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73 Commits
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f601a6ddaf | Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 | ||
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21b4095dfd |
[MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026 fixes https://github.com/Bubberstation/Bubberstation/issues/5549 --------- Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: rageguy505 <54517726+rageguy505@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Aliceee2ch <160794176+Aliceee2ch@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Tsar-Salat <62388554+Tsar-Salat@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: Maxipat <108554989+Maxipat112@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: loganuk <fakeemail123@aol.com> Co-authored-by: Leland Kemble <70413276+lelandkemble@users.noreply.github.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com> Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: siliconOpossum <138069572+siliconOpossum@users.noreply.github.com> Co-authored-by: Isratosh <Isratosh@hotmail.com> Co-authored-by: TheRyeGuyWhoWillNowDie <70169560+TheRyeGuyWhoWillNowDie@users.noreply.github.com> Co-authored-by: Neocloudy <88008002+Neocloudy@users.noreply.github.com> Co-authored-by: Alexander V. <volas@ya.ru> Co-authored-by: ElGitificador <168473461+ElGitificador@users.noreply.github.com> Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Cameron Lennox <killer65311@gmail.com> Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: Layzu666 <121319428+Layzu666@users.noreply.github.com> Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: John F. Kennedy <54908920+MacaroniCritter@users.noreply.github.com> Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com> Co-authored-by: Josh <josh.adam.powell@gmail.com> Co-authored-by: Josh Powell <josh.powell@softwire.com> Co-authored-by: Yobrocharlie <Charliemiller5617@gmail.com> Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com> Co-authored-by: shayoki <96078776+shayoki@users.noreply.github.com> Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> |
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cee225fecb | Moves hair and eyes into standing overlays (#95781) | ||
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8609b07a53 |
Fixes incorrect var being used in sprite accessory clothing icon rendering [no gbp] (#95809)
## About The Pull Request This doesn't actually have any negative consequences here, but any downstreams might notice some issues if they make use of the `get_icon_state()` proc. ## Why It's Good For The Game Fixes an oversight, I'm blind and overlooked this one. ## Changelog Nothing placer-facing |
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a0d3828498 | De-hardcodes a couple of vars related to clothing sprite accessories (#95791) | ||
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16d7023da4 |
Hoodies (#95582)
## About The Pull Request Adds 2 hoodie variants, the pullover and the zip-up. Both recolorable via GAGs. Both available in the clothesmate and in loadout. (90% "vibe-coded" ((SORRY!!)) but thoroughly tested with no issues*) *ok one little issue being recoloring a hoodie with a spraycan does not recolor the hood and you need to also spray the hood itself to color it. a problem that has already existed in the codebase and i was unable to find a fix for. ###### Pullover hood-down / Pullover hood-up with random recolors underneath. <img width="192" height="192" alt="dreamseeker_3DwQU9FPb2" src="https://github.com/user-attachments/assets/fce54ba7-138f-4961-ad87-de072fa1ab55" /> ###### Zipup unzipped hood-down / Zipup unzipped hood-up / Zipup zipped hood-down / Zipup zipped hood-up with random colors underneath. <img width="320" height="192" alt="dreamseeker_COJPWnFa84" src="https://github.com/user-attachments/assets/b91ba86f-36cc-4c89-99aa-c6848554ea1c" /> ## Why It's Good For The Game Hoodies are a staple to many and have been requested frequently over the years. ## Changelog 🆑 image: Hoodies! Both pullover and zip-up hoodies are available in the clothesmate and in loadouts! /🆑 |
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af27eda051 |
Adds support for gags underclothing / Uses it to make them look less jank on lizards (#95454)
## About The Pull Request 1. Underclothes have all been repathed as `/datum/sprite_accessory/clothing` 2. Underclothes now have support for GAGS. Currently it ONLY supports static GAGS colors, ie only preset colors, however prefs support could easily be added in the future 3. Uses the GAGS support to implement the existing digitigrade templating system for some undergarmants - lizards will use a generic template for their underclothings when applicable Example <img width="169" height="124" alt="image" src="https://github.com/user-attachments/assets/30b6689b-13a4-4cf9-811c-0d5d0bd5da59" /> ## Why It's Good For The Game Existing undergarmants look really jank on lizards <img width="170" height="140" alt="image" src="https://github.com/user-attachments/assets/de0704e0-d403-4bdb-a4c5-432d704b9c99" /> <img width="118" height="102" alt="image" src="https://github.com/user-attachments/assets/7ec47327-c2a9-4a90-aab5-fb57105d5111" /> I would like to solve this, and well... the two solutions are "we force lizards to run around naked" or "we use the cool templating system". The latter seemed preferable <img width="165" height="125" alt="image" src="https://github.com/user-attachments/assets/6a8e4225-10a4-4044-9a12-c220713cd613" /> I did yoink the template from the jumpsuit template so it might look too similar, might need to tweak it ## Changelog 🆑 Melbert add: Some undergarmants will now use a generic replacement on lizard body shapes that fit more appropriately refactor: Refactored how undergarmants generate their icons, report any oddities with that /🆑 |
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baf3837ae8 |
Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts: # _maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm # _maps/RandomRuins/SpaceRuins/garbagetruck2.dmm # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # _maps/map_files/tramstation/tramstation.dmm # code/_onclick/hud/new_player.dm # code/datums/components/squashable.dm # code/datums/diseases/advance/symptoms/heal.dm # code/datums/diseases/chronic_illness.dm # code/datums/status_effects/buffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/stamcrit.dm # code/game/machinery/computer/crew.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/wall_mounted.dm # code/game/turfs/closed/indestructible.dm # code/modules/admin/view_variables/filterrific.dm # code/modules/antagonists/heretic/influences.dm # code/modules/cargo/orderconsole.dm # code/modules/client/preferences.dm # code/modules/events/space_vines/vine_mutations.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/carbon/human/death.dm # code/modules/mob/living/carbon/human/species_types/jellypeople.dm # code/modules/mob/living/damage_procs.dm # code/modules/mob/living/living.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mob_spawn/mob_spawn.dm # code/modules/projectiles/ammunition/energy/laser.dm # code/modules/projectiles/guns/ballistic/launchers.dm # code/modules/projectiles/guns/energy/laser.dm # code/modules/reagents/chemistry/machinery/chem_dispenser.dm # code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/medicine_reagents.dm # code/modules/surgery/healing.dm # code/modules/unit_tests/designs.dm # icons/mob/inhands/items_lefthand.dmi # icons/mob/inhands/items_righthand.dmi # tgui/packages/tgui/interfaces/ChemDispenser.tsx |
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6811f64c73 | Gives cybernetic cat ears unique sprites and emissives (#94099) | ||
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d14e538393 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 | ||
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6ba755cb44 |
Felinid ears are randomized properly (#93297)
## About The Pull Request When more Felinid ear styles were added, no one updated the jank old randomization code When Felinid ears were refactored, no one updated the jank old randomization code Sooo let's do that shall we? 1. Species `get_mut_organs` -> `get_organs`, it gets gets all organs the mob has anyways 2. Prefs `relevant_external_organ` -> `relevant_organ`, it applies to any organ type 3. Del organ `preference`, the preference itself handles it via `relevant_organ` ## Changelog 🆑 Melbert fix: Felinids will randomize their ear type properly /🆑 |
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ffc95e5759 |
Gives constable helmet a hair mask and its armor back, fixes some hair masks not working (#92465)
## About The Pull Request Also, all middle hair masks were broken because they had an incorrectly set icon_state Closes #92450 ## Why It's Good For The Game Its supposed to be a replacement for the security helmet, and while it makes sense that it doesn't act as a full helmet (as it doesn't fully cover your head), it still probably should have armor as per original design (and also to not be useless for sec, who are the intended users of this item) ## Changelog 🆑 fix: Fixed constable helmet not having any armor fix: Fixed some hair masks not working /🆑 |
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8c7fb5720a |
Gives constable helmet a hair mask and its armor back, fixes some hair masks not working (#92465)
## About The Pull Request Also, all middle hair masks were broken because they had an incorrectly set icon_state Closes #92450 ## Why It's Good For The Game Its supposed to be a replacement for the security helmet, and while it makes sense that it doesn't act as a full helmet (as it doesn't fully cover your head), it still probably should have armor as per original design (and also to not be useless for sec, who are the intended users of this item) ## Changelog 🆑 fix: Fixed constable helmet not having any armor fix: Fixed some hair masks not working /🆑 |
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9ca85aa122 |
Fish Tail Fixes (#4419)
## About The Pull Request This PR fixes 4 already greyscaled fish tail sprites and allows them to be colored, because they couldnt be colored previously for some reason Tails which are now colorable are: > Simple > Crescent > Long > Chonky ## Why It's Good For The Game Better customization is poggers :3 ## Proof Of Testing It works!! <details> <summary>Screenshots/Videos</summary> <img width="259" height="386" alt="image" src="https://github.com/user-attachments/assets/9e30a0f6-aa44-4203-bbd2-e17139d888c5" /> <img width="244" height="398" alt="image" src="https://github.com/user-attachments/assets/b216471e-27bb-47c5-8510-1a1631514946" /> <img width="243" height="348" alt="image" src="https://github.com/user-attachments/assets/46552ca3-332c-47d4-9ca3-3b83d55b566c" /> <img width="255" height="419" alt="image" src="https://github.com/user-attachments/assets/dc1408c4-4b52-4499-aace-b6cd0c9505dc" /> </details> ## Changelog 🆑 fix: Simple, Crescent, Long and Chonky Fish/Shark tails are now colorable! /🆑 |
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6f86b612c0 |
Fixes the error overlay caused by the Tress Shoulder hairstyle (#90892)
## About The Pull Request - Closes #90868 ## Changelog 🆑 fix: Fixed the error overlay caused by the Tress Shoulder hairstyle /🆑 |
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dc1157a025 |
Fixes the error overlay caused by the Tress Shoulder hairstyle (#90892)
## About The Pull Request - Closes #90868 ## Changelog 🆑 fix: Fixed the error overlay caused by the Tress Shoulder hairstyle /🆑 |
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410d98a5ac |
Updated hairstyles to use additional layers (#90463)
## About The Pull Request Implemented hair layers from #90275 for most hairstyles that could reasonably use it. <details> <summary>Updated these hairstyles:</summary> Ponytail 5 Braid (Floorlength) Braid (High) Updo Braided Front Ahoge Ponytail (Side) 3 Tress Shoulder Bun Head 2 Braided Tail Ponytail 4 Ponytail (Long) Long Hair 2 Pigtails 3 Ponytail (Side) 4 Braid (Short) Long Side Part Ponytail (Long) Ponytail (High) Drill Hair (Extended) Long Hair 3 Ponytail (Country) Ponytail 7 Ponytail 6 Bun (Manbun) Ponytail (Short) Wisp Ponytail (Spiky) Cornrow Tail Double Bun Drillruru Ziegler </details> ## Why It's Good For The Game Hair look gooder. ## Changelog 🆑 image: Updated several hair sprites to layer better under hats. /🆑 --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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075d966320 |
Added additional layers to hairstyles (#90275)
## About The Pull Request Added two new "layers" to hairstyles. The first draws on the normal hair layer but resists being affected by hair masks unless a piece of clothing really insists that it must mask it. The second draws on top of the headwear layer and will ignore all hair masking, but will disappear entirely if a piece of clothing covers the part of the head that hairpiece originates from. Each of these "Layers" (called "hair appendages" in the code) is associated with a part of the head that it comes off of (left side, rear, right side, etc.), which pieces of clothing can cover to prevent those parts from being shown. For example, a Beret will allow a ponytail to sprout off the back of a person's head and ignore the normal hair mask, but a winter coat hood covers every part of the head except the front, so it will hide the ponytail completely. ## Costs Hairstyles that use this system require some extra icon blending, but each hairstyle will cache the result of each blend whenever a new hair mask is applied, so the extra cost only happens once. The cache will also be used on hairstyles that don't utilize the additional layers, so we should end up with less total icon blending over the course of a round than we currently have. Adds a new sprite layer, OUTER_HAIR_LAYER, to humans. Changes hair masks from strings specifying an icon state to datums with an icon state and a bitfield storing which parts of the head the headware that uses them cover. The singletons for these datums are stored in the SSaccessories subsystem. Any hairstyle that uses this system will need 1-2 more icon states in the human_face.dmi file. I currently have 32 hairstyles marked that could reasonably use this system, about half of which use both additional icon states. ## Images Old system:  New system:   The new system is currently only implemented on the "Ponytail (High)" hairstyle for demonstration and testing. I have a branch with the same update for most similar hairstyles I can push if this is merged. ## Why It's Good For The Game Hair masks are okay but they look really bad with some hairstyles. This allows people who really care about their character's look to make their hairstyles work with their favorite hats. Potential for fixing #88886 ## Changelog 🆑 add: Added a system to create hairstyles with multiple layers to allow better interaction with hats and helmets image: Added additional sprite layers to the Ponytail (High) hairstyle /🆑 --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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2e957aa951 |
Updated hairstyles to use additional layers (#90463)
## About The Pull Request Implemented hair layers from #90275 for most hairstyles that could reasonably use it. <details> <summary>Updated these hairstyles:</summary> Ponytail 5 Braid (Floorlength) Braid (High) Updo Braided Front Ahoge Ponytail (Side) 3 Tress Shoulder Bun Head 2 Braided Tail Ponytail 4 Ponytail (Long) Long Hair 2 Pigtails 3 Ponytail (Side) 4 Braid (Short) Long Side Part Ponytail (Long) Ponytail (High) Drill Hair (Extended) Long Hair 3 Ponytail (Country) Ponytail 7 Ponytail 6 Bun (Manbun) Ponytail (Short) Wisp Ponytail (Spiky) Cornrow Tail Double Bun Drillruru Ziegler </details> ## Why It's Good For The Game Hair look gooder. ## Changelog 🆑 image: Updated several hair sprites to layer better under hats. /🆑 --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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6a9ee3b1c6 |
Added additional layers to hairstyles (#90275)
## About The Pull Request Added two new "layers" to hairstyles. The first draws on the normal hair layer but resists being affected by hair masks unless a piece of clothing really insists that it must mask it. The second draws on top of the headwear layer and will ignore all hair masking, but will disappear entirely if a piece of clothing covers the part of the head that hairpiece originates from. Each of these "Layers" (called "hair appendages" in the code) is associated with a part of the head that it comes off of (left side, rear, right side, etc.), which pieces of clothing can cover to prevent those parts from being shown. For example, a Beret will allow a ponytail to sprout off the back of a person's head and ignore the normal hair mask, but a winter coat hood covers every part of the head except the front, so it will hide the ponytail completely. ## Costs Hairstyles that use this system require some extra icon blending, but each hairstyle will cache the result of each blend whenever a new hair mask is applied, so the extra cost only happens once. The cache will also be used on hairstyles that don't utilize the additional layers, so we should end up with less total icon blending over the course of a round than we currently have. Adds a new sprite layer, OUTER_HAIR_LAYER, to humans. Changes hair masks from strings specifying an icon state to datums with an icon state and a bitfield storing which parts of the head the headware that uses them cover. The singletons for these datums are stored in the SSaccessories subsystem. Any hairstyle that uses this system will need 1-2 more icon states in the human_face.dmi file. I currently have 32 hairstyles marked that could reasonably use this system, about half of which use both additional icon states. ## Images Old system:  New system:   The new system is currently only implemented on the "Ponytail (High)" hairstyle for demonstration and testing. I have a branch with the same update for most similar hairstyles I can push if this is merged. ## Why It's Good For The Game Hair masks are okay but they look really bad with some hairstyles. This allows people who really care about their character's look to make their hairstyles work with their favorite hats. Potential for fixing #88886 ## Changelog 🆑 add: Added a system to create hairstyles with multiple layers to allow better interaction with hats and helmets image: Added additional sprite layers to the Ponytail (High) hairstyle /🆑 --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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e366ace9ec |
You can transplant xenomorph tails onto people (#89618)
This PR allows you to extract tail organs from xenomorphs and surgically attach xenomorph tails to people. (Despite being a carbon the xenomorph sprite is not built out of component overlays so this technically does not remove the tail from its corpse sorry). Having a xenomorph tail makes you better at tackling, changes your tackle verb to "pounce" like if you are a felinid, and also gives you the parkour benefits of the Freerunning quirk.  You can also surgically attach a xenomorph _queen_'s tail to someone. This arguably is a bad idea because it makes you slower (it's much too heavy) but it does give you access to the queen's tail spin attack (after which you will fall over if you aren't inhumanly strong). Also more importantly, it is comically large. Look I'm racking my brain but this one really mostly comes down to "it's funny to do this". But let's pretend that it also increases the depth and complexity of the sandbox and promotes interesting interactions between crewmembers or something like that. Ideally sometimes in the future we will either decide that xenomorphs are not carbons (is it purely because they have organs?) or decide that they _are_ carbons and build them accordingly. In the latter case this will have been a useful addition. 🆑 add: You can transplant xenomorph tails onto people. /🆑 |
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99869cef92 |
You can transplant xenomorph tails onto people (#89618)
## About The Pull Request This PR allows you to extract tail organs from xenomorphs and surgically attach xenomorph tails to people. (Despite being a carbon the xenomorph sprite is not built out of component overlays so this technically does not remove the tail from its corpse sorry). Having a xenomorph tail makes you better at tackling, changes your tackle verb to "pounce" like if you are a felinid, and also gives you the parkour benefits of the Freerunning quirk.  You can also surgically attach a xenomorph _queen_'s tail to someone. This arguably is a bad idea because it makes you slower (it's much too heavy) but it does give you access to the queen's tail spin attack (after which you will fall over if you aren't inhumanly strong). Also more importantly, it is comically large. ## Why It's Good For The Game Look I'm racking my brain but this one really mostly comes down to "it's funny to do this". But let's pretend that it also increases the depth and complexity of the sandbox and promotes interesting interactions between crewmembers or something like that. Ideally sometimes in the future we will either decide that xenomorphs are not carbons (is it purely because they have organs?) or decide that they _are_ carbons and build them accordingly. In the latter case this will have been a useful addition. ## Changelog 🆑 add: You can transplant xenomorph tails onto people. /🆑 |
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b6b8306fda | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a | ||
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6df77ad80d |
[MIRROR] Death of mutant bodyparts AND external organs (#85137) (#4335)
* Death of mutant bodyparts AND external organs (#85137) Removes mutant bodyparts and external organs from the game completely Digitgrade behaviour was mutant bodypart for no reason Cat ears now work with the bodyparts overlay system, same as all the other external organs (since all their behaviour is now just on /organ It doesn't remove all the /external types, but moves all behaviour to /organ. I'll follow up with a PR wiping all the /external organ types, but it's just conflict heaven so not this PR I've also streamlined a lot of duplicate/weird species regeneration code Melbert did the same PR as well but due to a lack of time (?) I have absorbed his PR to double nuke mutant bodyparts Frees us from the chain of unmodular code, and kills my greatest nemesis (after the shuttle meteor murder bug) 🆑 Time-Green and MrMelbert Refactor: External organ behaviour has been moved to /organ, ears now use the same system as the other organs Refactor: Mutant bodyparts are dead! This likely does not mean much to the average person but it's very dear to me code: Improves digitgrade handling in preference code /🆑 I have absorbed #85126, using Melberts code to improve and add some missing changes. Mainly improving the functioning of preferences and digitgrade legs. I didn't take over the hairstyle improvements. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * Fixes missing felinid ear preference (#86553) Closes #86452 🆑 fix: Fixed missing felinid ear preference /🆑 * Spelling Fixes (#86056) Fixes several errors to spelling, grammar, and punctuation. Improves readability and user experience. 🆑 spellcheck: fixed a few typos /🆑 * Fix plasmamen having all feature preferences (#86682) Fixes #86622 Plasmamen relevant_external_organ is null, and it then checks if relevant_external_organ is in a list containing nulls I cleared the nulls from get_mut_organs to fix it 🆑 fix: Fixes plasmamen having all external organ species preferences /🆑 * Fixes cat ear layering, makes getFlatIcon account for RESET_COLOR on under/overlays (#86757) After the external organ removal pr, cat ears stopped being as weirdly specialcased, and instead just used a `/datum/bodypart_overlay/mutant` subtype. However, this was set up in a way where the inner ears were put on a different layer from the outer ears, leading to wonky layering. In this pr, we revert their layers and instead apply the inner ears as an overlay onto the base ears, fixing this. Thank you Melbert for the idea. o7 Additionally, as this pr tripped the screenshot tests, makes the `getFlatIcon(...)` proc account for `RESET_COLOR` on under/overlays. We do this by making it stop applying the colour after merging all the under/overlays, and instead apply it and the parent color _before_ merging any under/overlays, while proxying the parent color as a new parameter `parentcolor` to any new `getFlatIcon(...)` calls. This coincidentally also fixes usage of `getFlatIcon(...)` on husked bodies, as those also used `RESET_COLOR` for their blood overlay. The screenshot tests had to be updated for this. Fixes #86453. 🆑 fix: Fixed cat ears not layering properly. fix: Husked bodies show their blood with the right colours in photographs. /🆑 * Automatic changelog for PR #86757 [ci skip] * Fish infusion (#87030) I'm adding a new infusion ~~(actually four, but two of them are just holders for specific organs tied to a couple fish traits)~~ to the game. As the title says, it's about fish. The infusion is composed of three primary organs, plus another few that can be gotten from fish with specific traits. The primary organs are: - Gills (lungs): Instead of breathing oxygen, you now need to stay wet or breathe water vapor. - fish-DNA infused stomach: Can safely eat raw fish. - fish tail: On its own, it only speeds you up on water turfs, but it has another effect once past the organ set threshold. It also makes you waddle and flop like a fish while crawling (I still gotta finish sprites on this one) Other organs are: - semi-aquatic lungs: A subtype of gills from fish with the 'amphibious' trait, falls back on oxygen if there's no water. Can also be gotten from frogs, axolotl and crabs. - fish-DNA infused liver: From fish with the 'toxic' trait. Uses tetrodotoxin as a healing chem instead of a toxin. Also better tolerance to alcohol if you want to drink like a fish (ba dum tsh). - inky tongue: From fish with the 'ink production' trait. Gives mobs the ability to spit ink on a cooldown, blinding and confusion foes temporarily. The main gimmick of this infusion revolves around being drenched in water to benefit from it, In the case you get the gills organ, this also becomes a necessity, to not suffocate to death (alternatively, you can breathe water vapor, without any benefit). To enable the bonus of the organs set, three organs need to be infused. They can be gills, stomach, tail and/or liver, while the inky tongue doesn't count towards it. Once the threshold is reached, the following bonus are enabled: - Wetness decays a lot slower and resists fire a bit more. - Ink spit becomes stronger, allowing it to very briefly knock down foes. - Fishing bonuses and experience - Resistance to high pressures - Slightly expanded FOV - drinking water and showers mildly heal you over time. - for felinids: You won't hate getting sprayed by water or taking a shower. - While wet: - - If the fish tail is implanted, crawling speed is boosted. - - You no longer slip on wet tiles. - - You also become slippery when lying on the floor. - - You get a very mild damage resistance and passive stamina regeneration, and cool down faster. - - You resist grabs better. - - get a very weak positive moodlet. - However, being dry will make you quite squisher, especially against fire damage, slower and give you a modest negative moodlet. While working on it, I've also noticed a few things that explained why tetrodotoxin (TTX) did jackshit at low doses, because livers have a set toxin tolerance value, below which, any amount of toxin does nothing. Also I've felt like reagents like multiver & co were a bit too strong against a reagent that's supposed to work at very low doses, with slow metabolization, so I've added a couple variables to buff TTX a bit, making it harder to purge and resistant to liver toxin tolerance (also added a bit of lungs damage). I wanted to take a shot at coding a DNA infusion and see how chock-full I could make it. DNA infusions are like a middle point between "aha, small visual trinket" and organs with generally ok effects. I seek to make something a bit more complex ~~(also tied to fishing ofc because that's more or less the recurrent gag of my recent features)~~ primaly focused around the unique theme of being strong when wet and weaker when dry. EDIT: The PR is now ready, have a set of screenshots of the (fairly mid) fish tails (and gills, barely visible) on randomly generated spessman and one consistent joe:  🆑 add: Added a new infusion to the game: Fish. Its main gimmick revolves around being stronger and slippery when wet while weaker when dry. balance: Buffed tetrodotoxin a little against liver tolerance and purging reagents. /🆑 * Eye wounds, scars and a new ~Pirate~ RP quirk (#87209) Upon getting stabbed in your eyes or having a bullet fly through your head there's a chance (minor for stabbing, extremely low for headshots) you'll receive a new "Eye Puncture" wound which causes profuse bleeding out of your now-empty eye hole. Once healed you'll have to deal with a scar on your eye which cannot be cured and requires surgical replacement. Eye scarring will reduce your eyes' max health by 15, give you a minor screen tint and a fancy visual on your character sprite. Getting scarring on both eyes will turn you completely blind.  This PR also introduces a new quirk which gives you eye scarring on the eye of your choice and an eyepatch to go alongside it, just make sure that it sits on the right eye. Also added medical(white) subtype of eyepatches to loadout for those who want that version instead. Credits to AnturK on discord for the idea. Its a neat lil' feature that makes the game more immersive, and unlocks more roleplay opportunities for players. New quirk gives access to this feature for players who want to make it a part of their character's backstory (or maybe as a part of permanent scar roleplaying). 🆑 add: Getting stabbed or shot in the eyes has a chance of giving you a new wound and a semi-permanent scar, blinding you on one side add: Added new "Scarred Eye" quirk which blinds you on one eye but gives you a fancy eyepatch add: Medical eyepatches have been added to loadout /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> * Resprited tails from fish infusion. (#87298) Back when I made #87030 I got a bit lazy when it came to spriting the fish tails and just ported a few ones from furry servers and made them inherit the hair color. Let me tell you, those sprites kinda look bad, and the fact that they've the same colors of hair is kinda... fuzzy, and doesn't sit well with me, like some hairball stuck in a cat's throat. So I took upon myself to actually make them better (and also give gill overlays a couple extra pixels), at the cost of some of my free time and their wagginess, because fuuuuuck wagging animations for anything that isn't a somewhat amorphous fluffy tail. Fish don't wag their tail. They also get one of several blue/grey tints if the owner of the part doesn't have a peculiar skin tone like lizards or ethereals or moffs. Anyway, comparison time: OLD:  NEW:  Both from byond screenshots but I cut and pasted them in paint instead of asesprite because old habits die hard. Better sprites. Perhaps the selection of blues could be improved a bit idk. 🆑 image: resprited fish tails from fish infusion. /🆑 * Makes the game compile, first. * Removes a duplicate loadout entry added by /tg/ (to avoid people's loadouts getting messed up) * Fixed an issue with on_mob_insert() for /datum/bodypart_overlay/mutant * Fixed an issue with the burn datum of the moth wings bodypart_overlay * Fixing digitigrade legs not behaving as they should be * A bunch of Insert->mob_insert and Remove->mob_remove * Okay, now stuff gets colored properly Also ears work properly too! Only thing is that mutant organs on the preferences dummy don't seem to change between character, at least for most of them, which is really annoying. * Properly returns ears to being internal organs * Makes it so preferences can use relevant_mutant_bodyparts again! * Makes organs properly update when changing species * Markings now get removed when they don't need to be there on a limb * Fully renives update_mutant_bodyparts(), as it was basically just update_body_parts() anyway at this point * fix charging implant * Restores the usage of simple bodypart_overlay for the sensory_enhancer and the hackerman_deck, as that was otherwise causing a bunch of runtimes * Returns legs to being a sprite accessory, just for simplicity's sake (I don't want to have to refactor it on our end again) * Fixes xenos not getting their mutant organs because I accidentally nulled the list for no reason 💀 * Makes it so certain organs (in this case, ears) can't be replaced when changing visual preferences, meaning Tesharis/Synths/Slimepeople will get their respective ears, regardless of what visuals they choose for them * Fixes a small mistake with spines in the code * Adds some mutant_bodyparts for the results of the infuser unit test. This might be a hack, but we'll cross that bridge when we get to it in the future. * Adds a "None" option to tail_spines * Allows ears to not constantly runtime because they don't have an accessory_name sometimes, which is a sad consequence of many species not setting their ear sprite sometimes * Should fix CI, hopefully should be the last thing needed for this to work flawlessly from now on (crossing fingers) * This ACTUALLY fixes the changeling transform and transform sting! Hurray! --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: klorpa <30924131+klorpa@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com> Co-authored-by: Fluffles <piecopresident@gmail.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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cd203b4e45 |
New moth customization set (#88058)
## About The Pull Request   Added new mothwings, markings and antennae as seen above. ## Why It's Good For The Game Everyone loves more moth variety! ## Changelog 🆑 add: Added new moth customizations available in the character creation under the name "Dipped" image: added icons for the moth wings, antennae and markings 🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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594305b364 |
Resprited tails from fish infusion. (#87298)
## About The Pull Request Back when I made #87030 I got a bit lazy when it came to spriting the fish tails and just ported a few ones from furry servers and made them inherit the hair color. Let me tell you, those sprites kinda look bad, and the fact that they've the same colors of hair is kinda... fuzzy, and doesn't sit well with me, like some hairball stuck in a cat's throat. So I took upon myself to actually make them better (and also give gill overlays a couple extra pixels), at the cost of some of my free time and their wagginess, because fuuuuuck wagging animations for anything that isn't a somewhat amorphous fluffy tail. Fish don't wag their tail. They also get one of several blue/grey tints if the owner of the part doesn't have a peculiar skin tone like lizards or ethereals or moffs. Anyway, comparison time: OLD:  NEW:  Both from byond screenshots but I cut and pasted them in paint instead of asesprite because old habits die hard. ## Why It's Good For The Game Better sprites. Perhaps the selection of blues could be improved a bit idk. ## Changelog 🆑 image: resprited fish tails from fish infusion. /🆑 |
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68c369ea46 |
Fixes the 'Big' cat ears being missing (#2227)
<!-- 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 Fixes https://github.com/Bubberstation/Bubberstation/issues/2225. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game I'm 99% sure they were removed by accident given I never saw a PR specifically removing them. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Proof Of Testing I got no errors on my end and it worked fine. <!-- Compile and run your code locally. Make sure it works. This is the place to show off your changes! We are not responsible for testing your features. --> <details> <summary>Screenshots/Videos</summary> </details> ## 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. --> 🆑 fix: fixed the Big ears being removed, presumably by accident /🆑 <!-- 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. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> |
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e9a7639d98 | Reverts "Removes mutant bodyparts" | ||
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bb70889f6e |
TG Upstream Part 1
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff |
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96c0c0b12c |
Fish infusion (#87030)
## About The Pull Request I'm adding a new infusion ~~(actually four, but two of them are just holders for specific organs tied to a couple fish traits)~~ to the game. As the title says, it's about fish. The infusion is composed of three primary organs, plus another few that can be gotten from fish with specific traits. The primary organs are: - Gills (lungs): Instead of breathing oxygen, you now need to stay wet or breathe water vapor. - fish-DNA infused stomach: Can safely eat raw fish. - fish tail: On its own, it only speeds you up on water turfs, but it has another effect once past the organ set threshold. It also makes you waddle and flop like a fish while crawling (I still gotta finish sprites on this one) Other organs are: - semi-aquatic lungs: A subtype of gills from fish with the 'amphibious' trait, falls back on oxygen if there's no water. Can also be gotten from frogs, axolotl and crabs. - fish-DNA infused liver: From fish with the 'toxic' trait. Uses tetrodotoxin as a healing chem instead of a toxin. Also better tolerance to alcohol if you want to drink like a fish (ba dum tsh). - inky tongue: From fish with the 'ink production' trait. Gives mobs the ability to spit ink on a cooldown, blinding and confusion foes temporarily. The main gimmick of this infusion revolves around being drenched in water to benefit from it, In the case you get the gills organ, this also becomes a necessity, to not suffocate to death (alternatively, you can breathe water vapor, without any benefit). To enable the bonus of the organs set, three organs need to be infused. They can be gills, stomach, tail and/or liver, while the inky tongue doesn't count towards it. Once the threshold is reached, the following bonus are enabled: - Wetness decays a lot slower and resists fire a bit more. - Ink spit becomes stronger, allowing it to very briefly knock down foes. - Fishing bonuses and experience - Resistance to high pressures - Slightly expanded FOV - drinking water and showers mildly heal you over time. - for felinids: You won't hate getting sprayed by water or taking a shower. - While wet: - - If the fish tail is implanted, crawling speed is boosted. - - You no longer slip on wet tiles. - - You also become slippery when lying on the floor. - - You get a very mild damage resistance and passive stamina regeneration, and cool down faster. - - You resist grabs better. - - get a very weak positive moodlet. - However, being dry will make you quite squisher, especially against fire damage, slower and give you a modest negative moodlet. While working on it, I've also noticed a few things that explained why tetrodotoxin (TTX) did jackshit at low doses, because livers have a set toxin tolerance value, below which, any amount of toxin does nothing. Also I've felt like reagents like multiver & co were a bit too strong against a reagent that's supposed to work at very low doses, with slow metabolization, so I've added a couple variables to buff TTX a bit, making it harder to purge and resistant to liver toxin tolerance (also added a bit of lungs damage). ## Why It's Good For The Game I wanted to take a shot at coding a DNA infusion and see how chock-full I could make it. DNA infusions are like a middle point between "aha, small visual trinket" and organs with generally ok effects. I seek to make something a bit more complex ~~(also tied to fishing ofc because that's more or less the recurrent gag of my recent features)~~ primaly focused around the unique theme of being strong when wet and weaker when dry. EDIT: The PR is now ready, have a set of screenshots of the (fairly mid) fish tails (and gills, barely visible) on randomly generated spessman and one consistent joe:  ## Changelog 🆑 add: Added a new infusion to the game: Fish. Its main gimmick revolves around being stronger and slippery when wet while weaker when dry. balance: Buffed tetrodotoxin a little against liver tolerance and purging reagents. /🆑 |
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4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
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095f7e3b70 |
Death of mutant bodyparts AND external organs (#85137)
## About The Pull Request Removes mutant bodyparts and external organs from the game completely Digitgrade behaviour was mutant bodypart for no reason Cat ears now work with the bodyparts overlay system, same as all the other external organs (since all their behaviour is now just on /organ It doesn't remove all the /external types, but moves all behaviour to /organ. I'll follow up with a PR wiping all the /external organ types, but it's just conflict heaven so not this PR I've also streamlined a lot of duplicate/weird species regeneration code Melbert did the same PR as well but due to a lack of time (?) I have absorbed his PR to double nuke mutant bodyparts ## Why It's Good For The Game Frees us from the chain of unmodular code, and kills my greatest nemesis (after the shuttle meteor murder bug) ## Changelog 🆑 Time-Green and MrMelbert Refactor: External organ behaviour has been moved to /organ, ears now use the same system as the other organs Refactor: Mutant bodyparts are dead! This likely does not mean much to the average person but it's very dear to me code: Improves digitgrade handling in preference code /🆑 I have absorbed #85126, using Melberts code to improve and add some missing changes. Mainly improving the functioning of preferences and digitgrade legs. I didn't take over the hairstyle improvements. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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90319e252b |
[MIRROR] Deletes monkey tail DNA block, minor sprite accessory cleanup, monkeys (and lizardpeople) will no longer random spawn without tails (#29062)
* Deletes monkey tail DNA block, minor sprite accessory cleanup, monkeys (and lizardpeople) will no longer random spawn without tails * fix * [MIRROR] Deletes monkey tail DNA block, minor sprite accessory cleanup, monkeys (and lizardpeople) will no longer random spawn without tails [MDB IGNORE] (#4013) * Deletes monkey tail DNA block, minor sprite accessory cleanup, monkeys (and lizardpeople) will no longer random spawn without tails * Fix conflicts * Update sprite_accessories.dm * None of that * Update horns.dm * There was more --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com> --------- Co-authored-by: MrMelbert <51863163+MrMelbert@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: Mal <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: Fluffles <piecopresident@gmail.com> |
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8df2c4bee1 |
Deletes monkey tail DNA block, minor sprite accessory cleanup, monkeys (and lizardpeople) will no longer random spawn without tails (#85112)
## About The Pull Request - Deletes monkey tail DNA block - This is not something DNA blocks should be used for. If your only options are "exists" or "doesn't exist", it doesn't need a DNA block, you should just remove the tail! - Minor sprite accessory cleanup - Replaces a lot of blank SAs with `add_blank` usage. Tested in game and it works. - No reason to copy-paste blanks when we have a designated function for it. - Randomizing features can no longer select locked features - Bugfix, though it doesn't affect us at the moment. - Monkeys (and lizard people) will no longer random into being tailless - Felinids can still random into tailless (though that function is broken ATM) ## Why It's Good For The Game For the tailless change: It's a bit weird for these species to spawn without tails. They're kinda a huge part of their identity. I left in the tailless Sprite Accessory, however, so you can still select them in the prefs menu. ## Changelog 🆑 Melbert qol: All randomly spawned monkeys (and lizardpeople) will spawn with tails. You can still select to be tailless. code: Cleaned up some code relating to species features (like tails, markings, etc). Report any oddities /🆑 |
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350e880fb4 |
Revert "[MIRROR] Adds the other half of the fox infusion because Arm is a coward" (#29003)
Revert "[MIRROR] Adds the other half of the fox infusion because Arm is a cow…"
This reverts commit
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1278f30b11 |
[MIRROR] Adds the other half of the fox infusion because Arm is a coward (#28978)
* Adds the other half of the fox infusion because Arm is a coward * Update tails.dm --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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3947a03b24 |
Revert "Adds the other half of the fox infusion because Arm is a coward" (#85173)
Reverts tgstation/tgstation#85129 |
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9a46f58e6c |
Adds the other half of the fox infusion because Arm is a coward (#85129)
## About The Pull Request Adds the other half of the fox infusion ## Why It's Good For The Game because Arm is a coward ## Changelog 🆑 Melbert add: Fox infusion has more content related to it now /🆑 |
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fa2ab65f07 |
Missed mirrors (#28919)
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. /🆑 --------- * 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>    </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.  I basically adjusted the pixels so it'd look better from different directions. This is the new look - approximately.  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 |
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409dbc81fb |
Adds new hairstyle - Short Bangs 2 (#84804)
## About The Pull Request 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 ## Why It's Good For The Game 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. ## Changelog 🆑 Hardly3D add: Added new hairstyle: Short Bangs 2 /🆑 |
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b883c38a8d |
[MIRROR] Adds more "curated" version of human randomization (for humonkeys, corpse spawners, and fresh characters) (#28582)
* Adds more "curated" version of human randomization (for humonkeys, corpse spawners, and fresh characters) * fix conflict --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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69b673bba6 |
Adds more "curated" version of human randomization (for humonkeys, corpse spawners, and fresh characters) (#84443)
## About The Pull Request Basically, adds a version of `randomize_human` that's a tad more curated, IE, primarily picks results to create a more "coherent" result than full randomization. Shown here: Humans, Lizards, Felinids. Looks a bit boring, but that's the point.  Non-humans I left almost entirely untouched, as they generally form a more "coherent" mob from pure randomization already. ## Why It's Good For The Game Basically just aiming to perform a more "consistent" style for humonkeys and corpses. For monkeys, it doesn't make the most sense when they pop up with a giant red afro. For corpses, it's a bit hard to feel immersed in the ruins when they've all got pink and green mustaches. ## Changelog 🆑 Melbert add: Humonkeys and random corpse spawns now look more... human. /🆑 |
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4a5e8d2644 |
[MIRROR] Refactors body markings into bodypart overlays (#28241)
* Refactors body markings into bodypart overlays * Update sprite_accessories.dm * Update changeling.dm * Update mothmen.dm * Update dna.dm * Update dna.dm * Fix * Update lizardpeople.dm * Update mothmen.dm * Update sprite_accessories.dm * Update sprite_accessories.dm * Update _species.dm * Update sprite_accessories.dm --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com> |
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9842475afd |
[MIRROR] Monkeys now use height offset (and monkey tail works) (#27244)
* Monkeys now use height offset (and monkey tail works) * fix * modular fixes --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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4fd0e28f42 |
Refactors body markings into bodypart overlays (#83744)
## About The Pull Request Refactors body markings (lizard and moths) into the bodypart overlays system I've also renamed the icon states for lizard bodymarkings (downstreams with lots of lizard body markings might have problems with this) ## Why It's Good For The Game Gives us better controle over /human appearances. I didn't add any means of actually changing them on the person (aside from genetics. how would that even work? with a waterproof marker?), but makes it easy for when/if I do. Also unloads mutant_bodyparts more, moving is yet closer to full species dedatumization ## Changelog 🆑 refactor: Lizard and moth markings now use the bodypart overlay system /🆑 |
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24151d1228 |
[MIRROR] Moves "sprite accessories" (e.g. Hair, Undergarments, Mutant Bits) from GLOB to a datasystem (#27561)
* Moves "sprite accessories" (e.g. Hair, Undergarments, Mutant Bits) from `GLOB` to a datasystem * Merge branch 'master' of https://github.com/tgstation/tgstation * Moves everything I can think of to the subsystem * Seems to be working fine now * makes it compile --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Waterpig <wtryoutube@seznam.cz> |
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ae3a8acb8e |
* Turns mush cap into an extorgan
* Trimming the fat * Trimming the fat * Update mushpeople.dm * Adds colorblindness as a mild brain trauma (#76527) What the title says. The brain trauma makes the whole screen monochrome until cured.  I feel like the current pool for mild brain traumas is quite lame, this helps spice it up a bit with something that is quite annoying and distracting but not game breaking (as mild brain traumas should generally be). 🆑 add: Added colorblindness as a mild brain trauma. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fix species `var/hair_color` not being used for, well, hair color (#82168) `var/hair_color` for species was intended to be used as a "this species uses this type of hair color thing" But at some point that got completely lost and now it's only used for sprite accessories This fixes that. That means Slimepeople now have properly slimey hair. And Ethereals are less snowflake once more. 🆑 Melbert fix: Fixed Slimepeople's hair not matching their slimey colors. /🆑 * Revert "Fix species `var/hair_color` not being used for, well, hair color (#82168)" This reverts commit c4cb756. * Revert "Adds colorblindness as a mild brain trauma (#76527)" This reverts commit eb815f5. * Update _species.dm * unused var * Caps list.. * Update mushpeople.dm * Update mushpeople.dm * Update mushpeople.dm * Update mushpeople.dm * Update mushpeople.dm * Attempts to fix CI errors * Update cap.dm * Update _external_organ.dm * Update monkey.dm * Revert "Update monkey.dm" This reverts commit 29f54c8. * Revert "Update _external_organ.dm" This reverts commit 8de5ea7. * Update _external_organ.dm * Revert "Update _external_organ.dm" This reverts commit 644cc56. * Fix CI maybe? * Update cap.dm * Update DNA.dm * Some cleanup/updating to upstream * Update global_lists.dm * Mush * Update mushpeople.dm * Hopefully the last fix * Doing this differently * Update organ.dm * Update organ.dm * Update organ.dm * Update organ.dm * Update organ.dm * OK * Update organ.dm * Update podpeople.dm * maybe * Hm * Hm * Will this break things? * Revert "Will this break things?" This reverts commit bd288c6. * Test * Update organ.dm * Update organ.dm * Revert "Update organ.dm" This reverts commit ca77ff9. * Update organ.dm * . * . * . * Update snail.dm * Monkeys now use height offset (and monkey tail works) (#81598) This PR adds the ability for monkeys to wear any jumpsuit in the game, and adds support for them to wear things like coats, gloves, and shoes (though this cannot be obtained in-game and is solely achieved through admins, which I also improved a bit upon by adding a defined bitfield for no equip flags). This reverts a lot of changes from tgstation/tgstation#73325 - We no longer check height from limbs and such to bring sprites down, instead monkeys now work more similarly to humans, so the entire PR was made irrelevant, and I didn't really want to leave around dead code for the sake of having a human with longer legs. I've now also added support for Dwarfism, which makes monkeys look even smaller. Very minor change but at least now the mutation doesn't feel like it does literally nothing to monkeys (since they can already walk over tables). Here's a few examples of how it can appear in game (purely for demonstration, as it is currently intentionally made impossible to obtain in-game, though if someone wants to change that post-this PR now that support is added, feel free): Tails have been broken for a while now, the only reason you see them in-game is because they are baked into the monkey sprites. This fixes that, which means humans can now get monkey tails implanted into them (hell yeah) and monkeys can have their tails removed (also hell yeah) * Removes unneeded files * Revert "Removes unneeded files" This reverts commit 6469d37. * . * ok * Update tails.dm * Update monkey.dm * Fix monkey screenshot test * Update species.dm * Update reinf_walls.dm * Maintenance --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: vinylspiders <13398309+vinylspiders@users.noreply.github.com> |
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5f44545da8 |
Moves "sprite accessories" (e.g. Hair, Undergarments, Mutant Bits) from GLOB to a datasystem (#82847)
This is just a revitalization of #80275. ## About The Pull Request On the tin, basically demotes everything related to setting up and storing these bulky lists generated from reading `/datum/sprite_accessory` subtypes from living in a global space that will instead be in a compartmentalized subsystem for accesses. Also a lot of code modernization and micro-improvements (unquantifiable) ## Why It's Good For The Game Same exact expected results, just accessed in a different way.  There's a few reasons why I want this to happen. * The `GLOB` space is too clogged. There are at least a thousand variables on `GLOB`, and it's extremely painful to access stuff on production/local through view variables when you're debugging stuff like this. It's also painful when there is stuff that _should_ live on `GLOB` that you might want to see in VV/Debugger but are forced to either have to scroll a mile to find what you want or wait a long while for it to load. The less bulky lists we have of stored initialized datums, the better. * `make_datum_reference_lists()` is a consequence of wack stuff like this where we're reliant on certain things being initialized in the `GLOB` portion of world initialization _before_ subsystems/static variables load - most of these datum lists in the aforementioned proc doesn't _really_ need to be ready to go before `world.New()` for example. We'll sadly have to abuse `PreInit()` for now, but it really is something that has to be ready to go due the critical dependence that stuff like Preferences has on it. * We don't have to have the procs live in a global namespace either. Instead of passing in `GLOB.XList` or `DSstorage.XList` every single time, we can instead just move the proc setup on the subsystem and use `XList` in a more native fashion. * It's easier to find what you need. To me, it's a lot nicer to ctrl+click the DS and go to the variables to find something I'm looking for instead of having to scavenge around for any footprint/trace of the global I want to look for. This is more trivial than the other two, but that's something I like to think about when I go to bed. I also had to refactor a bit of the code to accommodate the limitations of the new DS system, but it should be a lot cleaner anyways. ## Changelog Not relevant --- Also nothing should have broken but it's a good thing we have screenshot unit tests to prove me wrong. |
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20c0599ce6 |
Some more mirrors again (#27366)
* Ports additional Felinid ears from Orbstation (#82066) Adds 5 new ear options from Orbstation, originally PRed in lizardqueenlexi/orbstation#360. Sprites by @Or-Fi-S. Big:  Coeurl (FFXIV Miqo'te style):  Fold:  Lynx:  Round:  Also makes it so the code guarantees that custom ears on a felinid actually count as felinid ears and not human ones, as the code wasn't checking properly when preferences were applied. There's probably a cleaner, more permanent way to do this and a refactor is needed somewhere down the line (man that sprite accessories file is getting long huh) but I'll leave that to a more competent coder. More customization options are good also Cobby said I could  🆑 add: Added 5 new Felinid ear options, ported from Orbstation! (Sprites by Or-Fi-S) /🆑 --------- Co-authored-by: _0Steven <jaydondegenerschool@gmail.com> * Standardizes object deconstruction throughout the codebase. (#82280) When it comes to deconstructing an object we have `proc/deconstruct()` & `NO_DECONSTRUCT` Lets talk about the flag first. **Problems with `NO_DECONSTRUCTION`** I know what the comment says on what it should do https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/__DEFINES/obj_flags.dm#L18 But everywhere people have decided to give their own meaning/definition to this flag. Here are some examples on how this flag is used **1. Make the object just disappear(not drop anything) when deconstructed** This is by far the largest use case everywhere. If an object is deconstructed(either via tools or smashed apart) then if it has this flag it should not drop any of its contents but just disappear. You have seen this code pattern used everywhere https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/constructable_frame.dm#L26-L31 This behaviour is then leveraged by 2 important components. When an object is frozen, if it is deconstructed it should just disappear without leaving any traces behind https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/datums/elements/frozen.dm#L66-L67 By hologram objects. Obviously if you destroy an hologram nothing real should drop out https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/modules/holodeck/computer.dm#L301-L304 And there are other use cases as well but we won't go into them as they aren't as significant as these. **2. To stop an object from being wrenched ??** Yeah this one is weird. Like why? I understand in some instances (chair, table, rack etc) a wrench can be used to deconstruct a object so using the flag there to stop it from happening makes sense but why can't we even anchor an object just because of this flag? https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/objs.dm#L368-L369 This is one of those instances where somebody just decided this behaviour for their own convenience just like the above example with no explanation as to why **3. To stop using tools to deconstruct the object** This was the original intent of the flag but it is enforced in few places far & between. One example is when deconstructing the a machine via crowbar. https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L811 But machines are a special dual use case for this flag. Because if you look at its deconstruct proc the flag also prevents the machine from spawning a frame. https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L820-L822 How can 1 flag serve 2 purposes within the same type? **4. Simply forget to check for this flag altogether** Yup if you find this flag not doing its job for some objects don't be surprised. People & sometimes even maintainers just forget that it even exists https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/items/piggy_bank.dm#L66-L67 **Solution** These are the main examples i found. As you can see the same flag can perform 2 different functions within the same type and do something else in a different object & in some instances don't even work cause people just forget, etc. In order to bring consistency to this flag we need to move it to the atom level where it means the same thing everywhere. Where in the atom you may ask? .Well, I'll just post what MrMelbert said in https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862 > ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION handling as it wants, Yup that's the ideal case now. This flag is checked directly in `deconstruct()`. Now like i said we want to give a universal definition to this flag and as you have seen from my examples it is used in 3 cases 1) Make an object disappear(doesn't dropping anything) when deconstructed 2) Stop it from being wrenched 3) Stop it from being deconstructed via tools We can't enforce points 2 & 3 inside `deconstruct()` which leaves us with only case 1) i.e. make the object disappear. And that's what i have done. Therefore after more than a decade or since this flag got introduced `NO_DECONSTRUCT` now has a new definition as of 2024 _"Make an object disappear(don't dropping anything) when deconstructed either via tools or forcefully smashed apart"_ Now i very well understand this will open up bugs in places where cases 2 & 3 are required but its worth it. In fact they could even be qol changes for all we know so who knows it might even benefit us but for now we need to give a universal definition to this flag to bring some consistency & that's what this PR does. **Problem with deconstruct()** This proc actually sends out a signal which is currently used by the material container but could be used by other objects later on. https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/objects/obj_defense.dm#L160 So objects that override this proc should call its parent. Sadly that isn't the case in many instances like such https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/machinery/deployable.dm#L20-L23 Instead of `return ..()` which would delete the object & send the signal it deletes the object directly thus the signal never gets sent. **Solution** Make this proc non overridable. For objects to add their own custom deconstruction behaviour a new proc has been introduced `atom_deconstruct()` Subtypes should now override this proc to handle object deconstruction. If objects have certain important stuff inside them (like mobs in machines for example) they want to drop by handling `NO_DECONSTRUCT` flag in a more carefully customized way they can do this by overriding `handle_deconstruct()` which by default delegates to `atom_deconstruct()` if the `NO_DECONSTRUCT` flag is absent. This proc will allow you to handle the flag in a more customized way if you ever need to. 1) I'm goanna post the full comment from MrMelbert https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862 > ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION handling as it wants, but there's a shocking lack of consistency around NO_DECONSTRUCTION, where some objects treat it as "allow deconstruction, but make it drop no parts" and others simply "disallow deconstruction at all" This PR now makes `NO_DECONSTRUCTION` handled by `deconstruct()` & gives this flag the consistency it deserves. Not to mention as shown in case 4 there are objects that simply forgot to check for this flag. Now it applies for those missing instances as well. 2) No more copying pasting the most overused code pattern in this code base history `if(obj_flags & NO_DECONSTRUCTION)`. Just makes code cleaner everywhere 3) All objects now send the `COMSIG_OBJ_DECONSTRUCT` signal on object deconstruction which is now available for use should you need it 🆑 refactor: refactors how objects are deconstructed in relation to the `NO_DECONSTRUCTION` flag. Certain objects & machinery may display different tool interactions & behaviours when destroyed/deconstructed. Report these changes if you feel like they are bugs /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Makes attempting to refresh the logs not just throw a runtime error (#82432) ## About The Pull Request Really all this seems to be is a mismatch between the tgui and dm side of the menu. https://github.com/tgstation/tgstation/blob/3c71b14df0957749f31fb2e678130daf4cfb3250/tgui/packages/tgui/interfaces/LogViewer.tsx#L71 https://github.com/tgstation/tgstation/blob/3c71b14df0957749f31fb2e678130daf4cfb3250/code/modules/logging/log_holder.dm#L110-L113 Making these line up by renaming `re-render` to `refresh` seems to make it work just fine, and not just throw an error. ## Why It's Good For The Game Life tends to be better when refreshing to see new runtimes doesn't just add its own lovely little runtimes.   And then not show them til you re-open the window cause it doesn't refresh. ## Changelog 🆑 admin: Refresh button on the View Round Logs menu actually works, instead of just adding a runtime to the logs (and not updating them). /🆑 * Creates a "busy" animation for players (#82416) Little indicator above a player when they're currently doing something. <details> <summary>vids</summary> Perspective: You are the moth  Hides under runechat  </details> Todo: - [x] Feedback? - [x] Sneaky params so it doesn't spoil your stealth run - [x] Possible refactor - [x] Probably missed some "sneaky" actions - [x] coggers <details> <summary>sound on:</summary> https://github.com/tgstation/tgstation/assets/42397676/ad71c567-0202-4158-ba50-c2946375f988 </details> 🆑 jlsnow301, infraredbaron add: Added a new UI element over players that are interacting, building, etc. /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> * New operative reinforcement option: Intelligence Overwatch Agent (#82307) ## About The Pull Request Introducing a new Nuclear Operative reinforcement option: The Overwatch Intelligence Agent. Equipped with multi-hudglasses, they have an advanced camera console, station alerts, and bodycams of every operative! If something can be known, they will know about it. They can also remotely pilot your ship. Finally, everyone can ride in the Steel Rain without getting stuck on the station! This role spawns in the formerly unused outpost just north of the nukie base. With a few shelves of supplies and some tools in the back room, they can set up their workplace however they like. This also gives them something to work on while they wait for the operatives to gear up.  As you can see, it's rather cramped and the lights are quite dim in the backroom. Set it up however you like, this is how I did mine:  Total price? 12 TC per agent. It might get a bit cramped, but you could buy a second to make sure the first guy doesn't get lonely! This turned into a 30-commit ugly because the bodycams were originally meant to be accomplished via a refactoring of the spyglass kit. Big mistake that made me shelve the project -- until Melbert's simple bodycam component conveniently did exactly what I needed in a much simpler way. ## Why It's Good For The Game Having a "guy in the chair" for your kickass murder operator squad enables more brainy strategizing, and is thematically sound. Also, nukies have the opportunity to bring in another player to participate in the fun! ## Changelog 🆑 Rhials add: Nuclear Operatives now purchase an Intelligence Agent, who can watch cameras and bodycams, move the shuttle, and provide radio support. Only 12 Telecrystals! /🆑 * re-adds list of components for admins to remove (#82461) ## About The Pull Request The list of components on a mob when admins try to remove one didn't actually show them, now it does.  ## Why It's Good For The Game Messing with components/elements on mobs are such a pain, in this case was broken entirely.  ## Changelog 🆑 admin: Removing components button now lists components to remove /🆑 * Reboots the CNS Rebooter Implant. (#82441) ## About The Pull Request The CNS Rebooter Implant will now pull you out of stuns and stamcrit, while granting you a few seconds of stun immunity, comes with a 60 seconds cooldown ## Why It's Good For The Game The CNS Rebooter Implant is a strong candidate for the absolute worst implant in the game, it caps your stuns at 4 seconds (which is plenty of time to get murdered) and does nothing to prevent stamina damage, for something accessible in one of the latest research nodes and in the nukie uplink it should perform better than it does now. Besides, the game is in dire need for more tools to keep the stun meta at bay, and this is a good place to start. This PR makes it so the rebooter will bail you out stamcrit every 60 seconds, along with giving you a few seconds of immunity to run away or get a couple of hits in. ## Changelog 🆑 balance: CNS Rebooter Implant will now pull you out of stamcrit and grant you a few seconds of stun immunity /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * Fix "Aheal" for ears deafness (#82448) ## About The Pull Request Make the admin button "Aheal" and Magic Wand of Healing (resurrection) actually full heal carbon's Ears. File _ears.dm contains timer variable "deaf" that should be updated to 0 after complete healing. But I think this must be properly code-refactored because looks like it's just duplicates(?) standart variable "damage" for organ type. ## Why It's Good For The Game Aheal - means FULLY HEAL. ## Changelog 🆑 fix: aheal now properly heals ears deafness /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * Medipens can't have reagents removed from them anymore. (#82451) ## About The Pull Request This will be needed for https://github.com/tgstation/tgstation/pull/82449 because this removes the machine's ability to make infinite chems. Basically in https://github.com/tgstation/tgstation/pull/29139 they removed medipen's ability to have reagents injected into them, but never removed the ability to take reagents out. You could take a syringe, remove all chemicals from a medipen, put the main ingredient in a medipen refiller, then refill. You could do this right now on live servers with an epipen for infinite formaldehyde. This doesn't affect the hypospray. ## Why It's Good For The Game Removes a way of infinitely making reagents with a medipen refiller and also removes a dumb mechanic. You could take all chemicals out of an EHMS autoinjector, which removes the visual and feedback tell to the target that they've been injected, and even with 0 chemicals they get the disease anyways. You could buy medipens as a miner, take the chemicals out, and put them in a syringe or pill that you can inject yourself instantly with. You can take otherwise hard-to-get chemicals like fungal TB's 2-use cure injector, and make 40 cure pills instead. ## Changelog 🆑 fix: You can no longer take chemicals out of medipens with a syringe. /🆑 * Search string in catalogs in char prefs (#82423) * actually just removes stamina damage and knockdown from punches (#82400) removes punch knockdowns and stamina damage from them knockdown punches were also around the time disarm could just hardstun you to RNG this is dumb so we remove that also watermelon supposedly wanted to remove stamina damage from punches so idk about that anyway so this is a problem because you could be randomly floored by sheer luck through thick plates of metal and is overall not a very fun thing to play against especially with northstar gloves resolves unfun RNG by removing knockdowns and does something watermelon wanted by removing stam damage from it 🆑 balance: punches no longer knock down or deal stamina damage /🆑 * Fix slime `check_item_passthrough` effect (#82484) ## About The Pull Request This proc expects a user but is not passed one. ## Changelog 🆑 Melbert fix: Items will properly pass through slime on occasion /🆑 * Basic mobs now use z-level turnoff instead of simple (#82469) ## About The Pull Request On one compile of MetaStation, I saw that there's 45 basic mobs on the station, 256 on lavaland (the number growing from tendrils), and 59 in all other z levels combined. While we do expect Lavaland to be visited every round, at least it won't be running during the times when no one is there, but even more importantly, space exploration is something not done every round, so we don't have any reason to waste our resources on AIs that will never be interacted with. Simple animals had an easy solution to this: If no one is on the Z level, their AI turns off If someone is on the Z level, they are idle unless needed. The last simple animals that exists right now are bots, megafauna, geese, gondolas, and some minor ones like mimic, zombie, dark wizard, soulscythe, etc. Point is, we're very much nearly done going through all simple animals, so this code is being wasted just to ensure things like cleanbots won't work if no one is on the z level, something I doubt happens often, so I took their code and made it work for basic mobs instead. I could've done both but I thought it would look very bad, and maybe this is a good incentivize to get more basic mob conversions. There's one major change here and it's that we're missing the "Idle" mode, some basic mobs like the Lavaland village seems to be made with intent that they'll be running even if players aren't around, so this sets up a future PR that makes idle AI easier to add, and I want to make sure those cases are taken into account. ## Why It's Good For The Game We don't need to always be processing these basic mobs, and sets us in the future to hopefully also implement idle AIs. ## Changelog 🆑 balance: Basic mob AIs with no mobs on the Z level now stop. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * adds preferences to transhumanist (#82435) ## About The Pull Request You may remember this, that's because I accidentally deleted it before while trying to change things. Anyways! Adds drop-down selections and new options to transhumanist. also fixes a minor typo Previously, you could choose your replaced limb by taking prosthetic limb, setting what you want changed, and then switching to transhumanist, since they used the same preference previously. ## Why It's Good For The Game Transhumanist felt strange because it was hypothetically a voluntary operation, but the augmentation clinic just spun the wheel on what you got replaced. From a role-playing perspective, being unable to choose is uninteresting and confusing. Also it always says your limb being was being replaced with a robotic arm and that annoyed me. Now that you are able to select your replacement part, I've added two new options, the robotic voice box, good for a more prominent change then a limb that will be hidden for most of a round, and flashlight eyes, for when you are truly committed to being rushed directly to robotics seeing the bright future ahead of humanity! ## Changelog 🆑 add: Transhumanist now allows you to select your augmentation add: Transhumanist can now provide a robotic voice box, or flashlight eyes spellcheck: Transhumanist's roundstart text has been re-written to not be wrong /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Watcher wreaths; Normal and Icewing varieties (#82457) Adds Watcher Wreaths. An item that makes it look like you have a slightly floating thorn crown that you can make from some of their material parts (and the icewing crusher trophy for the icewing variant). The wreath has emissives. They don't do anything mechanically, they're just for show.    I really like the whole thing with turning lavaland monsters into trophies and cosmetics. Going down and coming back up looking like someone who just crawled through a horror movie and took some souvenirs is great. Stuff like the trophy accessories, bone and drake armor and many of the various lavaland items have this quality, and it always amuses me when a tech sees a dressed up miner and just goes 'holy shit, where did you get that'? Drip is the ultimate reward for playing miner. Nobody can tell me otherwise. this is the endgame every miner craves. And I crave a goddamn crown made from the broken remains of my enemies. 🆑 add: Watcher wreaths. Made from the mangled remains of a watcher, now a handsome accessory for you to wear a few inches behind your head. Comes in Normal and Icewing variants. add: Some bounties for the two variants of watcher wreaths. /🆑 * CHEAP_HYPOTENUSE() no longer makes the differences between the coordinates absolute. (#82468) ## About The Pull Request CHEAP_HYPOTENUSE() no longer absolutes the differences between the coordinates. ## Why It's Good For The Game It gets squared so it doesn't need to be done. * Neutered symptoms no longer activate (#82467) ## About The Pull Request Stops activation of all neutered symptoms in a advanced disease. ## Why It's Good For The Game Closes https://github.com/tgstation/tgstation/issues/68944 ## Changelog 🆑 fix: Narcolepsy is no longer activated while neutered. /🆑 * Fixes the color matrix editor (#82478) ## About The Pull Request It was sending back stringified numbers as inputs. This came from a typescript cleanup pr from sync (#82000) and was ultimately caused by a... I think misunderstanding of how the color list works (#67967) ## Why It's Good For The Game Works like a charm now, which is good cause I use it a lot ## Changelog 🆑 fix: The color matrix editor now works properly again /🆑 * Hats no longer cover mouths (#82498) * Fixes banned/days remaining preferences display for non-dynamic ruleset antagonists. (#82506) * Reverts reversion: tgui will 516 or else (#82527) ## About The Pull Request Context: #82522 Apparently you cant just stuff the byond helper functions into an external js file, but if you do, byond won't even let you know its a problem until the servers crash and you have to run `bin/clean` just to unbork your entire repo This reimplements the changes from #82473 without: - moving the byond helper functions externally - causing a tooltip render issue in panel ## Why It's Good For The Game 516 prep (again this time) * Final Objective: Battle Royale (#82258) ## About The Pull Request Adds a new final objective option with a classic premise; the forced battle to the death. The concept is that the Syndicate will provide you with an implanter tool you can use on an arbitrary number of crew members. Once you have at least 6 (though there is no ceiling) you can activate the implants to start the Battle Royale and broadcast the perspectives of everyone you implanted live to the entertainment monitor. After activation these implants cause you to explode upon death. If at the end of 10 minutes, more than one person remains unexploded then all of the remaining implants will detonate simultaneously. Additionally, one of the station's departments (Medbay, Cargo, Science, or Engineering) will be chosen as the arena. If after 5 minutes pass you're not within that department (or if you leave it after that time has passed) then you will be killed. The Syndicate plan on both using the recorded footage to study Nanotrasen technology, and also to sell it as an underground blood sport, and so have employed a pirate broadcasting station to provide colour commentary. The implantation is silent, however it requires you and your target to be adjacent and stood still for one and a half seconds. Once implanted, it will occasionally itch and eventually signal to the implantee that something is up, so once you start implanting someone you're on a soft timer until you are given away. You can also implant yourself if you want to do that for some reason. Removing an implant from someone has a 70% chance of setting it off instantly, but it _is_ possible. If the implant is exposed to EMP, this value is randomised between 0 and 100%. You could also try doing surgery while the patient is wearing a bomb suit or something, that puzzle is for you to solve and I'm not going to tell you the answers. I'm sure you'll think of ones I haven't. ## Why It's Good For The Game Adds a somewhat more down-to-earth but still hopefully exciting and threatening option which should let people mess around with the sandbox. The mutual death element provides some roleplaying prompts; nothing actually _forces_ you to fight apart from fear of death and it may be possible to find other ways to survive, or perform some kind of solidarity behaviour with your fellow contestants. Maybe you'll try that but one of your fellow contestants just wants to be the last survivor anyway. Maybe you'll pretend you're setting up some kind of mutual survivorship thing in order to make sure you're the sole survivor. Gives some people to watch on the bar TV channel. The crew apparently love playing Deathmatch while dead so we might as well enable doing it while alive. Also I'm going to follow this up with a separate PR to remove the Space Dragon objective and it felt like it'd be a good idea to do one out one in ## Changelog 🆑 add: Adds a new Final Objective where you force your fellow crew to fight to the death on pain of... death. /🆑 --------- Co-authored-by: _0Steven <jaydondegenerschool@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: EnterTheJake <102721711+EnterTheJake@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Artemchik542 <32270644+Artemchik542@users.noreply.github.com> Co-authored-by: Yaroslav Nurkov <78199449+AnywayFarus@users.noreply.github.com> Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> Co-authored-by: Skeleton-In-Disguise <49223093+Skeleton-In-Disguise@users.noreply.github.com> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com> Co-authored-by: FlufflesTheDog <piecopresident@gmail.com> Co-authored-by: AnturK <AnturK@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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611c48be40 |
Monkeys now use height offset (and monkey tail works) (#81598)
This PR adds the ability for monkeys to wear any jumpsuit in the game, and adds support for them to wear things like coats, gloves, and shoes (though this cannot be obtained in-game and is solely achieved through admins, which I also improved a bit upon by adding a defined bitfield for no equip flags). This reverts a lot of changes from https://github.com/tgstation/tgstation/pull/73325 - We no longer check height from limbs and such to bring sprites down, instead monkeys now work more similarly to humans, so the entire PR was made irrelevant, and I didn't really want to leave around dead code for the sake of having a human with longer legs. I've now also added support for Dwarfism, which makes monkeys look even smaller. Very minor change but at least now the mutation doesn't feel like it does literally nothing to monkeys (since they can already walk over tables). Here's a few examples of how it can appear in game (purely for demonstration, as it is currently intentionally made impossible to obtain in-game, though if someone wants to change that post-this PR now that support is added, feel free): Tails have been broken for a while now, the only reason you see them in-game is because they are baked into the monkey sprites. This fixes that, which means humans can now get monkey tails implanted into them (hell yeah) and monkeys can have their tails removed (also hell yeah) |