Commit Graph
111 Commits
Author SHA1 Message Date
+37 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
SyncIt21andGitHub 468b351b86 Axes grind & juice vars into procs (#94592)
## About The Pull Request
Inspired by #94233. `grind_results`(list) & `juice_typepath`(typepath)
are only used when grinding & juicing after which the atom is deleted.
This means if that object is not processed these vars occupy memory &
don't do anything.

Now these values are only generated on demand by calling their
respective procs. Considering how these vars are on the obj level the
memory savings are quite significant

## Changelog
🆑
refactor: grinding & juicing have been refactored to occupy low memory.
Report bugs on github
code: improved grinding & juicing code
/🆑
2025-12-25 20:40:35 +01:00
9afb722ed1 Canned Ink Balance (#94366)
## About The Pull Request

Canned ink/ink sac: remove 2 second paralyze, lowers stagger & blind to
2.5 (max 3) seconds, remove TRAIT_UNCATCHABLE

(current) Canned ink stats:

2 second paralyze [forced knockdown, legs dont work, hands dont work,
drops all items]
3.5 (max 6) second confusion [changeling shriek stagger]
7 (max 10) second blindness [no matter what helmet protection -
bio-hood/eva-helmet, etc.]

Reskinned banana cream pie

Cant catch with throw mode

Buy as many as you want from the chef console (13 credits)

## Why It's Good For The Game

Worth 13 credits (chef's console)
Overtuned (see above)
No counter - You can't catch them with throw mode
Permanent paralysis hard stun - Keep throwing them at the person lying
on the floor

## Changelog

🆑 ArchBTW
balance: Canned ink: Remove uncatchable & paralyze. Lower stagger &
blind
/🆑

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Co-authored-by: glue0000 <230859540+glue0000@users.noreply.github.com>
2025-12-10 20:40:23 +00:00
dieandGitHub bb91185a3a Kitchen soundpack (#93495)
## About The Pull Request


https://github.com/user-attachments/assets/f35be993-66b2-448f-953b-4b2ec9a7b8f6
## Changelog
🆑
sound: added more sounds for knives
sound: added more sounds for pots
sound: added more sounds for trays
sound: added more sounds for cutlery
sound: added more sounds for rolling pins
/🆑
2025-10-19 17:52:44 +02:00
dieandGitHub 0204ab8fdd Canreach refactor (#93165)
## About The Pull Request
ports https://github.com/DaedalusDock/daedalusdock/pull/1144
ports https://github.com/DaedalusDock/daedalusdock/pull/1147

full credit to @Kapu1178 for the juice

instead of `reacher.CanReach(target)` we now do
`target.CanBeReachedBy(reacher)`, this allows us to give special
behavior to atoms which we want to reach, which is exactly what I need
for a feature I'm working on.
## Why It's Good For The Game
allows us to be more flexible with reachability
## Changelog
🆑
refactor: refactored how reaching items works, report any oddities with
being unable to reach something you should be able to!
/🆑
2025-10-07 20:28:59 +02:00
GhomandGitHub 3ea1eb101e [NO GBP] Fix to burned mess (#92684)
## About The Pull Request
#92394 did more harm than good.

First, only the microwavable element transferred reagents even if the
result was a burned mess (in general, a non-positive one), while
grillable and bakeable comps didn't... but that's because I've
overlooked a few checks that skipped the "transfer reagents to the
result" step, which the microwavable element also has, though it stopped
working as intended after I messed with it.
However, I think it's stupid for bad recipes to have a static amount of
"bad food" reagent in them, and overcooking a whole cake shouldn't yield
the same reagents as a bag of chips burned to a crisp, so I scrapped
those damn bad_result checks, and finally let the burned mess item
itself handle converting the consumable reagents into "bad food".

Second, examining most food items no longer tells you that you can make
a burned mess if you microwave it.

## Why It's Good For The Game
This fixes the above issues.

## Changelog

🆑
fix: Examining most food items no longer tells you that you can make
burned mess by microwaving them.
fix: Burned mess now has "bad food" in it more or less proportional to
the nutrients of the item you just overcooked. This also applies to
decomposition now.
/🆑
2025-09-03 04:39:43 -07:00
38f65b2c14 Burned mess from culinary disasters is once again toxic. (#92394)
## About The Pull Request
When an item is cooked, reagents are generally cleared from the
resulting object and the reagents of the source object are transferred
to it instead. This means burned mess won't have its toxins when cooked,
locking you out of one or two chemistry recipes that require it while
also making the item generally not toxic at all.
So to fix it, we simply have to replace all or most of the consumable
reagents inside the burned mess with bad food, via component signals.

## Why It's Good For The Game
Fixing an issue with food and chemistry.

## Changelog

🆑
fix: burned mess made with a microwave, oven or griddle once again
toxins.
/🆑

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Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
2025-08-11 20:30:47 +02:00
GhomandGitHub 4975174928 [NO GBP] Adds unit test checks for materials and processable comp & co. (#92194) 2025-07-30 13:17:12 +02:00
GhomandGitHub 4f6727024d Crafting refactor, implementing materials (#89465)
## About The Pull Request
My original plan was to just implement materials into crafting so that
items would inherit the materials of their components, allowing for some
interesting stuff if the material flags of the item allow it. However to
my dismay crafting is a pile of old tech debt, starting from the old
`del_reqs` and `CheckParts` which still contain lines about old janky
bandaids that are no longer in use nor reachable, up to the
`customizable_reagent_holder` component which has some harddel issues
when your custom food is sliced, and items used in food recipes not
being deleted and instead stored inside the result with no purpose as
well as other inconsistencies like stack recipes that transfer materials
having counterparts in the UI that don't do that.

EDIT: Several things have come up while working on this, so I apologise
that it ended up changing over 100+ files. I managed to atomize some of
the changes, but it's a bit tedious.

EDIT: TLDR because I was told this section is too vague and there's too
much going on. This PR:
- Improves the dated crafting code (not the UI).
- replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion`
with `atom/on_craft_completion`.
- Reqs used in food recipes are now deleted by default and not stored
inside the result (they did nothing).
- Renames the customizable_reagent_holder comp and improves it (No
harddels/ref issues).
- Adds a unit test that tries to craft all recipes to see what's wrong
(it skips some of the much more specific reqs for now).
- In the unit test is also the code to make sure materials of the
crafted item and a non-crafted item of the same type are roughly the
same, so far only applied to food.
- Some mild material/food refactoring around the fact that food item
code has been changed to support materials.

## Why It's Good For The Game
Improving the backbone of the crafting system. Also materials and food
code.

## Changelog

🆑
refactor: Refactored crafting backend. Report possible pesky bugs.
balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge
different because of code standardization.
/🆑
2025-06-01 16:37:43 -07:00
MrMelbertandGitHub 5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request

Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

## Changelog

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-19 13:32:12 +10:00
GhomandGitHub 339616ae78 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!

I also tried to replace some of those single letter vars/args but there
are just way too many of them.

## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.

## Changelog

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-23 20:18:26 +00:00
GhomandGitHub 7c703fc712 Food types are now passed down when cooking from recipes. (#89706)
## About The Pull Request
~~I have some beef with the cooking system.~~

Cooking recipes are coded in a way that disregard the possibility for
their components to have different foodtype flags than the ones you
would find normally find.
For example, if I wanted to make corned beef, but instead of a standard
steak, I used a killer tomato "steak", the result would still have the
meat food type, even if none of the components has it.

I've had to resort to a few hacky lines of code to manipulate the food
types from the edible component, but that can be easily fixed if #89687
is merged.

## Why It's Good For The Game
This also makes cooking recipes less strict about their food types and
can help us spot inconsistencies with recipes.

## Changelog

🆑
qol: Food types are now passed down when cooking from recipes. For
example, a plate of corned "beef" made from giant killer tomato slabs no
longer counts as meat but only vegetables now.
fix: Fixed a metric ton of inconsistencies with food types and recipes.
fix: Dank-pockets (the weed variant) can now be microwaved.
/🆑
2025-03-13 20:06:35 +01:00
GhomandGitHub da31ea158c The edible component now uses DUPE_SOURCE mode (#89687)
## About The Pull Request
The edible component now uses DUPE_SOURCE mode, which is needed to avoid
conflicts between sources. This includes some other tidbits from my
refactor like renaming dcs/flags.dm to ds/declarations.dm (in virtue of
the fact it doesn't only contain flags anymore even before this PR),
meat materials giving protein and fat reagents to affected atoms instead
of generic nutriment and oil, and the pizza material no longer
containing meat, because margherita pizza, which the material is
extracted from, doesn't contain meat either. The pepperonis were
magically conjured space bs.

## Why It's Good For The Game
There are multiple sources of the edible component and we don't want
issues with that. Also atomizing stuff from my refactor.

## Changelog

🆑
balance: objects made out of meat are no longer classified as gross food
on top of being raw and meaty, and actually contain protein and fat
instead of standard nutriment and oil.
balance: the pizza material stacks, crafted with margherita pizza and
rollig pin mind you, no longer magically contain pepperoni.
/🆑
2025-03-02 13:15:08 +01:00
SmArtKarandGitHub 44154ba4f7 You can no longer stick a butter on a stick on a stick (#88301)
## About The Pull Request

Recursion!

## Why It's Good For The Game

The code was weird, allowed you to teleport butter and void rods.

## Changelog
🆑
fix: You can no longer stick a butter on a stick on a stick
/🆑
2024-12-01 13:48:50 +01:00
SmArtKarandGitHub 742729fa0a Converts most common particle sources to use our new pooling system (#88048)
## About The Pull Request

Closes #83370
Converted most cases where we could benefit from using shared particles
(aka when there's probably more than 3 uses of that particle in a round)
to use the new shared particle system. Should provide significant
clientside performance in particle-heavy areas like botany (or sometimes
kitchen)

## Changelog
🆑
refactor: Converted most common particle sources to use our new pooling
system.
/🆑
2024-11-21 18:16:12 +01:00
GhomandGitHub 778ed9f1ab The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.

This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).

And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.

## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.

Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.

Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

![immagine](https://github.com/user-attachments/assets/2bb625c9-9233-42eb-b9b8-e0bd6909ce89)

## Changelog

🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
2024-10-30 08:03:02 +01:00
grungussussandGitHub 58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

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

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

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

-- instrumental --

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

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

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

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

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

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

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

- [ ] attributions

## Why It's Good For The Game

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

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
7d3004bc79 Removes caps from many improper items (#86759)
## About The Pull Request

Removes caps from many improper items.
For example - Heated Rebar Crossbow -> heated rebar crossbow

I've kept a lot of items untouched because for some reason or another it
felt nicer to me that they be, uh, capsed. For example Hat of the
Honkmother, anything that has 'weight' to it.

There's also some minor name changes that I think fit better, such as
Rebar Storage Quiver -> rebar quiver. I mean, we already know it's for
storage. That's the whole point of quivers.
## Why It's Good For The Game

This is one of my biggest pet peeves, Randomly Capitalized Items For No
Reason. It looks sloppy, awkward, and half-assed. This PR brings a lot
of the worst offenders in line. if your name isn't a proper noun it
almost never should have caps.
## Changelog
🆑
spellcheck: Removes caps from many improper items
/🆑

---------

Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
2024-09-21 00:09:34 +02:00
GhomandGitHub 10c2b7364e The fishening v3: Fishing lures. (#86007)
## About The Pull Request
Over half of the line changes are merely from splitting the
fish_types.dm into several files since it was over 1k lines already.

One of the small issues with fishing right now is RNG. You want to get
some specific fish, and you go through all the micromanaging with hooks,
reels and baits only for the random number god to say "nope", and that's
only going to get worse the more fish are in the game.

However, I've a solution: (unconsumable/reusable) fishing lures, each of
which attracts different fish based on different conditions. The only
caveat is that they require to be spun at set intervals (usually 1 to 3
seconds, depending on the lure, with a second-long window). Worry not,
there're visual cues in the form of a green/red light hovering the
fishing float, so you won't get screwed up by the server slowing down or
whatever.
The whole box of lures (12 so far) can be from cargo for the fair price
of 450 credits.

I've also added 5 new fish: monkfish, plaice, pike, another punnier
variant of the pike, perch and squid. The latter is quite special
because of the ink production trait, which lets players use it to blind
others at a close range and when butchered, it yields an ink sac, which
can be processed into a can of squid ink (one less item exclusive to the
produce console), or thrown at people in a sort-of-similar fashion of
banana cream pies (except it's ink).

<details>
  <summary>Images</summary>

Fishing lures (forgot to take my cursor off the veggie one before the
screenshot):

![immagine](https://github.com/user-attachments/assets/8ba7a0f2-2a9f-4177-9c0d-ebeabd8a0ef7)

The five new fish:

![immagine](https://github.com/user-attachments/assets/1c251079-3b39-48bb-af6c-0a35623953a7)

</details>

<details>
<summary>A table of fish catchable wth each lure (excluding
holodeck)</summary>


![table](https://github.com/user-attachments/assets/dee95855-405b-4945-bfc2-70e816e46109)

</details>

A few more things in the CL, baitfish are a thing now.

## Why It's Good For The Game
There should be ways to contrast some of the RNG fishing has. After all,
it's only going to get more random the more fish are in the game.
Furthermore, I find it disappointing that a lot of food stuff is
exclusive to the ingredients console and there're no other ways to get
it.

## Changelog

🆑
add: Added fishing lures to the game. They don't get used up like baits
and let you catch specific kinds of fish, though they need to be spun
every few seconds. The whole set can be ordered from cargo for 450
credits.
balance: The magnet hook now removes dud chances.
add: Added five new fish types: perch, two types of pike, monkfish,
plaice and squid. Squids have a fairly special ink production trait,
which lets you use them (unless dead) to ink people face at close range,
and can be butchered for an ink sac, which can either be processed into
canned squid ink, or thrown at someone.
fix: Refactored throwing a little. Some items (specifically
components/elements) won't be triggered when caught. no more plates
shattering despite being caught for example.
add: Goldfish, lavaloops, needlefish and armorfish can now be used as
baits.
/🆑
2024-09-06 19:50:28 -04:00
GhomandGitHub 73081bcff0 Add messages (paper, photos, cash) in bottles. (#85703)
## About The Pull Request
This PR adds a new persistent feature: message inside bottles. These are
basically glass bottles with inside a piece of paper, a photo or space
cash (no holocredits, and most bills rarely go over 1000 credits anyway)
from a previous round, which can be fished at the beach, or from the
relative fishing portals.

Each piece of written paper or photo that isn't map-loaded has a roughly
a 0.2% chance to be added to the message bottles database at the end of
the round. However, you can also manually toss a glass bottle with
inside a paper/photo/bill into the ocean (or a fishing portal generator
with the ocean/beach module loaded) for guaranteed results.

The bottles are removed from the database once fished up by the by,
unless tossed back into the ocean.

I've also offset a couple bottle sprites that weren't properly aligned
(for the message overlays).

TODO:
- [x] add a couple (20 prob or less) message bottle spawners to the
beach away mission or something.
- [x] add a few sounds for adding and removing the message from the
bottle. (pickup/drop sounds already handle that)
- [x] test it properly.

## Why It's Good For The Game
I think it'd be neat to have a way to send photos, snarky "seek grass"
messages, as well as the occasional financial aid to future players, and
furthermore, another thing to tie fishing to.

## Changelog

🆑
add: You can place papers, photos and cash bills (no holochips) inside
bottles and then toss them into the ocean (or fishing portal gen with
relative settings) with right-click, for others to fish them up on
future rounds.
/🆑
2024-08-24 01:31:38 -04:00
6323ee68d9 Melon Armours, Mock up wizardry, and other cool botany stuff, Gnomes and Gardens style. (#85128)
## About The Pull Request

Hello, coder of carrot swords here!

Contains;
Melon armours and helmets for all melon subtypes. (with fire-resistant
counterparts specifficaly if you make the stuff from fire-resistant
melons). Helmets can be worn by Ian!
Inhands, slices, and mushes for all melon subtypes. 
Bamboo staff + abillity to wear bamboo hat in reverse to look much
cooler.
Parsnip shiv and sabre.
Moonflower buckler.
Chantarelle wizard hat.
Durathread robe with options to be crafted into different wizard type
themed ones by combining with rare plants; chili's and a nova flower
make Pyromancer Robes, destroying angels and deathweeds make
necromancer's ones, and so on.
Cahn'root, a new plant, which brews into root beer, and has couple more
uses.
Cahn'root shiv and dagger.
Two new arrow variants; a sticky one, and a poisoned one.


![rootthing](https://github.com/user-attachments/assets/e2167d4f-cb13-49d2-a179-5504066f2832)

![image](https://github.com/user-attachments/assets/4eea8257-997c-4af4-80bc-ed0e721620d2)


## Why It's Good For The Game


![thumbup](https://github.com/user-attachments/assets/c02f3e65-3cf4-4b5b-8d8e-74002c17a952)

Ever since carrot swords got merged in, I saw several people requesting
melon armours, so I had to get to it eventually. Inhands, and slices for
melons came about alongside it, in sudden burst of aspergers I couldn't
let such inconsistancies slide. Everything else mostly came about
because I got hanged up on idea of giving botany a 'build' which could
represent each of the classess from DnD. They make for a nice set
together, and are mostly harmless.

## Changelog

🆑
add: All the melons are now sliceable, and have inhands, instead of just
watermelon and holymelon respectively.
add: You can now hollow out melons of all kinds with a spoon to make
helmets or chestplates, based on the potency! If you are unlucky, you
can tie up three helmets into a chestplate with durathread using the
crafting menu.
add: You can now make a bo staff out of bamboo and steelcap logs.
add: You can now make a moonflower buckler out of moonflowers and
steelcap logs.
add: You can also hollow out chantarelle to make mock-up wizard hat.
add: Parsnips, as mutation of carrots, become equaly able to be
sharpaned, turning into shivs, or with potency and luck, sabres.
add: You can now craft a durathread robe, and customize it into
different variants using specific plants in crafting menu.
add: Carrots gain a new possible mutation; cahn'root, brewable into root
beer and sharpanable into shivs or daggers!
add: Rice hat, made from bamboo, now has an alternative style, allowing
you to wear it in reverse and be much cooler.
add: Two new arrow variants appear in the crafting menu; sticky and
poisonous ones! If you want to make arrows at all though, remember to
order bow-maker's crate at cargo.
/🆑

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: cnleth <113535457+cnleth@users.noreply.github.com>
2024-07-25 05:55:11 -07:00
lessthanthreeandGitHub 61afe14429 Updates fruit bowl description (#84123)
## About The Pull Request

Updates the description of the fruit bowl.

## Why It's Good For The Game

Foreshadowing.

## Changelog

🆑 LT3
spellcheck: Melon fruit bowl now comes with a side of foreshadowing for
people who want to experience an explosion of flavour
/🆑
2024-06-19 15:40:59 -06:00
TJatPBnJandGitHub 8ddb0fdc0c Power crepes are now finger food (#81599)
## About The Pull Request
Power crepes are now finger food, meaning you can eat them while
walking. I think this makes sense because the power crepe is massive
enough to just take a bite out of while you walk.
## Why It's Good For The Game
Power crepes are a very expensive food item, the should at least be easy
to eat.
## Changelog
🆑
balance: Power crepes are now finger food
/🆑
2024-02-26 18:39:04 +01:00
xXPawnStarrXxandGitHub ead6d8d597 Plonts takke2 (#79484)
## About The Pull Request

Okay; Take two at this ~~because I totally didn't delete my sprites and
set myself back when all I had to do was fix a few merge issues and
instead decided to entangle myself in adding another plant.~~
This PR aims to add THREE new plants; Pepper-Corn, Saltcane and
Butterbeans.
Peppercorn can be ground for black pepper.
Saltcane can be ground for salt or dried into a seaweed sheet
replacement.
Butterbeans can be pressed into a small slice of butter, or ground for a
small amount of milk/cream and fermented for yoghurt.
I have also added fermentation of Soybeans to produce soysauce... since
that's literally how authentic soysauce is made.

## Why It's Good For The Game

I personally feel this will be good for the game as it means the kitchen
can rely on their botanists to produce higher quality ingredients and
don't have to harass other places or hemorraghe money to make good food
for the crew. Easier access to condiments allows for easier production
of a varied amount of food.
2023-11-08 15:32:54 -06:00
JacquerelandGitHub 52f282c832 Fixes some items produced by using plants not inheriting reagent purity (#79123)
## About The Pull Request

In #78322 I removed the reagent purity initialize argument from grown
items, thinking it was only used by butter. It was actually used in two
other places which I missed, in which I have implemented the same
functionality.
Rather than passing the desired purity on creation we instead just set
the purity of contents reagents after initialising the atom. This
broadly replicates what the edible component was doing, as these items
only get reagents from being edible.

## Changelog

🆑
fix: Meatwheat Clumps, Bungo Pits, and Eggplant Eggs should once again
inherit reagent purity from the grown item which produces them.
/🆑
2023-10-21 17:04:01 +02:00
d9f495aea9 Add appy slices (#78944)
## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/66640614/d0e80b4c-68c3-4ed2-af3c-4d078de4724f)

Delicious snacktime

## Why It's Good For The Game
Healthy snack good for kids

## Changelog
🆑
qol: apples can now be sliced
/🆑

---------

Co-authored-by: tattle <article.disaster@gmail.com>
2023-10-13 00:11:26 -06:00
MidoriWrothandGitHub 2aaa180aac [NO GBP] Adds complexity to foods missing it (#78546)
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## About The Pull Request

My foods in my last food update were missing the new complexity factor
for some reason. This is just adding that.

## Why It's Good For The Game

More consistency with foods!

## Changelog

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and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
fix: Added complexity factors to foods that were missing them.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
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2023-09-27 15:57:45 +01:00
lizardqueenlexiandGitHub 84ca9d8278 Fixed several Foodening taste issues. (#78481)
## About The Pull Request

Fixes a number of issues with taste that arose from the Foodening:
- Foods with special `check_liked` callbacks were having these thrown
out without effect. This made food with special "liked" conditions get
ignored - for example, security lizards didn't like donuts anymore.
- Ageusia was completely ignored when determining taste reactions (the
entire point of the quirk!).
- Foods with a toxic ingredient still gave the normal toxic reaction,
but would not always show up as inedible on examine if they were very
complex or had several liked foodtypes.

These issues have been fixed through a rewrite of the
`get_perceived_food_quality()` proc - all relevant checks are now made
within this proc rather than some coming before (and being partly
discarded).

Food quality checks take on the following hierarchy:
`silver slime toxicity > check_liked > toxic foodtypes > ageusia > liked
+ disliked foodtypes`

- **Silver slime toxicity** is about the same as before, except it will
return a toxic result early if the eater is not a jellyperson, or
increase the perceived quality by 2 if they are.
- **check_liked** will return early with a value based on the result of
the callback: -8 (toxic) if toxic, -2 (disliked) if disliked, and 2 (a
nice meal) if liked. As before, these ignore all further foodtype
calculations.
- **Toxic foodtypes** will return the toxic threshold if present.
- **Ageusia** will always return 0 - you can't taste anything, so if it
doesn't poison you it tastes completely neutral.
- **Liked + disliked foodtypes** are how things already work - save for
toxic foodtypes no longer being needlessly factored into the math.

As part of unifying two disparate sets of checks, perceived food quality
of -8 or lower now gives the toxic reaction rather than the disliked
one. This threshold would be incredibly difficult to reach via disliked
food alone, requiring four different disliked foodtypes at once in a
non-handcrafted food. This could potentially be set to a less extreme
value, like -4, if you wanted disliked-enough food to act as toxic -
but, as this would be a minor balance change, I haven't done that here.

Finally, as a miscellaneous change, a vestigial "fraction" field has
been removed from the invocation of check_liked - this was not used, and
was inconvenient for the rewritten code.
## Why It's Good For The Game

Restores several features that were lost or muddled in the Foodening,
and should not have been.

Note that, while this change generally preserves old behavior, it
diverges somewhat from the _intended_ design of the Foodening. Namely,
toxic foodtypes will _always_ give the toxic disgust/moodlet (unless
superseded by the above hierarchy), rather than being weighed against
the other foodtypes. I personally think this is fine, as I disagree with
the notion that wrapping poison in nice ingredients will make them
edible.
## Changelog
🆑
fix: Foods that have special conditions for liking/disliking them (such
as donuts for sec officers) have these conditions again.
fix: Characters with ageusia properly ignore non-toxic food types that
they eat.
fix: If you examine toxic food, it can no longer appear to you as
edible.
/🆑
2023-09-22 20:32:39 +02:00
lizardqueenlexiandGitHub d10a708794 Removed an inexplicable Cyrillic letter from the code. (#78148)
## About The Pull Request

Resolves #77906

I've mercilessly torn the soul from the game and rendered it
functionally unplayable. The icon state for caramel popcorn, for
whatever reason, used a Cyrillic "с" in its name, which I've cruelly
rendered into a Latin "c" instead.
## Why It's Good For The Game

It's not pronounced "saramel".
## Changelog
No player-facing changes.
2023-09-06 09:34:35 +12:00
A miscellaneous FernandGitHub a92843744b Simplifies the way burning food is handled, kills burns_in_oven and burns_on_grill (#77570)
## About The Pull Request

Currently, burning food is handled in the following way (for the sake of
brevity I'll explain it with baking but it's essentially the exact same
with grilling):
- If a recipe has a baking recipe added in it's `make_bakeable`, then it
will produce that when baked.
- If it does not have a recipe added, but `burns_in_oven` is TRUE, then
it will have a negative baking recipe for "burned mess" added by the
parent of `make_bakeable`, and be turned to that after 20 to 25 seconds.
- If it has neither, it will instantly be set on fire.

What this PR does is, basically, remove the check for
`burns_in_oven/burns_on_grill` and make food always have a negative
burned mess recipe unless overriden by an actual recipe.

Also modified the examines a bit to better fit food that hasn't
necessarily been baked/grilled before but would still turn to a burnt
mess if put in either.

## Why It's Good For The Game

My issues with the way it currently works are:

1. The "default" case is one that largely doesn't make sense for food.
Most things would logically just get turned to a burnt mess after being
overcooked for some time rather than combusting the very moment you
close the range.
2. If you make any cooking item the result of a baking recipe, then you
must also remember to make its `burns_in_oven` var true, because
otherwise it will be set on fire as soon as it finishes baking, making
it impossible to cook. (See issue #77377) This is pretty bad because
it's easy not to notice or add these vars, given that they're a bit out
of the way mechanically and...
3. ...the var names are very unintuitive. In practical terms all
`burns_in_oven` and `burns_in_grill` do is add a timer before the item
is ruined, not actually cause or prevent the ruining.

By removing these vars and their function we deal with all three, as
turning into a burnt mess is now the default outcome for food that
shouldn't be baked/grilled and coders adding food/recipes don't need to
worry about the confusingly-named vars.

Also, as mentioned before, fixes #77377.

## Changelog
🆑
fix: boiled rice doesn't burn instantly after being baked
code: simplifies the way burning food is handled, grilled/baked food now
turns to a burnt mess rather than being set on fire, unless they have a
baking/grilling recipe
/🆑
2023-09-04 01:07:27 +02:00
AndrewandGitHub b1c5e5e0f6 Foodening (#77887) 2023-08-31 14:57:19 -04:00
MidoriWrothandGitHub f988cb3f01 [NO GBP] Moussaka/pita bread fixes (#77743)
## About The Pull Request

When doing my new food release, I thought moussaka used both potatoes
and eggplants when it only uses eggplants, which can be substituted for
potatoes (which is lame and not authentic!)
Also, pita bread no longer burns on the griddle

## Why It's Good For The Game

Food becomes a bit more consistent!

## Changelog
🆑
fix: Moussaka now only uses eggplants instead of eggplants and potatoes
fix: Pita bread no longer burns on the griddle/oven
/🆑
2023-08-23 13:43:51 -06:00
MidoriWrothandGitHub e6415a16b3 Food Expansion 6 - Pineapple, eggplant, and more! (#77516)
## About The Pull Request

This is my sixth food expansion, focusing primarily on adding more
recipes for under-utilized ingredients such as pineapple, eggplant, and
pickles. Included are a few more cookies, spaghettis, sushis, and other
miscellaneous recipes for people to toy around with.


![Hysk0xw](https://github.com/tgstation/tgstation/assets/18170896/81215f2b-2b09-4990-9109-98e1f0409011)

![dWNLtus](https://github.com/tgstation/tgstation/assets/18170896/55e57a8c-caf1-481a-a7bb-03e97178f1b3)

![zMOejJR](https://github.com/tgstation/tgstation/assets/18170896/b5ae8f1e-29d2-409c-96db-fe9d908a78ef)

![EvGani9](https://github.com/tgstation/tgstation/assets/18170896/33093d22-a610-443d-badc-4ab1ac57f2bf)

![l8kCeEh](https://github.com/tgstation/tgstation/assets/18170896/b404eefc-f331-4846-aafc-aa2e7a53b613)

![VcyvMAF](https://github.com/tgstation/tgstation/assets/18170896/52e8a177-a48a-4544-98d0-ca257ad10965)


## Why It's Good For The Game

Adding more recipes for under-utilized ingredients actually makes them
useful, and encourages people to make more diverse menus now that there
are recipes which use them. Pineapple for example only had 3 recipes up
until now. After this PR, it will have 8. Other than that, adding more
recipe options allows for greater flexibility of chef gameplay,
especially with simpler and easier to make options such as the falafel.

## Changelog
🆑
add: Added 28 new food recipes!
/🆑
2023-08-15 20:02:59 -07:00
Sealed101andGitHub cc57581b73 Dog wit the butter (feat. a bunch of dog-related code improvements) (#77039)
## About The Pull Request
Adds a `dog_fashion` for the stick of butter.(screenshot is outdated as
Lisa won't have butter no more)
![butter
dawgs](https://github.com/tgstation/tgstation/assets/75863639/a22e702c-98a8-4283-abd9-28d4a9fb3bd0)

Also cleans up dog.dm because it was SHIT and FUCK and MY FUCKING GOD
TWO INITIALIZE()s TWO TIMES IN A SINGLE FILE WHAT IN THE GODDAMN

Most noticeably, Lisa properly won't wear any hats, and puppies properly
can't wear head/back items (by just removing those item slots from the
strip/equip menu. if some admeme wants to fumble around they may still
equip shit there. but otherwise for a normal player those slots are
inaccessible).
Basic mobs now also send signals when they run
`appear_dead`/`appear_alive` procs, which corgis hook into to update
their dead fashion overlays.
The side-effect of getting that to work is that dogs (and any basic mob
that uses `play_dead` ai behavior) are so good at feigning death, that
they fool medical HUDs and other related things. They're just that good.
There's a bunch of other things involved and I was mostly just being
angry at the state of the file so I'll check back when I gather all
things changed.


![strippy](https://github.com/tgstation/tgstation/assets/75863639/ec4d17a2-d4df-401c-bd1f-7c4ee1b95671)


## Why It's Good For The Game


https://github.com/tgstation/tgstation/assets/75863639/b34589cb-94d6-4b80-bf0f-1814c08da100



## Changelog
🆑
add: dog with a butter on 'em
add: dead dog with da butter on 'em (dogs feigning death are so good at
it, they appear dead to medical HUDs and other things)
add: Nars-Ian now can revive from the dead if he consumes a pet
fix: fixes dog fashion items with no speech modifiers set making dressed
up corgis unable to perform their speech or emote behaviors
fix: fixes old Ian losing his mobility ride when shaved with a razor
fix: fixes pets not dropping their collar when gibbed
fix: butter don't go on Lisa and corgi puppies (Lisa won't wear hats and
corgi puppies can't wear hats and back slot items)
/🆑
2023-07-27 12:54:07 -06:00
carshalashandGitHub 3b57152a97 American touristbots will now order butter on a stick. (#77036)
## About The Pull Request

My good friendmin mrr.fiish was so delighted about me making his
favourite country faire staplein game, that I decided to make it fairly
commonly ordered by the American Touristbots.

## Why It's Good For The Game

It makes my good friend mrr.fiish happy, and hopefully other Americans
too.

## Changelog

🆑
balance: Mmmh, butter on a stick. Now for americanbots.
/🆑
2023-07-25 12:05:04 +02:00
YesterdaysPromiseandGitHub fb10121022 Icons folder cleaning wave two (#76788)
## About The Pull Request

Further continous organizing and cleaning the Icons folder. There are
still some minior nitpicks left to do, but I reached my daily sanity
expenses limit again, and the faster these get in the less issues for
both me and others later. Also cleans some mess I caused by my blindness
last PR.

## Why It's Good For The Game

Saner spriters = better sprites
2023-07-14 18:36:41 +00:00
JacquerelandGitHub 6e288185bc Cuter spiderlings (#76532)
## About The Pull Request

I hate looking at spiderlings. Mostly because they're an extremely fast
mob with no directional sprites or animations, so they appear to be a
rapid floating overlay.
I made some new ones. I don't know if they're objectively better but _I_
like them more.

Before:

![image](https://github.com/tgstation/tgstation/assets/7483112/ef561c4f-6d34-4ed2-a486-cd42f06f5648)

After:

![image](https://github.com/tgstation/tgstation/assets/7483112/7c073166-a956-4f7f-8dac-21d1a0f0a868)

Unlike the old sprites they also have directional states and movement
animations so you can scurry around really fast without being a static
image (maybe they shouldn't be so fast? A question for another PR).
I spent like 30 minutes looking at GAGs and then realised not only would
the colours be a pain in the ass but it doesn't support movement states
anyway.

Additionally I made the "dead spiderling" item inherit the dead
spiderling icon state from that spiderling instead of always being the
generic one.

Oh also I think a typo made baby tarantulas completely invisible.

## Why It's Good For The Game

I hate looking at spiderlings.

## Changelog

🆑
image: New directional sprites for spiderlings, with movement
animations.
fix: Dead spiderlings will be the same colour as they were when they
were alive.
fix: Tarantula spiderlings are no longer invisible,
/🆑
2023-07-04 20:17:29 -06:00
necromanceranneandGitHub 2600f23ebb Coroner Update: Pickle-Eating Morbid Weirdo Obsessed with Death and Perfectionism (#76318)
This PR introduces a whole bunch of Coroner and Morbid related content.

Firstly, Morbid is now a mind trait, and specifically, coroners start
with it.

Coroners also have a liver trait that allows them to heal toxins (very
slowly) from eating pickles and drinking pickle juice. They also
can...drink formaldehyde. I guess. Dissections is thirsty work.

Coroners gain a whole set of special tools specifically for use in any
surgeries marked as interests of the Morbid. This is determined by the
``surgery_flag`` called ``SURGERY_MORBID_CURIOSITY``. Currently, these
surgeries are included;

dissections, autospies, revival surgery, plastic surgery, organ/feature
manipulations, amputations

To fit the theme, TRAIT_MORBID also applies the reduction to eye
snatchers.

While using their special tools, and the surgery is a morbid curiosity,
the coroner/anyone who is morbid gains a 30% speed boost! This stacks
with the dissection speed boost. Otherwise, the tools are just regular
tools with a special name (though the scalpel is better at killing
undead, because, you know, you're watching over the dead).

The coroner's special medkit, which is the only one you can get in a
round, can fit their autopsy scanners and tools. Anything that comes
standard with their kit can go back into it.

Anyone who is morbid can safely retrieve the secrets of the elephant
graveyard. The serrated shovel, notably, is a much better tool and
notably better at killing organics, but not inorganics (like the dead).

(Gives roboticists secure morgue access during skeleton crew pop totals)
2023-06-30 12:55:14 +00:00
DATAxPUNGEDandGitHub e14eb3296f [BUTTER] You can now slice butter into 3 easier to handle slices. Mixing butter now requires 25 milk. Butter resprite (#76338)
## About The Pull Request

On top of removing soul, this changes almost all recipes to use butter
slices instead of a whole stick of butter, said stick of butter now
takes 25 units of milk to be mixed. The whole equation results in
8.333... milk per butter slice, making butter in general more efficient.
Butter also has 3 times as much nutriment.


![image](https://github.com/tgstation/tgstation/assets/44149906/6ee730ee-c855-4483-9b89-50f63d67991b)
## Why It's Good For The Game

Butter takes a lot of milk for not a lot of results, and using a whole
stick of butter on certain recipes is just silly. Now, you will spend
MORE milk to make butter, but you will slice it to make butter slices,
which are what will be used on recipes instead. Except butter on a
stick, that still uses the OG butter.
## Changelog
🆑
add: Added butter slices, which you can make by cutting butter into 3.
qol: Recipes that once required butter now only require a slice of it.
With the exception of the butter on a stick, of course.
balance: Butter now requires 25 milk to mix and has 3 times as much
nutriment.
image: Resprited butter and butter on a stick using bluespace
technology, managing to compress more butter into a smaller space
/🆑
2023-06-28 18:55:58 -06:00
3ec8bd669e Food gets stink lines when about to go rotten (#76038)
## About The Pull Request

Title says it all, food that decomposes gets stink lines halfway
through.

![image](https://github.com/tgstation/tgstation/assets/82850673/ae90220c-4b27-49dd-873a-6f349055f891)

![image](https://github.com/tgstation/tgstation/assets/82850673/c982055d-ed69-4935-bda5-7851836fad2c)

Moldy messes always gets stink lines.

## Why It's Good For The Game

1. It's funny
2. It's a visual indicator for food going bad which is kinda nice

## Changelog

🆑
add: Food now gets stink lines when going bad. Uh oh, stinky.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-06-18 18:29:29 -06:00
a4822c165b Now blocking is more noticeable! New blocking and parrying sounds (#74998)
## About The Pull Request
Now whenever an attack is blocked, the sound will play and deflection
with the item now plays sound too:


https://github.com/tgstation/tgstation/assets/42353186/1a0cc5b7-f2af-4d72-88d7-57cc11f5baa3

The parry.ogg was updated to a better-sounding one


https://github.com/tgstation/tgstation/assets/42353186/5ffc53d8-0b3c-4e6b-9256-b7b9735918bc

Every item now has a "block_sound" that can be set, it determines what
sound is played when you block an attack with it.
Cult items no longer have their own way of fuckery to play parry sounds,
now they use this system as well.

Now shield bash sound is 80% smaller after cutting out all of its noise
and silence.
## Why It's Good For The Game
Adds feedback on whether the attack was blocked or not, signalling both
to the attacker and defender that it didn't go through even if the
animation played, which is a great QoL. Same with the deflection sound
(although deflection is still pretty visible, the sound would not hurt)

New sounds add more flavour to the weapons, especially the energy sword,
giving it even more badassery.

Cutting down the noise from the shield bash sound has made it better to
listen and saved some kilobytes of information. And making every item
use the universal system for blocking sounds, removing cultist items'
own code for playing parrying sounds.
## Changelog
🆑 DrDiasyl aka DrTuxedo#0931
qol: Now blocking an attack will play a sound and display a spark
effect, giving back feedback
sound: parry.ogg was updated to a better-sounding version
sound: shieldbash.ogg no longer has noise and unnecessary silence
sound: New block_shield.ogg and block_blade.ogg for shields and energy
swords
code: Cultists items no longer have their own code for playing parrying
sounds
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-05-11 17:53:46 +00:00
DATAxPUNGEDandGitHub 0139b306f7 Fixes misspelling of Paçoca. (#74144)
## About The Pull Request

I changed exactly 2 letters of code, The name of the food item in-game
should now properly be "Paçoca"
## Why It's Good For The Game

I'm not really sure why it was wrong in the first place. This is the
only Brazilian food item in the game, it better at least get the name
right
I was initially worried that this might cause issues for those who do
not have Ç on their keyboard to search it, but then again, mothic food
exists
## Changelog
🆑
spellcheck: Pacoca is now called "Paçoca", as it should
/🆑
2023-03-21 17:15:54 -06:00
MidoriWrothandGitHub 1a49ade0bc [No GBP] Minor Food Tweaks (#73499)
## About The Pull Request

This PR will tweak some of my foods and others to make them a little
less excessive or to buff them a little.

Meatloaf takes 2 meat slabs instead of 3. It felt pretty excessive to
use 3.
Ribs and meat clown now use /obj/item/food/meat/steak instead of
/obj/item/food/meat/steak/plain. This allows custom downstream steaks to
also be used for ribs, instead of only vanilla upstream ones
Truffles and peanut butter cups use 2 of their filling ingredient
instead of 5. 5 felt excessive.
Moved calzones to the pizza crafting menu
Adds the meat foodtype to meat pierogis and removes the dairy foodtype
(wow)
Increases the nutritional value of french toast
Beef stroganoff uses 2 units of salt/pepper instead of 5
Removes sugar from granola bars to make them less complex to make

## Why It's Good For The Game

Re-balancing certain foods to make them simpler or more worthwhile
encourages people to make them =)

## Changelog
🆑
qol: Tweaked around some foods to make them easier to make
/🆑
2023-02-18 22:51:26 -07:00
tattleandGitHub 5c97b13e18 Food code sweepups + heart boxes have more chocolate variety (#72127)
- Chocolate boxes now contain bonbons (formerly tiny chocolates),
truffles, and peanut butter cups
- Slices of bread now taste like their respective breads instead of
tasting "indescribable"
- Fiesta skewers have food categories now
- Misc food file has had more split out of it into sweets.dm,
vegetables.dm, and packaged.dm
- Removed a bunch of redundant food_reagent code
- Changed the sugar in clown cakes' food_reagents to banana juice
- Increased the amount of vitamin in pound cakes (it's four whole cakes
and the amount of vitamin doesn't go up?)
2022-12-30 00:28:00 +00:00
MidoriWrothandGitHub ff9cc56576 Food expansion 5: The big one! (#71914)
add: Adds 32 new foods!
2022-12-19 19:00:22 -05:00
ShizCalevandGitHub f9181c7ab9 Food icon unit test (#71765)
I'm tired of #71736 happening

Closes #71743


![image](https://user-images.githubusercontent.com/6209658/205794116-bd87a14f-c3db-460e-8c1d-438fe9284e04.png)
2022-12-07 08:50:13 -08:00
Sol NandGitHub dd85fca83d Crab Rangoon knows where its sprite is again (#71743)
## About The Pull Request

fixes #71736 
someone moved the crab rangoon sprite out of the huge food dmi into meat
but didnt change the code

crab rangoon doesnt feel like a meat dish so i didnt move it into there
but if thats what would be better its pretty trivial to do that

## Why It's Good For The Game

missing sprites bad

## Changelog

🆑
fix: crab rangoon is not invisible
/🆑
2022-12-06 09:01:15 -08:00
4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00
ad5debaaa1 Add investigate_deaths (#71112)
## About The Pull Request
Adds INVESTIGATE_DEATHS, an investigate category intended to better show
causes of death.


![image](https://user-images.githubusercontent.com/66640614/200142461-c17b5e51-1116-4eef-bbfb-49bc024c0953.png)


![image](https://user-images.githubusercontent.com/66640614/200147306-09bef76e-68c6-4f0a-bdf9-0211eb274e66.png)

Also makes suicide_act take a `mob/living` as an argument instead of a
`mob`, and some minor style improvements since apparently I hate
atomicity.

## Why It's Good For The Game
Inspired by a mysterious death and dusting. More logging and leads for
admins investigating deaths.

Also fixes #59028

## Changelog
🆑 Tattle
admin: added investigate deaths to shed some more light on unusual
demises, dustings, and gibbings
/🆑

Co-authored-by: tattle <article.disaster@gmail.com>
2022-11-07 16:22:37 -08:00
MrMelbertandGitHub 1ac4a67c27 Chefs can now kiss food they make to make it with love. (And a lot of cooking refactoring) (#70409)
About The Pull Request

    Adds a skillchip to the chef's vendor. This vendor allows the chef to kiss their food to deliver a chef's kiss.
        Chef's kissing your food will add the "love" reagent to the food, which makes people much happier when they eat it. Be careful, overdosing on love can cause heart attacks.

    Refactors microwaving.
        Separates microwaving out of the edible component and makes it its own element, like grillable and bakeable.
        Also removes some magic numbers from microwave code.

    Code improvements all around baking and grilling code.

    Refactors edible component inheritance.
        Inheriting the edible component is now a viable way to cleanly add food types, flags, and callbacks. This makes it much much easier to change the values of an edible item without adding hacky signals / procs / getcomponent.

Why It's Good For The Game

Emergent chef gameplay.
Being able to further enhance your food with mood buffs.
Better code.
Changelog

cl Melbert
add: Chefs can now make food with love. They can purchase a skillchip from their vendor which enhances their kiss emote. Using your kiss on food you create will add a special reagent to it which makes it nicer.
refactor: Separated Microwavable from the Edible component, refactored microwave act to accompany this
refactor: Refactored how grilled items are generated
refactor: Refactored how silver slime food items are generated
refactor: Refactored how edible items inherit new edible statuses
code: Removed some magic numbers from microwaves
code: General code improvements for grillable / bakeable / etc
/cl
2022-11-04 09:45:01 +13:00