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84 Commits

Author SHA1 Message Date
Alexis 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

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2026-05-16 00:56:00 +02:00
SyncIt21 2aea95a970 Dimensional anomaly transformed airlocks save their cycling id (#94652)
## About The Pull Request
- Fixes #94061

## Changelog
🆑
fix: dimensional anomaly transformed airlocks save their cycling id
/🆑
2025-12-31 11:48:24 -05:00
MrMelbert a9b0ecb7d0 Weather anomaly (#94509)
## About The Pull Request

A weather anomaly can spawn on the station, causing a sandstorm,
snowstorm, or rainstorm to affect the room (and nearby rooms). These
weathers range from "harmless" to "mildly damaging".

They last for around five minutes.
The weather doesn't start immediately, giving people time to neutralize
it before it causes damage.
Neutralizing the anomaly stops the weather. 
If they detonate, it just throw objects away from itself.

<img width="407" height="225" alt="image"
src="https://github.com/user-attachments/assets/2de1b797-2b17-442c-9023-11085b4849cf"
/>

<img width="991" height="674" alt="image"
src="https://github.com/user-attachments/assets/afe5a21d-9cf8-4e9d-95ec-adef6fd12a93"
/>

A rarer version of the anomaly can also occur, which brings a lightning
storm, which may damage the station itself.

Also, reactive weather armor. When you are hit, it summons a lightning
strike below nearby assailants.

## Why It's Good For The Game

With the added rain mechanics I wanted to use them, but it's kinda hard
to shoe them into the station because, "why is it raining on a space
station that makes no sense"

However, anomalies are weird, so this fits perfectly

## Changelog

🆑 Melbert
add: Weather anomalies, in four variants: Rain, snow, sand, and the rare
lightning storm.
add: Reactive Weather Armor
/🆑
2025-12-20 12:33:10 -05:00
Aliceee2ch 8ee1cd2474 Makes EMP logs less bad (#93841)
## About The Pull Request

closes #93805

## Why It's Good For The Game

we actually have almost no emp logging at all lol, not even emp chem
reaction, so you barely can track potential griefer?

## Changelog

🆑
admin: EMP logs are improved, additionally chemical EMP reactions are
now logged.
/🆑
2025-11-09 14:46:10 +01:00
Pickle-Coding 0eebcc0f54 Fixes supermatter anomalies being able to drop anomaly cores. (#93611)
## About The Pull Request
Readds the drops_core argument for determining whether an anomaly is
capable of dropping a core through any means possible.

## Why It's Good For The Game
For intended behaviour of the supermatter.

## Changelog

🆑
fix: Supermatter anomalies no longer drop anomaly cores.
fix: Fix supermatter flux anomalies from sm delam not emping or
whatever.
/🆑
2025-10-29 01:02:47 +01:00
Ghom b6c3e8f6d5 [NO GBP] Fixes dimensional anomalies duplicating airlocks (#93403)
## About The Pull Request
The code assumed that req_access and req_one_access weren't null. A
mistake that led to runtime errors, preventing the old airlock from
being deleted among other things.

## Why It's Good For The Game
This will fix https://github.com/tgstation/tgstation/issues/93355.

## Changelog

🆑
fix: Fixed dimensional anomalies duplicating airlocks
/🆑
2025-10-12 15:25:21 +03:00
Ghom 96e9ed833b airlocks affected by dimensional anomalies retain their access (#93148)
## About The Pull Request
I'm not sure if to classify this as a fix or small balance detail, but I
don't think dimensional anomalies should nuke airlock access and other
things, such as unrestricted sides, locks and emergency access, when
transformed it into another airlock.

## Why It's Good For The Game
Dimensional anomalies are supposed to fuck up with the aesthetics of the
room. This is more of a side effect of the fact "transformed" objects
are actually deleted and new ones placed in their stead. This also
extends to dimensional bomb cores. Dimensional reactive armors don't
fuck with doors and objects, only spawn some cades and change turfs.
2025-09-28 01:47:06 -05:00
Ghom bca5da6a15 Updates bluespace anomaly detonation proc (#93072)
## About The Pull Request
The bluespace anomaly had some problems with teleporting mobs that it
shouldn't teleport. Also it relied on `Move()` and `ForceMove()`
directly rather than `do_teleport()`. This PR also updates its code a
little.

## Why It's Good For The Game
This should fix https://github.com/tgstation/tgstation/issues/77261.

## Changelog

🆑
fix: Bluespace anomalies should no longer teleport 'un-teleportable'
mobs like anchored AIs or megafauna.
/🆑
2025-09-23 17:40:21 +03:00
Leland Kemble c5fb468d54 fixes "whispering" misspelling for the hallucination anomaly (#92526)
## About The Pull Request

#92525

## Why It's Good For The Game

fixes #92525

## Changelog
🆑

spellcheck: whispering now spelled correctly

/🆑
2025-08-12 18:27:31 -04:00
necromanceranne 2b0a824132 Changes flux anomalies and gravity anomalies to be a little less horrible to deal with. (#92216)
## About The Pull Request

Flux anomalies, when they detonate, do a minor explosion and emit a wide
EMP pulse. This can cause a lot of damage in its own right, but it won't
syndicate bomb a random section of the station anymore.

Gravity anomalies

A) No longer have the click catching giant image floating above it
anymore.
B) No longer chain hardstuns you if you get too close every time it
ticks. Instead, it knocks you down. You can also avoid this effect by
wearing magboots.
C) Also doesn't throw literally every object in an area around it
straight into you every time it ticks. Instead, it does so only 20% of
the time.

Long range gas analyzers can now scan anomalies.

## Why It's Good For The Game

> Flux 

A really annoying anomaly and one that I think has caused several
shuttle calls in its time. If you don't catch it, it blows up a segment
of the station entirely at random. This thing can almost be as bad as a
vortex in some contexts. A giant EMP can still be pretty destructive,
but it isn't quite at the same level as a giant explosion and I suspect
not shuttle call worthy. The minor explosion will at most trash a room.

> Gravity

I literally do not understand how anyone was supposed to disable these.
I literally gave up years ago even trying to catch them. They're
practically designed to kill you for trying. The click catching warp
effect not only looked kind of lame, but it just straight up stopped you
being able to disable them (mouse opacity doesn't work here and I tried,
it redirects clicks to other tiles for some godawful reason, probably
byond weirdness). You had to spam click a LOT to even try.

On top of that, it just stuns you? It literally just stuns you if you
approach it? And magboots can't help you to avoid that? What the fuck
are you _supposed_ to do to avoid that?

Also it can just instantly kill you if you approach it and it gathered
enough stuff because it will just keep slapping you with every loose
object within a radius around itself? At speed 5 so things that don't
normally embed will embed?

So it mulches you for approaching it, chain hardstuns you for
approaching it, and it deliberately intercepts clicks in a completely
unintuitive fashion even if you do manage to click it. You need to
approach it to stop it. A recipe for disaster. Fuck that.

> Analyzer

It was annoying this wasn't able to do this already!

## Changelog
🆑
balance: Gravity anomalies can be properly clicked. Rather than chain
stunning you, the anomaly will knock you down. You can avoid the
negatives of gravity anomalies by wearing magboots. (Yes, it did not
really protect you until now)
balance: Flux anomalies detonate in a much smaller explosion, but
release a wide EMP as well.
balance: Long range gas analyzers can now scan anomalies.
/🆑
2025-08-07 13:47:35 -04:00
LemonInTheDark 488986d7be Render plate code cleanup, moves game effects up to the lit game plate (#92357) 2025-07-30 13:19:13 +02:00
Jacquerel 7146a6bb10 Platforms (#91559)
## About The Pull Request


![image](https://github.com/user-attachments/assets/32a5f39a-59b8-46c3-8418-1a089379d6a4)

This PR adds "platforms" to the game, a port of the window frames from
the Wallening branch but with no windows attached.
You can craft them with two stacks of many kinds of materials.
Functionally they're basically just tables for standing on and act as a
decorative tool allowing you to make raised areas like stages.
Largely as far as I can tell I _think_ these were sprited by @Krysonism
although it's a little hard to check if there's any that were done by
someone else.

You can walk directly from tables to platforms (and crates) and vice
versa. You can also tableslam people onto them.

This PR also comes with "steps" (AKA small stairs)
You can use steps to walk onto platforms (or tables, or crates) without
needing to do the climbing action first.

![dreamseeker_umhbakZ4lE](https://github.com/user-attachments/assets/675e815b-8901-49d2-81b1-64ef7a56cd31)
If you try to run through them the wrong way you will trip.
Right now they only come in "Iron" flavour. Maybe one day someone will
sprite some wooden ones, or other varieties.

Basically the intention is to use them to build a little stage or altar
or maze or something. They don't have a lot of non-decorative purpose.

Don't be alarmed by the touched files list. It's mostly sprites and
there's barely even any code in this PR. It's almost entirely elements
and boilerplate.

## Why It's Good For The Game

Mappers keep asking me to add these.
Salvages some sprites from the Wallening project which we can still use.
You can make a really really big multitile pizza.

## Changelog

🆑 Jacquerel, Smartkar, sprites by Kryson
add: Added "platforms", or "half-walls" which are a kind of decorative
block similar to tables which you can walk around on.
add: You can walk freely between tables, platforms, and crates that
happen to be near tables or platforms.
add: You can construct iron steps to traverse tables and platforms
without needing to climb on, but try not to trip over them.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2025-07-11 07:21:02 +00:00
MrMelbert 4c277dc572 Dynamic Rework (#91290)
## About The Pull Request

Implements https://hackmd.io/@tgstation/SkeUS7lSp , rewriting Dynamic
from the ground-up

- Dynamic configuration is now vastly streamlined, making it far far far
easier to understand and edit

- Threat is gone entirely; round chaos is now determined by dynamic
tiers
   - There's 5 dynamic tiers, 0 to 4.
      - 0 is a pure greenshift.
- Tiers are just picked via weight - "16% chance of getting a high chaos
round".
- Tiers have min pop ranges. "Tier 4 (high chaos) requires 25 pop to be
selected".
- Tier determines how much of every ruleset is picked. "Tier 4 (High
Chaos) will pick 3-4 roundstart[1], 1-2 light, 1-2 heavy, and 2-3
latejoins".
- The number of rulesets picked depends on how many people are in the
server - this is also configurable[2]. As an example, a tier that
demands "1-3" rulesets will not spawn 3 rulesets if population <= 40 and
will not spawn 2 rulesets if population <= 25.
- Tiers also determine time before light, heavy, and latejoin rulesets
are picked, as well as the cooldown range between spawns. More chaotic
tiers may send midrounds sooner or wait less time between sending them.

- On the ruleset side of things, "requirements", "scaling", and
"enemies" is gone.
- You can configure a ruleset's min pop and weight flat, or per tier.
- For example a ruleset like Obsession is weighted higher for tiers 1-2
and lower for tiers 3-4.
- Rather than scaling up, roundstart rulesets can just be selected
multiple times.
- Rulesets also have `min_antag_cap` and `max_antag_cap`.
`min_antag_cap` determines how many candidates are needed for it to run,
and `max_antag_cap` determines how many candidates are selected.

- Rulesets attempt to run every 2.5 minutes. [3]

- Light rulesets will ALWAYS be picked before heavy rulesets. [4]

- Light injection chance is no longer 100%, heavy injection chance
formula has been simplified.
- Chance simply scales based on number of dead players / total number
off players, with a flag 50% chance if no antags exist. [5]

[1] This does not guarantee you will actually GET 3-4 roundstart
rulesets. If a roundstart ruleset is picked, and it ends up being unable
to execute (such as "not enough candidates", that slot is effectively a
wash.) This might be revisited.

[2] Currently, this is a hard limit - below X pop, you WILL get a
quarter or a half of the rulesets. This might be revisited to just be
weighted - you are just MORE LIKELY to get a quarter or a half.

[3] Little worried about accidentally frontloading everything so we'll
see about this

[4] This may be revisited but in most contexts it seems sensible. 

[5] This may also be revisited, I'm not 100% sure what the best / most
simple way to tackle midround chances is.

Other implementation details

- The process of making rulesets has been streamlined as well. Many
rulesets only amount to a definition and `assign_role`.

- Dynamic.json -> Dynamic.toml

- Dynamic event hijacked was ripped out entirely.
- Most midround antag random events are now dynamic rulesets. Fugitives,
Morphs, Slaughter Demons, etc.
      - The 1 weight slaughter demon event is gone. RIP in peace. 
- There is now a hidden midround event that simply adds +1 latejoin, +1
light, or +1 heavy ruleset.

- `mind.special_role` is dead. Minds have a lazylist of special roles
now but it's essentially only used for traitor panel.

- Revs refactored almost entirely. Revs can now exist without a dynamic
ruleset.

- Cult refactored a tiny bit. 

- Antag datums cleaned up.

- Pre round setup is less centralized on Dynamic.

- Admins have a whole panel for interfacing with dynamic. It's pretty
slapdash I'm sure someone could make a nicer looking one.


![image](https://github.com/user-attachments/assets/e99ca607-20b0-4d30-ab4a-f602babe7ac7)


![image](https://github.com/user-attachments/assets/470c3c20-c354-4ee6-b63b-a8f36dda4b5c)

- Maybe some other things.

## Why It's Good For The Game

See readme for more info.

Will you see a massive change in how rounds play out? My hunch says
rounds will spawn less rulesets on average, but it's ultimately to how
it's configured

## Changelog

🆑 Melbert
refactor: Dynamic rewritten entirely, report any strange rounds
config: Dynamic config reworked, it's now a TOML file
refactor: Refactored antag roles somewhat, report any oddities
refactor: Refactored Revolution entirely, report any oddities
del: Deleted most midround events that spawn antags - they use dynamic
rulesets now
add: Dynamic rulesets can now be false alarms
add: Adds a random event that gives dynamic the ability to run another
ruleset later
admin: Adds a panel for messing around with dynamic
admin: Adds a panel for chance for every dynamic ruleset to be selected
admin: You can spawn revs without using dynamic now
fix: Nuke team leaders get their fun title back
/🆑
2025-06-25 17:36:10 -07:00
Rhials f6acb2a7e8 [NO GBP] Supermatter-spawned hallucination anomalies don't spawn decoys (#91634) 2025-06-21 03:16:22 +02:00
SmArtKar 1e0668802c Planecube Optimizations and Job Security: Part One (#91696)
## About The Pull Request

This is an atomized revival of #82419, with this part containing the
simplest of its features:
- Fixes AO pref refreshing the wrong plane, thus not updating until you
swap bodies
- Removes supermatter's copypasted warp effect
- Culls distortion effects when they're not in use because its a chonky
filter
- Hides the escape menu when its, well, hidden
- Fixes hide_highest_offset not working upon parent's creation (we're so
good at our jobs hell yeah)
- Replaces runechat's AO dropshadow with an outline, because its barely
visible due to low opacity.

## Why It's Good For The Game

Our rendering performance is shit and we need to improve it, and the
first step in this task is optimizing planecube's simplest parts. The
next step is conditional culling, better non-multiz handling and
parallax rework/removal, but all of those need to be atomized as to
prevent the PR from sharing the fate of the original.

## Changelog
🆑
fix: Ambient Occlusion pref should now update immediately upon being
changed, instead of having to swap bodies or waiting for server restart
to get it updated.
code: Slightly improved rendering code/performance just a tiny bit.
/🆑
2025-06-18 21:00:23 -07:00
SmArtKar 79fae4eda2 Fixes weird pipe/vent/cable rendering under glass and catwalk floors (#91454)
## About The Pull Request

Changes some logic in underfloor object and atmos component rendering to
make them look nicer when visible, but not accessible under floors. Also
changes how catwalks get rendered to improve their visuals when opened.

Before:


![image](https://github.com/user-attachments/assets/217070c6-3df7-4a25-8e83-557601f87d36)

After:


![image](https://github.com/user-attachments/assets/e568176f-c116-4a30-8212-6c6b879ed847)

## Why It's Good For The Game

Makes pipes look less shit. The rendering curse reigns eternal.

## Changelog
🆑
fix: Fixed vents and pipes partially poking out from under glass and
catwalk floors
/🆑
2025-06-08 16:03:18 +00:00
Jacquerel 96976c0b9a Regal Rat cleanup & minor changes (#91012)
## About The Pull Request

Since #90505 added another entry to it the Regal Rat Riot ability, which
turns maintenance creatures into versions loyal to the rat, has become
sort of unmanageable (and to be honest it was a bit gross to start
with).
Instead of having a big if/else list (which was making the same range
check multiple times...) that sets stats on a bunch of mobs, I delegated
it to the mobs themselves and instead of changing some stats of the
existing mobs we just turn them into a new mob which can be spawned or
placed separately by mappers or admins if they want.

Other stuff I changed:

Riot (the ability which transforms mobs into minions) no longer spawns a
mouse if it fails to find anything. Instead you have a chance to fish
mice out of disposals bins while digging out trash and items.

Domain is now a toggle which activates itself every 6 seconds rather
than a button you manually click every 6 seconds.

Riot makes a visual effect when used.

Rare Pepe randomisation is done via a random spawner instead of the mob
modifying a bunch of its own properties in Initialise.

A bunch of mobs now automatically follow you after being tamed. I wrote
this assuming I was going to add it to the rioted mobs but then didn't
end up doing that because you might want them to immediately attack
someone.
My rule of thumb is that if I think you'd want the mob to attack someone
the moment it is befriended I didn't add this and if you wouldn't I did.

I changed some of the regal rat minion names, and some of them can now
spawn from gold slime which couldn't before.

## Why It's Good For The Game

This proc sucked and now it's nicer.

As for the other changes;
- A tamed mob immediately following you is nice feedback and saves you a
click as it's likely to be your first action. Also removes some admin
panel shitcode I added.
- I changed Domain to a toggle because you generally want to use it on
cooldown and someone suggested it on this PR and it sounded like a good
idea.
- I saw someone in Discord complaining that the previous flow of
recruiting rats by hitting Riot with nothing around to summon one,
waiting, hitting it again to convert one rat, and waiting again was
tedious and annoying which I agree with.
This method improves the quality of life by separating these two actions
but _also_ as a side effect reduces a regal rat's ability to secretly
stockpile 50 rats in a hidden maintenance room because most disposal
bins are in slightly more visible areas, they'll actually need to go and
make a mess somewhere someone can see them.


## Changelog

🆑
balance: Regal Rats can now grab mice out of disposal bins, and no
longer spawn them with the Riot ability.
balance: The Riot ability no longer needs to be used once for each
slightly different kind of mob in your radius.
balance: The Regal Rat Domain ability is now toggled on and off.
balance: Several kinds of mob will immediately start following you once
tamed.
balance: Rats, hostile frogs, and evil snails can be created via gold
slime reaction.
/🆑
2025-05-11 04:52:20 +03:00
SmArtKar c240f685fb Immortal pyro anomalies no longer (unsuccessfully) attempt to spawn pyro slimes (#89916)
## About The Pull Request

Closes #89910

## Changelog
🆑
fix: Immortal pyro anomalies no longer (unsuccessfully) attempt to spawn
pyro slimes
/🆑
2025-03-09 14:44:43 -04:00
Bloop 37a1801ca1 Stops anomalies from running off during CI and causing a flaky mapping nearstation error (#89796)
## About The Pull Request

The anomaly ruin has several anomalies floating in space. They have a
nearstation area on their tile, but the problem is there is a chance
that they can move before the mapping_nearstation unit test completes,
causing them to be in a non-area and ruining the run.

This PR just ensures that they stay in place during unit tests.
2025-03-08 13:47:59 -06:00
Kapu1178 a0e862d575 Base implementation of /datum/persistent_client (#89449)
## About The Pull Request
Converts `/datum/player_details` into `/datum/persistent_client`.
Persistent Clients persist across connections. The only time a mob's
persistent client will change is if the ckey it's bound to logs into a
different mob, or the mob is deleted (duh).

Also adds PossessByPlayer() so that transfering mob control is cleaner
and makes more immediate sense if you don't know byond-fu.

## Why It's Good For The Game
Clients are an abstract representation of a connection that can be
dropped at almost any moment so putting things that should be stable to
access at any time onto an undying object is ideal. This allows for
future expansions like abstracting away client.screen and managing
everything cleanly.
2025-02-25 13:52:24 -06:00
SmArtKar 3f3bd5b02a Fixes pyroclastic slime RRing ghosts (#89512)
## About The Pull Request

Closes #89501

## Changelog
🆑
fix: Fixed pyroclastic slime RRing ghosts
/🆑
2025-02-17 13:11:31 +01:00
SyncIt21 ccada76923 Fixes runtime & code for anomaly effects (#89054)
## About The Pull Request
- Fixes #89046. Even though it set `anomaly_type = null` is still set
`drops_core = TRUE` leading to the runtime.
- We now remove `drops_core` var all together. If `anomaly_type = null`
it means we don't drop a core and that's inferred so we don't need this
var to tell us that again

## Changelog
🆑
code: removes a redundant var from anomaly effects
fix: Fixes runtimes for some anomaly effects
/🆑
2025-01-15 13:28:51 +01:00
carlarctg d7460f97d7 Adds a new area flag, LOCAL_TELEPORT, given to virtual domains and deathmatch arenas. (#88756)
## About The Pull Request

Adds a new area flag, LOCAL_TELEPORT.

This flag allows teleports ONLY in the same area that the teleport is
used. This allows for short range hijinks without enabling long range
exploits, and thus it's given to DMs and domains.

Changed almost all area_flags & NO_TELEPORT checks to use
check_teleport() (as now areas may use local_teleport instead, and this
lets them check for multiple things instead)

Thus I re-added Void Phase to the heretic scribe in DM and shuffled some
stuff around

(realizing now i neglected to doublecheck if blade breaking tps you to
station. need to check just in case)
## Why It's Good For The Game

It sucks you can't use teleporting abilities in temporary areas, so this
is a good way to allow this to still happen without opening the way for
gamebreaking exploits.
## Changelog
🆑
code: Adds a new area flag, LOCAL_TELEPORT, given to virtual domains and
deathmatch arenas.
code: Re-added Void Phase to Heretic Scribes in Deathmatch's Ragnarok
map.
/🆑
2025-01-06 08:55:58 -05:00
Time-Green a60ac1d855 Makes wild anomaly spawns more bearable (#87960)
<!-- 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

- Material anomaly will now self-delete after 1-4 relocations
- Bioscrambler now has a countdown like all other anomalies
- Increased anomaly lifetime from 99 seconds to 120
- Adds some more detonation effects where there were none (see: I abuse
the circle effect jacq added (again))

## Why It's Good For The Game

<!-- 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. -->

Material anomalies can wreak insane havok throughout the station if it's
not caught quickly. It's a cat and mouse game, which can get kinda
frustrating (flashbacks to trying to get the anomaly but it constantly
teleporting just before I get to it). I don't wanna kill the cat & mouse
game, but putting a limit on it so the entire station doesn't suffer
endlessly to pizza/snow/jungle toilets is a nice middle road.

Bioscramblers are actually beyond frustrating. If someone doesn't
immediately go for them, they'll start locking on and noclipping through
the entire station and mutating every single person for the rest of the
shift. This would probably be less bad if the bioscrambler couldn't give
every single organ (par some blacklisted), causing a lot of irreversible
damage, spontaneous combustions, glitches and creeping rare organs and
limbs into a round "for the lulz". (This doesn't fix the absolute organ
slop that they cause, but reworking bioscramblers not to be shit is for
later.)

I've also given anomalies 20 extra seconds of runtime. Anomalies take 99
seconds, take 30 to announce (for most), giving scientists 69 seconds to
get anomaly catching gear and navigate to the area and defuse it. It's
always felt like just barely too little time, often not getting the
anomaly even when I am beelining. It was usually enough from when we
just had meta, but we got bigger and bigger maps. It also gives them
more time to wreak havoc for chaos lovers.

## 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
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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
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🆑
balance: Bioscramblers are no longer immortal
balance: Anomalies give 20 extra seconds to defuse! Or 20 extra seconds
for them to reach havoc...
balance: Material anomalies only teleport 1-4 times before detonating
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
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2024-12-06 23:01:09 +01:00
tonty d5daa9c9b8 [NO GBP] Renames mob/camera to mob/eye and makes everything follow suit (#87684)
## Why It's Good For The Game

Clarity and consistency regarding DM's systems. 
Internally, `eye` is used for anything that controls the client's view.

![image](https://github.com/user-attachments/assets/7d1291e1-7a6a-4736-a14b-97834e89846f)
How `eye` is used in DM is consistent with how we use the term, so I
figured this would add clarity.

Being named mob/camera also makes it unclear exactly what it's doing.
The name implies that it would function similar to how mob/camera/ai_eye
does, but most of the time it's only used as... an eye.

My ulterior reason for this PR is that I want to clean up
mob/camera/ai_eye and it's subtypes after this.
## Changelog

🆑
server: mob/camera has been renamed to mob/eye, which may break
downstreams
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-11-09 10:57:45 +00:00
Ghom cdebe98a17 refactoring how materials effects are added to atoms (#86901)
## About The Pull Request
I'm "cooking" the materials system a bit, specifically the code
responsible for applying and removing effects. My goal is to move most
of the code to the objects-side, split it in smaller procs that can be
more easily overriden or called for object-specific modifiers and
effects, while also revamping things all around to better support items
made from multiple materials (the cleric mace will most likely be one in
this PR, with the handle and tip made of different materials).

PR NO LONGER WIP, TESTED AND ALL, CLERIC MACES CAN NOW BE MADE OF TWO
MATERIALS.

## Why It's Good For The Game
One of the nastiest flaws with the materials system is that it's just
unfeasable to have items made of multiple mats (with effects enabled)
right now, as they easily tend to override each other, where some of the
modifiers and effects should only be applied the main material.

Beside, the system's starting to show signs of its time, from the
several type checks used to apply different effects, the one letter
variables to the the material flags that are still being passed down as
arguments when you can access them from the atom/source arg anyway. It
would be disonhest of me if I went ahead and coded material fishing rods
or whatever fish fuckery with materials without ensuring it won't
further the technical debt the feature currently has.

## Changelog
🆑
refactor: Refactored materials code. report any issue.
add: Cleric maces (The autolathe-printable weapon design from outer
space) can now be made of two different materials.
balance: Buffed cleric maces a little.
fix: toolboxes' stats are now affected by materials again.
/🆑

---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
2024-10-06 21:56:20 +02:00
grungussuss 58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

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

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

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

-- instrumental --

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

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

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

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

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

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

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

- [ ] attributions

## Why It's Good For The Game

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

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
Ghom 5409570e01 Upgrades GODMODE from a flag to a trait. (#86596)
## About The Pull Request
GODMODE has a lot of sources that toggle it. From admin-stuff to status
effects, components, actions and mobs which are supposed to be
invincible. It's better off as a trait than a flag, so we can manage
these sources.

## Why It's Good For The Game
See above.

## Changelog

🆑
admin: godmode is now a datum trait instead of a bitflag. This means the
process for toggling it is a little different now.
/🆑
2024-09-15 13:40:19 +00:00
EnterTheJake 6faa37853b Void Heretic Rework: You Can (Not) Heat Up. (#85728)
## About The Pull Request

Reworks most of the Void Heretic kit.

All Void spells now apply a stacking debuff that makes you gradually
colder.

Void Blast has been replaced with a new spell "Void Conduit" and a new
Side knowledge spell, "Void Prison" has been introduced.

 Waltz At The End Of Time has been completely overhauled.

Lastly Void Blade has been resprited along with the overlay of Void
Chill, check any of the linked videos to see the new look.

All new sprites have been kindly made by OrcaCora.

## Why It's Good For The Game


Void path is *Supposedly* themed around the cold of space but doesn't
have any tools to live up to the fantasy of being an harbringer of the
Void whose main goal is to freeze the station to an icicle.

Then there's also the issue of Void being utterly underwhelming compared
to his neighbors, Cold is way too easy to treat as a status effect, so
much so, a simple cup of coffee can utterly shutdown the void storm,
which is just unacceptable.

# **Changes**

- **Void Chill**: Is now a stacking debuff, each stack slows movement
speed by a percentage while lowering body temperature, upon reaching the
cap, which is 5 stacks, the victim cannot heat up anymore, all void
Spells apply 1 stack of the debuff, with the exception of the grasp
applying 5 (2 for the mark and 3 for the detonation) and the blade
upgrade applying 2.


**Reasoning**: Void chill currently suffers from being completely
shutdown by sipping tea, coffee or having the COLD_RESIST trait,with
this change you can still negate the damage and the slowdown you get
from being cold but not the slowdown from the debuff itself.

- **Aristocrat's Way**: Now grants no slip on ice and water tiles on
cold or depressurized turfs

**Reasoning:** Since the rework revolves around making Void heretic more
involved in freezing the station, they should be able to move in their
domain without getting punished for it.

- **Void Cloak:** Can now be toggled on and off to make the cloak
visible or invisible; when the cloak is visible it grants low pressure
immunity trait.

**Reasoning:** Not having pressure resistance as a Void Heretic just
sucks, as you are clearly intended to somewhat go into space at some
point; giving it to the cloak is a good compromise since you sacrifice
better protection (***the armor values of the cloak are pitiful***) for
utility.


- **Replaces "Void Blast" with a new spell, "Void Conduit"**.

**Void Conduit:** Opens a gate to the Void; it releases an intermittent
pulse that damages windows and airlocks and applies a stack of void
chill to non heretics, Heretics are granted the low pressure resistance
trait.
**Reasoning**: I like the idea behind Void Blast; unfortunately, the
spell has limited uses if an area isn't already spaced, which is hard to
do considering the current kit of Void Heretic doesn't provide anything
to help in that regard.

I wanted to give Void Heretic a tool to turn any area of their choosing
into their ideal habitat. Not amazing for quick assassinations, good if
you are anticipating a fight or want to simply expand your domain, the
added Trait might seem redundant, but let's not forget that the void
cloak is still a side knowledge, I don't want newbie heretics to space
an area and accidentally killing themselves because of it.
 
Video Demonstration: https://www.youtube.com/watch?v=nhPdj1hIgSI

- **New side knowledge: "Void Prison."**

**Void Prison:** It makes the target invulnerable and unable to do
anything for 10 seconds , when the spell ends, it applies a few stacks
of void chill, cannot be self-cast.

It occupies the same slot of Blood Siphon (inbetween Raw Ritual and Void
Phase.)


Video Demonstration: https://www.youtube.com/watch?v=nKZd8aEcZFw

**Reasoning**: Void is technically meant to be an assassination path and
not really apt at tackling multiple opponents, this spell might come
into clutch if you are outnumbered, or simply want some breathing room
from your pursuers.

- **Void Jaunt and Void Pull**

Cooldown respectively reduced to 25 and 30 seconds, down from 30 and 40.

**Reasoning:** I felt that the cooldown on these was a bit too high
overall; as it stands, Void Phase cooldown is twice as long as Ashen
passage, one of the best and arguably most sidepathed spells in the
game.

Granted phase is faster and has more range but I don't think it
justifies its cooldown being this long.

Void pull could also use slightly less cooldown, being the very last
spell you unlock and offering a simple melee knockdown.

- **Seeking Blade:** Now applies 2 stacks of void chill per hit.

**Reasoning:** Seeking blade is a bit underwhelming for being the final
blade upgrade, teleporting to a target you just stunned at melee range
is incredibly niche, now that Void chill is a stacking debuff we can
probably just slap it on the blade itself.


- **Waltz At The End Of Time:** The Heretic becomes weightless and able
to levitate around, (carp movement essentialy).

The heavy storm is no longer bound to the room the heretic is in but is
now an aura around them, this does a few things.

1) Releases a pulse that depressurizes areas, shatters windows, airlocks
and firelocks, and applies a stack of void chill to non heretics, the
passive burn and oxy damage effect has been removed.

2) Grants to the Heretic projectile deflection.


**Reasoning:** Void Has the reputation of having the weakest ascension
in the game, which it's hard to disagree on considering you can
completely neutralize the effects of the storm by simply sipping tea and
how generally little it does overall.

It's also kind of strange that you have this massive Eldritch storm
ravaging the station and for it to have no effects on its atmosphere,
infrastructure, or projectiles whatsoever.

Video Demonstration: https://www.youtube.com/watch?v=1_blr20-hgA


## Changelog

🆑
add: New Heretic Side Knowledge, Void Prison.
add: New Void Spell Void Conduit has now replaced Void Blast.
balance: Void Chill is now a stacking debuff, upon reaching the cap,
makes the target unable to heat up.
balance: Aristocrat's way now grants immunity to ice and water slips on
cold turfs.
balance:  Void Cloak now grants low pressure resistance when visible.
balance: Void Phase and Void pull have received a minor CD reduction.
balance: Seeking Blade now applies a couple of stacks of void chill.
balance: Void Heretic Ascension has been overhauled, it's now protects
the heretic from projectiles, destroys windows and airlocks and applies
void chills to non heretics.
image: Void Blade and Void Chill have received some new sprites.
/🆑

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2024-09-10 22:21:04 +00:00
Rhials 4e1b14fd98 Hallucinatory Anomalies now produce hallucinatory decoys of itself, and hit a wider area (#86086)
## About The Pull Request

This "buffs" the hallucinatory anomaly by giving it a bit more impact
and flair. This affects both the detonate effect and what happens when
one initially spawns.

When a hallucinatory anomaly spawns, it will spawn surrounded by "decoy"
hallucination anomalies -- Illusions meant to distract you from the real
one. The idea is that these are not actually there, and that they are
the result of reality getting muddy in proximity to the anomaly.
Scanning one of these will provide a message, either of nothing
happening or a minor hallucination as your character suffers from the
real anomaly's effects.

Using an anomaly neutralizer on a decoy will do nothing. There's nothing
to neutralize, because nothing is there. You're losing your grip on
reality.

Now, the detonate effect will affect people at a wider radius, through
walls. This is done with a second helper different from
`visible_hallucination_pulse()`, which does affect the blind and ignores
walls, `hallucination_pulse()`.
## Why It's Good For The Game

Hallucinatory anomalies are easily the most underwhelming and
understated anomaly in the group. They have the impact of a dry fart on
a round, rarely affecting anyone and vanishing without anyone noticing
or caring.

It makes little sense for the detonate effect to impact only those who
can see it. Anyone with a pulse can make the connection between the
"hallucination anomaly" vanishing and Bubblegum bodyslamming them less
than a second later. By affecting those out of sight, in a wider range,
there's a higher chance the detonation will not only catch people off
guard, but lead to more chaos on comms.

As for the illusory decoy anomalies, it was just a neat idea I had to
differentiate how people typically deal with them. It makes for a more
trippy experience for whoever has to deal with them, and adds confusion
(which is the whole shtick with hallucinations -- confusion).

So, overall, more snazziness and personality, and more of an impact when
left alone.
## Changelog
🆑 Rhials
balance: Hallucinatory anomalies now have a wider range, and will spawn
hallucinatory decoys of itself to mislead you.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-08 03:41:28 +00:00
tgstation-ci[bot] 9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
#85491.

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  - [x] #85441 - Reverted in db96015adaec01f3fbcb978796a0d7abd5668932
  - [x] #85567 - Reverted in 62696ad04fb34fd946708309bd3e439db9b3f488
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  - [x] #85772 - Reverted in bc6804a04aa9368074bcc853e689c8fe6de2cb3a
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  - [x] #85787 - Reverted in a5393f94b9e71d9ea0625e5fcfb5baaf16af38d3
  - [x] #85742 - Reverted in cd99a2aeaa1347b790c9bfdae35e41900e2ada9a
  - [x] #85440 - Reverted in 8b5ead7c7f0d8087b41256a296e730443752f17d
  - [x] #85739 - Reverted in 3511aae5a4798104220b79ad0e5b2b357dc1e83b
  - [x] #85293 - Reverted in fc687ca36ef476ab9080f0c62b427ab0af533d68
  - [x] #85716 - Reverted in 130b32a222a7585cfdde71aa561fb8b2c7d8083b
- ~~[ ] #85848 - Reverted in f6c46ca2f5cb2d039e4b26731570ca801741cc5d~~
(SKIPPED)
  - [x] #85795 - Reverted in 4684c3325a9135b6bf10eb43026f373993bf605d
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  - [x] #85864 - Reverted in 4b25a209c5019bb65922cd793aff339f20c3d026
- ~~[ ] #85845 - Reverted in a326246e81b7b9242bbf45e7ab3b31caf9ce8147~~
(SKIPPED)
  - [x] #85844 - Reverted in bdf1e6c1e3469884550d3211e51ec9303a022482
- ~~[ ] #85843 - Reverted in 41a8acb196af0988372b06ade7131d07d03daab3~~
(NOT BEING INCLUDED)
- ~~[ ] #85840 - Reverted in 4807bacea8418000f84d62ca0fb122846cab4929~~
(NOT BEING INCLUDED)
- ~~[ ] #85837 - Reverted in bc9edfa8666de14ca4e57e466146d753182a3a71~~
(NOT BEING INCLUDED)
  - [x] #85865 - Reverted in 14c958b465af40f0ff28b100047c4c572919ae19
- ~~[ ] #85818 - Reverted in a77256f74e2d330f5f76141eb9c994a8e5e45810~~
(NOT BEING INCLUDED)
  - [x] #85822 - Reverted in caba685be95fd336f0b09e88bccfb8856d5ad9b4
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- ~~[ ] #85841 - Reverted in e5831ce3cc87765cb13e6d342417bc1730780392~~
(NOT BEING INCLUDED)
- ~~[ ] #85834 - Reverted in 1be665204da791ec7520d0799c015157fc625953~~
(NOT BEING INCLUDED)
  - [x] #85792 - Reverted in 33b4e48175040f9f76ef83d3154f10c69589b6ad
  - [x] #85646 - Reverted in fd23a0d6c4c96470b688dc0a35370c61c7e32f61
- ~~[ ] #85799 - Reverted in 4a7a6d812f2f301c1e749c92f324223f9bde8a39~~
(NOT BEING INCLUDED)
  - [x] #85819 - Reverted in 8bf001b7889d3a4282947cd332833c473b98eac1
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(SKIPPED)
  - [x] #85406 - Reverted in 702280ff48c8aef44f4da9a85eb33a7bc5faa013
  - [x] #85778 - Reverted in ce0ec5c685aadb02ae049d6714f1d2fd6dae1f26
- ~~[ ] #85851 - Reverted in 610c68b275cf3c54181d36ce48bd97b0cce0665c~~
(NOT BEING INCLUDED)
  - [x] #85754 - Reverted in 5cbdda00c5335db79ea50aedba097de1d06bf91b
  - [x] #85266 - Reverted in abdfec798e5223dfa9d67e1967d7618454dbec28
- ~~[ ] #85823 - Reverted in 86b766abd3d77af8ad835a3464fc5ff95cc11079~~
(NOT BEING INCLUDED)
- ~~[ ] #85842 - Reverted in 7ddd47e26ef1bc336e92a6675a33ec3191039c16~~
(NOT BEING INCLUDED)
  - [x] #85857 - Reverted in e32312ee20e9fdccb6dd7c4dc2d185540bd2276b
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  - [x] #85886 - Reverted in f27d6cabdf8f06f29926616345fa82c4e1e48708
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(SKIPPED)
  - [x] #85464 - Reverted in adc00417795deb85f8aa6170b0f0a07c40c8798c
- ~~[ ] #85870 - Reverted in d69b998420bfb39693bb59b9b9a20611880fdafa~~
(NOT BEING INCLUDED)
- ~~[ ] #85869 - Reverted in 0063c69f111bb67144f9b379476250ce86c99eee~~
(NOT BEING INCLUDED)
  - [x] #85530 - Reverted in b40c93399411d277b3899e149196f3eb974f841f
- ~~[ ] #85871 - Reverted in 63908bbd0a71d0a2bd0a4691816c17cc9eb5310c~~
(NOT BEING INCLUDED)
- ~~[ ] #85832 - Reverted in b29dab083f091198d65a9b0754536f13a935dc2c~~
(SKIPPED)
- ~~[ ] #85825 - Reverted in d072b294ca3bc526df5128df45653db97ba38fe1~~
(NOT BEING INCLUDED)
  - [x] #85632 - Reverted in 290092c7d826aa5b100a38cd4bacc5330b39a934
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  - [x] #85449 - Reverted in ab86a79339ef7b01ceb08dc7279c698927ebcbfa
- ~~[ ] #85875 - Reverted in 0a1fcda90e638e66d574c247e93f0669d0c27b0e~~
(NOT BEING INCLUDED)
- ~~[ ] #85861 - Reverted in 6dad5111aa144860371c93a2d78094fe3d39a7e1~~
(NOT BEING INCLUDED)
  - [x] #85264 - Reverted in dc1d2dcc995f33fc5773e037f5171e9516897281
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  - [x] #85730 - Reverted in 7de2c2a1d012ccb03f82c6beabd71a66aa0f910a
  - [x] #85880 - Reverted in 02169d2f28611765997fa332dda69c8031436fd1
  - [x] #85176 - Reverted in e3c85aae1cf665c9892bf7280b7b48ea42323198
- ~~[ ] #85887 - Reverted in 56b35f294b303fd30fbd7685011d37b456d584c7~~
(NOT BEING INCLUDED)
  - [x] #85883 - Reverted in 53be06a505ebd8581114bba8590e378d387b6c1a
- ~~[ ] #85882 - Reverted in a8877ff0083ca5753e3d3b1b9c9edc3613fa6570~~
(NOT BEING INCLUDED)
  - [x] #85895 - Reverted in 741235d41b3a19a40434653f1c14fc0999fac9c3
- ~~[ ] #85746 - Reverted in b7aebb6e5788f6c484173f0a5e29f042ea0c8560~~
(NOT BEING INCLUDED)
- ~~[ ] #85889 - Reverted in d677231d8c55efcd2cf427d510d961cd00f186c7~~
(NOT BEING INCLUDED)
- ~~[ ] #85888 - Reverted in 693f79abae54980ee098d602ed79926d51d5094b~~
(NOT BEING INCLUDED)
  - [x] #85898 - Reverted in 4f41fda23e6b9711aef5d00836591c1ac230612e
- ~~[ ] #85821 - Reverted in 738c9a75f65c4a376da36ad208e1fd8fdeac1ff0~~
(NOT BEING INCLUDED)
  - [x] #85694 - Reverted in f7ea4d19cdaa2067c87c43362b514c684b56b1f3
  - [x] #85308 - Reverted in 4a89b62774da5e9ec9ea241c60ec2a99f51f9bed
  - [x] #85904 - Reverted in 999dbe1773cc7488c629bb8d0d21be5454dbef60
- ~~[ ] #85901 - Reverted in bbf832da9e0c61ad25221530df3b1e93cace25dd~~
(NOT BEING INCLUDED)
- ~~[ ] #85896 - Reverted in 542fe408728faaef8a16869e13c4661018a8a07c~~
(NOT BEING INCLUDED)
  - [x] #85927 - Reverted in 7dc87df28e79ef3e9f3fad83cc0907d2dc867c47
  - [x] #85908 - Reverted in bcca80f073a486ca7908e9636d0e8b275c2085bf
  - [x] #85929 - Reverted in 094bf3610a73961f6433a52ada1a52f25d853738
  - [x] #85877 - Reverted in 5874cafd0dab8d3bd61cf1f662793c2708f42dcc
  - [x] #85903 - Reverted in b3ba8fffc5548e0f2ae6bada3baf10bad3c75e54
- ~~[ ] #85913 - Reverted in 67f7ec48d20f9a64ce4664fa2c452a25b60db59e~~
(SKIPPED)
  - [x] #85914 - Reverted in 7efcd3a5f7fef33c2a1625386bfead80a6ed5309
  - [x] #85917 - Reverted in fc50a5ff998d0e7269131a029e533e90e9dc3c54
- ~~[ ] #85949 - Reverted in 10a8e0f5c69e3ca1eb6e26f00945bfe226598bc2~~
(NOT BEING INCLUDED)
- ~~[ ] #85338 - Reverted in 847549ab938f77464829b1392a1b6f2b2f4b9e8f~~
(SKIPPED)
- ~~[ ] #85922 - Reverted in 3d9388249b8c322aac5dd4980d4ab4673ca01006~~
(SKIPPED)
  - [x] #85923 - Reverted in 2c6ffa4decf40eb52a92353aeb98aee8cbc7b4a2
- ~~[ ] #85920 - Reverted in 1de5b03981d9fcf9c2e6823bffa515fb939aa541~~
(NOT BEING INCLUDED)
  - [x] #85919 - Reverted in 1773e9baccdc941285f56ccb416f5c7125b031ef
  - [x] #85271 - Reverted in aecf8002cf2807a76b6b295867e50392b4bc4534
  - [x] #85918 - Reverted in 023ec3a4d1b1b2fc8f596fea65a77ddc9a06689f
  - [x] #85924 - Reverted in e4886079ad90f33628ac59e0793dfbbc8b8b9420
  - [x] #85928 - Reverted in 7470b7d5ac40be21c345e8825f4c4efc4738e29f
  - [x] #85926 - Reverted in 7761c9e3a1f442f37d4db4b27e5d78fae95edf00
  - [x] #85900 - Reverted in 633736cb0655dc464e9794666c63ae6ec7689826
  - [x] #85909 - Reverted in a47c7ec8a77bd02f8b7bb1ce3c621efbe57077c3
- ~~[ ] #85931 - Reverted in 9bc7a412982da6fbdb9cd24570d98877b76a45c3~~
(NOT BEING INCLUDED)
- ~~[ ] #85894 - Reverted in c15e1711656929aeb59f482145ecf029b40d58b8~~
(SKIPPED)
- ~~[ ] #85759 - Reverted in f45d70be0ffb9bf007bfa18a1bd1b5ce23d6dcfc~~
(SKIPPED)
- ~~[ ] #85892 - Reverted in fc08dc1a7160f584c94e368962eb56c18dccc86a~~
(SKIPPED)
- ~~[ ] #85915 - Reverted in 428f475c26f383998a689560a16de86da3f17557~~
(NOT BEING INCLUDED)
  - [x] #85222 - Reverted in 66e7ac2f00735c90acdb69a50c9e485a0f4e1552
  - [x] #85150 - Reverted in 3079387f926e41febb576105ec0b3acec2f7beba
  - [x] #85935 - Reverted in ce6114f644593ead295763362a61d19077f22acf
- ~~[ ] #85936 - Reverted in f601fa796bce7e70645a84fff91391cbb6ed8e37~~
(NOT BEING INCLUDED)
  - [x] #85937 - Reverted in 64242f589df3d9118fd5c09d19574758260c76a1
- ~~[ ] #85940 - Reverted in a979c6c24705a8729efab5eca40840f1c8070f1d~~
(NOT BEING INCLUDED)
- ~~[ ] #85942 - Reverted in 9562c14083212fc962b8687663ba5fac2ebfdd1a~~
(NOT BEING INCLUDED)
  - [x] #85944 - Reverted in adf8e1927e4b9886c9042d6a0eaaef74e4e0e102
  - [x] #85605 - Reverted in 88dbfb4f859f12549e8cf8ed5204ee8d7183d40f
  - [x] #85945 - Reverted in dea9e79a9c298eae05b8d173d8df4a37218e2d9c
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  - [x] #85952 - Reverted in c62d87ab54d687db64b1551b319195527ca92924
  - [x] #85953 - Reverted in bd0e46245ccb597081b8baa4f81ff85949f672be
- ~~[ ] #85943 - Reverted in 697b6841391354885ef2d314d9185b8eee7a5cb0~~
(NOT BEING INCLUDED)
  - [x] #85946 - Reverted in f4afd4d330b6fc28397f7707bca8773d44cb15ed
  - [x] #85950 - Reverted in 394fffcb836f32f4e1b1fd91a621249e0e5d7d67
  - [x] #85955 - Reverted in 2230a5bc141cd11fc79ccf6b4b653257508a7e65
  - [x] #85319 - Reverted in fdaddd9cd6ed0bdd1cd78ba3c9729035936abcbd
- ~~[ ] #85934 - Reverted in 41bb6122b6d6e3c38c500d5ddf63808836ab090e~~
(NOT BEING INCLUDED)
- ~~[ ] #85255 - Reverted in 3e213b8554b40e53f6429969d6e9dbaa357fb09e~~
(SKIPPED)
- ~~[ ] #85961 - Reverted in 6f3d000b3601dc7f75f7edd221fab3edc3bbbd8c~~
(NOT BEING INCLUDED)
  - [x] #85956 - Reverted in a5bf22a93ca1a149ca839e6c874d088b32c7c25f
  - [x] #85958 - Reverted in c964a46741bd26a600bb75bc6463c629c11c914f
- ~~[ ] #85969 - Reverted in b599cd4bd3ae223210eb0d3b47c3bd814e1cb08c~~
(NOT BEING INCLUDED)
  - [x] #85252 - Reverted in 5a0e2f31a6e1093ab47970056f5bb3af54172e12
  - [x] #85984 - Reverted in b000da82f62bb48b059a881d596f3a2e7d985d21
  - [x] #85137 - Reverted in 1f31b558e41fc66d5da9db30a83d89cbb9949eae
  - [x] #85881 - Reverted in f3913f94c4557c4fc9d5605cd8e875accabebda6
  - [x] #85972 - Reverted in d3afed87a3a8eed7e0016512d2186b6aded0fca9
  - [x] #85998 - Reverted in 3d286b763cf2f7fe11b6f0ccb2456130570726c2
  - [x] #85358 - Reverted in 75f84bda1b3c80d54ae94a567bf96016aaae45b2
- ~~[ ] #85964 - Reverted in be1aeb010afa20c1b6949218d8911ee9e900b3d7~~
(SKIPPED)
  - [x] #85960 - Reverted in 69cbfce1529377ce7cd998ab474add0d61650d7f
  - [x] #85992 - Reverted in 89e4a7bb0b793461338ba1b0a3d332bf78ef140c
  - [x] #85967 - Reverted in d398e418eb340f309be523514ae0befdf1869560
  - [x] #84888 - Reverted in bb98eb09f06a1fdc0bbb733d6a42d711e6d477bc
- ~~[ ] #85983 - Reverted in 81152a9cd347eb7b4073758e2e96490e6e729ca9~~
(NOT BEING INCLUDED)
  - [x] #85976 - Reverted in 93c091347ca8f04763b91fd4c39ccdff848a0d50
- ~~[ ] #85962 - Reverted in de32ea25b534c725e3d55418ef0363145f0ed2b0~~
(NOT BEING INCLUDED)
  - [x] #85977 - Reverted in 393652a1ef065014748ae6977a9f36b32c99dc7c
  - [x] #85959 - Reverted in 52e6e07eb98bcb74a423934b14d5850dbf2c6647
- ~~[ ] #85988 - Reverted in a5853ccde46b5fee2d9eb31755384de15e7a5a87~~
(SKIPPED)
- ~~[ ] #85974 - Reverted in eab20ba04e6b06f862a0fb35cedb6374af7b93c0~~
(SKIPPED)
  - [x] #85939 - Reverted in ca85b05692f55f6b3e4bd0b3f30c63f89531c33f
  - [x] #85878 - Reverted in 3b3d3dbff9148e46b01f3af28f17f66bef4dfd16
  - [x] #85858 - Reverted in 08d6082e62d07117170ff5ffd065daad1278e853
  - [x] #85651 - Reverted in b76ab4a2114dd0eb78336878b2825d9919c210cc
  - [x] #85505 - Reverted in 0958eaa7b6f4d48400bea4e215e11edaa933ba8a
- ~~[ ] #85352 - Reverted in 620cec18618e514bbe4d3eb0a0d0db1528b9d312~~
(SKIPPED)
  - [x] #85279 - Reverted in ba0fd529ef94ba793fe2eee40975533fe8f475e3
  - [x] #85954 - Reverted in d7fe0336f2a968b93fd02361814930236e3b8ddf
- ~~[ ] #85996 - Reverted in 5fbd62139e0c1b668aaaf35d249d527cdc276b93~~
(SKIPPED)
  - [x] #85994 - Reverted in c99a03c6833ac58e0288111953573f697488234f
  - [x] #85470 - Reverted in fbd5ac46d84d27455cbcf5f998741124ed6de625
- ~~[ ] #85981 - Reverted in dc74c75011ddfb1b16d644fd2ca5607599532d6f~~
(NOT BEING INCLUDED)
  - [x] #86011 - Reverted in b14b42e70e2bd21f19d443065b2342e4591c5e05
  - [x] #85820 - Reverted in 26248546b9f7d0fedec52e7b2f7def40d457e29f
  - [x] #86013 - Reverted in e17ac14f53d08be988f0516e7c39d31496a35184
  - [x] #85986 - Reverted in 4021ffea0b1bbb1f6c5b26a296abd5a8bda1d5b3
  - [x] #86019 - Reverted in c0801b3aa5dbdd33ca7c6c81e80c9fa573ada9e1
  - [x] #86010 - Reverted in 10dff005729305b75deaf1c5755a94125fa5141d
  - [x] #86029 - Reverted in 664619213db52930fa22007561dad01fe8bb3de4
  - [x] #86024 - Reverted in e74ea4368cbd2cd085aa6e8bbe83db07800b0bd4
  - [x] #86022 - Reverted in 0b2fc6a1f478c48546b161fd3ddd571f7ed6000f
  - [x] #86015 - Reverted in b99d93592dbf8840a035f22f26b64bcf27c817cb
  - [x] #85415 - Reverted in d6102c7339838675c03eb771d7a3b5a9bea4035d
- ~~[ ] #85703 - Reverted in 339b7edf3c0318f9f02922018d6918211660234f~~
(SKIPPED)
  - [x] #85890 - Reverted in 4e54f376e07071f84ed283e7468e334aaf6e4e02
  - [x] #86046 - Reverted in 0bbe2c9a048c229d151682e08aca1fa176c3ad91
  - [x] #86008 - Reverted in a0a0635cd6618618c49fda7cf150231d62a14236
  - [x] #86042 - Reverted in fa376315a064b945ed9846225c7f48e38e9b55ed
  - [x] #85891 - Reverted in 603dcd691e9eaad0a610c60c94fee522391bd2b3
  - [x] #86040 - Reverted in e42fc7618194b4b01cb68ca0c61385e465d0cb05
  - [x] #86025 - Reverted in 536bb25fe91845fe05bb7d512d8e73cc193b67ff
  - [x] #86012 - Reverted in 5cb4ec5bdf87653a5bb651c536f21423db30887e
  - [x] #86004 - Reverted in e9536143e78e3b0614d3ce6ee2c9a40005ba9b91
  - [x] #85989 - Reverted in 88a92322c2f028d2e3a2be18951d35d1135a6268
  - [x] #86044 - Reverted in d0a5fb5956be23144e325d3d51f53cb103dd5bbe
  - [x] #86001 - Reverted in 195c3597044315c9b10d002e6196911ac0622c45
  - [x] #86030 - Reverted in 5265796286b481d34fc91a1f8c58b6373d23415e
  - [x] #86055 - Reverted in e82138798cda028b673fe7ac83890e5a6b9e16d2
  - [x] #86057 - Reverted in c921900e6151552aa0768b4c9d7cc58c58dfbcc0
  - [x] #86014 - Reverted in c004d4e989a2faa672793f58fd98bd6fded8194e
  - [x] #85304 - Reverted in 611510bd7f65ee06738b7344326d72f57a131f8a
  - [x] #86061 - Reverted in f14b0a245dcf164bb99f7696e180847bb5be9b11
  - [x] #86075 - Reverted in 5339fe6c098d48769eda3f9935aa3488faa73097
  - [x] #86089 - Reverted in 10b5398e6b55f4799ca7d6740ac50c031e157c43
  - [x] #86081 - Reverted in ba86f43383cd2e8417c0a465c23fe3227fcd5520
  - [x] #85609 - Reverted in 9e5208feaca3163b7f4237c316d880161933777f
  - [x] #86114 - Reverted in cf410a97b8348381f96cc784a6489d7c1dea49ba
  - [x] #86023 - Reverted in a7a2e95c0c1b0598f15019934c80ccc80a9f89af
  - [x] #86027 - Reverted in 9cf71611befac64d26d326c060ef082262aeca70
  - [x] #86016 - Reverted in b67fa06e1559c8de87899bd06d09891b4c7ae947
  - [x] #86095 - Reverted in dc5abd827bb56e1609afe5a9d2bdd957d40cc75c
  - [x] #86105 - Reverted in f5b8e7ecbe99cb38e829a98a4f6eb2c200af8b91
  - [x] #86070 - Reverted in 6c460bbc22827bdbc566b524b8e6a959cbb61c37

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

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2024-09-03 10:41:51 +02:00
Jacquerel 7917f3cbc3 Blackbox logging for remaining time on anomaly defusal (#86044)
## About The Pull Request

Back in 2023 in PR #74666 Mothblocks said:
`We really should collect data on how many people collect anomalies and
how much time they had left.`
Now here in 2024 it occurs to me that I don't think we actually log that
information anywhere. So I added it.

Please note: I don't remember how blackbox logging works so while I
think this works it might not be the correct way to format the data.
Please tell me if it isn't.

## Why It's Good For The Game

`We really should collect data on how many people collect anomalies and
how much time they had left.`

## Changelog

Not player facing

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
2024-08-25 15:05:30 +01:00
Ghom 85e01a497f You can sell stuff on the blackmarket now. (#85464)
## About The Pull Request
The idea came up during the last blackmarket-related PR (#85066), when
the original creator @TheChosenEvilOne came and said the LTSRBT was
originally supposed to allow players to sell stuff on the blackmarket. I
replied saying the idea has some potential, and then other github users
followed, also saying it's a good idea.

So, here we are, adding another feature to the LTSRBT, to let you
provide other players with potentially knock-offs and fraudulent (or
genuinely honest) items on the blackmarket.

How you do it is fairly simple: left click the machine to open it, place
the item inside, then right-click to open the UI. From there you can
adjust the name, description and price of the market item. Finally,
click on the "Place on Market" button twice, pay a 30 credits fee, and
it's done. You have an item on the market, and once it's sold, 85% or
the earnings (the price) will be deposited on your account.

By the by, the icon of the item you're trying to sell will also show up
on the market. You should get a picture of what you're getting before
falling for an obvious scam.


![screenie](https://github.com/user-attachments/assets/fae70c25-ab46-4ceb-af9e-f4818d8a1c68)

By the by, it's a cardboard cutout.

## Why It's Good For The Game
This fits the design of the LTSRBT and blackmarket in general. 

## Changelog

🆑
add: You can sell items on the blackmarket with the LTSRBT now.
fix: Added some checks to prevent the swapper device and bluespace
anomalies from theorically being able to send things and people to
nullspace.
/🆑

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2024-08-16 12:47:47 -04:00
YesterdaysPromise fec946e9c0 /Icon/ Folder cleansing crusade part, I think 4; post-wallening clean-up. (#85823)
Hello everybuddy, your number three rated coder-failure here to clean up
some mess. This PR accomplishes some of the more major structural clean
up changes I wanted to do with /obj/ folder, but decided to wait on
until wallening gets merged, and so, time has come. Several things to
still be done, although I know these cleaning PR's are quite a load, so
will wait for this one to get done with first.

## Why It's Good For The Game
Saner spriters, better sprites, less annoyance. Also deleted a whole
load of redundancy this time around, a lot of sprites which existed
simultaniously in two places now got exit their quantum superposition.
2024-08-15 20:22:02 -07:00
Jacquerel ccbf9cf28c Updated anomaly dimensional themes to use new walls (#85851)
## About The Pull Request

Fixes #85546
We added a bunch of new walls which were not being referenced by the
dimensional anomaly.
It was just creating material turfs, which also seem to just not work. I
updated them to use the cooler-looking sprites.

## Why It's Good For The Game


![image](https://github.com/user-attachments/assets/b9ffacfd-bec2-4c01-af16-12f03f2fe801)
Now once again works as god intended

Observant eyes may notice that the disco theme is spawning hierophant
walls now, but these are a subtype which isn't invincible don't worry.

## Changelog

🆑
fix: Dimensional anomalies should once again create cool walls, not
boring grey ones
/🆑
2024-08-16 01:06:18 +02:00
carlarctg 281dac4ed0 Adds a bronze dimensional theme (#85448)
## About The Pull Request

Adds a bronze dimensional theme

![image](https://github.com/user-attachments/assets/07e3566a-c8b6-4a95-88f6-b5866e7daf03)

## Why It's Good For The Game
There are a lot of bronze objects and it makes an excellent candidate.
It even has a funny sound

## 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 it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
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🆑
add: Adds a bronze dimensional theme
/🆑
2024-08-01 14:36:25 +02:00
norsvenska 5f80128fa9 Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request

it's - conjunction of "it" and "is"
its - possessive form of "it"

grammar is hard, and there were a lot of places where "it's" was used
where it shouldn't have been. i went and painstakingly searched the
entire repository for these instances, spending a few hours on it. i
completely ignored the changelog archive, and i may have missed some
outliers. most player-facing ones should be corrected, though
## Why It's Good For The Game
proper grammar is good

## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
2024-07-21 13:41:37 -06:00
Time-Green 89cf4c7787 The Voidwalker | New Midround Antagonist (#84674)
## The Voidwalker

Adds a new antagonist, the Voidwalker! 
It's a rare antag that spawns in space when there's at least 40 people
Design doc is here: https://hackmd.io/jE4YScP8RPykXo37rTBV2Q (there's
some deviations)
No biddle

## Summary
Spooky space antag that moves around space, ambushing people either in
space or near space. They can move through glass, have an ability to
stamina drain you if they remain in your vision for 8 seconds, can
temporarily remove glass windows to drag you through them and deal
~~stamina damage~~ incredibly violence. Upon being taken, they can be
kidnapped and cursed, muting and pacifying the person and sending them
to the void.

## Passive

![image](https://github.com/tgstation/tgstation/assets/7501474/e2bbac33-bac8-4eb9-9042-994904ebec18)

![image](https://github.com/tgstation/tgstation/assets/7501474/b76df700-84d4-4722-bf6f-2e2049c345b3)

Passive abilities:

- Permanent space flight and indoor flight
- Space regen
- Slowdown when in gravity
- Space camo (very low alpha when in space
- Can freely move through unshocked glass
- Mute, but can hear all station frequencies (excluding binary)
- Will quickly die when on planets or moons (obviously can't roll on
icebox)
- 10 brute armor and 20 burn armor. They can't wear any form of armor
and don't have any get out of jail free cards, so I think it'll help
with their survivability a slight bit

## Abilities
**Void eater:** Literally just a light-eater but instead of eating light
it instantly shatters windows, but restores them after a few seconds

**Space Dive:** New ability that lets you move under the station with a
2 second do_after, so they can still get to closed of space spots
without being as annoying as heretic space shift

**Unsettle:** Remain in view of the target for 8 seconds to give them a
short stun, slurring and 80 stamina damage, but announce your presence
and location to them. Both you and your target can move, as long as you
remain in their view.

**Space Kidnap:** When your target is incapacitated and in space, you
can drag them into the cosmic void. They'll be returned cursed after
undergoing a sort of reverse heretic sacrifice (more on that in the next
section).

[Showcase of all the above abilities!](https://youtu.be/NJ01H28PV9w)

## Voided Crew
A brain trauma received when you get kidnapped. While under it's
influence, you are muted and pacified. You will die in planetary gravity
and cannot enter space.


![image](https://github.com/tgstation/tgstation/assets/7501474/ea90bf9b-b8d1-4d46-8c69-7b0900e8e50c)

It can be cured with a lobotomy or by dying in planetary gravity. 
You get warned to avoid the Voidwalker. The voidwalker now does extra
damage and gets the option to glass gib you if you die, leaving just a
brain

## Loot
On death, the Voidwalker shatters into glass and drops a cosmic skull.
Looking into the skull gives you a stable version of the Voided brain
trauma. It doesn't give you pacifism and doesn't ban you from space. It
also makes you space immune and gives you the ability to walk through
unshocked glass after 2 seconds do_after.

Sprites for the cosmic skull by Justice12354 and Rex9001! I'll throw up
a video showcasing death and their sprites on Sunday

## Why It's Good For The Game
We don't have any space centered antagonists. The closest we have are
Space Dragons, but they have to go deep into the station anyway. I'm
also quite fond of simpler antagonists, like revenant and nightmare.
Give people the tools, and they'll make the fun themselves.

I've been comparing the Voidwalker with the Nightmare. Both are goalles,
simple antagonists, but where the Nightmare's gimmick is darkness, the
Voidwalker's gimmick is space.

They also get a dark tentacle arm so they can murderize people, but it
only gets them to crit. After that they can drag people into the "void"
to kidnap them. This is mostly to encourage the Voidwalker not to just
space them cause that's kinda lame. They still can though, just in-case
it would be very funny

## Changelog
🆑 Time-Green, Justice12354, Rex9001
add: Adds the Voidwalker, a new rare space based midround antagonist!
code: Adds the ability to texture limbs and bodypart_overlays
Sprite: Cosmic skull sprites by Justice12354 and Rex9001
/🆑

- [x] Add a better kidnapping mechanic, instead of just teleporting
someone to a station turf
- [x] Add an armblade or weapon or something, unarmed combat is kinda
ass for this
- [x] Fix the antag preview not rendering textures
- [x] Prevent them from space phasing when in combat so they can
actually be killed in space combat, even if really fucking hard
- [x] Nerf visibility for people with space parallax disabled, probably
also something to improve camo with colored parallax
- [x] Replace the stamina damage stuff
- [x] Cool rework of space phase idea I have
- [x] Update/implement vidual effects
- [x] Implement names

## Considerations
There's a few things that I might change or implement later, depending
on how it actually plays.

It's a space focused antag, but there might not be enough people near
space in a given round. An ability to let them "capture" area's or let
them turn into a meteor or something might be needed later if they turn
out to be too passive.

They might also be _too_ oppressive in space. I designed them for
near-space combat, but may've made them insanely overpowered in in raw
space combat.

Probably wont do biddle, but might add more powers that you can reroll
every few minutes or something (like blob). Either wat it wont be this
PR

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-07-14 18:57:44 +00:00
carlarctg 63b94cd307 Adds six new strange object powers! (#84775)
## About The Pull Request

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.

## Why It's Good For The Game

> 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

## Changelog

🆑
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.
/🆑
2024-07-10 22:05:00 -04:00
GPeckman 89f1b93707 Anomaly fix/code improvement (#84072)
## About The Pull Request

Makes anomaly cores use `analyzer_act` instead of `attackby`. Fixes
#83994.
## Why It's Good For The Game

`attackby` is old and kinda poor practice to use in this case.
`analyzer_act` does everything necessary, so it just makes sense to do
that instead.
## Changelog
🆑
fix: Analyzers should work on bioscrambler anomalies again.
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2024-06-25 00:04:00 -04:00
Jacquerel 920cd7459d Neutralised anomalies respect the core limit (#83964)
## About The Pull Request

This PR changes it so that if you refine an anomaly by neutralising it,
it respects the same limit on number of anomaly cores as refining one
you bought from Cargo.
If it would produce an illegal core, it will create a mostly useless
inert core which you can sell at cargo for 80% of the price of buying a
raw core.

## Why It's Good For The Game

https://hackmd.io/@tgstation/r1tzxpwPL
This was a requirement in the original design doc which just never made
it into the game.
We want to be able to control how many cores of each type can possibly
exist in a round, as this is what allows them to have the "these items
can be really busted" allowance.

## Changelog

🆑
fix: Neutralising an anomaly cannot produce more anomaly cores than are
supposed to exist in a single round
/🆑
2024-06-15 11:37:04 +12:00
Jacquerel a173d0b94d Reduce bioscrambler range & makes its activation visible (#83547)
## About The Pull Request

This PR:
- Reduces the radius on being bioscrambled from 5 to 2
- Adds an animation when it bioscrambles you
- Reduces the cooldown between pulses from 15 seconds to 10


![dreamseeker_aeNqpLI4kd](https://github.com/tgstation/tgstation/assets/7483112/4fc95431-bf71-47e2-9e0e-1384fba212fc)

## Why It's Good For The Game

Now that the anomaly actively pursues people it no longer needs to have
a really long range in order to catch them
I think it pulsing slightly more frequently but also more avoidably is
more fun

## Changelog

🆑
balance: Bioscramblers pulse more often but with less range, plus you
can see them pulsing.
/🆑
2024-05-29 21:22:48 +02:00
Mothblocks bc4e7d3b4e Remove data systems in favor of global datums (#82943) 2024-04-29 22:47:36 -07:00
Jeremiah c1a775efe1 Implements data systems (#82816)
## About The Pull Request
Subsystems currently come in two different flavors:
1. Systems that process at intervals with the master controller
2. Global data containers that do not fire

And I think they should be split up...


This moves 4 non firing, non init subsytems -> datasystem

## Why It's Good For The Game
Clarity in code
2024-04-22 21:27:15 -06:00
Jacquerel d218f236d2 Anomaly Releaser logging and fixes (#82684)
## About The Pull Request

I literally do not think I have heard of anyone using this extremely
niche space ruin item a single time.
_**However**_ if they did it wasn't logged, so now it is.

Additionally I found a bunch of bugs while testing it:
- You could queue inputs on a bunch of cores and activate all of them at
once because it didn't check if had been expended by a concurrent
do_after.
- It made normally immobile anomalies mobile.
- I broke immobility in general in a recent PR, but also it's redundant
with a different var I added.

I fixed all of these.

## Why It's Good For The Game

For the one round that will happen in tg history where someone
reactivates a Vortex Anomaly Core on the escape shuttle, it should log
who did it.

## Changelog

🆑
admin: Reactivating an anomaly core via the anomaly releaser is now
logged.
fix: Fixes various bugs related to dimensional/spectral anomalies moving
when they should not.
/🆑
2024-04-16 07:17:43 +02:00
Jacquerel 9579eb338a [no gbp] Space Ruin bioscramblers shouldn't chase people around (#82649)
## About The Pull Request

See title
They wouldn't lock on to people on the station from a space ruin, but
would to whoever entered their z level the second it was entered.
Also fixes bug where I changed `status_flags` to `status_effects` for
some reason which isn't where you look for godmode

## Why It's Good For The Game

We have a space ruin whcih several (coreless) anomalies spawn on, the
bioscrambler was put as an option because it was already immortal. It's
weird though to zone into the ruin and immediately have every anomaly in
there lock onto you, the best intended effect is probably for these ones
specifically not to be bloodthirsty.
We kind of only care about that behaviour on the station.

## Changelog

🆑
fix: Anomalous Research ruin Bioscrambler anomalies won't home in on
targets
fix: Bioscrambler won't randomly drop its target for no reason
/🆑
2024-04-16 07:15:52 +02:00
Jacquerel 16438d0d4e Bioscrambler Anomaly chases you (#82555)
## About The Pull Request

I heard reports that people just ignore the bioscrambler anomaly because
basically you just don't go into that room any more and depending on
where it spawned, that's no big deal.
That won't do.

Now the Bioscrambler will be attracted to the nearest sign of advanced
thinking life (read: nearest humanoid mob controlled by a player) and
will very slowly pursue them, travelling through walls and obstacles in
order to do so.

Also if it decides to target you, you will get a foreboding psychic
warning like with the dark matteor, because I think it's funny for dire
warnings to have multiple obscuring sources.

The Bioscrambler can be blocked with containment fields if you want to
make an overly-elaborate pen for it.
To accomplish this I refactored containment fields a little bit to apply
turf traits instead of making four different `locate()` checks for
different objects. Those files smell bad.

Oh also I moved the dullahan organs to the Bioscrambler blacklist
because they runtimed while I was testing it (see also: my other
incoming PRs) and I can't see any other reasonable way to fix it (they
expect to be in an abstract body zone...)

## Why It's Good For The Game

Anomalies are generally meant to be problems that you deal with or face
some kind of consequence.
Because the Bioscrambler isn't a timed anomaly with a dramatic
detonation effect, being spawned in a poorly-trafficked area could
simply mean that it isn't a problem to anyone.
Now it will make sure that it is a problem for someone until someone
gets rid of it.

I thought this solution was funnier than making it do something zany if
you leave it alone for 3 minutes.

## Changelog

🆑
balance: The Bioscrambler will now actively attempt to get closer to
living targets rather than chilling in a closet nobody goes into (unless
you trap it in a containment field).
balance: Because it can now travel through walls, the Bioscrambler will
no longer transform you THROUGH walls.
/🆑
2024-04-12 13:49:34 -04:00
MrMelbert 1d21d14995 Fix /datum/dimension_theme/fancy never applying (#82485)
## About The Pull Request

It always runtimed due to `replace_floors` being `null`
and because it runtimed it never got to set `replace_floors` to a list

## Changelog

🆑 Melbert
fix: Fix fancy anomaly theme being broken
/🆑
2024-04-06 15:23:27 -06:00
Profakos b20c982404 Converts slimes to basic mobs (#82176)
## About The Pull Request

After months of preparation, and further months of work, I am finally
done. Please bear with me, as this is a massive refactor, but I have
already atomized everything I could. This is now ready for review.

General

- 	The hilbert hotel slimes are now a subtype instead of a varedit.
- The `use_mob_ability` subtree now also accepts non cooldown abilities.
If set_behaviours is set up properly, mobs won't keep continously
triggering it as if it were a 0 second cooldown action. The alternative
would have been turning the slime abilities into cooldown abilities.
- Wrestling off a slime now signs up to the `COMSIG_ATOM_ATTACK_HAND`
signal, instead of being part of attack_hand.
- Adds datum/ai_controller/controller as a fourth, optional argument to
`/datum/ai_behavior/find_hunt_target/valid_dinner()` to make it possible
to access blackboard keys.
- Slimes no longer attack windows if they would accidentally move into
them (when the conditions are met), since random walk behaviour ignores
tiles they can't go in. It was also not worth to keep. Did you know this
was the sole override of `ObjBump()`?
- Examine was made less snowflaky/bespoke. Also added a new element:
`/datum/element/basic_health_examine`, which is a simple bespoke element
that prints out a custom message based on how damaged the basic mob it
is attached to is.
- Slimes only perform knockdown instead of paralysis, as they can attack
more often now, and paralysis is not that fun.
- LAssailant has been removed due being archaic code. To befriend a
slime, you have to spawn a monkey with the slime console, or feed them a
sheet of plasma. Simple grabbing the monkey or stuffing them in
disposals do not work anymore. Slime console spawned monkeys will have a
visible status effect, with pheromones coming off them to make this
clearer.

Actions
- 	Feeding, reproduction and evolution is no longer a verb.
- Slime feeding is no longer an action button. You have to use right
click, or as previously, mousedrop. Slimes can always unbuckle from mobs
they are attached to.

Hunger 

- Instead randomly changing the starvation and max nutrition values
while growing up, evolution costs 200 nutrion. This makes the code more
readable, and behaviour more predictable, while still giving the
intended time between evolving and splitting. As a result, I could also
turn these into defines.
- Added a component that handles doing an effect over time while buckled
to a mob, until the mob dies or you get unbuckled.
- Slimes gained nutrition is no longer randomly multiplied by the damage
config value, but rather gain nutrition equal to twice the damage dealt.
You'll have to eat one monkey to evolve, just as before.
- Slimes do not heal passively. They only heal from eating. It was a
rather miniscule value that did not have much effect.
- Slimes generate electricity from hunger threshold, instead of the
random amount of hunger threshold + 100.

Environment

- Slimes take 15 damage from cold every second, instead of using a
complex formula (that also decreased the damage up to a point?).
- Slimes still heal from burn damage, but this is now set on the damage
coefficient list.
- Slimes instead of getting stunned by the cold, freeze in an ice cube.
BZ instead of setting them unconscious, calls the stasis status effect,
allowing you to safely stash your hungry slimes for later. They also no
longer slow down from the cold, as they are already slowed down by the
damage they get. Conversely they no longer get a speed up from a random
amount of temperature. I could be convinced to readd this either as part
of the basic sensitive component, or a similar one.

AI
- Removed the attacked_stacks system. Slimes will just perform regular
retaliation if you hit them in a harmful manner.
- Slimes now use the pet orders component. They will interrupt their
feeding when given a command by their master.
- Slimes have their own subtrees. I tried to replicate as much as I
could from the old code, dividing ancient code artifacts and intentional
stuff, so there might be some weirdness.
- Slime speech has been almost fully reduced to basic blorbing, as you
can not even understand them anymore, and most of them require the slime
to loop through all of their surroundings.
- Discipline does not have stacks either. Disciplined baby slimes have a
chance to clear their attack and hunt blackboard keys. All slimes will
stop feeding on the target otherwise.
- Since discipline is not a stack, rabidity instead gets removed at a
10% chance per disciplining.
- 	Slimes faces are a bit more randomly picked now.

## Why It's Good For The Game

- We want to convert all simple animals to basic mobs. Old slime code
was also very strange, and had some systems that have been replicated by
components.
- Slimes fully paralyzing you is not fun at all. Knockdown should give
you a fighting chance when a slime would like to eat you.
- Slimes slow down from the heavy damage they get from the cold, so I
don't think they need extra slowdown, nor do they need to speed up from
warmth, as they are already fast.
- Slimes turning into an icecube instead of becoming paralyzed from the
cold is more fun for the slimes, as they can break out for a few
moments. It is also funny.
- Slimes entering proper stasis from BZ is not just a visual indicator
of a slime that is safe to approach, but also keeps the slimes's hunger
value in check, allowing it to not starve while stopped. They can also
look around and blorble, instead of staring at a black screen, if player
controlled.
- The attack_stack and discipline_stack behaviours were rather
overcomplicated, and the xenobio mains I talked with didn't even know it
was a thing, so I argue it needed simplification.
- The bespoke friendship system of slimes was also too complicated.
Slimes slowly gained levels of trust, and at certain levels commands
costed friendship, and other levels, they did not. The binary friend/not
friend system that everything else in the game uses is much more
sensible.
- Using right click for feeding is much more sensible than using an
action, and then picking someone from a dropdown.
- Slime speech was very soulful but not only did it loop through
everything in sight, you couldn't even understand it unless you spoke
slime. Maybe it can be readded later in a different form.
- Slime's passive healing was miniscule, and having them rely on feeding
is more interesting.

also
fixes #81463

## Changelog

🆑
refactor: Slimes are now basic mobs. Please report any strange
behaviours!
balance: Slimes only stun you for two seconds when they shock you, the
rest of the duration is a knockdown.
balance: Slimes are not stunned from the cold, but rather, get frozen in
a freon icecube. BZ also puts them in complete stasis, instead of making
them unconscious. Their speed is likewise unchanged by temperatures.
balance: Slimes do not passively heal, they instead rely on feeding.
fix: Slimes can use the buckling screen alert to unbuckle and stop
feeding, along with clicking on the mob they are riding
/🆑
2024-03-27 16:40:52 -06:00
Bilbo367 466b3df048 Refactor removing unused defines. (#82115)
## About The Pull Request

Refactors a lot of the unused defines.

## Why It's Good For The Game

Refactors a lot of the unused defines.

## Changelog
Nothing player facing

---------

Co-authored-by: san7890 <the@san7890.com>
2024-03-22 21:29:35 -06:00