanics create more fun for both the mech user and those who fight with it. You need to get close to the mech to hit it and only then will you be able to shoot the laser and user of justice has the ability to recharge his cores by attacking enemies (if you don't attack, then you won't be able to recharge the cores (well, only if your other cores are broken)). This all creates more risk reward elements and not just rng. Accordance with block chance changes i also increased HP and armor of Justice to balance the block changes a bit. AoE attack speed was needed simply because 100/100 cases everyone said that the aoe attack is weak and useless because it is almost very easy to get away from it. Changing the charge attack work mechanic is necessary to improve the maneuverability of the mech. pressing the charge button and then getting messages that you chose the wrong direction is very inconvenient and deprives comfortable gameplay and pleasant use of the mech. ## Changelog 🆑 add: Justice mech: New block and charge system! Build and try it now! qol: Justice mech: charge attack is now much more pleasant and convenient to use! balance: Justice mech: Increased HP and armor. balance: Justice mech: Invisibility is now infinite. balance: Justice mech: stealth aoe attack is now 2x faster. refactor: Justice mech: Some code clenup and mechanic improvements. /🆑 --------- Co-authored-by: tgstation-server-ci[bot] <161980869+tgstation-server-ci[bot]@users.noreply.github.com> Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
||
|
|
d2dc79c75e |
Fixes foam slipping people standing on tables and racks (#92174)
## About The Pull Request Closes #92150 ## Changelog 🆑 fix: Fixed foam slipping people standing on tables and racks /🆑 |
||
|
|
cf1ee2c88f |
Smart metal foam fixes multi-z holes (#92050)
## About The Pull Request Smart metal foam places foam plating on openspace ## Why It's Good For The Game It's supposed to fill the room but it leaves a bunch of holes to fall in ## Changelog 🆑 Melbert qol: Smart metal foam fixes multi-z holes /🆑 |
||
|
|
624093cd02 |
Fixes gibs not containing any actual gibs in them (#92110)
## About The Pull Request Also fixes the issue where some empty decals (like dry gibs) claim that the beaker is full when you try picking them up. Closes #91831 Closes #91486 ## Changelog 🆑 fix: Fixed gibs not containing any actual gibs in them /🆑 --------- Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> |
||
|
|
b79a660269 |
Radial Info is shown in tooltip rather than necessitating you click on them + action button fix (#92082)
## About The Pull Request 1. Fix action buttons not getting their set tooltip style 2. Radials can now specify what tooltip theme to use on a per-slice basis 3. The "Info" button now has a tooltip showing you the info text <img width="370" height="496" alt="image" src="https://github.com/user-attachments/assets/caff9d97-4ccd-4611-9135-1f39b72f9237" /> ## Why It's Good For The Game 1. Wow this has been broken for some time 2. Allows for theming of radials according to context, like cult radials. Next step would be to allow changing the background but that's for later. 3. You don't need to click it -> look at chat -> look back at the radial, you can just hover over it. A lot more convenient ## Changelog 🆑 Melbert fix: Cult spell action buttons have their unique tooltip style again qol: Radial tooltips can now have unique styles qol: Radial "info" buttons now have tooltips with the info text, meaning you don't have to click on the button and read chat /🆑 |
||
|
|
41a25777ee |
Fixes foam slipping people standing on tables and racks (#92174)
## About The Pull Request Closes #92150 ## Changelog 🆑 fix: Fixed foam slipping people standing on tables and racks /🆑 |
||
|
|
4551b00801 |
Smart metal foam fixes multi-z holes (#92050)
## About The Pull Request Smart metal foam places foam plating on openspace ## Why It's Good For The Game It's supposed to fill the room but it leaves a bunch of holes to fall in ## Changelog 🆑 Melbert qol: Smart metal foam fixes multi-z holes /🆑 |
||
|
|
a09fe2765e |
Fixes gibs not containing any actual gibs in them (#92110)
## About The Pull Request Also fixes the issue where some empty decals (like dry gibs) claim that the beaker is full when you try picking them up. Closes #91831 Closes #91486 ## Changelog 🆑 fix: Fixed gibs not containing any actual gibs in them /🆑 --------- Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> |
||
|
|
45ad64053c |
Radial Info is shown in tooltip rather than necessitating you click on them + action button fix (#92082)
## About The Pull Request 1. Fix action buttons not getting their set tooltip style 2. Radials can now specify what tooltip theme to use on a per-slice basis 3. The "Info" button now has a tooltip showing you the info text <img width="370" height="496" alt="image" src="https://github.com/user-attachments/assets/caff9d97-4ccd-4611-9135-1f39b72f9237" /> ## Why It's Good For The Game 1. Wow this has been broken for some time 2. Allows for theming of radials according to context, like cult radials. Next step would be to allow changing the background but that's for later. 3. You don't need to click it -> look at chat -> look back at the radial, you can just hover over it. A lot more convenient ## Changelog 🆑 Melbert fix: Cult spell action buttons have their unique tooltip style again qol: Radial tooltips can now have unique styles qol: Radial "info" buttons now have tooltips with the info text, meaning you don't have to click on the button and read chat /🆑 |
||
|
|
43aa3d40d8 |
Platforms (#91559)
 This PR adds "platforms" to the game, a port of the window frames from the Wallening branch but with no windows attached. You can craft them with two stacks of many kinds of materials. Functionally they're basically just tables for standing on and act as a decorative tool allowing you to make raised areas like stages. Largely as far as I can tell I _think_ these were sprited by @Krysonism although it's a little hard to check if there's any that were done by someone else. You can walk directly from tables to platforms (and crates) and vice versa. You can also tableslam people onto them. This PR also comes with "steps" (AKA small stairs) You can use steps to walk onto platforms (or tables, or crates) without needing to do the climbing action first.  If you try to run through them the wrong way you will trip. Right now they only come in "Iron" flavour. Maybe one day someone will sprite some wooden ones, or other varieties. Basically the intention is to use them to build a little stage or altar or maze or something. They don't have a lot of non-decorative purpose. Don't be alarmed by the touched files list. It's mostly sprites and there's barely even any code in this PR. It's almost entirely elements and boilerplate. Mappers keep asking me to add these. Salvages some sprites from the Wallening project which we can still use. You can make a really really big multitile pizza. 🆑 Jacquerel, Smartkar, sprites by Kryson add: Added "platforms", or "half-walls" which are a kind of decorative block similar to tables which you can walk around on. add: You can walk freely between tables, platforms, and crates that happen to be near tables or platforms. add: You can construct iron steps to traverse tables and platforms without needing to climb on, but try not to trip over them. /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
||
|
|
71571a58ff |
Adds a new contraband pinup poster (#91963)
## About The Pull Request Adds "Double Rainbow" pinup poster :-)  ## Why It's Good For The Game It's colorful! It's fun! Well suited for a speakeasy type situation. Maybe? The choice is yours. We have a pinup pool with two posters in it right now. Personally I think it should have a few more. ## Changelog 🆑 add: double rainbow poster /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
||
|
|
12ae914efc |
Adds Anti-Weed (#92043)
## About The Pull Request Adds Anti-Cannabis, or "Anti-Weed", a mutation of Cannabis which contains Naloxone, Antihol, and Diphen-Synaptizine These three chemicals will purge like 90% of all addictive substances and their side effects (at the cost of negative mood and some tox damage)  ## Why It's Good For The Game I thought it'd be really funny if a botanist offers you a smoke, you get super high, and then to help they offer you another smoke ## Changelog 🆑 Melbert add: Anti-cannabis mutation /🆑 |
||
|
|
c65b2a0d0b |
Add multi-z helper function (#92010)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
||
|
|
7146a6bb10 |
Platforms (#91559)
## About The Pull Request  This PR adds "platforms" to the game, a port of the window frames from the Wallening branch but with no windows attached. You can craft them with two stacks of many kinds of materials. Functionally they're basically just tables for standing on and act as a decorative tool allowing you to make raised areas like stages. Largely as far as I can tell I _think_ these were sprited by @Krysonism although it's a little hard to check if there's any that were done by someone else. You can walk directly from tables to platforms (and crates) and vice versa. You can also tableslam people onto them. This PR also comes with "steps" (AKA small stairs) You can use steps to walk onto platforms (or tables, or crates) without needing to do the climbing action first.  If you try to run through them the wrong way you will trip. Right now they only come in "Iron" flavour. Maybe one day someone will sprite some wooden ones, or other varieties. Basically the intention is to use them to build a little stage or altar or maze or something. They don't have a lot of non-decorative purpose. Don't be alarmed by the touched files list. It's mostly sprites and there's barely even any code in this PR. It's almost entirely elements and boilerplate. ## Why It's Good For The Game Mappers keep asking me to add these. Salvages some sprites from the Wallening project which we can still use. You can make a really really big multitile pizza. ## Changelog 🆑 Jacquerel, Smartkar, sprites by Kryson add: Added "platforms", or "half-walls" which are a kind of decorative block similar to tables which you can walk around on. add: You can walk freely between tables, platforms, and crates that happen to be near tables or platforms. add: You can construct iron steps to traverse tables and platforms without needing to climb on, but try not to trip over them. /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
||
|
|
a9441b9079 |
Adds a new contraband pinup poster (#91963)
## About The Pull Request Adds "Double Rainbow" pinup poster :-)  ## Why It's Good For The Game It's colorful! It's fun! Well suited for a speakeasy type situation. Maybe? The choice is yours. We have a pinup pool with two posters in it right now. Personally I think it should have a few more. ## Changelog 🆑 add: double rainbow poster /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
||
|
|
750ee12f3c |
Adds Anti-Weed (#92043)
## About The Pull Request Adds Anti-Cannabis, or "Anti-Weed", a mutation of Cannabis which contains Naloxone, Antihol, and Diphen-Synaptizine These three chemicals will purge like 90% of all addictive substances and their side effects (at the cost of negative mood and some tox damage)  ## Why It's Good For The Game I thought it'd be really funny if a botanist offers you a smoke, you get super high, and then to help they offer you another smoke ## Changelog 🆑 Melbert add: Anti-cannabis mutation /🆑 |
||
|
|
1681b976db |
Add multi-z helper function (#92010)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
||
|
|
26527f85e7 |
Da blobmob update! Indepedent strains, new sprites, egglike spores, fixes, sounds and buffs! #Cytology2025 (#91368)
This PR makes a number of changes focusing on improving the blob minions, spores, nauts, zombies and their associated component. The blob spore, blob zombie and blobbernaut has been resprited. The spore and zombie have been lightly touched to preserve the most of the original characteristics while given a cleaner look. The spore and zombie have a partially desaturated version used to let more of the strain colour through instead of them all ending up dark brown. The blobbernaut has been reshaded and the side sprite has been made coherent with the front state, I made decided how the front state was shaded should be the "canon" one (this might be a bit controversial but the wild inconsistency was bugging me.) The blobbernaut is a bit less veiny, but the veins look more natural and use the strain complementary colour. Many combinations are cool, some are a bit lacking due to the weird choices of complementary colour.   Blob mobs can now have strains independently of an overmind. The 15% mutation chance of vat grown creatures causes a spore or blobbernaut to get a random strain. When I first added the blob spore cell line, ghosts could click on cyto blob spores to posses them, they would then presumably(?) but not explicitly be free antags. This ability was lost when the blob spore code was modernised. Very few people knew about this, and no one grew blob spores anyway. This feature is coming back in a big way, vat grown blob spores present a new unique job hazard, they are automatically offered to ghost as an extremely shitty, but free antag. I have tested spawning like 15 antag pre-buff blob spores in a live round and they failed completely to antagonise the crew effectively, hopefully these buffed spores won't present too much of an issue to our great administration team, if that ends up being the case, there are many levers to pull to tone them down. Blob spores prior to this PR were almost completely useless. The main cause of this was the extremely dilute reagent smoke reaction; 10u divided over 20 seconds. This resulted the smoke clouds dealing 0.15 - 0.6 DPS, a completely negligible and useless amount. The smoke reagent concentration has been massively increased(10u -> 40u) and the smoke duration has been reduced(20s -> 8s). The result of this is that blob spore clouds are something you want to avoid standing in, but they provide less smoke cover for the blob and nauts. Blob spores have also gained the ability to vent crawl. Simple mobs that can't either open doors or vent crawl feel super bad to play. They also deal a little more melee damage, but this is still pathetically low on account of their low attack speed. I have adjusted their supplementary reagents and reduced the amounts of spores produced per cycle(2 -> 1) to make them a bit harder to mass produce. I have not made this PR with the goal of buffing any particular strain, but some changes have affected blob strain balance: This was the only strain that was strongly mechanically tied to the core. In order to allow for independent debris devourer mobs, they can now eat trash(or any item really), they are independent, they store these items inside their mob, and use these for the debris devourer reactions. If they have an overmind, the item gets sent to the core. This should result in a nice buff to the strain, which I've been told is one of the bad ones. 5 years back another contributor removed the ability of blobs and blobbernauts to transfer reagents with their attacks(as their expose method is vapour). This was a completely undocumented change and possibly unintentional, so I am reverting it by giving blob reagents penetrates_skin = VAPOR again. This only really affects these two strains. It makes regenerative materia much stronger, while barely having any effect on cryogenic poison, because temperature normalisation changes has made it completely ineffective even with much more reagent applied. The spore reagent cloud buff might also give a boost to some strains with good expose effects, like electromagnetic web. Blob spores now drop spore sacks, they can be ground for spore toxin, or cracked on a griddle to create an egg-like treat! I also added a detoxification reaction to reduce the amount of toxin when cooked, might not work yet because I think griddles may not actually heat the food? Blob spores bursting and blobbernauts dying have sound effects. level 5 biohazard 🆑 image: blob mobs have been respectfully resprited. add: vat grown blob mobs can sometimes get born with a blob strain. add: blob spores drop spore sacks, crack them on the griddle. add: debris devourer mobs can now eat trash, sending it to the core, if there is one. add: vat grown blob spores are now sentient and evil. balance: blob spores now have much more concentrated smoke. balance: blob spores can ventcrawl. fix: regenerative materia and cryogenic poison strain blob tiles & nauts now inject chems again. sound: blob spores & blobbernaut now have death sound effects. /🆑 |
||
|
|
5bc5d8bcb7 |
sparks will not ignire things in enclosed container, also slime extracts are enclosed containers (#91779)
## About The Pull Request title closes https://github.com/tgstation/tgstation/issues/91749 ## Changelog 🆑 fix: sparks will no longer ignite reagents in enclosed containers /🆑 |
||
|
|
2dbbe4f41d |
Voidwalker Rework | Basic Mob Edition + Bonus Antag (#91646)
Reworks the Voidwalker into a basic mob, including a lot of the balance and mechanics! Old (left), new (right)  https://github.com/user-attachments/assets/22d6138f-11aa-4f7a-8600-2565e6578bcf (little outdated) https://youtu.be/cp1E3qPJGX4 (high res mirror) **🟨Voidwalker mob changes🟨** No longer a human species and no more void eater. Instead deals damage by simple unarmed attacks. Instead of dealing brute, the voidwalker does oxygen damage (4-5 hits to knock out) with left-click, and slight brute on right click. Non-human mobs automatically take brute damage instead of oxygen damage. 150 HP 33% burn armor Yes it has hands, but it can only pick up and drop stuff **🟨Window phase🟨**  Instead of needing to smash a window with the void eater, moving through windows simply leaves them passable for 5 seconds. Makes kidnapping a lot easier, but also makes it easier for people to chase you People who used the voided skull also leave windows passable for a short bit. **🟩Cosmic Charge🟩** Standard charge ability, but only lets you charge towards space and works while dragging people **🟩The Vomitwalker🟩** People you kidnapped now occasionally do the nebula vomit, which voidwalkers can use to dive from and into  Diving into it is very fast but also removes the nebula vomit. You can also kidnap people into the vomit (this doesn't remove the vomit). There is also a little UI for tracking this. Clicking it while in space dive teleports you to the next nebula vomit, if there are any.  **🟨Voided people changes🟨** Kidnapped people and people that used the cosmic skull are no longer muted, but take 10% extra brute and occasionally leave behind glass shards when taking a lot of damage. Are no longer obliterated on a second encounter with voidwalkers. Voidwalkers can't hurt people they've already voided (unless they really want to), but instead just knock them out for 30s Also the kidnapped do space vomit as I said earlier. **🟩Sunwalker🟩** Voidwalker variant made for pure murderbone. Has no camo and kindap mechanics, but has a fiery charge, loads of damage and area igniting and people ignition. It's admin, but I might change this later once I've had some more time to think about it.  Other changes: - Voidwindows no longer need to be space adjacent - Unsettle works faster but can't be used in combat anymore - Space camo now grants complete space invisibility - Makes a lot of aspects easily moddable, so we can easily mod it into a moistwalker in-game - Taking a cosmic skull when you already used one gives you the old voidwalker void eater arm. Additional uses just gives you more void eater arms until you run out of hands - I definitely forgot a lot more - I made a cool voidwalker hud! It even has a unique space camo toggle <details> <summary>Lot of text</summary> Voidwalker was basically a snowflaked toghether human species because I didn't know how to sprite, but I was able to work with species and visual effects. Then I realized I can just commission sprites! This also let me just cut out a lot of the snowflake code, because it's no longer a human so half the things I didn't want them to be able to do, they just literally cannot do. Voidwalkers were in a bit of strange spot with kidnapping? There was essentially no incentive, other than "smash spaceman = funny". They also had issues doing, anything? There's surprisingly little space on a space station, especially maps such as tram. Making the voided victims have nebula vomit gives the voidwalker a reason to WANT to kidnap, by giving them a way to appear basically anywhere on the station. I don't think it's too overpowered. Voided people don't vomit that much, it's easily cleanable and diving into it removes them, so they're limited usability. Replacing the brute damage with oxygen damage also kinda... just makes sense? I seriously contemplated letting them do stamina damage for the first iteration, but opted not to do it because stamina damage has so many hooks attached. Oxygen damage doesn't! It's also just incredibly thematic, let's them bypass most armor and makes them more suited to non-letha kidnappings. Space camo making them completely invisible was also long overdue. It was literally just urging people to turn up their gamma and turn down their parallax settings. I thought it was an interesting mechanic, but it's just straight up unfair and doesn't belong in a multiplayer game. They now more frequently leave behind little glass shards, leave particles from nebula vomit they leave from and have more unique sound effects, so attentive (and lucky) people can still deduce if an area is safe-ish. I removed being able to shatter voided people because the mechanic was deeply misunderstood. It was intended to give them a means of removing people if they kept incessently bothering the voidwalker, but people went out of their way to use this to roundremove people they had already voided. The 30s sleep conveys my intention a lot better, and fits better now that the voidwalker benefits from having as many voided people vomitting all over the place. The cosmic charge gives them some much needed survivability. My experiences (in observing voidwalkers, I can never get the roll ;_;) is that they're constantly one mistake away from complete obliteration. The cosmic charge let's them get out quick despite their slow movement speed in gravity. It also makes them stronger when fighting in space. They got 33% burn armor so it's a tiny bit harder to wipe them away in a single laser salvo, while still giving people ample opportunity to fight them off . Also they're like glass or something so it fits thematically. I gave them hands because I thought it was cool, might be a mistake idk </details> 🆑 Time-Green, INFRARED_BACON add: Voidwalker has been throughly reworked! Now you are even less safe! admin: Adds admin-only Sunwalker mob fix: Unsettle doesnt work on yourself anymore fix: Space camo doesnt stop bobbing anymore fix: Voidwalker windows now recharge on kidnap runtime: Fixes healthanalyzers runtiming when scanning mobs without reagent holders /🆑 |
||
|
|
c58ad4fb34 |
Maid Uniform Resprited and GAGsified (#91885)
## About The Pull Request Resprites the maid uniform and maid headband using GAGs. Combines maid neckpiece, gloves, and corset into the main outfit. Removes standalone maid neckpiece, gloves, and corset. Adds maid uniform and headband inhands. stock option in black custom colors as example  ## Why It's Good For The Game Updates the sprite to be more inline with our current clothes. Makes the sprite in-game player customizable. ## Changelog 🆑 image: resprites the maid uniform and headband using GAGs del: removes standalone maid neckpiece, gloves, and corset /🆑 --------- Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> |
||
|
|
be6f8bf042 |
Schoolgirl Outfit Resprited Renamed and GAGsified (#91871)
## About The Pull Request Renames the schoolgirl costume to seifuku, the japanese name for sailor style uniforms. Resprites the uniform using GAGs. Adds an 'adjust' style for the uniforms(rolled sleeves). Tweaks the stock uniform colors from blue, red, green, and orange to blue, red, teal, and tan. stock options blue, red, teal, tan. long sleeve/short sleeve  custom colors as example +anyone sad about the sailor moon reference being replaced with more basic colors dont worry you can still make them :)  ## Why It's Good For The Game Updates the sprite to be more inline with our current clothes. Makes the sprite in-game player customizable. ## Changelog 🆑 image: resprites the schoolgirl outfit using GAGs /🆑 |
||
|
|
c5f1b7f8c3 |
Da blobmob update! Indepedent strains, new sprites, egglike spores, fixes, sounds and buffs! #Cytology2025 (#91368)
## About The Pull Request This PR makes a number of changes focusing on improving the blob minions, spores, nauts, zombies and their associated component. ## New sprites The blob spore, blob zombie and blobbernaut has been resprited. The spore and zombie have been lightly touched to preserve the most of the original characteristics while given a cleaner look. The spore and zombie have a partially desaturated version used to let more of the strain colour through instead of them all ending up dark brown. The blobbernaut has been reshaded and the side sprite has been made coherent with the front state, I made decided how the front state was shaded should be the "canon" one (this might be a bit controversial but the wild inconsistency was bugging me.) The blobbernaut is a bit less veiny, but the veins look more natural and use the strain complementary colour. Many combinations are cool, some are a bit lacking due to the weird choices of complementary colour.   ## New Cytology Related Features Blob mobs can now have strains independently of an overmind. The 15% mutation chance of vat grown creatures causes a spore or blobbernaut to get a random strain. When I first added the blob spore cell line, ghosts could click on cyto blob spores to posses them, they would then presumably(?) but not explicitly be free antags. This ability was lost when the blob spore code was modernised. Very few people knew about this, and no one grew blob spores anyway. This feature is coming back in a big way, vat grown blob spores present a new unique job hazard, they are automatically offered to ghost as an extremely shitty, but free antag. I have tested spawning like 15 antag pre-buff blob spores in a live round and they failed completely to antagonise the crew effectively, hopefully these buffed spores won't present too much of an issue to our great administration team, if that ends up being the case, there are many levers to pull to tone them down. ## Blob Spore Buffs Blob spores prior to this PR were almost completely useless. The main cause of this was the extremely dilute reagent smoke reaction; 10u divided over 20 seconds. This resulted the smoke clouds dealing 0.15 - 0.6 DPS, a completely negligible and useless amount. The smoke reagent concentration has been massively increased(10u -> 40u) and the smoke duration has been reduced(20s -> 8s). The result of this is that blob spore clouds are something you want to avoid standing in, but they provide less smoke cover for the blob and nauts. Blob spores have also gained the ability to vent crawl. Simple mobs that can't either open doors or vent crawl feel super bad to play. They also deal a little more melee damage, but this is still pathetically low on account of their low attack speed. I have adjusted their supplementary reagents and reduced the amounts of spores produced per cycle(2 -> 1) to make them a bit harder to mass produce. ## Blob Strain Buffs I have not made this PR with the goal of buffing any particular strain, but some changes have affected blob strain balance: ### Debris Devourer This was the only strain that was strongly mechanically tied to the core. In order to allow for independent debris devourer mobs, they can now eat trash(or any item really), they are independent, they store these items inside their mob, and use these for the debris devourer reactions. If they have an overmind, the item gets sent to the core. This should result in a nice buff to the strain, which I've been told is one of the bad ones. ### Regenerative Materia & Cryogenic Poison 5 years back another contributor removed the ability of blobs and blobbernauts to transfer reagents with their attacks(as their expose method is vapour). This was a completely undocumented change and possibly unintentional, so I am reverting it by giving blob reagents penetrates_skin = VAPOR again. This only really affects these two strains. It makes regenerative materia much stronger, while barely having any effect on cryogenic poison, because temperature normalisation changes has made it completely ineffective even with much more reagent applied. ### Electromagnetic Web The spore reagent cloud buff might also give a boost to some strains with good expose effects, like electromagnetic web. ## Blob Cooking Blob spores now drop spore sacks, they can be ground for spore toxin, or cracked on a griddle to create an egg-like treat! I also added a detoxification reaction to reduce the amount of toxin when cooked, might not work yet because I think griddles may not actually heat the food? ## Sound Effects Blob spores bursting and blobbernauts dying have sound effects. ## Why It's Good For The Game level 5 biohazard ## Changelog 🆑 image: blob mobs have been respectfully resprited. add: vat grown blob mobs can sometimes get born with a blob strain. add: blob spores drop spore sacks, crack them on the griddle. add: debris devourer mobs can now eat trash, sending it to the core, if there is one. add: vat grown blob spores are now sentient and evil. balance: blob spores now have much more concentrated smoke. balance: blob spores can ventcrawl. fix: regenerative materia and cryogenic poison strain blob tiles & nauts now inject chems again. sound: blob spores & blobbernaut now have death sound effects. /🆑 |
||
|
|
eb9696dd1b |
sparks will not ignire things in enclosed container, also slime extracts are enclosed containers (#91779)
## About The Pull Request title closes https://github.com/tgstation/tgstation/issues/91749 ## Changelog 🆑 fix: sparks will no longer ignite reagents in enclosed containers /🆑 |
||
|
|
39a2434c06 |
Voidwalker Rework | Basic Mob Edition + Bonus Antag (#91646)
## About The Pull Request Reworks the Voidwalker into a basic mob, including a lot of the balance and mechanics! Old (left), new (right)  https://github.com/user-attachments/assets/22d6138f-11aa-4f7a-8600-2565e6578bcf (little outdated) https://youtu.be/cp1E3qPJGX4 (high res mirror) **🟨Voidwalker mob changes🟨** No longer a human species and no more void eater. Instead deals damage by simple unarmed attacks. Instead of dealing brute, the voidwalker does oxygen damage (4-5 hits to knock out) with left-click, and slight brute on right click. Non-human mobs automatically take brute damage instead of oxygen damage. 150 HP 33% burn armor Yes it has hands, but it can only pick up and drop stuff **🟨Window phase🟨**  Instead of needing to smash a window with the void eater, moving through windows simply leaves them passable for 5 seconds. Makes kidnapping a lot easier, but also makes it easier for people to chase you People who used the voided skull also leave windows passable for a short bit. **🟩Cosmic Charge🟩** Standard charge ability, but only lets you charge towards space and works while dragging people **🟩The Vomitwalker🟩** People you kidnapped now occasionally do the nebula vomit, which voidwalkers can use to dive from and into  Diving into it is very fast but also removes the nebula vomit. You can also kidnap people into the vomit (this doesn't remove the vomit). There is also a little UI for tracking this. Clicking it while in space dive teleports you to the next nebula vomit, if there are any.  **🟨Voided people changes🟨** Kidnapped people and people that used the cosmic skull are no longer muted, but take 10% extra brute and occasionally leave behind glass shards when taking a lot of damage. Are no longer obliterated on a second encounter with voidwalkers. Voidwalkers can't hurt people they've already voided (unless they really want to), but instead just knock them out for 30s Also the kidnapped do space vomit as I said earlier. **🟩Sunwalker🟩** Voidwalker variant made for pure murderbone. Has no camo and kindap mechanics, but has a fiery charge, loads of damage and area igniting and people ignition. It's admin, but I might change this later once I've had some more time to think about it.  Other changes: - Voidwindows no longer need to be space adjacent - Unsettle works faster but can't be used in combat anymore - Space camo now grants complete space invisibility - Makes a lot of aspects easily moddable, so we can easily mod it into a moistwalker in-game - Taking a cosmic skull when you already used one gives you the old voidwalker void eater arm. Additional uses just gives you more void eater arms until you run out of hands - I definitely forgot a lot more - I made a cool voidwalker hud! It even has a unique space camo toggle ## Why It's Good For The Game <details> <summary>Lot of text</summary> Voidwalker was basically a snowflaked toghether human species because I didn't know how to sprite, but I was able to work with species and visual effects. Then I realized I can just commission sprites! This also let me just cut out a lot of the snowflake code, because it's no longer a human so half the things I didn't want them to be able to do, they just literally cannot do. Voidwalkers were in a bit of strange spot with kidnapping? There was essentially no incentive, other than "smash spaceman = funny". They also had issues doing, anything? There's surprisingly little space on a space station, especially maps such as tram. Making the voided victims have nebula vomit gives the voidwalker a reason to WANT to kidnap, by giving them a way to appear basically anywhere on the station. I don't think it's too overpowered. Voided people don't vomit that much, it's easily cleanable and diving into it removes them, so they're limited usability. Replacing the brute damage with oxygen damage also kinda... just makes sense? I seriously contemplated letting them do stamina damage for the first iteration, but opted not to do it because stamina damage has so many hooks attached. Oxygen damage doesn't! It's also just incredibly thematic, let's them bypass most armor and makes them more suited to non-letha kidnappings. Space camo making them completely invisible was also long overdue. It was literally just urging people to turn up their gamma and turn down their parallax settings. I thought it was an interesting mechanic, but it's just straight up unfair and doesn't belong in a multiplayer game. They now more frequently leave behind little glass shards, leave particles from nebula vomit they leave from and have more unique sound effects, so attentive (and lucky) people can still deduce if an area is safe-ish. I removed being able to shatter voided people because the mechanic was deeply misunderstood. It was intended to give them a means of removing people if they kept incessently bothering the voidwalker, but people went out of their way to use this to roundremove people they had already voided. The 30s sleep conveys my intention a lot better, and fits better now that the voidwalker benefits from having as many voided people vomitting all over the place. The cosmic charge gives them some much needed survivability. My experiences (in observing voidwalkers, I can never get the roll ;_;) is that they're constantly one mistake away from complete obliteration. The cosmic charge let's them get out quick despite their slow movement speed in gravity. It also makes them stronger when fighting in space. They got 33% burn armor so it's a tiny bit harder to wipe them away in a single laser salvo, while still giving people ample opportunity to fight them off . Also they're like glass or something so it fits thematically. I gave them hands because I thought it was cool, might be a mistake idk </details> ## Changelog 🆑 Time-Green, INFRARED_BACON add: Voidwalker has been throughly reworked! Now you are even less safe! admin: Adds admin-only Sunwalker mob fix: Unsettle doesnt work on yourself anymore fix: Space camo doesnt stop bobbing anymore fix: Voidwalker windows now recharge on kidnap runtime: Fixes healthanalyzers runtiming when scanning mobs without reagent holders /🆑 |
||
|
|
2427db409e |
Maid Uniform Resprited and GAGsified (#91885)
## About The Pull Request Resprites the maid uniform and maid headband using GAGs. Combines maid neckpiece, gloves, and corset into the main outfit. Removes standalone maid neckpiece, gloves, and corset. Adds maid uniform and headband inhands. stock option in black custom colors as example  ## Why It's Good For The Game Updates the sprite to be more inline with our current clothes. Makes the sprite in-game player customizable. ## Changelog 🆑 image: resprites the maid uniform and headband using GAGs del: removes standalone maid neckpiece, gloves, and corset /🆑 --------- Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> |
||
|
|
8d08fc6c53 |
Schoolgirl Outfit Resprited Renamed and GAGsified (#91871)
## About The Pull Request Renames the schoolgirl costume to seifuku, the japanese name for sailor style uniforms. Resprites the uniform using GAGs. Adds an 'adjust' style for the uniforms(rolled sleeves). Tweaks the stock uniform colors from blue, red, green, and orange to blue, red, teal, and tan. stock options blue, red, teal, tan. long sleeve/short sleeve  custom colors as example +anyone sad about the sailor moon reference being replaced with more basic colors dont worry you can still make them :)  ## Why It's Good For The Game Updates the sprite to be more inline with our current clothes. Makes the sprite in-game player customizable. ## Changelog 🆑 image: resprites the schoolgirl outfit using GAGs /🆑 |
||
|
|
e0bdfc3f5f |
Dynamic Rework (#91290)
Implements https://hackmd.io/@tgstation/SkeUS7lSp , rewriting Dynamic
from the ground-up
- Dynamic configuration is now vastly streamlined, making it far far far
easier to understand and edit
- Threat is gone entirely; round chaos is now determined by dynamic
tiers
- There's 5 dynamic tiers, 0 to 4.
- 0 is a pure greenshift.
- Tiers are just picked via weight - "16% chance of getting a high chaos
round".
- Tiers have min pop ranges. "Tier 4 (high chaos) requires 25 pop to be
selected".
- Tier determines how much of every ruleset is picked. "Tier 4 (High
Chaos) will pick 3-4 roundstart[1], 1-2 light, 1-2 heavy, and 2-3
latejoins".
- The number of rulesets picked depends on how many people are in the
server - this is also configurable[2]. As an example, a tier that
demands "1-3" rulesets will not spawn 3 rulesets if population <= 40 and
will not spawn 2 rulesets if population <= 25.
- Tiers also determine time before light, heavy, and latejoin rulesets
are picked, as well as the cooldown range between spawns. More chaotic
tiers may send midrounds sooner or wait less time between sending them.
- On the ruleset side of things, "requirements", "scaling", and
"enemies" is gone.
- You can configure a ruleset's min pop and weight flat, or per tier.
- For example a ruleset like Obsession is weighted higher for tiers 1-2
and lower for tiers 3-4.
- Rather than scaling up, roundstart rulesets can just be selected
multiple times.
- Rulesets also have `min_antag_cap` and `max_antag_cap`.
`min_antag_cap` determines how many candidates are needed for it to run,
and `max_antag_cap` determines how many candidates are selected.
- Rulesets attempt to run every 2.5 minutes. [3]
- Light rulesets will ALWAYS be picked before heavy rulesets. [4]
- Light injection chance is no longer 100%, heavy injection chance
formula has been simplified.
- Chance simply scales based on number of dead players / total number
off players, with a flag 50% chance if no antags exist. [5]
[1] This does not guarantee you will actually GET 3-4 roundstart
rulesets. If a roundstart ruleset is picked, and it ends up being unable
to execute (such as "not enough candidates", that slot is effectively a
wash.) This might be revisited.
[2] Currently, this is a hard limit - below X pop, you WILL get a
quarter or a half of the rulesets. This might be revisited to just be
weighted - you are just MORE LIKELY to get a quarter or a half.
[3] Little worried about accidentally frontloading everything so we'll
see about this
[4] This may be revisited but in most contexts it seems sensible.
[5] This may also be revisited, I'm not 100% sure what the best / most
simple way to tackle midround chances is.
Other implementation details
- The process of making rulesets has been streamlined as well. Many
rulesets only amount to a definition and `assign_role`.
- Dynamic.json -> Dynamic.toml
- Dynamic event hijacked was ripped out entirely.
- Most midround antag random events are now dynamic rulesets. Fugitives,
Morphs, Slaughter Demons, etc.
- The 1 weight slaughter demon event is gone. RIP in peace.
- There is now a hidden midround event that simply adds +1 latejoin, +1
light, or +1 heavy ruleset.
- `mind.special_role` is dead. Minds have a lazylist of special roles
now but it's essentially only used for traitor panel.
- Revs refactored almost entirely. Revs can now exist without a dynamic
ruleset.
- Cult refactored a tiny bit.
- Antag datums cleaned up.
- Pre round setup is less centralized on Dynamic.
- Admins have a whole panel for interfacing with dynamic. It's pretty
slapdash I'm sure someone could make a nicer looking one.


- Maybe some other things.
See readme for more info.
Will you see a massive change in how rounds play out? My hunch says
rounds will spawn less rulesets on average, but it's ultimately to how
it's configured
🆑 Melbert
refactor: Dynamic rewritten entirely, report any strange rounds
config: Dynamic config reworked, it's now a TOML file
refactor: Refactored antag roles somewhat, report any oddities
refactor: Refactored Revolution entirely, report any oddities
del: Deleted most midround events that spawn antags - they use dynamic
rulesets now
add: Dynamic rulesets can now be false alarms
add: Adds a random event that gives dynamic the ability to run another
ruleset later
admin: Adds a panel for messing around with dynamic
admin: Adds a panel for chance for every dynamic ruleset to be selected
admin: You can spawn revs without using dynamic now
fix: Nuke team leaders get their fun title back
/🆑
(cherry picked from commit
|
||
|
|
78cffc2101 |
Adds a new halloween species: Spirits (#90711)
Adds 2 new species: Spirits and Ghosts
Spirits are available roundstart during Halloween, Wabbajack and
Xenobio's black slime extract
Ghosts are available through Magic mirrors
They fly around, and don't have legs and instead float around. They also
can't get legs implanted onto themselves.
They also do have organs, so they are affected by flashbangs, they do
get hungry, they do need oxygen to survive (they don't take damage in
space but they do suffocate & get slowdown), and can process chems.
Gibbing a ghost gives ectoplasm, an ingredient for ghost burgers.
Chaplains also got a buff here, null rod-type weapons' bane is now
against Spirit mobs, rather than hardcoded revenants. This means it now
includes Spirits/Ghosts, but also Soulscythes & Cult shades.
Also re-adds https://github.com/tgstation/tgstation/pull/81630 which was
reverted in https://github.com/tgstation/tgstation/pull/86506 which I
assume was accidental.
Ghosts have an innate ability to become incorporeal, which allows them
to phase through walls and stuff. Using this will immediately make them
drop any non-ghost limb/organ (not implants cause I thought it would be
funny). This ability is not available if they have holy water in their
system, and like revenants they also can't walk over blessed tiles with
it. They are also invisible to cameras while using this (not the obscura
though).
Sprites taken from observers directly, if anyone wants to make custom
sprites for them feel free. If anyone wants to make this obtainable
somehow in-game as well I wouldn't be opposed, halloween is just where I
thought it would fit most.
This also adds a lot of fixes that I encountered trying to add this,
from systems that have been neglected throughout the years.
https://github.com/user-attachments/assets/e368d710-80a0-4c63-b271-1abe3dd41a5e
We haven't gotten a new halloween species in a long time and thought it
would be fun if you can play as an actual ghost, the soul that remains
after a person passes, so Halloween feels more haunted. It's overall
made in just good fun, with a bonus that Ghosts are a cool species to
play with as well for Wizards & maybe Chaplains in the future (Dead sect
when?)
🆑
add: Added a new halloween species: Spirits, a species without legs and
instead floats.
add: Added a new magic mirror species: Ghosts, like spirits but with the
ability to become incorporeal, traversing through solid wall.
fix: Mobs unable to use storage items now can't use storage items.
fix: Mobs unable to use items can now not open airlocks & closets
fix: Mobs unable to pick items up can no longer pick items up and
immediately drop, moving one tile at a time.
fix: Mobs with intentional missing limbs (Alien larva) no longer show
their limbs as missing on examine (again)
fix: Golems' pref page had a missing icon, it now has one.
/🆑
---------
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
(cherry picked from commit
|
||
|
|
4c277dc572 |
Dynamic Rework (#91290)
## About The Pull Request Implements https://hackmd.io/@tgstation/SkeUS7lSp , rewriting Dynamic from the ground-up - Dynamic configuration is now vastly streamlined, making it far far far easier to understand and edit - Threat is gone entirely; round chaos is now determined by dynamic tiers - There's 5 dynamic tiers, 0 to 4. - 0 is a pure greenshift. - Tiers are just picked via weight - "16% chance of getting a high chaos round". - Tiers have min pop ranges. "Tier 4 (high chaos) requires 25 pop to be selected". - Tier determines how much of every ruleset is picked. "Tier 4 (High Chaos) will pick 3-4 roundstart[1], 1-2 light, 1-2 heavy, and 2-3 latejoins". - The number of rulesets picked depends on how many people are in the server - this is also configurable[2]. As an example, a tier that demands "1-3" rulesets will not spawn 3 rulesets if population <= 40 and will not spawn 2 rulesets if population <= 25. - Tiers also determine time before light, heavy, and latejoin rulesets are picked, as well as the cooldown range between spawns. More chaotic tiers may send midrounds sooner or wait less time between sending them. - On the ruleset side of things, "requirements", "scaling", and "enemies" is gone. - You can configure a ruleset's min pop and weight flat, or per tier. - For example a ruleset like Obsession is weighted higher for tiers 1-2 and lower for tiers 3-4. - Rather than scaling up, roundstart rulesets can just be selected multiple times. - Rulesets also have `min_antag_cap` and `max_antag_cap`. `min_antag_cap` determines how many candidates are needed for it to run, and `max_antag_cap` determines how many candidates are selected. - Rulesets attempt to run every 2.5 minutes. [3] - Light rulesets will ALWAYS be picked before heavy rulesets. [4] - Light injection chance is no longer 100%, heavy injection chance formula has been simplified. - Chance simply scales based on number of dead players / total number off players, with a flag 50% chance if no antags exist. [5] [1] This does not guarantee you will actually GET 3-4 roundstart rulesets. If a roundstart ruleset is picked, and it ends up being unable to execute (such as "not enough candidates", that slot is effectively a wash.) This might be revisited. [2] Currently, this is a hard limit - below X pop, you WILL get a quarter or a half of the rulesets. This might be revisited to just be weighted - you are just MORE LIKELY to get a quarter or a half. [3] Little worried about accidentally frontloading everything so we'll see about this [4] This may be revisited but in most contexts it seems sensible. [5] This may also be revisited, I'm not 100% sure what the best / most simple way to tackle midround chances is. Other implementation details - The process of making rulesets has been streamlined as well. Many rulesets only amount to a definition and `assign_role`. - Dynamic.json -> Dynamic.toml - Dynamic event hijacked was ripped out entirely. - Most midround antag random events are now dynamic rulesets. Fugitives, Morphs, Slaughter Demons, etc. - The 1 weight slaughter demon event is gone. RIP in peace. - There is now a hidden midround event that simply adds +1 latejoin, +1 light, or +1 heavy ruleset. - `mind.special_role` is dead. Minds have a lazylist of special roles now but it's essentially only used for traitor panel. - Revs refactored almost entirely. Revs can now exist without a dynamic ruleset. - Cult refactored a tiny bit. - Antag datums cleaned up. - Pre round setup is less centralized on Dynamic. - Admins have a whole panel for interfacing with dynamic. It's pretty slapdash I'm sure someone could make a nicer looking one.   - Maybe some other things. ## Why It's Good For The Game See readme for more info. Will you see a massive change in how rounds play out? My hunch says rounds will spawn less rulesets on average, but it's ultimately to how it's configured ## Changelog 🆑 Melbert refactor: Dynamic rewritten entirely, report any strange rounds config: Dynamic config reworked, it's now a TOML file refactor: Refactored antag roles somewhat, report any oddities refactor: Refactored Revolution entirely, report any oddities del: Deleted most midround events that spawn antags - they use dynamic rulesets now add: Dynamic rulesets can now be false alarms add: Adds a random event that gives dynamic the ability to run another ruleset later admin: Adds a panel for messing around with dynamic admin: Adds a panel for chance for every dynamic ruleset to be selected admin: You can spawn revs without using dynamic now fix: Nuke team leaders get their fun title back /🆑 |
||
|
|
096c032402 |
Adds a new halloween species: Spirits (#90711)
## About The Pull Request Adds 2 new species: Spirits and Ghosts Spirits are available roundstart during Halloween, Wabbajack and Xenobio's black slime extract Ghosts are available through Magic mirrors They fly around, and don't have legs and instead float around. They also can't get legs implanted onto themselves. They also do have organs, so they are affected by flashbangs, they do get hungry, they do need oxygen to survive (they don't take damage in space but they do suffocate & get slowdown), and can process chems. Gibbing a ghost gives ectoplasm, an ingredient for ghost burgers. Chaplains also got a buff here, null rod-type weapons' bane is now against Spirit mobs, rather than hardcoded revenants. This means it now includes Spirits/Ghosts, but also Soulscythes & Cult shades. Also re-adds https://github.com/tgstation/tgstation/pull/81630 which was reverted in https://github.com/tgstation/tgstation/pull/86506 which I assume was accidental. ### The difference between Spirits and Ghosts Ghosts have an innate ability to become incorporeal, which allows them to phase through walls and stuff. Using this will immediately make them drop any non-ghost limb/organ (not implants cause I thought it would be funny). This ability is not available if they have holy water in their system, and like revenants they also can't walk over blessed tiles with it. They are also invisible to cameras while using this (not the obscura though). Sprites taken from observers directly, if anyone wants to make custom sprites for them feel free. If anyone wants to make this obtainable somehow in-game as well I wouldn't be opposed, halloween is just where I thought it would fit most. This also adds a lot of fixes that I encountered trying to add this, from systems that have been neglected throughout the years. https://github.com/user-attachments/assets/e368d710-80a0-4c63-b271-1abe3dd41a5e ## Why It's Good For The Game We haven't gotten a new halloween species in a long time and thought it would be fun if you can play as an actual ghost, the soul that remains after a person passes, so Halloween feels more haunted. It's overall made in just good fun, with a bonus that Ghosts are a cool species to play with as well for Wizards & maybe Chaplains in the future (Dead sect when?) ## Changelog 🆑 add: Added a new halloween species: Spirits, a species without legs and instead floats. add: Added a new magic mirror species: Ghosts, like spirits but with the ability to become incorporeal, traversing through solid wall. fix: Mobs unable to use storage items now can't use storage items. fix: Mobs unable to use items can now not open airlocks & closets fix: Mobs unable to pick items up can no longer pick items up and immediately drop, moving one tile at a time. fix: Mobs with intentional missing limbs (Alien larva) no longer show their limbs as missing on examine (again) fix: Golems' pref page had a missing icon, it now has one. /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
||
|
|
c8d83fb5a7 | [NO GBP] Supermatter-spawned hallucination anomalies don't spawn decoys (#91634) |