## About The Pull Request
- null all GAGS vars for brass wirecutters as it doesn't use GAGS
- Repath `mothbomb.dmi` so it actually gets deployed with the server
- Generate map icons
- Fix 150+ crafting material parity failures
- Fix airlock lights not working
- Fix certain species missing eyes
## Why It's Good For The Game
Don't like red X
## Proof Of Testing
If this PR is green check then you Know
## About The Pull Request
Title explains it. Goes from 6.7 hits/crit to 9
## Why It's Good For The Game
A circular saw having the damage of more dedicated melee weapons (on par
with the bowie knife/cap's sabre minus the block and AP) whilst also
being pocket sized - AND being included in a medkit just don't make
sense. A little less damage than a regular circular saw is reasonable
given it's more compact. In its current state it does more damage than
the upgraded medical tools. There is very little reason for this to do
as much damage as it does.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
balance: Moved the Bone Saw's force from 20 > 15
/🆑
## About The Pull Request
Fix screen color not cleaning up and add erroring on invalid usage, this
includes the echolocation quirk, NV helmet, frenzy.
https://github.com/tgstation/tgstation/pull/89843 refactored the procs
and we didn't update our usage of it
## Why It's Good For The Game
Bug fixes
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
:blushes: umm
</details>
## Changelog
🆑
fix: Fixes NV helmets, frenzy, echolocation quirk leaving screen colors
permanently on
/🆑
* Night Vision Goggles update (#84594)
## About The Pull Request
This is a reboot of #84550 but with way less unbearable: mesons are off
the table and I've made the night vision tonalities lighter now, while
also improving the darkness cutoffs of some of them. Btw, you can also
turn night vision googles on/off now. Each pair of departmental night
vision goggles now comes with their own tint to boot.
As always, this doesn't affect nukies and ninjas. They're almost
garaunteed to keep their googles equipped and on at all time, so it
would honestly adulterate the overall experience a little.
Now, for some pictures...
In the dark, **top** row is **old**, **bottom** row is **new**. from
left to right: security, science, standard/meson, diagnostic, health:

In the light: security, science, no goggles, standard/meson, diagnostic,
health:

The screenshots were taken from varedited goggles on the servers because
it's bit faster than booting up a local server, plus I had to finetune a
few things.
## Why It's Good For The Game
So, I kinda wanted to give a bit of screen colors to goggles that was
not some sort of "optional, by default turned off" kind of crap nobody
cares about, however my previous PR was met with a lot of criticism,
which made me rethink how to do it. I honestly don't want it to be a
burden, but I do want to make them a bit fancier tho.
Also the the medical NVs (and perhaps sec NVs) were a bit crappier than
the rest.
## Changelog
🆑
add: Night vision goggles now subtly tint your screen.
add: You can turn your night vision goggles off. Doing so removes the
tint and the eye protection malus.
/🆑
* Night Vision Goggles update
* Update clothing.dm
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
* Refactors embedding to use datums instead of storing data in bespoke elements (#84599)
## About The Pull Request
This refactors embedding elements to make them use singleton datums
(similarly to armor) instead being bespoke and creating a new element
every time armor values are supposed to be adjusted.
Default values have been removed from defines due to now being declared
in base class itself.
Additionally fixes vending machines and tackling gloves setting
generated shards (which they instantly embed into their victim) embed
properties to null after running the embedding code, despite said shards
having non-null embedding values by default, making them not be able to
embed into anyone else, also potentially breaking the pain/jostling code
if they somehow get updated.
## Why It's Good For The Game
Current embedding system is an unnecessarily complicated mess as bespoke
elements are hard to work with, and creating a new element every time
you change values is hacky at best. This change should make it easier to
read and work with.
## Changelog
🆑
fix: Fixed glass shards generated from falling vending machines or
tackling windows not being able to embed into anyone.
refactor: Refactored embedding code to use datums instead of bespoke
elements and ugly associated lists.
/🆑
* Refactors embedding to use datums instead of storing data in bespoke elements
* modular fixes
* fix c14
* paint -> pain ugggh
---------
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
## About The Pull Request
Fixes right click on hypospray, aligns text/techweb with upstream
Puts the secmed cargo packs in modular_zubbers since it turns out SR
doesn't even have a secmed, and I will be removing it upstream.
## Changelog
🆑 LT3
fix: Hypospray right click works again
/🆑
---------
Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
* Fixes incorrect operator usage in mecha code (#82570)
## About The Pull Request
I completely screwed up and told the original PR author of #82415
(9922d2f237) to use the `XOR` operator
instead of the `OR` operator (I wasn't thinking right for some reason
when I was reading the ref), anyways this PR just fixes that because I
misled the contributor into doing something that wasn't correct and
actually would BREAK functionality instead.
* Fixes TGUI debugging tools (#82569)
This project doesn't interfere with the game logic and aims to fix
multiple debugging features that are currently broken. Unfortunately,
kitchen sink and debug layout became broken after migration to Redux.
This PR aims to fix those features.
* Removes unused code for HTML UIs (#82589)
## About The Pull Request
This is the final PR for https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA that
I've been slowly inching towards the past few months.
This removes ``updateDialog``, ``updateUsrDialog``, ``IN_USE``,
``INTERACT_MACHINE_SET_MACHINE``, and everything surrounding it. Also
fixes advanced camera consoles not booting you off when you're moved out
of reach.
We called ``check_eye`` on mob life whenever they had their machine var
set, but their machine var would never be set to anything that actually
used it, which I found to be a little funny but was also probably my
fault.
## Why It's Good For The Game
This is poor and unmaintained code used for HTML UIs that we no longer
need thanks to TGUI, we should get rid of it to encourage the use of
TGUI in the future instead.
## Changelog
🆑
fix: Advanced camera consoles now boots you off when you're moved out of
reach.
/🆑
* Fixes a variety of input stalling exploits (#82577)
## About The Pull Request
Fixes the following input stalling exploits (maybe missed some):
- Changing GPS tag
- Setting teleporter destination
- Request Console Reply
- Various AI law board interactions
- Note, I used `is_holding` but technically this means these fail with
telekinesis. I can swap them to `can_perform_action(...)`, which allows
TK, but I noticed some places explicitly deny TK interactions with Ai
law boards. Not sure which is preferred.
- Borg Rename Board
- Plumbing Machines and Ducts
- APCs and SMES terminal placements
- Stargazers Telepathy
- Go Go Gadget Hat
## Changelog
🆑 Melbert
fix: You can't change the GPS tag of something unless you can actually
use the GPS
fix: You can't set the teleporter to a location unless you can actually
use the teleporter
fix: You can't reply to request console requests unless you can actually
use the console
fix: You can't update AI lawboards unless you're actually holding them
fix: You can't update a borg rename board unless you're actually holding
it
fix: You can't mess with plumbing machines unless you can actually use
them
fix: You can't recolor / relayer ducts unless you're actually holding
them
fix: You can't magically wire APCs and SMESs unless you're right by them
fix: You can't use Stargazer Telepathy on people who you can't see
fix: You can't configure the Inspector Hat unless you can actually use
it
/🆑
* [NO GBP] Power outage operation fixes for chem master (#82591)
## About The Pull Request
- If the chem master runs out of power mid printing, it will properly
stop the printing process and its animation
- When transferring reagents it correctly checks if we have enough power
without forcing it
## Changelog
🆑
fix: chem master properly shuts down if it loses power mid printing and
won't transfer reagents for the same
/🆑
* Refactor renaming UNIQUE_RENAME items from the pen to an element (#82491)
## About The Pull Request
So a bit ago someone in code_general wanted to make plushies renamable,
but learnt that just adding the `UNIQUE_RENAME` flag wouldn't work as
pens would murder the plushie and only THEN let you rename it. I noted
refactoring both pens and plushies to use the new
`item_interaction(...)` procs would Just Solve This, but, well, they
didn't really have any coding experience.
But, hey, renaming being hardcoded to the pens has annoyed me ever since
I laid my eyes upon the hot mess that is paperwork code.
So here we are!
### We're making it an element.
There's not really much to this, this is mostly the same code but moved
to an element and with some minor cleanups.
First, we move it all from `/obj/item/pen` to a new element we called
`/datum/element/tool_renaming`. With this, instead of having it proc on
`/obj/item/pen/afterattack(...)`, we register it to proc on the
`COMSIG_ITEM_INTERACTING_WITH_ATOM` signal.
https://github.com/tgstation/tgstation/blob/6e36ed984070d53e16bed4fa43eb0cbe6460deed/code/__DEFINES/dcs/signals/signals_atom/signals_atom_x_act.dm#L59-L62
Secondly, we realize the code is just going through each if statement
regardless of whether the previous was correct.
https://github.com/tgstation/tgstation/blob/6e36ed984070d53e16bed4fa43eb0cbe6460deed/code/modules/paperwork/pen.dm#L225-L258
And, as we're dealing with text, just make it a switch statement
instead.
```dm
switch(pen_choice)
if("Rename")
(...)
if("Description")
(...)
if("Reset")
(...)
```
Then, we replace all single letter variables with descriptive ones,
replace the if-elses with early returns, and make it actually return
item interaction flags.
Finally, we slap this onto the pen, and we're done.
Now we can slap it onto other fitting renaming tools, and it uses the
proper item interaction system.
## Why It's Good For The Game
I feel it's generally better to not hardcode this to just pens, we have
plenty other writing utensils and possible renaming tools.
It's also a bit cleaner than before.
Apart from that, moves it from using `afterattack(...)` to the proper
item interaction chain by using `COMSIG_ITEM_INTERACTING_WITH_ATOM`,
which should reduce janky interactions.
## Changelog
🆑
refactor: Instead of being hardcoded to the pen, renaming items is now
an element. Currently only pens have this, and functionality should be
the same, but please report it if you find any items that were renamable
but now aren't.
/🆑
* Adds various quality of life changes for cooking to make it less click intensive. (#82566)
## About The Pull Request
- Increases tray item size by 1 item.
- Ranges and griddles can now be fed from trays.
Click when closed => fill soup pot.
Click when open => fill associated oven tray.
Right click when open => fill tray from oven tray
Click griddle => fill griddle surface.
Right click => fill tray from griddle surface
- Martian batter is now 5u of each ingredient into 10u of batter.
Hopefully will make it bug out less where it makes far fewer reagents
than it is supposed to, fixing reagents, or well soups specifically...
is out of scope for this PR.
- Adds the ability to print soup pots and large trays from the service
lathe
Soup pot: 5 Iron sheets, 0.4 bluespace crystal (given their size of
200U)
Large serving tray: 2 iron sheets
## Why It's Good For The Game
Makes cooking a lot less tedious. Especially for people with low
precision when it comes to filling oven trays. This also bring the
behavior up to parity with how you can click microwaves with trays to
fill them, ditto for the food processor. It also allows chef to use the
whole capacity of an oven, as previously you couldn't easily click 6
cake batters or other giant sprites onto the tiny tray.
The tray is now sized to be able to easily feed a griddle 8 items.
## Changelog
🆑
qol: chef equipment can now deposit and withdraw to/from trays!
qol: chef now has access to griddle and oven sized trays!
qol: service can now print soup pots
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Removes grid usage + heavy refactors (#82571)
## About The Pull Request
Grid has been deprecated for quite some time and we still use it. I
won't completely remove the component, this way downstreams won't
immediately suffer, but I can remove it from usage.
Some of these UIs had issues with them and as a hobby project I've
refactored them into typescript / rebuilt them. Airlock electronics, for
instance, looks substantially better.
<details>
<summary>before/after as requested</summary>
current airlock electronics scrolls into oblivion

updated

</details>
## Why It's Good For The Game
Code improvement + probably UI bug fixes
## Changelog
🆑
fix: Airlock electronics and other access-config type UIs should look
much better.
/🆑
* modular fixes
* [No GBP] Removes cogbar from some stealthy actions (#82593)
Issue brought some missed hidden actions to my attention.
I left cogbars in for _breaking_ handcuffs because resisting is sort of
a gray area. On one hand, you don't want someone to see you doing it; on
the other, there is a visible warning that you started doing it. So,
meet in the the middle, breaking handcuffs is still visible while
resisting isn't.
Closes#82583
Cogbars are not intended to ruin stealth
🆑
fix: Deviants buffed: Rogue shoelacing, pickpocketing and restraint
resisting no longer give cogbar icons.
/🆑
* [NO GBP] ...Remember to add SIGNAL_HANDLER (#82630)
## About The Pull Request
Just realized I forgot to add `SIGNAL_HANDLER` to the all-nighter
`on_removed_limb(...)` proc, even though it handles signals.
## Why It's Good For The Game
https://github.com/tgstation/tgstation/blob/fe26373572e41415ec12e2b0785f0c6dc2567577/code/__DEFINES/dcs/helpers.dm#L9-L11
* React cleanup (#82607)
## About The Pull Request
- No defaultHooks in react. Might fix issues where pages were not
scrollable on hover.
- createRef in a functional component. should be useref
## Why It's Good For The Game
Code improvement
* Security photobooths have their own ID (#82628)
## About The Pull Request
Prevents the HoP's photobooth button from connecting to the security
photobooth via having the same ID.
## Why It's Good For The Game
I forgot to add this when I made the security photobooth but it's
important that by default without any varedits, the HoP and security
photobooths stay separate.
## Changelog
🆑
fix: The HoP's photobooth button is now consistently connected to the
HoP's photobooth.
/🆑
* Fix buckled alert unbuckling not working properly (#82627)
## About The Pull Request
So funny thing, while trying to reproduce a different issue on the
current master, I coincidentally let my local instance start without
reading, latejoined on the shuttle, and I noticed it wasn't letting me
unbuckle as easily.
Looking into this a bit later, it seems as if it's a line #82593
accidentally changed while moving around the
`/mob/living/carbon/resist_buckle()` proc's flow.
https://github.com/tgstation/tgstation/blob/fe26373572e41415ec12e2b0785f0c6dc2567577/code/modules/mob/living/carbon/carbon.dm#L238-L241
While before it was
```dm
/mob/living/carbon/resist_buckle()
if(HAS_TRAIT(src, TRAIT_RESTRAINED))
(...)
else
buckled.user_unbuckle_mob(src,src)
```
Just changing this to `buckled.user_unbuckle_mob(src, src)` fixes this.
## Why It's Good For The Game
Fixes buckled alert unbuckling not working properly.
Fixes#82627.
## Changelog
🆑
fix: Clicking the buckled alert unbuckles you again.
/🆑
* Advanced camera consoles correctly deactivates when something happens to it or the user (#82619)
## About The Pull Request
- Fixes#82520
1. The eye deactivates when the machine is destroyed/deleted
2. The eye deactivates when the machine loses power
3. The computer constantly moniters the users status inside `process()`
and will deactivate when anything happens to them. Its not enough to
just hook onto to the mobs `COMSIG_MOVABLE_MOVED` signal. Literarly
anything can happen to them so we have to check constantly for any
changes
## Changelog
🆑
fix: advanced camera consoles correctly deactivate when something
happens(no proximity, no power etc) to its user
/🆑
* Oven tray checks for ovens (#82615)
## About The Pull Request
- Fixes#82610
Only oven trays have this proc not serving trays or other stuff

Also oven trays have a null atom storage which prevents it from being
put back in the oven after taking it out. So we remove that check
## Changelog
🆑
fix: you can put back the oven tray after you take it out
fix: only oven trays are allowed in ovens preventing baked food runtimes
/🆑
* Living Limb fixes (feat: Basic mobs attack random body zones again) (#82556)
## About The Pull Request
Reworks Living Limb code to fix a bunch of runtimes and issues I saw
while testing Bioscrambler.
Specifically, the contained mobs are now initialised via element
following attachment so that signal registration can occur at the
correct time. This allows limbs to function correctly when added from
nullspace via admin panel or bioscrambler.
Secondarily (and more wide-ranging) at some point (probably #79563) we
inadvertently made basic mobs only attack the target's chest instead of
spreading damage.
This is problematic for Living Flesh which can only attach itself to
damaged limbs but was left unable to attack damaged limbs.
I've fixed this in a way which is maybe stupid: adding an element which
randomises attack zone pre-attack.
Living limbs also limit this to _only_ limbs (although it will fall back
to chest if you have no limbs at all).
This is _technically_ still different, the previous behaviour used
`adjustBruteLoss` and `adjustFireLoss` and would spread the damage
across your entire body, but there isn't a route to that via the new
interface and this seems close enough.
## Changelog
🆑
fix: Living Limbs created by Bioscrambler will be alive.
fix: Living Limbs can once more attach themselves to your body.
balance: Living Limbs will prioritise attacking your limbs.
fix: Basic Mobs will once again spread their damage across body zones
instead of only attacking your chest.
/🆑
* RPG Loot: Revisited & READY (#82533)
Revival of #72881
A new alt click window with a tarkov-y loading spinner. Replaces the
object item window in stat panel.
<details>
<summary>vids</summary>
toggleable grouping:

now lists the floor as first obj:

in action:

</details>
- search by name
- 515 image generator is much faster than alt click menu
- opening a gargantuan amount of items shouldnt freeze your screen
- groups similar items together in stacks by default, toggleable
- shows tile as first item
- <kbd>Shift</kbd> and <kbd>Ctrl</kbd> compatible with LMB
🖱️
- RMB points points at items (sry i could not get MMB working)
- key <kbd>Esc</kbd> to exit the window.
For devs:
- A new image generation tech.
- An error refetch mechanic to the Image component
- It does not "smart track" the items being added to the pile, just
reopen or refresh. This was a design decision.
Honestly I just dislike the stat panel
Fixes#53824
Fixes

🆑
add: Added a loot window for alt-clicking tiles.
del: Removed the item browser from the stat panel.
/🆑
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Reverts parts of #82602 (nodeath checks) (#82637)
## About The Pull Request
Reverts the nodeath checks of #82602
I opened a review thinking these checks were sus and the PR author said
they would remove them, but it was merged before that happened.
TL;DR
1. I just noticed this now but it only affects carbons / humans it
doesn't even cover living or any other subtypes
2. Kinda sus. Some code intentionally skips checking nodeath (I guess?
Like removing the brain for example) so we would need a larger audit of
this rather than haphazardly throwing it in.
* Fixes to battle arcade (#82620)
## About The Pull Request
Added gear for world nine, removed the "Gear" gear that did nothing.
Made counterattacks to kill an enemy properly kill the enemy.
I renamed some gear items to fit the theme of the area they are unlocked
in just as a small thing.
## Why It's Good For The Game
Closes https://github.com/tgstation/tgstation/issues/82613
## Changelog
🆑
fix: Battle arcade's higher levels no longer gives you a "Gear" gear,
and counterattacks can now properly kill enemies.
/🆑
* Fixes SMES terminal placing under the SMES and not under the player (#82665)
## About The Pull Request
Changes `src` to`user` to get intended behavior.
* Birdshot: Toy crate (#82633)
## About The Pull Request
Gives the clown+mime their toy crate.
## Why It's Good For The Game
*honk*
* tram ai sat starts with a full smes (#82646)
## About The Pull Request
consistency and also this is fixes a bug introduced by that one power
refactor
## Why It's Good For The Game
bug bad
## Changelog
🆑
fix: tramstation AI sat starts full
/🆑
* [no gbp] Space Ruin bioscramblers shouldn't chase people around (#82649)
## About The Pull Request
See title
They wouldn't lock on to people on the station from a space ruin, but
would to whoever entered their z level the second it was entered.
Also fixes bug where I changed `status_flags` to `status_effects` for
some reason which isn't where you look for godmode
## Why It's Good For The Game
We have a space ruin whcih several (coreless) anomalies spawn on, the
bioscrambler was put as an option because it was already immortal. It's
weird though to zone into the ruin and immediately have every anomaly in
there lock onto you, the best intended effect is probably for these ones
specifically not to be bloodthirsty.
We kind of only care about that behaviour on the station.
## Changelog
🆑
fix: Anomalous Research ruin Bioscrambler anomalies won't home in on
targets
fix: Bioscrambler won't randomly drop its target for no reason
/🆑
* Sunders the many unused sprites and organizes what's left in structures.dmi (#82658)
## About The Pull Request
Hello again, I noticed the /obj/structures.dmi file had a lot of unused
stuff like tables from two generations ago, so I changed some stuff
around:
- Many unused, old icons deleted, mostly window variants used in old
smoothing systems I imagine
- Reorganized many sprites in the file so they're more grouped together
- Tweaked some barricade sprite naming to be consistent/standardized,
and to let others know they're not _too_ old...
- Fixed a misnomer that I believe was making directional tinted windows
look like frosted windows
## Why It's Good For The Game
Saves on file space, and satisfies your brain's pattern recognition bits
### Spriting
Old:

New:

also good lord those linen bin sprites are a crime
## Changelog
🆑
fix: Probably fixed directional tinted windows looking like directional
frosted windows
image: Deleted a bunch of unused structure sprites
/🆑
* Birdshot Wall Sanity Pass (#82598)
## About The Pull Request
Cleans up minor artifacting in the Birdshot Sec-Tram Closed Turfs
## Why It's Good For The Game
Someone definitely didn't mean to place some machines under Closed
Turfs. This barely qualifies as player facing.
## Changelog
🆑
fix: Cleans up some rocks on Birdshot
/🆑
* [NO GBP] Fixes deconstruction of closets & crates under a special case (#82612)
## About The Pull Request
So if a closet/crate has the `NO_DEBRIS_AFTER_DECONSTRUCTION` set on it
and if someone/something is still inside, then after deconstruction they
get deleted rather than getting dumped out first.
Could cause potential hard delete of mobs & stuff. We don't want to deal
with that
## Changelog
🆑
fix: closets & crates will dump all contents out first before deleting
itself regardless of `NO_DEBRIS_AFTER_DECONSTRUCTION` thus not for e.g.
hard deleting mobs inside it
/🆑
* Fixes ordinance lab igniter in IceBox (#82595)
## About The Pull Request
- Fixes#82294
Basically the same idea of merging ordanance lab with the burn chamber
so they share the same apc as already implemented in #82322
## Changelog
🆑
fix: Ordinance lab igniter in Icebox works again
/🆑
* Birdshot: engi wardrope. (#82639)
## About The Pull Request
Add engi wardrope on Birdshot.
## Why It's Good For The Game
Birdshot doesn't have engi wardrope.
🆑
fix: Birdshot now have engi wardrope
/🆑
* Gives shadow walk a new, spookier, and shorter sound effect that no longer ignores walls (#82689)
## About The Pull Request
This gives shadow walk a snazzy new sound effect for entering/exiting
jaunt.
https://github.com/tgstation/tgstation/assets/28870487/c25f720f-5bad-4063-8d6e-140fd41bd740
This also has the sounds it plays no longer passes through walls.
## Why It's Good For The Game
The ethereal_entrance/exit sound effects are drawn out, and pretty
grating. They work for the other jaunts they're used for because a jaunt
typically lasts longer than the sound itself. Nightmares are frequently
dancing in and out of jaunt, and the sound effects for entering/exiting
tend to overlap. It gets loud and annoying really fast.
This sound effect is quicker, spookier, and more distinct.
As for making the sound not ignore walls, I think it's pretty dumb how
easy it is to detect the spooky scary shadow antag just by sitting in
your department. It takes a lot of the initial fear and paranoia they
have the potential for is wasted when Joe Geneticist can hear them
messing around in their territory without having to leave their chair.
## Changelog
🆑 Rhials
sound: Nightmare has a new sound effect for entering/exiting shadow
jaunt. It also no longer can be heard through walls.
/🆑
* [MIRROR] Alt click refactor (#2029)
* Alt click refactor
* Some early conflict removal
* Big modular refactor
* Update console.dm
* Update paper.dm
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
* Yeets `ATTACK_QDELETED`, fixes welding torches not using fuel on attacking non-mobs (2 year old bug) (#82694)
## About The Pull Request
- Deletes `ATTACK_QDELETED`
- May have been necessary in the past but it's pointless now. All it
does is clutter the attack chain. Perish.
- Fixes welders not using fuel on attacking non-mobs
- #65762 "fixed" welders consuming fuel on clicking turfs by adding an
`isliving` check and not an `ismovable` check?
## Changelog
🆑 Melbert
fix: Blobs may rejoice, welding torches now consume fuel when attacking
objects again after two years.
/🆑
* electric_welder fire
* Quirks, which give items, now have quirk_item arg specified as obj/item, instead of being just a var (#82650)
## About The Pull Request
quirk_item is now /obj/item, since it will allow for calling procs or
getting variables from this item
It's required for non-modular translation to call for item's name to
remove articles
## Why It's Good For The Game
It's always an item, and if it's a path, it's already checked for it.
Better usage in the future.
* turns martial arts gloves into a component (#82599)
sleeping carp gloves also work on mind init
this means for the sake of deathmatch you dont have to put them off and
on
fixes#82321🆑
fix: you no longer need to put your sleeping carp gloves off and on in
Deathmatch to get the martial art
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* Regal Rats can now tear down posters (#82673)
## About The Pull Request
i was fixing something on bagil and someone who was playing a regal rat
(after the round ended) said they wanted to be able to tear down posters
as a regal rat so i decided to code it because it made sense.
it's an element so literally any mob can tear down posters but i can't
think of any other mobs that would make sense to let it tear down
posters so we'll leave it just for _The Champion of All Mislaid
Creatures_ for now
## Why It's Good For The Game
Regal Rats should be all about sludgemaxxing and fucking up maintenance
to make it look even more grody than it should be. Being able to tear up
those disgusting and well-drawn posters to leave behind nothing but
scraps fits that motif. The element has a `do_after()` just to make sure
His Holiness doesn't accidentally tear down his posters while clicking
(i think all mobs should have this but that's a different issue man)
also includes some code improvement and user feedback in some failure
cases that already existed in the code.
## Changelog
🆑
add: Regal Rats are now able to tear down those colorful posters those
weird grey creatures keep spackling up on the walls of their rightful
domain.
/🆑
* Adds "Strong Stomach" quirk, a core CDDA/PZ quirk we've sorely been missing. Also Deviant Tastes dirty food re-nerf. (#82562)
## About The Pull Request
- Adds Strong Stomach quirk.
- 4 points
- You can eat dirty food without risk of getting disease.
- You suffer less negative effects from vomiting. Vomit stuns you for
half the duration, and you lose half as much nutrition.
- Reverts https://github.com/tgstation/tgstation/pull/76864 , integrates
its effects into Strong Stomach instead.
## Why It's Good For The Game
- Lotta people (namely Lizards and sometimes Felines with Deviant
Tastes) run gimmicks involving them being a gremlin person and eating
trash off the ground, and it's rather hard to accomplish this now since
it makes you a public medbay enemy # 1. This quirk should give them an
option to avoid that.
- Also (as mentioned in the title) both CDDA and PZ have this trait and
I can't believe we're missing it! This is something in
modifiable-character-traits/quirks-101.
- I moved the effects from #76864 to this quirk because 1. I thought it
was more fitting and 2. I thought the original PR was kinda wack for
what is (generally) a neutral quirk.
## Changelog
🆑 Melbert
add: Adds the Strong Stomach quirk, which allows you to eat grimy food
without worry about disease, and makes you a bit more resilient to the
effects of vomiting.
del: Deviant Tastes no longer prevents you from getting a negative
moodlet from eating dirty food. Strong Stomach does that now.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Remove several functions from collections.js which have ES5 equivalents (#82417)
* Makes it EVEN EASIER to work with atom item interactions ft. "Leaf and Branch" & "Death to Chains" (#82625)
* apc fix
* Gulag Adjustments Two (#82561)
## About The Pull Request
I have received feedback that after the prior changes in #81971, the
gulag is still a little bit too subject to RNG.
The main culprit (as in my previous PR) is Iron being kind of cheap and
the fact that unlike the old Gulag you no longer have any way of
headhunting more valuable materials (everything appears as boulders on
your ore scanner).
My solution to this is wider than the last one of tweaking point values,
but also much simpler:
Just make every boulder you mine be worth the same amount of points
regardless of what is inside of it.
On the average test I made I could comfortably mine about 40-45 boulders
in ten minutes.
We'll make some adjustments to that rather than leaving 40 as the target
number;
Most players upon being teleported to the gulag are going to spend a few
minutes whining and bemoaning their fate instead of getting straight to
work. I had the benefit of being able to make sure my run started as
soon as a storm ended so I wouldn't need any kind of midpoint break. I
was also always the only person playing on my local instance, there
hadn't been any other pesky prisoners before me who had already mined
out all the nearest available deposits. And of course, let us not
forget, I am an MLG master league ss13 player who was surely performing
well above average.
So we'll round that down to: Each boulder is worth 33 points, meaning
you need to collect 31 boulders to complete a 1000 point (roughly ten
minute) sentence.
How do I ensure that every boulder is worth the same amount of points?
Well it's pretty easy.
One boulder = one material sheet. One material sheet = 33 points.
Simple.
"Now Jacquerel", I hear you not saying because you don't want me to know
about this thing you would prefer to do instead of hitting rocks
outside; "if I simply smash all of the tables and microwaves and botany
trays and bed in the gulag I can easily get like 65 sheets of Iron,
which is almost enough to buy the freedom for two entire people!"
Unfortunately I knew you were going to try and do that and the prisoner
point machine will only give you points for material sheets which have
been printed from the material smelter (well, any material smelter
actually but you should probably use the one in the gulag). You'll be
able to tell because if you examine a valid material sheet it will
mention a little maker's mark on it, which is absent in the beat-up iron
that you get from smashing furniture to bits.
Also glass is worth 0 points. Don't waste time digging up that shit.
As glass has had all of its point value removed, I have added a "work
pit" to the gulag to compensate. You can pull boulders out of this
indefinitely via effort, however it also stamcrits you every time.
It's not very fun to do this, but that's because I would prefer you to
go find the rocks out in the field instead. This is a last resort.
You can do this if there's no boulders left to mine or if you really
really really hate mining and would rather very slowly click on one tile
repeatedly to get your boulders instead.
As a tiny bonus doing this gives workout experience.
This isn't a totally ideal solution but I think it'll do for now.
## Why It's Good For The Game
What we want out of the gulag is:
- Something where officers can vaguely approximate an expected sentence
duration.
- A task that requires players to actually be spending that time doing
something to get out of here.
- Produces at least some amount of useful materials.
In I think roughly that order.
I hope this change accomplishes all three of these in a way that is
somewhat predictable rather than throwing darts at a board.
## Changelog
🆑
balance: Gulag mining has been rebalanced so that every boulder is worth
the same amount of points to mine for a prisoner regardless of what it
contains, and should be more consistent.
add: A vent which boulders can be hauled out of by hand has been added
to the gulag which you can use if there's nothing left to mine. It is
very slow, but at least it gives you a workout...
/🆑
* stone
* Makes test merge bot continue with other PRs if updating one fails. (#82717)
Right now updating
https://github.com/tgstation/tgstation/pull/81089#issuecomment-1907296233
fails because it exceeds github character limit for comments.
This will make it work until backed is updated.
* Fixes the RnD console by adding a removed import (#82750)
## About The Pull Request
The 'map' import was removed from this file by #82417 but it's still
used in place in code. This re-adds the import
## Why It's Good For The Game
Fixes RnD consoles
## Changelog
🆑
fix: Fixed RnD consoles not being able to be opened.
/🆑
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
* Fixes cargo import (#82755)
## About The Pull Request
One of the imports got removed and there were no warnings... Man if only
there were a technology that could warn us in advance
## Why It's Good For The Game
UI fixes
## Changelog
🆑
fix: Fixed a bluescreen in cargo console
/🆑
* fixes
* Fixes, fixes.
* Pre-emptive mirror of https://github.com/tgstation/tgstation/pull/82892
* Turf weakref persists in changeturf / Fix plasma cutters (#82906)
## About The Pull Request
Turf references don't change so logically, turf weakrefs wouldn't change
if the turf changes.
By not doing this this can cause bugs: See #82886 . (This Fixes#82886)
(Projectiles hold a list of weakrefs to atoms hit to determine what they
have already hit.
Because turf weakrefs reset, we could "hit" the same turf twice if it
destroyed the turf.
Old behavior - this was fine but now that they're weakrefs, we get two
weakref datums in the list that point to the same ref.)
Less hacky alternative to #82901 . (Closes#82901)
## Changelog
🆑 Melbert
fix: Plasma cutters work again
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Interception&? <137328283+intercepti0n@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: Ketrai <zottielolly@gmail.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Iajret <8430839+Iajret@users.noreply.github.com>
Co-authored-by: vect0r <71346830+Vect0r2@users.noreply.github.com>
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: AMyriad <143908044+AMyriad@users.noreply.github.com>
Co-authored-by: Zytolg <33048583+Zytolg@users.noreply.github.com>
Co-authored-by: Xackii <120736708+Xackii@users.noreply.github.com>
Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com>
Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: larentoun <31931237+larentoun@users.noreply.github.com>
Co-authored-by: Arthri <41360489+Arthri@users.noreply.github.com>
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
* Does it work? Who knows.
* Mirror of tgstation/tgstation/#81492
* hmmm
* is this it?
* Oh, also synth stuff
* Catching up with some disarm refactors.
* tg's #81400
* Oh right, this
* This should cut it
---------
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
* Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags` (#80033)
## About The Pull Request
Code to handle this flag only ever existed on the `/obj` sublevel, so
there's no need for it to be on the `/atom` level `flags_1`. There was
probably a point in time in which mobs or turfs conducted electricity
but there's zero code for it anymore so we truly just live in a society
now.
## Why It's Good For The Game
Frees up a slot on `flags_1` (which is really nice actually), proper
scoping of certain bitflag stuff, etc.
## Changelog
Not relevant to players.
I may have screwed something up, will be doing a few passes on this
myself to ensure all the search and replaces went alright but we should
be good™️
* Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags`
* Modular
* Update misc.dm
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* oh yeah oh woag
* maybe we can make uncommon into that
* gunnenshooter
* hard work work
* just now realised i forgot inhands
* inhands and worn
* soundsmith tf2
* does the rifles
* puts some of the pistol suppressor images in
* awawawa
* shotgun override apparently
* pistola
* grendae launcher
* dont forget the evil one too
* yeah lets fix that
* oops
* now lets see what kind of errors compiling gives us
* should hopefully be all the compile errors
* i understand morbius now
* surely it will work now
* fixes shrapnel grenades runtiming
* also fixed grenade rangefinding
* how'd I mess thta up
* fixes various issues
* granata!!!
* haha surely this will gow ell
* should fix the grendades for real
* opening this pr then dropping dead
* uhhh fixes some stuff i think?
* armory stuff
* random mapping things pt 2
* blehh :3
* fixes it forever and ever
* whar??
* turns out that needs a tweak
* curious
* that'll work 4 sure now
* fixes vr
* come on over wont you sway with me
* mhm yup
* should hopefully be all that's it?
* missing icons
* makes the rifle more expensive
* makes the smg a little less awful feeling
* dollar store suppressors, just a week away
* mmsmrmmrsgg
* lets the shotguns actually be sawn off
* the propaganda
* hey thats important
* sprite error (comical)
* gives the casings custom materials for printing
* i love code ordering
* 'lets just be safe' ifies the weight classes of mags and ammo boxes
* reworks the sol defense selection a bit
* Update modular_skyrat/modules/ammo_workbench/code/design_disks.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* act three
* defines
* undefine
* restores the clothing
* some stuff part 3
* fixes the outfit guns not existing
* adjusts firerates and grenade launcher sprites
* fixes .35 sol revolvers??
* slightly un-nerfs the rifle firing rates
* makes the revolver jus tuse the normal sound
* makes the pistol case the right path
* its a machinegun!
* slight little tiny tweaks
* british weather service
* puts the blueshield gun box in their locker
* makes rifle less lethals a bit more normal
* slightly changes the smg burst and firerate
* the pepperball had raygun
* pepperball caliber
* forgot to push the include
* i love testmerges
* revolver sillies
* makes the kiboko's examine_more not just the rifle's
* smallens the eland and enlargens the cost of the kiboko
* lets change the machinegun a bit too why not
* gfl larp (real)
* fixes modular armory templates
* lets cases be ordered dont worry about the other stuff
* makes the takbok say its from the right company
* makes sawn off shotgun suppressors visibile
* those aren't used at all
* tweaks some of the rifle sprites
* shortens the shotgun a bit
* puts the pixel shifting out of initialize to make certain things work b
* granata!!!1!!!
* large number of weapon and ammo tweaks
* windup autofire seems broken somehow?
* fixes the inhands
* outfit sanity
* .40 armor piercing ammo box name correction
* removes var that doesnt exist anymore
* .40 armor piercing rework
---------
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-merge-76184
* Akula's are angry apparently
* Video Search is a liar
* wetsuit pain
* adds armor.dmis
removes two reskins from the hos coat as well: the "hosbluejacket" was an out of place formal security jacket (already a separate item) and "black" was an out of date version of the default sprite
* more armor.dmi links
* final before i split this up
* readd two things lost in the cherrypick
* few flag fixe and a digi sprite for leathercoat
* make blueshield's vest the base type, jacket a subtype (cleaner)
* suit.dmi cleaning
* removes some no_new_icon flags that no longer apply
* removes 'sec' cossak jacket
* remove redundant items that TG has
* tiny icon tweaks
* CI fixes
* final CI fixes
* Actually this shit ugly and unused I'm tossing it entirely
* one more damn CI fix
* remove more redundant HoS suits
* obj fixes
* icon fixes
* armorvest fixes, remove obsolete vest, formatting
* okay NOW removes obsolete vest it didnt commit this file
* move hos reskins to the modular file
* fixes knight armor being overridden
* blueshield toggle jacket color correction
* repath hop_parade to hop_formal, subtype of existing hop jacket
* few digi fixes, moves another SR edit to somewhere better
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* initial - adds head .dmi files
* mush cap was moved to costume forever ago but not the links
* Move all the helmet links to the new .dmis
* add muzzled variant to hecksuit
* this icon was an actual mess im just gonna toss it
* Remove dupe black fedora, swap brown to use detective sprite with no candycorn
* remove practically unused fallout enclave hats
arent these guys fascists or nazis or something?
* remove beret, replace it with a gags equivalent
this one is even armored, so
* deletes an ass load of old icons + a missed obj icon
* you werent supposed to see that.
* it'd probably help if these linked to the right file
* remove empty sprite state
* remove hidesnout from riot helmet, add snouted var to DS2 SWAT
* Fix CI
* a single fucking "
* these single letters are ruining me
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Nightvision Rework (In the name of color) (#73094)
Relies on #72886 for some render relay expansion I use for light_mask
stuff.
Hello bestie! Night vision pissed me off, so I've come to burn this
place to the ground.
Two sections to discuss here. First we'll talk about see_in_dark and why
I hate it, second we'll discuss the lighting plane and how we brighten
it, plus introducing color to the party.
https://www.byond.com/docs/ref/#/mob/var/see_in_dark
See in dark lets us control how far away from us a turf can be before we
hide it/its contents if it's dark (not got luminosity set)
We currently set it semi inconsistently to provide nightvision to mobs.
The trouble is stuff that produces light != stuff that sets luminosity.
The worst case of this can be seen by walking out of escape on icebox,
where you'll see this

Snow draws above the lighting plane, so the snow will intermittently
draw, depending on see_in_dark and the luminosity from tracking lights.
This would in theory be solvable by modifying the area, but the same
problem applies across many things in the codebase.
As things currently stand, to be emissive you NEED to have a light on
your tile. People are bad at this, and honestly it's a bit much to
expect of them. An emissive overlay on a canister shouldn't need an
element or something and a list on turfs to manage it.
This gets worse when you factor in the patterns I'm using to avoid
drawing lights above nothing, which leads to lights that should show,
but are misoffset because their parent pixel offsets.
It's silly. We do it so we can have things like mesons without just
handing out night vision, but even there the effect of just hiding
objects and mobs looks baddddddd when moving. It's always bothered me.
I'll complain about mesons more later, but really just like, they're too
bright as it is.
I'm proposing here that rather then manually hiding stuff based off
distance from the player, we can instead show/hide using just the
lighting plane. This means things like mesons are gonna get dimmer, but
that's fine because they suck.
It does have some side effects, things like view() on mobs won't hide
stuff in darkness, but that's fine because none actually thinks about
view like that, I think.
Oh and I added a case to prevent examining stuff that's in darkness, and
not right next to you when you don't have enough nightvision, to match
the old behavior `see_in_dark` gave us.
Now I'd like to go on a mild tangent about color, please bare with me
You ever walk around with mesons on when there's a fire going, or an
ethereal or firelocks down.
You notice how there isn't really much color to our lights? Doesn't that
suck?
It's because the way we go about brighting lighting is by making
everything on the lighting plane transparent.
This is fine for brightening things, but it ends up looking kinda crummy
in the end and leads to really washed out colors that should be bright.
Playing engineer or miner gets fucking depressing.
The central idea of this pr, that everything else falls out of, is
instead of making the plane more transparent, we can use color matrixes
to make things AT LEAST x bright.
https://www.byond.com/docs/ref/#/{notes}/color-matrix
Brief recap for color matrixes, fully expanded they're a set of 20
different values in a list
Units generally scale 0-1 as multipliers, though since it's
multiplication in order to make an rgb(1,1,1) pixel fullbright you would
need to use 255s.
A "unit matrix" for color looks like this:
```
list(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
0, 0, 0, 0
)
```
The first four rows are how much each r, g, b and a impact r, g, b and
well a.
So a first row of `(1, 0, 0, 0)` means 1 unit of r results in 1 unit of
r. and 0 units of green, blue and alpha, and so on.
A first row of `(0, 1, 0, 0)` would make 1 red component into 1 green
component, and leave red, blue and alpha alone, shifting any red of
whatever it's applied to a green.
Using these we can essentially color transform our world. It's a fun
tool. But there's more.
That last row there doesn't take a variable input like the others.
Instead, it ADDS some fraction of 255 to red, green, blue and alpha.
So a fifth row of `(1, 0, 0, 0)` would make every pixel as red as it
could possibly be.
This is what we're going to exploit here. You see all these values
accept negative multipliers, so we can lower colors down instead of
raising them up!
The key idea is using color matrix filters
https://www.byond.com/docs/ref/#/{notes}/filters/color to chain these
operations together.
Pulling alllll the way back, we want to brighten darkness without
affecting brighter colors.
Lower rgb values are darker, higher ones are brighter. This relationship
isn't really linear because of suffering reasons, but it's good enough
for this.
Let's try chaining some matrixes on the lighting plane, which is bright
where fullbright, and dark where dark.
Take a list like this
```
list(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
-0.2, -0.2, -0.2, 0
)
```
That would darken the lighting a bit, but negative values will get
rounded to 0
A subsequent raising by the same amount
```
list(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
0.2, 0.2, 0.2, 0
)
```
Will essentially threshold our brightness at that value.
This ensures we aren't washing out colors when we make things brighter,
while leaving higher values unaffected since they basically just had a
constant subtracted and then readded.
You may have noticed, we gain access to individual color components
here.
This means not only can we darken and lighten by thresholds, we can
COLOR those thresholds.
```
list(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
0.1, 0.2, 0.1, 0
)
```
Something like the above, if applied with its inverse, would tint the
darkness green.
The delta between the different scalars will determine how vivid the
color is, and the actual value will impact the brightness.
Something that's always bothered me about nightvision is it's just
greyscale for the most part, there isn't any color to it.
There was an old idea of coloring the game plane to match their lenses,
but if you've ever played with the colorblind quirk you know that gets
headachey really fast.
So instead of that, lets color just the darkness that these glasses
produce.
It provides some reminder that you're wearing them, instead of just
being something you forget about while playing, and provides a reason to
use flashlights and such since they can give you a clearer, less tinted
view of things while retaining the ability to look around things.
I've so far applied this pattern to JUST headwear for humans (also those
mining wisps)
I'm planning on furthering it to mobs that use nightvision, but I wanted
to get this up cause I don't wanna pr it the day before the freeze.
Mesons are green, sec night vision is red, thermals orange, etc.
I think the effect this gives is really really nice.
I've tuned most things to work for the station, though mesons works for
lavaland for obvious reasons.
I've tuned things significantly darker then we have them set currently,
since I really hate flat lighting and this system suffers when
interacting with it.
My goal with these is to give you a rough idea of what's around you,
without a good eye for detail.
That's the difference between say, mesons, and night vision. One helps
you see outlines, the other gives you detail and prevents missing
someone in the darkness.
It's hard to balance this precisely because of different colored
backgrounds (looking at you icebox)
More can be done on this front in future but I'm quite happy with things
as of now
I have since expanded to all uses of nightvision, coloring most all of
them.
Along the way I turned some toggleable nightvision into just one level.
Fullbright sucks, and I'd rather just have one "good" value.
I've kept it for a few cases, mostly eyes you rip out of mobs.
Impacted mobs are nightmares, aliens, zombies, revenants, states and
sort of stands.
I've done a pass on all mobs and items that impact nightvision and added
what I thought was the right level of color to them. This includes stuff
like blobs and shuttle control consoles
As with glasses much of this was around reducing vision, though I kept
it stronger here, since many of these mobs rely on it for engaging with
the game
<details>
<summary>
Technical Changes
</summary>
filter transitions.
Found this when testing this pr, seemed silly.
This avoids dumbass overlay lighting lighting up wallmounts.
We switch modes if some turfflags are set, to accomplish the same thing
with more overhead, and support showing things through the darkness.
Also fixes a bug where you'd only get one fullscreen object per mob, so
opening and closing a submap would take it away
Also also fixes the lighting backdrop not actually spanning the screen.
It doesn't actually do anything anymore because of the fullscreen light
we have, but just in case that's unsued.
Needs cleanup in future.
color with a sprite
This is to support the above
We relay this plane to lighting mask so openspace can like, have
lighting
vision goggles and such
Side affect of removing see_in_dark. This logic is a bit weak atm, needs
some work.
It's a dupe of the nightvision action button, and newly redundant since
I've removed all uses of it
trasnparent won't render
These sucked
Also transparent stuff should never render, if it does you'll get white
blobs which suck
</details>
Videos! (Github doesn't like using a summary here I'm sorry)
<details>
Demonstration of ghost lighting, and color
https://user-images.githubusercontent.com/58055496/215693983-99e00f9e-7214-4cf4-a76a-6e669a8a1103.mp4
Engi-glass mesons and walking in maint (Potentially overtuned, yellow is
hard)
https://user-images.githubusercontent.com/58055496/215695978-26e7dc45-28aa-4285-ae95-62ea3d79860f.mp4
Diagnostic nightvision goggles and see_in_dark not hiding emissives
https://user-images.githubusercontent.com/58055496/215692233-115b4094-1099-4393-9e94-db2088d834f3.mp4
Sec nightvision (I just think it looks neat)
https://user-images.githubusercontent.com/58055496/215692269-bc08335e-0223-49c3-9faf-d2d7b22fe2d2.mp4
Medical nightvision goggles and other colors
https://user-images.githubusercontent.com/58055496/215692286-0ba3de6a-b1d5-4aed-a6eb-c32794ea45da.mp4
Miner mesons and mobs hiding in lavaland (This is basically the darkest
possible environment)
https://user-images.githubusercontent.com/58055496/215696327-26958b69-0e1c-4412-9298-4e9e68b3df68.mp4
Thermal goggles and coloring displayed mobs
https://user-images.githubusercontent.com/58055496/215692710-d2b101f3-7922-498c-918c-9b528d181430.mp4
</details>
I think it's pretty, and see_in_dark sucks butt.
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🆑
add: The darkness that glasses and hud goggles that impact your
nightvision (think mesons, nightvision goggles, etc) lighten is now
tinted to match the glasses. S pretty IMO, and hopefully it helps with
forgetting you're wearing X.
balance: Nightvision is darker. I think bright looks bad, and things
like mesons do way too much
balance: Mesons (and mobs in general) no longer have a static distance
you can see stuff in the dark. If a tile is lit, you can now see it.
fix: Nightvision no longer dims colored lights, instead simply
thresholding off bits of darkness that are dimmer then some level.
/🆑
* modular edits
* see_in_dark
* [MIRROR] Adds a unit test to detect double stacked lights [MDB IGNORE] (#19564)
* Adds a unit test to detect double stacked lights
* we really need to get that night vision pr done
* lints fixes
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* Update augments_eyes.dm
* Update augments_eyes.dm
* eeee
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: SkyratBot <59378654+SkyratBot@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* adds atmospheric gloves, small resprite of firefighter gear, repaths stupid glove paths (#72736)
repaths a lot of gloves off /color because they were incredibly stupid
firefighter gear has gotten an update (it doesnt cover hands anymore
though, you need something else)
firefighter helmets no longer hide your mask or glasses

fixed engine goggles starting with darkness vision
to the atmos lockers adds atmospheric gloves, a pair of thick (chunky
fingers) gloves that are fireproof and fire protective, slightly shock
resistant and let you fireman carry people faster.
atmospheric firefighter helmets now are a subtype of welding hardhats,
you can enable a welding visor.
welding hardhats change mode with right click instead of altclick
im not a good spriter but i think this resprite makes them fit nicer
with other engi equipment
lets me firefighter rp
🆑
add: Atmospheric Gloves, thick gloves that are fully fireproof and fire
protective and let you fireman carry people faster.
fix: fixes engine goggles starting with darkness vision
qol: firefighter helmets can now enable a welding visor
qol: welding hardhats change mode with right click instead of altclick
balance: firesuits no longer protect your hands
/🆑
* Makes shit compile
* Updates the digi and snouted stuff to match the new sprites (thanks Halcyon!)
* Fixes a whole ton more issues that popped up
---------
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* The curator's PDA now works in space (#70319)
* The curator's PDA is now long-ranged
The Curator's PDA is now long ranged and allows for it to be used while out in space.
I recently removed the modular computer parts that allowed PDAs to be upgraded to connect to NTNet while on different Z-levels, so thought this would be a good replacement since Curators are a space exploration job, so being able to still talk to other players or use the newscaster app while away, is something I think would be beneficial.
* The curator's PDA now works in space
* Gives vanguard PDA long range as well
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
* Update inhands.dm
* ci fix
* ew
* wew
* ew
* wew
* wew
* some hats
* rings and donator clothing
* more guns, pillows, devices
* crush hammer
* Fixing the inhands for the fake announcement device
* traitor_announcer
* Just a handful more fixes, for now.
* lost track of what I changed
* more
* weh
* Okay, now will you pass?
* Update code/modules/projectiles/guns/ballistic/bow.dm
Co-authored-by: tastyfish <crazychris32@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Fixes 118(give or take) cases of mapload not being passed to initilaize (#69107)
fixes 114 cases of mapload not being passed to initilaize
* Fixes 118(give or take) cases of mapload not being passed to initilaize
* Fixes a lot (give or take) cases of mapload not being passed to initilaize
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Tsu's Brand Spanking New Storage: or, How I Learned To Pass Github Copilot As My Own Code
* Delete storage.dm
* yippee
* shit
* holy shit i am stupid
* more fixes
* fuck
* woops
* This tail refactor turned into an organ refactor. Funny how that works.
* Firstly, fixing all the conflicts.
* Fixes all our maps (hopefully)
* Actually, this should fix pod people hair :)
* Almost everything is working, just two major things to fix
* Fixed a certain kind of external organ
* Cleaning up some more stuff
* Turned tail_cat into tail because why the fuck are they separate?
* Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file
* Adds relevant_layers to organs to help with rendering
* Makes stored_feature_id also check mutant_bodyparts
* Fixes the icon_state names of ALL the tails (pain)
* Fixes wagging, gotta refactor most mutant bodyparts later on
* I Love Added Failures
* Fixed some organs that slipped through my searches
* This could possibly fix the CI for this?
* It doesn't look like it did fix it
* This will make it pass, even if it's ugly as sin.
* Fixed Felinids having a weird ghost tail
* Fixes instances of snouts and tails not being properly colored
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* PCV suit addition
* Update pcv_suit.dm
* NVGs instead of flashlights
muh balance
* Requested changes and documentation
I HAVE NO IDEA WHAT ANY OF THIS DOES?!?!?!?!?
* consistents indentation
* Final adjustments and HEV documentation
* Update hev_suit.dm
* Helmet issue fixed
* Cool song for the PCV
* Update hev_suit.dm
* That marine armor is now GONE
* Done I think????
* Legitimately everything I wanted to add
* Black ops, prompts and map edits
* Xen plants and CI fix
* Update blackmesa.dmm
* Forgot to commit fug D:
* (Xen) WEED CAT
* Update blackmesa.dmm
* Update blackmesa.dmm
* Update blackmesa.dmm
* I AM SO FORGETFUL
* REEEE
* Last moment adjustments
* Slight edit to HECU desc
* IPC HECU accomodations
* Added camera