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21b4095dfd |
[MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026 fixes https://github.com/Bubberstation/Bubberstation/issues/5549 --------- Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: rageguy505 <54517726+rageguy505@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Aliceee2ch <160794176+Aliceee2ch@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Tsar-Salat <62388554+Tsar-Salat@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: Maxipat <108554989+Maxipat112@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: loganuk <fakeemail123@aol.com> Co-authored-by: Leland Kemble <70413276+lelandkemble@users.noreply.github.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com> Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: siliconOpossum <138069572+siliconOpossum@users.noreply.github.com> Co-authored-by: Isratosh <Isratosh@hotmail.com> Co-authored-by: TheRyeGuyWhoWillNowDie <70169560+TheRyeGuyWhoWillNowDie@users.noreply.github.com> Co-authored-by: Neocloudy <88008002+Neocloudy@users.noreply.github.com> Co-authored-by: Alexander V. <volas@ya.ru> Co-authored-by: ElGitificador <168473461+ElGitificador@users.noreply.github.com> Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Cameron Lennox <killer65311@gmail.com> Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: Layzu666 <121319428+Layzu666@users.noreply.github.com> Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: John F. Kennedy <54908920+MacaroniCritter@users.noreply.github.com> Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com> Co-authored-by: Josh <josh.adam.powell@gmail.com> Co-authored-by: Josh Powell <josh.powell@softwire.com> Co-authored-by: Yobrocharlie <Charliemiller5617@gmail.com> Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com> Co-authored-by: shayoki <96078776+shayoki@users.noreply.github.com> Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> |
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6df77ad80d |
[MIRROR] Death of mutant bodyparts AND external organs (#85137) (#4335)
* Death of mutant bodyparts AND external organs (#85137) Removes mutant bodyparts and external organs from the game completely Digitgrade behaviour was mutant bodypart for no reason Cat ears now work with the bodyparts overlay system, same as all the other external organs (since all their behaviour is now just on /organ It doesn't remove all the /external types, but moves all behaviour to /organ. I'll follow up with a PR wiping all the /external organ types, but it's just conflict heaven so not this PR I've also streamlined a lot of duplicate/weird species regeneration code Melbert did the same PR as well but due to a lack of time (?) I have absorbed his PR to double nuke mutant bodyparts Frees us from the chain of unmodular code, and kills my greatest nemesis (after the shuttle meteor murder bug) 🆑 Time-Green and MrMelbert Refactor: External organ behaviour has been moved to /organ, ears now use the same system as the other organs Refactor: Mutant bodyparts are dead! This likely does not mean much to the average person but it's very dear to me code: Improves digitgrade handling in preference code /🆑 I have absorbed #85126, using Melberts code to improve and add some missing changes. Mainly improving the functioning of preferences and digitgrade legs. I didn't take over the hairstyle improvements. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * Fixes missing felinid ear preference (#86553) Closes #86452 🆑 fix: Fixed missing felinid ear preference /🆑 * Spelling Fixes (#86056) Fixes several errors to spelling, grammar, and punctuation. Improves readability and user experience. 🆑 spellcheck: fixed a few typos /🆑 * Fix plasmamen having all feature preferences (#86682) Fixes #86622 Plasmamen relevant_external_organ is null, and it then checks if relevant_external_organ is in a list containing nulls I cleared the nulls from get_mut_organs to fix it 🆑 fix: Fixes plasmamen having all external organ species preferences /🆑 * Fixes cat ear layering, makes getFlatIcon account for RESET_COLOR on under/overlays (#86757) After the external organ removal pr, cat ears stopped being as weirdly specialcased, and instead just used a `/datum/bodypart_overlay/mutant` subtype. However, this was set up in a way where the inner ears were put on a different layer from the outer ears, leading to wonky layering. In this pr, we revert their layers and instead apply the inner ears as an overlay onto the base ears, fixing this. Thank you Melbert for the idea. o7 Additionally, as this pr tripped the screenshot tests, makes the `getFlatIcon(...)` proc account for `RESET_COLOR` on under/overlays. We do this by making it stop applying the colour after merging all the under/overlays, and instead apply it and the parent color _before_ merging any under/overlays, while proxying the parent color as a new parameter `parentcolor` to any new `getFlatIcon(...)` calls. This coincidentally also fixes usage of `getFlatIcon(...)` on husked bodies, as those also used `RESET_COLOR` for their blood overlay. The screenshot tests had to be updated for this. Fixes #86453. 🆑 fix: Fixed cat ears not layering properly. fix: Husked bodies show their blood with the right colours in photographs. /🆑 * Automatic changelog for PR #86757 [ci skip] * Fish infusion (#87030) I'm adding a new infusion ~~(actually four, but two of them are just holders for specific organs tied to a couple fish traits)~~ to the game. As the title says, it's about fish. The infusion is composed of three primary organs, plus another few that can be gotten from fish with specific traits. The primary organs are: - Gills (lungs): Instead of breathing oxygen, you now need to stay wet or breathe water vapor. - fish-DNA infused stomach: Can safely eat raw fish. - fish tail: On its own, it only speeds you up on water turfs, but it has another effect once past the organ set threshold. It also makes you waddle and flop like a fish while crawling (I still gotta finish sprites on this one) Other organs are: - semi-aquatic lungs: A subtype of gills from fish with the 'amphibious' trait, falls back on oxygen if there's no water. Can also be gotten from frogs, axolotl and crabs. - fish-DNA infused liver: From fish with the 'toxic' trait. Uses tetrodotoxin as a healing chem instead of a toxin. Also better tolerance to alcohol if you want to drink like a fish (ba dum tsh). - inky tongue: From fish with the 'ink production' trait. Gives mobs the ability to spit ink on a cooldown, blinding and confusion foes temporarily. The main gimmick of this infusion revolves around being drenched in water to benefit from it, In the case you get the gills organ, this also becomes a necessity, to not suffocate to death (alternatively, you can breathe water vapor, without any benefit). To enable the bonus of the organs set, three organs need to be infused. They can be gills, stomach, tail and/or liver, while the inky tongue doesn't count towards it. Once the threshold is reached, the following bonus are enabled: - Wetness decays a lot slower and resists fire a bit more. - Ink spit becomes stronger, allowing it to very briefly knock down foes. - Fishing bonuses and experience - Resistance to high pressures - Slightly expanded FOV - drinking water and showers mildly heal you over time. - for felinids: You won't hate getting sprayed by water or taking a shower. - While wet: - - If the fish tail is implanted, crawling speed is boosted. - - You no longer slip on wet tiles. - - You also become slippery when lying on the floor. - - You get a very mild damage resistance and passive stamina regeneration, and cool down faster. - - You resist grabs better. - - get a very weak positive moodlet. - However, being dry will make you quite squisher, especially against fire damage, slower and give you a modest negative moodlet. While working on it, I've also noticed a few things that explained why tetrodotoxin (TTX) did jackshit at low doses, because livers have a set toxin tolerance value, below which, any amount of toxin does nothing. Also I've felt like reagents like multiver & co were a bit too strong against a reagent that's supposed to work at very low doses, with slow metabolization, so I've added a couple variables to buff TTX a bit, making it harder to purge and resistant to liver toxin tolerance (also added a bit of lungs damage). I wanted to take a shot at coding a DNA infusion and see how chock-full I could make it. DNA infusions are like a middle point between "aha, small visual trinket" and organs with generally ok effects. I seek to make something a bit more complex ~~(also tied to fishing ofc because that's more or less the recurrent gag of my recent features)~~ primaly focused around the unique theme of being strong when wet and weaker when dry. EDIT: The PR is now ready, have a set of screenshots of the (fairly mid) fish tails (and gills, barely visible) on randomly generated spessman and one consistent joe:  🆑 add: Added a new infusion to the game: Fish. Its main gimmick revolves around being stronger and slippery when wet while weaker when dry. balance: Buffed tetrodotoxin a little against liver tolerance and purging reagents. /🆑 * Eye wounds, scars and a new ~Pirate~ RP quirk (#87209) Upon getting stabbed in your eyes or having a bullet fly through your head there's a chance (minor for stabbing, extremely low for headshots) you'll receive a new "Eye Puncture" wound which causes profuse bleeding out of your now-empty eye hole. Once healed you'll have to deal with a scar on your eye which cannot be cured and requires surgical replacement. Eye scarring will reduce your eyes' max health by 15, give you a minor screen tint and a fancy visual on your character sprite. Getting scarring on both eyes will turn you completely blind.  This PR also introduces a new quirk which gives you eye scarring on the eye of your choice and an eyepatch to go alongside it, just make sure that it sits on the right eye. Also added medical(white) subtype of eyepatches to loadout for those who want that version instead. Credits to AnturK on discord for the idea. Its a neat lil' feature that makes the game more immersive, and unlocks more roleplay opportunities for players. New quirk gives access to this feature for players who want to make it a part of their character's backstory (or maybe as a part of permanent scar roleplaying). 🆑 add: Getting stabbed or shot in the eyes has a chance of giving you a new wound and a semi-permanent scar, blinding you on one side add: Added new "Scarred Eye" quirk which blinds you on one eye but gives you a fancy eyepatch add: Medical eyepatches have been added to loadout /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> * Resprited tails from fish infusion. (#87298) Back when I made #87030 I got a bit lazy when it came to spriting the fish tails and just ported a few ones from furry servers and made them inherit the hair color. Let me tell you, those sprites kinda look bad, and the fact that they've the same colors of hair is kinda... fuzzy, and doesn't sit well with me, like some hairball stuck in a cat's throat. So I took upon myself to actually make them better (and also give gill overlays a couple extra pixels), at the cost of some of my free time and their wagginess, because fuuuuuck wagging animations for anything that isn't a somewhat amorphous fluffy tail. Fish don't wag their tail. They also get one of several blue/grey tints if the owner of the part doesn't have a peculiar skin tone like lizards or ethereals or moffs. Anyway, comparison time: OLD:  NEW:  Both from byond screenshots but I cut and pasted them in paint instead of asesprite because old habits die hard. Better sprites. Perhaps the selection of blues could be improved a bit idk. 🆑 image: resprited fish tails from fish infusion. /🆑 * Makes the game compile, first. * Removes a duplicate loadout entry added by /tg/ (to avoid people's loadouts getting messed up) * Fixed an issue with on_mob_insert() for /datum/bodypart_overlay/mutant * Fixed an issue with the burn datum of the moth wings bodypart_overlay * Fixing digitigrade legs not behaving as they should be * A bunch of Insert->mob_insert and Remove->mob_remove * Okay, now stuff gets colored properly Also ears work properly too! Only thing is that mutant organs on the preferences dummy don't seem to change between character, at least for most of them, which is really annoying. * Properly returns ears to being internal organs * Makes it so preferences can use relevant_mutant_bodyparts again! * Makes organs properly update when changing species * Markings now get removed when they don't need to be there on a limb * Fully renives update_mutant_bodyparts(), as it was basically just update_body_parts() anyway at this point * fix charging implant * Restores the usage of simple bodypart_overlay for the sensory_enhancer and the hackerman_deck, as that was otherwise causing a bunch of runtimes * Returns legs to being a sprite accessory, just for simplicity's sake (I don't want to have to refactor it on our end again) * Fixes xenos not getting their mutant organs because I accidentally nulled the list for no reason 💀 * Makes it so certain organs (in this case, ears) can't be replaced when changing visual preferences, meaning Tesharis/Synths/Slimepeople will get their respective ears, regardless of what visuals they choose for them * Fixes a small mistake with spines in the code * Adds some mutant_bodyparts for the results of the infuser unit test. This might be a hack, but we'll cross that bridge when we get to it in the future. * Adds a "None" option to tail_spines * Allows ears to not constantly runtime because they don't have an accessory_name sometimes, which is a sad consequence of many species not setting their ear sprite sometimes * Should fix CI, hopefully should be the last thing needed for this to work flawlessly from now on (crossing fingers) * This ACTUALLY fixes the changeling transform and transform sting! Hurray! --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: klorpa <30924131+klorpa@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com> Co-authored-by: Fluffles <piecopresident@gmail.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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a9ff046352 |
Administrator Cherrypick (#27405)
* Admin Verb Datums MkIII | Now with functional command bar (#82511) * Modular stuffs * Put some admin jump verbs back into the context menu | sorts area jump list again (#82647) ## About The Pull Request See title. ## Why It's Good For The Game Some admins wanted all the jump verbs back, aswell as making them not AGhost you. Also make the Jump To Area verb use a sorted list again * Hey what if admins were allowed to use the player panel (#82682) Re-adds the player panel verb to the verb panel. * Controller Overview UI (#82739) * Fixes a minor spelling mistake on the admin panel/verb list (#82747) ## About The Pull Request Corrects `inisimin` to `invisimin`. This addresses #82728, but only fixes one of the two issues mentioned ## Why It's Good For The Game -1 spelling mistake ## Changelog 🆑 spellcheck: 'inisimin' verb corrected to 'invisimin' /🆑 * Player Panel-age (#82757) * Admin Forced Mob Rename and Preference Update (#82715) --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> Co-authored-by: chel <64568243+iliyaxox@users.noreply.github.com> |
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20c0599ce6 |
Some more mirrors again (#27366)
* Ports additional Felinid ears from Orbstation (#82066) Adds 5 new ear options from Orbstation, originally PRed in lizardqueenlexi/orbstation#360. Sprites by @Or-Fi-S. Big:  Coeurl (FFXIV Miqo'te style):  Fold:  Lynx:  Round:  Also makes it so the code guarantees that custom ears on a felinid actually count as felinid ears and not human ones, as the code wasn't checking properly when preferences were applied. There's probably a cleaner, more permanent way to do this and a refactor is needed somewhere down the line (man that sprite accessories file is getting long huh) but I'll leave that to a more competent coder. More customization options are good also Cobby said I could  🆑 add: Added 5 new Felinid ear options, ported from Orbstation! (Sprites by Or-Fi-S) /🆑 --------- Co-authored-by: _0Steven <jaydondegenerschool@gmail.com> * Standardizes object deconstruction throughout the codebase. (#82280) When it comes to deconstructing an object we have `proc/deconstruct()` & `NO_DECONSTRUCT` Lets talk about the flag first. **Problems with `NO_DECONSTRUCTION`** I know what the comment says on what it should do https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/__DEFINES/obj_flags.dm#L18 But everywhere people have decided to give their own meaning/definition to this flag. Here are some examples on how this flag is used **1. Make the object just disappear(not drop anything) when deconstructed** This is by far the largest use case everywhere. If an object is deconstructed(either via tools or smashed apart) then if it has this flag it should not drop any of its contents but just disappear. You have seen this code pattern used everywhere https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/constructable_frame.dm#L26-L31 This behaviour is then leveraged by 2 important components. When an object is frozen, if it is deconstructed it should just disappear without leaving any traces behind https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/datums/elements/frozen.dm#L66-L67 By hologram objects. Obviously if you destroy an hologram nothing real should drop out https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/modules/holodeck/computer.dm#L301-L304 And there are other use cases as well but we won't go into them as they aren't as significant as these. **2. To stop an object from being wrenched ??** Yeah this one is weird. Like why? I understand in some instances (chair, table, rack etc) a wrench can be used to deconstruct a object so using the flag there to stop it from happening makes sense but why can't we even anchor an object just because of this flag? https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/objs.dm#L368-L369 This is one of those instances where somebody just decided this behaviour for their own convenience just like the above example with no explanation as to why **3. To stop using tools to deconstruct the object** This was the original intent of the flag but it is enforced in few places far & between. One example is when deconstructing the a machine via crowbar. https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L811 But machines are a special dual use case for this flag. Because if you look at its deconstruct proc the flag also prevents the machine from spawning a frame. https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L820-L822 How can 1 flag serve 2 purposes within the same type? **4. Simply forget to check for this flag altogether** Yup if you find this flag not doing its job for some objects don't be surprised. People & sometimes even maintainers just forget that it even exists https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/items/piggy_bank.dm#L66-L67 **Solution** These are the main examples i found. As you can see the same flag can perform 2 different functions within the same type and do something else in a different object & in some instances don't even work cause people just forget, etc. In order to bring consistency to this flag we need to move it to the atom level where it means the same thing everywhere. Where in the atom you may ask? .Well, I'll just post what MrMelbert said in https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862 > ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION handling as it wants, Yup that's the ideal case now. This flag is checked directly in `deconstruct()`. Now like i said we want to give a universal definition to this flag and as you have seen from my examples it is used in 3 cases 1) Make an object disappear(doesn't dropping anything) when deconstructed 2) Stop it from being wrenched 3) Stop it from being deconstructed via tools We can't enforce points 2 & 3 inside `deconstruct()` which leaves us with only case 1) i.e. make the object disappear. And that's what i have done. Therefore after more than a decade or since this flag got introduced `NO_DECONSTRUCT` now has a new definition as of 2024 _"Make an object disappear(don't dropping anything) when deconstructed either via tools or forcefully smashed apart"_ Now i very well understand this will open up bugs in places where cases 2 & 3 are required but its worth it. In fact they could even be qol changes for all we know so who knows it might even benefit us but for now we need to give a universal definition to this flag to bring some consistency & that's what this PR does. **Problem with deconstruct()** This proc actually sends out a signal which is currently used by the material container but could be used by other objects later on. https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/objects/obj_defense.dm#L160 So objects that override this proc should call its parent. Sadly that isn't the case in many instances like such https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/machinery/deployable.dm#L20-L23 Instead of `return ..()` which would delete the object & send the signal it deletes the object directly thus the signal never gets sent. **Solution** Make this proc non overridable. For objects to add their own custom deconstruction behaviour a new proc has been introduced `atom_deconstruct()` Subtypes should now override this proc to handle object deconstruction. If objects have certain important stuff inside them (like mobs in machines for example) they want to drop by handling `NO_DECONSTRUCT` flag in a more carefully customized way they can do this by overriding `handle_deconstruct()` which by default delegates to `atom_deconstruct()` if the `NO_DECONSTRUCT` flag is absent. This proc will allow you to handle the flag in a more customized way if you ever need to. 1) I'm goanna post the full comment from MrMelbert https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862 > ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION handling as it wants, but there's a shocking lack of consistency around NO_DECONSTRUCTION, where some objects treat it as "allow deconstruction, but make it drop no parts" and others simply "disallow deconstruction at all" This PR now makes `NO_DECONSTRUCTION` handled by `deconstruct()` & gives this flag the consistency it deserves. Not to mention as shown in case 4 there are objects that simply forgot to check for this flag. Now it applies for those missing instances as well. 2) No more copying pasting the most overused code pattern in this code base history `if(obj_flags & NO_DECONSTRUCTION)`. Just makes code cleaner everywhere 3) All objects now send the `COMSIG_OBJ_DECONSTRUCT` signal on object deconstruction which is now available for use should you need it 🆑 refactor: refactors how objects are deconstructed in relation to the `NO_DECONSTRUCTION` flag. Certain objects & machinery may display different tool interactions & behaviours when destroyed/deconstructed. Report these changes if you feel like they are bugs /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Makes attempting to refresh the logs not just throw a runtime error (#82432) ## About The Pull Request Really all this seems to be is a mismatch between the tgui and dm side of the menu. https://github.com/tgstation/tgstation/blob/3c71b14df0957749f31fb2e678130daf4cfb3250/tgui/packages/tgui/interfaces/LogViewer.tsx#L71 https://github.com/tgstation/tgstation/blob/3c71b14df0957749f31fb2e678130daf4cfb3250/code/modules/logging/log_holder.dm#L110-L113 Making these line up by renaming `re-render` to `refresh` seems to make it work just fine, and not just throw an error. ## Why It's Good For The Game Life tends to be better when refreshing to see new runtimes doesn't just add its own lovely little runtimes.   And then not show them til you re-open the window cause it doesn't refresh. ## Changelog 🆑 admin: Refresh button on the View Round Logs menu actually works, instead of just adding a runtime to the logs (and not updating them). /🆑 * Creates a "busy" animation for players (#82416) Little indicator above a player when they're currently doing something. <details> <summary>vids</summary> Perspective: You are the moth  Hides under runechat  </details> Todo: - [x] Feedback? - [x] Sneaky params so it doesn't spoil your stealth run - [x] Possible refactor - [x] Probably missed some "sneaky" actions - [x] coggers <details> <summary>sound on:</summary> https://github.com/tgstation/tgstation/assets/42397676/ad71c567-0202-4158-ba50-c2946375f988 </details> 🆑 jlsnow301, infraredbaron add: Added a new UI element over players that are interacting, building, etc. /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> * New operative reinforcement option: Intelligence Overwatch Agent (#82307) ## About The Pull Request Introducing a new Nuclear Operative reinforcement option: The Overwatch Intelligence Agent. Equipped with multi-hudglasses, they have an advanced camera console, station alerts, and bodycams of every operative! If something can be known, they will know about it. They can also remotely pilot your ship. Finally, everyone can ride in the Steel Rain without getting stuck on the station! This role spawns in the formerly unused outpost just north of the nukie base. With a few shelves of supplies and some tools in the back room, they can set up their workplace however they like. This also gives them something to work on while they wait for the operatives to gear up.  As you can see, it's rather cramped and the lights are quite dim in the backroom. Set it up however you like, this is how I did mine:  Total price? 12 TC per agent. It might get a bit cramped, but you could buy a second to make sure the first guy doesn't get lonely! This turned into a 30-commit ugly because the bodycams were originally meant to be accomplished via a refactoring of the spyglass kit. Big mistake that made me shelve the project -- until Melbert's simple bodycam component conveniently did exactly what I needed in a much simpler way. ## Why It's Good For The Game Having a "guy in the chair" for your kickass murder operator squad enables more brainy strategizing, and is thematically sound. Also, nukies have the opportunity to bring in another player to participate in the fun! ## Changelog 🆑 Rhials add: Nuclear Operatives now purchase an Intelligence Agent, who can watch cameras and bodycams, move the shuttle, and provide radio support. Only 12 Telecrystals! /🆑 * re-adds list of components for admins to remove (#82461) ## About The Pull Request The list of components on a mob when admins try to remove one didn't actually show them, now it does.  ## Why It's Good For The Game Messing with components/elements on mobs are such a pain, in this case was broken entirely.  ## Changelog 🆑 admin: Removing components button now lists components to remove /🆑 * Reboots the CNS Rebooter Implant. (#82441) ## About The Pull Request The CNS Rebooter Implant will now pull you out of stuns and stamcrit, while granting you a few seconds of stun immunity, comes with a 60 seconds cooldown ## Why It's Good For The Game The CNS Rebooter Implant is a strong candidate for the absolute worst implant in the game, it caps your stuns at 4 seconds (which is plenty of time to get murdered) and does nothing to prevent stamina damage, for something accessible in one of the latest research nodes and in the nukie uplink it should perform better than it does now. Besides, the game is in dire need for more tools to keep the stun meta at bay, and this is a good place to start. This PR makes it so the rebooter will bail you out stamcrit every 60 seconds, along with giving you a few seconds of immunity to run away or get a couple of hits in. ## Changelog 🆑 balance: CNS Rebooter Implant will now pull you out of stamcrit and grant you a few seconds of stun immunity /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * Fix "Aheal" for ears deafness (#82448) ## About The Pull Request Make the admin button "Aheal" and Magic Wand of Healing (resurrection) actually full heal carbon's Ears. File _ears.dm contains timer variable "deaf" that should be updated to 0 after complete healing. But I think this must be properly code-refactored because looks like it's just duplicates(?) standart variable "damage" for organ type. ## Why It's Good For The Game Aheal - means FULLY HEAL. ## Changelog 🆑 fix: aheal now properly heals ears deafness /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * Medipens can't have reagents removed from them anymore. (#82451) ## About The Pull Request This will be needed for https://github.com/tgstation/tgstation/pull/82449 because this removes the machine's ability to make infinite chems. Basically in https://github.com/tgstation/tgstation/pull/29139 they removed medipen's ability to have reagents injected into them, but never removed the ability to take reagents out. You could take a syringe, remove all chemicals from a medipen, put the main ingredient in a medipen refiller, then refill. You could do this right now on live servers with an epipen for infinite formaldehyde. This doesn't affect the hypospray. ## Why It's Good For The Game Removes a way of infinitely making reagents with a medipen refiller and also removes a dumb mechanic. You could take all chemicals out of an EHMS autoinjector, which removes the visual and feedback tell to the target that they've been injected, and even with 0 chemicals they get the disease anyways. You could buy medipens as a miner, take the chemicals out, and put them in a syringe or pill that you can inject yourself instantly with. You can take otherwise hard-to-get chemicals like fungal TB's 2-use cure injector, and make 40 cure pills instead. ## Changelog 🆑 fix: You can no longer take chemicals out of medipens with a syringe. /🆑 * Search string in catalogs in char prefs (#82423) * actually just removes stamina damage and knockdown from punches (#82400) removes punch knockdowns and stamina damage from them knockdown punches were also around the time disarm could just hardstun you to RNG this is dumb so we remove that also watermelon supposedly wanted to remove stamina damage from punches so idk about that anyway so this is a problem because you could be randomly floored by sheer luck through thick plates of metal and is overall not a very fun thing to play against especially with northstar gloves resolves unfun RNG by removing knockdowns and does something watermelon wanted by removing stam damage from it 🆑 balance: punches no longer knock down or deal stamina damage /🆑 * Fix slime `check_item_passthrough` effect (#82484) ## About The Pull Request This proc expects a user but is not passed one. ## Changelog 🆑 Melbert fix: Items will properly pass through slime on occasion /🆑 * Basic mobs now use z-level turnoff instead of simple (#82469) ## About The Pull Request On one compile of MetaStation, I saw that there's 45 basic mobs on the station, 256 on lavaland (the number growing from tendrils), and 59 in all other z levels combined. While we do expect Lavaland to be visited every round, at least it won't be running during the times when no one is there, but even more importantly, space exploration is something not done every round, so we don't have any reason to waste our resources on AIs that will never be interacted with. Simple animals had an easy solution to this: If no one is on the Z level, their AI turns off If someone is on the Z level, they are idle unless needed. The last simple animals that exists right now are bots, megafauna, geese, gondolas, and some minor ones like mimic, zombie, dark wizard, soulscythe, etc. Point is, we're very much nearly done going through all simple animals, so this code is being wasted just to ensure things like cleanbots won't work if no one is on the z level, something I doubt happens often, so I took their code and made it work for basic mobs instead. I could've done both but I thought it would look very bad, and maybe this is a good incentivize to get more basic mob conversions. There's one major change here and it's that we're missing the "Idle" mode, some basic mobs like the Lavaland village seems to be made with intent that they'll be running even if players aren't around, so this sets up a future PR that makes idle AI easier to add, and I want to make sure those cases are taken into account. ## Why It's Good For The Game We don't need to always be processing these basic mobs, and sets us in the future to hopefully also implement idle AIs. ## Changelog 🆑 balance: Basic mob AIs with no mobs on the Z level now stop. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * adds preferences to transhumanist (#82435) ## About The Pull Request You may remember this, that's because I accidentally deleted it before while trying to change things. Anyways! Adds drop-down selections and new options to transhumanist. also fixes a minor typo Previously, you could choose your replaced limb by taking prosthetic limb, setting what you want changed, and then switching to transhumanist, since they used the same preference previously. ## Why It's Good For The Game Transhumanist felt strange because it was hypothetically a voluntary operation, but the augmentation clinic just spun the wheel on what you got replaced. From a role-playing perspective, being unable to choose is uninteresting and confusing. Also it always says your limb being was being replaced with a robotic arm and that annoyed me. Now that you are able to select your replacement part, I've added two new options, the robotic voice box, good for a more prominent change then a limb that will be hidden for most of a round, and flashlight eyes, for when you are truly committed to being rushed directly to robotics seeing the bright future ahead of humanity! ## Changelog 🆑 add: Transhumanist now allows you to select your augmentation add: Transhumanist can now provide a robotic voice box, or flashlight eyes spellcheck: Transhumanist's roundstart text has been re-written to not be wrong /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Watcher wreaths; Normal and Icewing varieties (#82457) Adds Watcher Wreaths. An item that makes it look like you have a slightly floating thorn crown that you can make from some of their material parts (and the icewing crusher trophy for the icewing variant). The wreath has emissives. They don't do anything mechanically, they're just for show.    I really like the whole thing with turning lavaland monsters into trophies and cosmetics. Going down and coming back up looking like someone who just crawled through a horror movie and took some souvenirs is great. Stuff like the trophy accessories, bone and drake armor and many of the various lavaland items have this quality, and it always amuses me when a tech sees a dressed up miner and just goes 'holy shit, where did you get that'? Drip is the ultimate reward for playing miner. Nobody can tell me otherwise. this is the endgame every miner craves. And I crave a goddamn crown made from the broken remains of my enemies. 🆑 add: Watcher wreaths. Made from the mangled remains of a watcher, now a handsome accessory for you to wear a few inches behind your head. Comes in Normal and Icewing variants. add: Some bounties for the two variants of watcher wreaths. /🆑 * CHEAP_HYPOTENUSE() no longer makes the differences between the coordinates absolute. (#82468) ## About The Pull Request CHEAP_HYPOTENUSE() no longer absolutes the differences between the coordinates. ## Why It's Good For The Game It gets squared so it doesn't need to be done. * Neutered symptoms no longer activate (#82467) ## About The Pull Request Stops activation of all neutered symptoms in a advanced disease. ## Why It's Good For The Game Closes https://github.com/tgstation/tgstation/issues/68944 ## Changelog 🆑 fix: Narcolepsy is no longer activated while neutered. /🆑 * Fixes the color matrix editor (#82478) ## About The Pull Request It was sending back stringified numbers as inputs. This came from a typescript cleanup pr from sync (#82000) and was ultimately caused by a... I think misunderstanding of how the color list works (#67967) ## Why It's Good For The Game Works like a charm now, which is good cause I use it a lot ## Changelog 🆑 fix: The color matrix editor now works properly again /🆑 * Hats no longer cover mouths (#82498) * Fixes banned/days remaining preferences display for non-dynamic ruleset antagonists. (#82506) * Reverts reversion: tgui will 516 or else (#82527) ## About The Pull Request Context: #82522 Apparently you cant just stuff the byond helper functions into an external js file, but if you do, byond won't even let you know its a problem until the servers crash and you have to run `bin/clean` just to unbork your entire repo This reimplements the changes from #82473 without: - moving the byond helper functions externally - causing a tooltip render issue in panel ## Why It's Good For The Game 516 prep (again this time) * Final Objective: Battle Royale (#82258) ## About The Pull Request Adds a new final objective option with a classic premise; the forced battle to the death. The concept is that the Syndicate will provide you with an implanter tool you can use on an arbitrary number of crew members. Once you have at least 6 (though there is no ceiling) you can activate the implants to start the Battle Royale and broadcast the perspectives of everyone you implanted live to the entertainment monitor. After activation these implants cause you to explode upon death. If at the end of 10 minutes, more than one person remains unexploded then all of the remaining implants will detonate simultaneously. Additionally, one of the station's departments (Medbay, Cargo, Science, or Engineering) will be chosen as the arena. If after 5 minutes pass you're not within that department (or if you leave it after that time has passed) then you will be killed. The Syndicate plan on both using the recorded footage to study Nanotrasen technology, and also to sell it as an underground blood sport, and so have employed a pirate broadcasting station to provide colour commentary. The implantation is silent, however it requires you and your target to be adjacent and stood still for one and a half seconds. Once implanted, it will occasionally itch and eventually signal to the implantee that something is up, so once you start implanting someone you're on a soft timer until you are given away. You can also implant yourself if you want to do that for some reason. Removing an implant from someone has a 70% chance of setting it off instantly, but it _is_ possible. If the implant is exposed to EMP, this value is randomised between 0 and 100%. You could also try doing surgery while the patient is wearing a bomb suit or something, that puzzle is for you to solve and I'm not going to tell you the answers. I'm sure you'll think of ones I haven't. ## Why It's Good For The Game Adds a somewhat more down-to-earth but still hopefully exciting and threatening option which should let people mess around with the sandbox. The mutual death element provides some roleplaying prompts; nothing actually _forces_ you to fight apart from fear of death and it may be possible to find other ways to survive, or perform some kind of solidarity behaviour with your fellow contestants. Maybe you'll try that but one of your fellow contestants just wants to be the last survivor anyway. Maybe you'll pretend you're setting up some kind of mutual survivorship thing in order to make sure you're the sole survivor. Gives some people to watch on the bar TV channel. The crew apparently love playing Deathmatch while dead so we might as well enable doing it while alive. Also I'm going to follow this up with a separate PR to remove the Space Dragon objective and it felt like it'd be a good idea to do one out one in ## Changelog 🆑 add: Adds a new Final Objective where you force your fellow crew to fight to the death on pain of... death. /🆑 --------- Co-authored-by: _0Steven <jaydondegenerschool@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: EnterTheJake <102721711+EnterTheJake@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Artemchik542 <32270644+Artemchik542@users.noreply.github.com> Co-authored-by: Yaroslav Nurkov <78199449+AnywayFarus@users.noreply.github.com> Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> Co-authored-by: Skeleton-In-Disguise <49223093+Skeleton-In-Disguise@users.noreply.github.com> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com> Co-authored-by: FlufflesTheDog <piecopresident@gmail.com> Co-authored-by: AnturK <AnturK@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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005ed788ec |
[MIRROR] Fixes organ/implant manipulator creating implants in the void when failing to insert [MDB IGNORE] (#22308)
* Fixes organ/implant manipulator creating implants in the void when failing to insert (#76602) ## About The Pull Request When using the organ manipulator, implants that fail implant() would still be created and be left out of the implantee. Now, implants that fail insertion will self-delete and notify the menu operator. This functionality has been extended to organs as well, although I don't know of any cases where they could fail insertion. I also touched up on the variable names while I was here, because they needed a face-lift. ## Why It's Good For The Game Prevents edge cases that could lead to orphaned implants or organs. More readable code is neat too. ## Changelog 🆑 Rhials fix: The organ manipulator menu will now delete implants or organs that fail to properly insert. code: The organ manipulator menu code now looks nicer :) /🆑 * Fixes organ/implant manipulator creating implants in the void when failing to insert --------- Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> |
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0d2ba72250 |
[MIRROR] Replaces internal_organs with organs [MDB IGNORE] (#19871)
* Replaces internal_organs with organs * Makes all of the necessary internal_organs -> organs in our files to compile And it seems to work too! --------- Co-authored-by: Time-Green <timkoster1@hotmail.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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5604be352d |
[MIRROR] Fixes internal/external organ for checks [MDB IGNORE] (#14945)
* Fixes internal/external organ for checks * Update dna.dm fix a code conflict * Update supplypod.dm fix a code conflict * Update death.dm fix a code conflict * Update supplypod.dm Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com> |
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092e534e75 |
[MIRROR] TGUI list conversions + bug fixes [MDB IGNORE] (#10355)
* TGUI list conversions + bug fixes * Fixing conflicts * Maintaining a few modular files while we're at it... Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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18eca27569 |
[MIRROR] update_appearance (#3508)
* update_appearance * a * a Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com> Co-authored-by: Gandalf2k15 <jzo123@hotmail.com> |
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a994ac5bc5 | Allow cancelling partway through Manipulate Organs (#38471) | ||
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c41d6ac965 |
Standardizes and cleans up some admin messages & logging (#38128)
* Improved logging * Fixes & emitter logging * ded |
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9fb4370fa8 |
Adds logging and feedback messages to organ manipulations by admins (#34298)
* logging * Update manipulate_organs.dm |
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a162837faf |
Replaces a bunch of loc assignments with forcemoves and moves to nullspace (#33465)
* big batch of loc assignments * Update emergency.dm * Update spiders.dm * Update parrot.dm * Update ripley.dm * Update firealarm.dm * seems to work * this maybe works? * brainmemes, again * stuff * fix brainmob, camera runtimes |
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2ae0380fef | Does some code standardization/consistency | ||
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af4d9a85c9 | Repaths /obj/item/weapon to /obj/item (#29929) | ||
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000e923a87 |
Autoimplanters renamed to autosurgeons; nuke op autosurgeon fix (#25549)
* Autoimplanters renamed to autosurgeons; nuke op autosurgeon fix Fixes #24443. 🆑 coiax add: Autoimplanters have been renamed to autosurgeons. Currently only the CMO and nuclear operatives have access to autosurgeons. What is the CMO hiding? fix: All upgraded organs for purchase by nuclear operatives now actually come in an autosurgeon, for speed of surgery. /🆑 - Autosurgeons now insert any type of organ put in - Replaced organs are dropped on the floor by default, and if told not to, will GC, rather than just disappearing through lack of references - Makes autosurgeons have a `starting_organ` type, where it'll make an internal organ to be dispensed. - Autosurgeons now change their name depending on their internal organ - Nuke ops now just buy the autoimplanter with the organ already inside it. * Fixes naming and sprite |
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f6db08af2e |
Contents_explosion() tweaks (#20934)
* When any object is hit by an explosion, we no longer always call ex_act() on all its contents indiscriminately. The default contents_explosion() does nothing and it's overriden for certain objects only like storage items, machines with occupants, mechs. I've also overriden handle_atom_del() for many objects so that any sudden deletion of an object referenced in an object var of its container properly nullifies such references, avoiding potential runtime and updating the container's icon_state (e.g. admin-delete a mixer's beaker and the mixer's sprite updates immediately). I've tweaked bomb effect on worn clothes, having some armor but not 100% now still protects your clothes somewhat. Fixes some arguments of ex_act in living/ex_act() and other mobs. * derp and map fixes. * dem map fixes, man. * More work on code that use implants, simplified now that we can use the "implants" carbon var. * some fixes * more typos and fixes. |
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443a4501ec |
Carbon Dismemberment , second attempt. (#20461)
* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside: * X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment) * damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging. - some bugfixes with gibspawner effects. - monkey's bodyparts can be dismembered and are used to create its icon. - brains are no longer carbons. - all carbon have bodyparts that can be dropped when the mob is gibbed. - adminspawned bodyparts now have a default icon. - robotic parts are now a child of bodyparts. - health analyzer on alien/monkey shows damage on each limb - added admin option to add/remove bodyparts for all carbon (instead of just remove on humans) - Fixes keycheck message spam for janicart and all when trying to move. - Fixes bug with buckling to a scooter while limbless. - removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value) - Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb. - Fixes mini uzi icon when empty and no mag (typo). - I renamed and changed a bit check_eye_prot and ear prot - renamed flash_eyes to flash_act() - I made a soundbang_act() similar to flash_act but for loud bangs. - added a gib and dust animation to larva. - husked monkeys - no damage overlay for husk or skeleton. - damage overlay for robotic limb now. - no damage overlay when organic bodypart husked. - one handed human with a bloody hand still get a bloody single hand overlay. - fix admin heal being unable to heal robotic bodyparts. - slightly touched robotic bodypart sprites (head one pixel too high) - Fixes 18532 "beheaded husk has hair". - Fixes 18584 "Ling stasis appearance bug" - no more eyes or lipstick on husks. - can remove flashes/wires/cells from robot chest and head with crowbar. - Fixes not being able to surgically amputate robotic arm/leg. * More merge conflict fixes and adding the new files I forgot to add. * of course I forgot birdstation * More typos and stuff I forgot to undo. * Fixing a typo in examine.dm Removing an unnecessary check. Making admin heal regenerate limbs on all carbons. Monkey-human transformation now transfer missing limbs info and presence of a cavity implant. NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species. Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code) * Fixing more conflicts with remie's multihands PR. * Fixes runtime with hud when calling build_hand_slots(). Fixes lightgeist healing not working. Fixes null.handle_fall() runtimes with pirate mobs. Fixes typo in has_left_hadn() and has_right_hand(). * Derp, forgot to remove debug message. |
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68da092009 | Dismemberment port from Hippie code, based on RemieRichard's work. Big thanks to RemieRichards and crystalwarrior. | ||
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1f9f0dfc40 |
Adds subtypesof(). It's shorthand for typesof(path) - path.
Replaces typesof(path) - path with subtypesof(path) in obvious places. I was a bit conservative, there's probably a few more places that could use this. |
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d3c363a2e4 | Changelog | ||
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667d5e75c3 | Transferred body eggs to new organs system |