Commit Graph
94 Commits
Author SHA1 Message Date
explosivekittyandGitHub 7caf78dd25 Lets you put nodrop items from uplink glue on and into evidence bags and use it on other people (#5400)
## About The Pull Request
Lets you equip items that you used glue on, that's how it worked before
tg made it such you cant equip nodrop items, put them into evidence bags
so you can pick them up without getting them attached to your hands and
also make stuff that other people have equipped nodrop for them to be
sprayed with acid if they want to get rid of that thing
## Why It's Good For The Game
You no longer have to drag nodrop items to sec, you can just put them in
the bags now(if you didn't pick it up in the process) and let's you
equip stuff if you applied nodrop before equipping it because that's how
it was before tg randomly fixed equipping nodrop items. also gluing
bombs and other stuff to people could be funny i think
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
<img width="127" height="240" alt="screen1"
src="https://github.com/user-attachments/assets/7ee25f7b-5cbc-42b8-8244-5c17b736a9ee"
/>

the item selection menu
</details>

## Changelog
🆑
add: You can put superglued items into evidence bags
fix: You can equip superglued items again like you could before
add: You can apply superglue to other people stuff
/🆑
2026-04-22 13:20:13 +02:00
864fcbef95 Greyscale Robotic Limbs + Other Stuff (Nova Port) (#5338)
## About The Pull Request
Title. Ports https://github.com/NovaSector/NovaSector/pull/7015 from
Nova Sector.
## Why It's Good For The Game
Customisation good. Enables creation of robotic versions of some
species.
## Proof Of Testing
Runs on my machine. Fixed up code with help from Artur and Waterpig
(thanks). Organs in robotic torso enabled via augs+ get EMP'd as normal,
seems to have no issues.
<details>
<summary>Screenshots/Videos</summary>
<img width="636" height="521" alt="image"
src="https://github.com/user-attachments/assets/0c088011-954c-4355-8d86-2f86e38e0357"
/>

<img width="1867" height="1117" alt="image"
src="https://github.com/user-attachments/assets/eddbf9a3-f543-4b20-9363-806ef8bf2f11"
/>


</details>

## Changelog
🆑
add: Robotic type body parts for the more unique species sprites. Akula,
Anthro, Lizard, Moth, Vox, Xenohybrid and Teshari. Please note these are
moreso intended for making non-standard synths, as they are identical to
the non-robotic versions visually.
add: Peg limbs to augs+
add: Default chassis Synth sprites for augs+
image: added E3N sprites for augs+
code: added handling for the new greyscale robotic limbs
/🆑

---------

Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2026-04-14 13:31:43 +02:00
xPokee 312085b95c Grah 2025-10-04 06:09:47 -04:00
xPokee 7527fbbeef Compiling fixes 2025-09-24 10:55:43 -04:00
Roxy ebcce8d3fb Fixes for #91029 2025-05-29 16:44:15 -04:00
RoxyandGitHub 5020cec410 Fix define sanity linter failures (#3209)
Fix all of the define sanity failures, either by adding an `#undef`
where needed or moving them to a file in `code/__DEFINES`

![image](https://github.com/user-attachments/assets/abd76dcd-d610-4567-801e-ee7fc477d58c)
2025-03-06 03:24:59 -05:00
Majkl-J 831afcfecc embed_data -> embedding 2025-02-20 00:46:23 -08:00
Majkl-J 06fafcc5f1 Infinite is gone 2025-02-20 00:10:33 -08:00
Majkl-J 225199e26b Moves all the organcode down to obj/item/organ 2025-02-20 00:06:45 -08:00
WaterpigandGitHub ea02989f38 [SKYRAT CLEANUP] Removes / updates all bubber comments in the skyrat modular file as we are no longer their subject (#2330)
## About The Pull Request

"I'm going to extend my break" - Me, 2 days ago

"Hey I should start cleaning up the Skyrat modular folder" - Me, Today

I yet again fall victim to my own hubris

Left out some BUBBER TODOs, feel free to do these if you find them
manageable

## Why It's Good For The Game

We made some old mistakes with some edits (Like commenting out ruins
instead of making them unpickable for the ruin system) (This I fixed,
admins can now bus them in!)

We also made a lot of edits to Skyrat code, a lot of which can be
cleanly merged into their code now

## Proof Of Testing

If it compiles, it works.

Unlike my modularization PR from a year ago this is less fuckupable

## Changelog

N/A, not player facing
2024-11-16 14:20:10 +00:00
WaterpigandGitHub b8f00860e4 Afterattack fixes (#2350)
## About The Pull Request

See name, I'm actually going through with it and doing it.

## Why It's Good For The Game

Fixes broken item interactions

closes #2253
closes #2204

## Proof Of Testing

Worked on my device (So far)

## Changelog

🆑
fix: Phystool and Physgun work correctly again
fix: Clockcult slabs can examine again
fix: Compostbin is now handled correctly
fix: Robohand checks for robohand again
/🆑
2024-11-07 09:42:41 +01:00
Majkl-J ae0b926948 Holy lord no more please 2024-10-24 03:07:38 -07:00
StrangeWeirdKitten 132f9363e4 Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into fuck-fuck-fuck
# Conflicts:
#	_maps/map_files/Birdshot/birdshot.dmm
#	_maps/map_files/NorthStar/north_star.dmm
#	_maps/map_files/VoidRaptor/VoidRaptor.dmm
#	code/datums/status_effects/debuffs/debuffs.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
#	code/modules/cargo/packs/imports.dm
#	html/changelogs/archive/2024-07.yml
2024-07-31 21:19:46 -06:00
1a492f1342 [MIRROR] Updates Strong-Arm implants to be cooldown based, deal entirely lethal damage (but more of it) (#29035)
* Updates Strong-Arm implants to be cooldown based, deal entirely lethal damage (but more of it) (#85012)

## About The Pull Request

Strong-Arm implants utilize a five second cooldown between activation
(this is per implant, not for both). As a result, the implant does a
larger chunk of damage in one blow. It does not do stamina damage
anymore.

If you strike a mob with either the MOB_BEAST or MOB_SPECIAL biotypes,
you inflict additional damage (40 extra).

You can fit both a toolset implant and a muscle implant into the same
arm.

## Why It's Good For The Game

Strong-arms were really weird implants in that they were not locked
behind any research progression, but instead could be purchased from
cargo. However, they were still not exactly amazing to have, so they
only really get purchased by bored medical doctors, since the implant
was a medical departmental order option (for some reason). I tried
giving them a little extra oomph a while ago, but I never felt like they
were in a particularly good space even after that update.

Borrowing some ideas from an older PR, I've introduced a cooldown to
allow for them to work alongside other unarmed features, but still not
allow them to stack with other effects. It makes them exceptionally good
as opening attacks, but not to the point of being intrusive. They were
also a method of infinite stamina damage, so that has been resolved as
well.

The mob bonus damage makes them a little fun option for miners, really,
that's why I added it. I thought it would be a cute feature, and maybe
incentivize a few to get augmented. I don't think they will, since
augments aren't super useful for miners, but still.

The pairing with toolsets is because they're not quite as useful
generally as the toolsets, and since they are a weaker arm implant in
the progression, I don't feel it is too extreme to have both, because
overall most people will gravitate towards toolsets if they had to
choose.

## Changelog
🆑
balance: Strong-arm implants go on cooldown when activated, but deal
more overall lethal damage on a single blow.
balance: The strong-arm implant does additional damage to fauna and some
other dangerous mobs.
qol: You can pair toolset arm implants with the strong-arm implants.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@ gmail.com>

* Updates Strong-Arm implants to be cooldown based, deal entirely lethal damage (but more of it)

* fix modular

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-27 19:59:24 +05:30
Waterpig a3b79bb3b3 Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-2407c 2024-07-15 10:13:59 +02:00
d1aa5f8da1 Fixing afterattack issues. (#28822)
* afterattack is dead, aughhhh

* Update hyposprays_II.dm

* fix stuff

* fix stuff2

* Update robot_upgrade.dm

* fix stuff3

---------

Co-authored-by: Fluffles <piecopresident@gmail.com>
2024-07-13 14:59:01 +05:30
Waterpig 7cb3b3f472 Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-07b 2024-07-08 12:30:21 +02:00
f4e244fb49 [MIRROR] Refactors embedding to use datums instead of storing data in bespoke elements (#28699)
* 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>
2024-07-08 14:50:05 +05:30
Waterpig 004e466cea Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-2406b 2024-06-08 14:33:29 +02:00
24151d1228 [MIRROR] Moves "sprite accessories" (e.g. Hair, Undergarments, Mutant Bits) from GLOB to a datasystem (#27561)
* Moves "sprite accessories" (e.g. Hair, Undergarments, Mutant Bits) from `GLOB` to a datasystem

* Merge branch 'master' of https://github.com/tgstation/tgstation

* Moves everything I can think of to the subsystem

* Seems to be working fine now

* makes it compile

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Waterpig <wtryoutube@seznam.cz>
2024-06-08 09:35:22 +05:30
nevimer 45e52eb774 Merge remote-tracking branch 'skrat/master' into new-bubbermaster
# Conflicts:
#	_maps/RandomRuins/SpaceRuins/hilbertresearchfacility.dmm
#	_maps/RandomRuins/SpaceRuins/skyrat/interdynefob.dmm
#	_maps/map_files/Birdshot/birdshot.dmm
#	_maps/map_files/Deltastation/DeltaStation2.dmm
#	_maps/map_files/IceBoxStation/IceBoxStation.dmm
#	_maps/map_files/MetaStation/MetaStation.dmm
#	_maps/map_files/NorthStar/north_star.dmm
#	_maps/map_files/VoidRaptor/VoidRaptor.dmm
#	_maps/map_files/tramstation/tramstation.dmm
#	_maps/shuttles/pirate_ex_interdyne.dmm
#	code/__DEFINES/mobs.dm
#	code/__HELPERS/~skyrat_helpers/is_helpers.dm
#	code/datums/mood.dm
#	code/game/objects/effects/spawners/random/random.dm
#	code/modules/admin/verbs/adminhelp.dm
#	code/modules/clothing/head/jobs.dm
#	code/modules/mob/living/brain/brain_say.dm
#	code/modules/projectiles/guns/energy/kinetic_accelerator.dm
#	code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_jelly.png
#	code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_jelly_stargazer.png
#	code/modules/uplink/uplink_items/job.dm
#	config/lavaruinblacklist.txt
#	icons/mob/actions/actions_changeling.dmi
#	icons/mob/clothing/mask.dmi
#	icons/obj/mining.dmi
#	modular_skyrat/master_files/code/modules/client/preferences/headshot.dm
#	modular_skyrat/master_files/code/modules/mob/living/examine_tgui.dm
#	modular_skyrat/master_files/code/modules/research/techweb/all_nodes.dm
#	modular_skyrat/master_files/icons/mob/clothing/under/skirts_dresses.dmi
#	modular_skyrat/master_files/icons/obj/clothing/under/skirts_dresses.dmi
#	modular_skyrat/modules/aesthetics/airlock/icons/airlocks/multi_tile/metal_overlays.dmi
#	modular_skyrat/modules/colony_fabricator/code/appliances/space_heater.dm
#	modular_skyrat/modules/company_imports/code/armament_datums/deforest_medical.dm
#	modular_skyrat/modules/hyposprays/code/hypospray_kits.dm
#	strings/traumas.json
#	tgui/packages/tgui/interfaces/PreferencesMenu/preferences/features/character_preferences/skyrat/headshot.tsx
2024-04-20 22:19:03 -04:00
WaterpigandGitHub 7cee7b6a5b Replaces deciseconds in do_after and add_timer in modular files with SECONDS (#27335)
* Bam

* meep
2024-04-16 14:03:25 +02:00
nevimer 9102c49c27 Squashed commit of the following:
commit 2abf1c919f05b34cfee752677431a864bc22f12e
Merge: c9636f2bea7b 1c9f9a3527
Author: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Date:   Sun Mar 10 20:44:55 2024 +0100

    Merge branch 'master' into upstream-2024-3

commit 1c9f9a3527
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Mar 10 15:53:58 2024 +0100

    Automatic changelog for PR #1238 [ci skip]

commit d13b12a0fa
Author: pixelkitty286 <78038207+pixelkitty286@users.noreply.github.com>
Date:   Sun Mar 10 09:53:33 2024 -0500

    Cat cyborg sprite changes (#1238)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->

    ## About The Pull Request

    Refreshes the Engineer cat borg sprite

    Adds 2 sprites one Peacekeeper and one Spider clan sprite.

    Reverts the Syndicat borg back to their proper security type

    Reverts the Security cat borg back to their combat usage for the
    Syndicate

    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->

    <!-- Please make sure to actually test your PRs. If you have not tested
    your PR mention it. -->

    ## Why It's Good For The Game

    <!-- Argue for the merits of your changes and how they benefit the game,
    especially if they are controversial and/or far reaching. If you can't
    actually explain WHY what you are doing will improve the game, then it
    probably isn't good for the game in the first place. -->

    Some of the Cat Borg sprites don't match their types or didn't have
    types and I decided to fix that.

    Also fixes the custom open panel overlay from not showing up on Cat
    Borgs

    ## Proof Of Testing

    ![dreamseeker_9PPPBiWrZ9](https://github.com/Bubberstation/Bubberstation/assets/78038207/5fa3293d-d539-4f53-8d64-d2a64d3f2bd4)

    ![dreamseeker_Hpg5CpG6yq](https://github.com/Bubberstation/Bubberstation/assets/78038207/9c1b6abe-6ea6-4d70-a913-e1922f661ca1)

    ![dreamseeker_EHrPulUtci](https://github.com/Bubberstation/Bubberstation/assets/78038207/c339cb8f-5273-4511-ad9c-b548b8632c53)

    ![dreamseeker_u0z38dclfF](https://github.com/Bubberstation/Bubberstation/assets/78038207/3fc15611-656c-4c60-84c5-4546375d70e1)

    <!-- Compile and run your code locally. Make sure it works. This is the
    place to show off your changes! We are not responsible for testing your
    features. -->

    ## Changelog

    <!-- If your PR modifies aspects of the game that can be concretely
    observed by players or admins you should add a changelog. If your change
    does NOT meet this description, remove this section. Be sure to properly
    mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
    and it's effects on PRs in the tgstation guides for contributors. Please
    note that maintainers freely reserve the right to remove and add tags
    should they deem it appropriate. You can attempt to finagle the system
    all you want, but it's best to shoot for clear communication right off
    the bat. -->

    🆑
    add: +Peacekeeper cat borg sprites, Spider clan cat borg sprites,
    Engineer cat borg refreshed sprites
    fix: Cat cyborg panels not working
    image: +Peacekeeper cat borg sprites, Spider clan cat borg sprites,
    Engineer cat borg refreshed sprites
    code: -Duplicate code
    /🆑

    <!-- Both 🆑's are required for the changelog to work! You can put
    your name to the right of the first 🆑 if you want to overwrite your
    GitHub username as author ingame. -->
    <!-- You can use multiple of the same prefix (they're only used for the
    icon ingame) and delete the unneeded ones. Despite some of the tags,
    changelogs should generally represent how a player might be affected by
    the changes rather than a summary of the PR's contents. -->

    <!-- By opening a pull request. You have read and understood the
    repository rules located on the main README.md on this project. -->

commit c6b2f531dc
Author: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Date:   Sat Mar 9 12:58:23 2024 +0700

    some loadout item mishab (#1252)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->

    ## About The Pull Request

    Item were not in the correct category

    ## Changelog

    <!-- If your PR modifies aspects of the game that can be concretely
    observed by players or admins you should add a changelog. If your change
    does NOT meet this description, remove this section. Be sure to properly
    mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
    and it's effects on PRs in the tgstation guides for contributors. Please
    note that maintainers freely reserve the right to remove and add tags
    should they deem it appropriate. You can attempt to finagle the system
    all you want, but it's best to shoot for clear communication right off
    the bat. -->

    N/A

    <!-- Both 🆑's are required for the changelog to work! You can put
    your name to the right of the first 🆑 if you want to overwrite your
    GitHub username as author ingame. -->
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    changelogs should generally represent how a player might be affected by
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    <!-- By opening a pull request. You have read and understood the
    repository rules located on the main README.md on this project. -->

commit c9636f2bea7bb8d4b20a72c9c2c7f660ff798dad
Merge: fdec76aa07c0 edd12dd29060
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Fri Mar 8 14:14:33 2024 +0100

    Merge branch 'upstream-2024-3' of https://github.com/Majkl-J/Bubberstation into upstream-2024-3

commit fdec76aa07c09827c2eb57006498d8fe826334ca
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Fri Mar 8 14:14:23 2024 +0100

    Yet again fixes TG's shitty mapvotes

commit edd12dd290606fa94e7d311eed47ad12b1853690
Merge: 314437533a1f 1b8b7e7904
Author: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Date:   Fri Mar 8 12:43:11 2024 +0100

    Merge branch 'master' into upstream-2024-3

commit 1b8b7e7904
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Mar 8 12:32:29 2024 +0100

    Automatic changelog for PR #1248 [ci skip]

commit c157dd8102
Author: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Date:   Fri Mar 8 18:12:19 2024 +0700

    Fix idma clothing again (#1248)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->

    ## About The Pull Request
    fixes the icon add back mishanok to the item whitelist
    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->

    ## Changelog

    <!-- If your PR modifies aspects of the game that can be concretely
    observed by players or admins you should add a changelog. If your change
    does NOT meet this description, remove this section. Be sure to properly
    mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
    and it's effects on PRs in the tgstation guides for contributors. Please
    note that maintainers freely reserve the right to remove and add tags
    should they deem it appropriate. You can attempt to finagle the system
    all you want, but it's best to shoot for clear communication right off
    the bat. -->

    :cl:EspeciallyStrange
    fix: IDMA donor clothing being improperly offsetted and not correctly
    /🆑

    <!-- Both 🆑's are required for the changelog to work! You can put
    your name to the right of the first 🆑 if you want to overwrite your
    GitHub username as author ingame. -->
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    icon ingame) and delete the unneeded ones. Despite some of the tags,
    changelogs should generally represent how a player might be affected by
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    repository rules located on the main README.md on this project. -->

commit 314437533a1f691935c067f9294a76965931d695
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Fri Mar 8 12:09:58 2024 +0100

    Fix zender's map again

commit ebe666293312b41b49d6e74947809182589a876a
Merge: ebad5cf24025 a7c86eb5e619
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Fri Mar 8 12:02:51 2024 +0100

    Merge branch 'upstream-2024-3' of https://github.com/Majkl-J/Bubberstation into upstream-2024-3

commit ebad5cf240253a18c5131725c5e8e25d6fe05fe6
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Fri Mar 8 11:53:12 2024 +0100

    This should fix burger's reactor

commit a7c86eb5e6190853db804763c82dbe7a5cb1f70c
Author: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
Date:   Fri Mar 8 17:47:44 2024 +0700

    Update reactor.dm

commit 3abe64a4fab5a851d977d45a191ced47ddc70a38
Merge: 5578e5cea484 61ed57d83b
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Fri Mar 8 11:00:23 2024 +0100

    Merge remote-tracking branch 'upstream' into upstream-2024-3

commit 61ed57d83b
Author: nevimer <77420409+nevimer@users.noreply.github.com>
Date:   Thu Mar 7 20:33:57 2024 -0500

    bubber always message staffchat ahelps (#935)

    internal change test, we might get sick of it

    ---------

    Co-authored-by: iero-builder-kobold <kobold>

commit c7a406b3f7
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Mar 8 02:28:22 2024 +0100

    Automatic changelog for PR #1226 [ci skip]

commit c5397e0281
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Mar 8 02:27:42 2024 +0100

    Automatic changelog for PR #1229 [ci skip]

commit 6a0af094ff
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Mar 8 02:26:30 2024 +0100

    Automatic changelog for PR #1246 [ci skip]

commit 8f32718eb7
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Mar 8 02:25:38 2024 +0100

    Automatic changelog for PR #1245 [ci skip]

commit c3d5392270
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Mar 8 02:24:48 2024 +0100

    Automatic changelog for PR #625 [ci skip]

commit 7584b19392
Author: Return <donwest947@gmail.com>
Date:   Thu Mar 7 19:17:46 2024 -0600

    Updates NTC offices slightly because Gavla did it better (#1226)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->

    ## About The Pull Request
    This PR swaps out nearly every NTC's office's carpet with green carpet,
    which is much less flashy and looks a lot better.

    Additionally, it expands the windows in each office, and changes their
    privacy shutters to pod ones, that look better.
    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->

    <!-- Please make sure to actually test your PRs. If you have not tested
    your PR mention it. -->

    ## Why It's Good For The Game
    Green carpet looks good, more windows means people can see what is going
    on inside.

    <!-- Argue for the merits of your changes and how they benefit the game,
    especially if they are controversial and/or far reaching. If you can't
    actually explain WHY what you are doing will improve the game, then it
    probably isn't good for the game in the first place. -->

    ## Proof Of Testing

    ![image](https://github.com/Bubberstation/Bubberstation/assets/110273561/f1c62207-bec1-48cd-9d2b-ae960791d6ba)

    ![image](https://github.com/Bubberstation/Bubberstation/assets/110273561/51738afc-b5e4-4970-b9b0-ad34239b8525)

    ![image](https://github.com/Bubberstation/Bubberstation/assets/110273561/d20dbbf5-e568-47e2-8d5f-7b480abb72b8)

    ![image](https://github.com/Bubberstation/Bubberstation/assets/110273561/da18531a-8739-4d99-8df6-6498ef73293f)

    ![image](https://github.com/Bubberstation/Bubberstation/assets/110273561/a9ff82fb-155c-4934-96df-51df911f1e8b)

    <!-- Compile and run your code locally. Make sure it works. This is the
    place to show off your changes! We are not responsible for testing your
    features. -->

    ## Changelog

    <!-- If your PR modifies aspects of the game that can be concretely
    observed by players or admins you should add a changelog. If your change
    does NOT meet this description, remove this section. Be sure to properly
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    all you want, but it's best to shoot for clear communication right off
    the bat. -->

    🆑 ReturnToZender
    add: NTC offices have had their carpet changed out to something less
    over-the-top. The windows have been expanded as well.
    /🆑

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commit 39e807e6dd
Author: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
Date:   Thu Mar 7 17:15:49 2024 -0800

    Fixes traitor announcer double-sanitizing. (#1229)

    ## About The Pull Request

    Fixes traitor announcer double-sanitizing.

    ## Why It's Good For The Game

    Fixes traitor announcer double-sanitizing.

    ## Proof Of Testing

    ![image](https://github.com/Bubberstation/Bubberstation/assets/8602857/11789cb0-d513-4711-8c40-92310eb742ad)

    ## Changelog

    🆑 BurgerBB
    fix: Fixes traitor announcer double-sanitizing.
    /🆑

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    your name to the right of the first 🆑 if you want to overwrite your
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    <!-- By opening a pull request. You have read and understood the
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commit ded2033415
Author: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Date:   Fri Mar 8 01:15:11 2024 +0000

    Moonstation tram sprites/fixes (#1246)

    ## About The Pull Request

    Adds Moonstation variants of the required tram components, resolving
    various graphical issues with the signs and controls

    ## Proof Of Testing

    ![image](https://github.com/Bubberstation/Bubberstation/assets/83487515/90c480ff-16e3-4ede-b742-104497bc4a7d)

    ## Changelog

    🆑 LT3
    image: Added Moonstation specific tram sprites
    fix: Fixed Moonstation references to Tramstation's tram
    /🆑

commit 4a0c68191c
Author: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
Date:   Thu Mar 7 17:14:52 2024 -0800

    Fixes missing telecomms wire in Moonstation (#1245)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->

    ## About The Pull Request

    Fixes missing telecomms wire in Moonstation

    ## Why It's Good For The Game

    Fixes missing telecomms wire in Moonstation

    ## Proof Of Testing

    Fixes missing telecomms wire in Moonstation

    ## Changelog

    🆑 BurgerBB
    fix: Fixes missing telecomms wire in Moonstation
    /🆑

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    your name to the right of the first 🆑 if you want to overwrite your
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commit 2c7d148856
Author: nevimer <77420409+nevimer@users.noreply.github.com>
Date:   Thu Mar 7 20:14:26 2024 -0500

    Contractor and Ninja Modsuits have a deployable microbomb (Enable the DNA lock and hit Lock on the modsuit to arm) (#625)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->

    ## About The Pull Request

    Alternatives to blowing up. You can drain the cells with EMP, you and
    acid them off... but you gotta work for it.

    <!-- Please make sure to actually test your PRs. If you have not tested
    your PR mention it. -->

    ## Why It's Good For The Game

    They're not supposed to be loot bags.

    ## Changelog

    <!-- If your PR modifies aspects of the game that can be concretely
    observed by players or admins you should add a changelog. If your change
    does NOT meet this description, remove this section. Be sure to properly
    mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
    and it's effects on PRs in the tgstation guides for contributors. Please
    note that maintainers freely reserve the right to remove and add tags
    should they deem it appropriate. You can attempt to finagle the system
    all you want, but it's best to shoot for clear communication right off
    the bat. -->

    🆑
    balance: contractor and ninja modsuits have DNA locked microbombs
    /🆑

    <!-- Both 🆑's are required for the changelog to work! You can put
    your name to the right of the first 🆑 if you want to overwrite your
    GitHub username as author ingame. -->
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    icon ingame) and delete the unneeded ones. Despite some of the tags,
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    the changes rather than a summary of the PR's contents. -->

    ---------

    Co-authored-by: iero-srv <>
    Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>

commit b2b825f19a
Author: nevimer <77420409+nevimer@users.noreply.github.com>
Date:   Thu Mar 7 20:11:52 2024 -0500

    force atmos hack (#1108)

    Forces the atmos MC to run in two different ways. Very bad, but the MC
    doesn't work and this is a byond native fallback to keep rounds at least
    going.

commit f9e71b80b7
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Mar 8 02:09:23 2024 +0100

    Automatic changelog for PR #1225 [ci skip]

commit e8d92666e2
Author: Return <donwest947@gmail.com>
Date:   Thu Mar 7 19:07:26 2024 -0600

    Restores Smol42's donator item to its whitelist (#1225)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->

    ## About The Pull Request
    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->
    On request, this PR makes the graceful trenchcoat cloak no longer
    available to all donators :( sad

    <!-- Please make sure to actually test your PRs. If you have not tested
    your PR mention it. -->

    ## Why It's Good For The Game
    <!-- Argue for the merits of your changes and how they benefit the game,
    especially if they are controversial and/or far reaching. If you can't
    actually explain WHY what you are doing will improve the game, then it
    probably isn't good for the game in the first place. -->
    It's not, other than to be polite

    ## Proof Of Testing
    <!-- Compile and run your code locally. Make sure it works. This is the
    place to show off your changes! We are not responsible for testing your
    features. -->

    ## Changelog

    <!-- If your PR modifies aspects of the game that can be concretely
    observed by players or admins you should add a changelog. If your change
    does NOT meet this description, remove this section. Be sure to properly
    mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
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    note that maintainers freely reserve the right to remove and add tags
    should they deem it appropriate. You can attempt to finagle the system
    all you want, but it's best to shoot for clear communication right off
    the bat. -->

    🆑 ReturnToZender
    del: Donors' graceful trenchcoat
    /🆑

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    your name to the right of the first 🆑 if you want to overwrite your
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    Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>

commit fe8bc28650
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Fri Mar 8 02:04:46 2024 +0100

    Automatic changelog for PR #1061 [ci skip]

commit d0a4544e96
Author: Arturlang <24881678+Arturlang@users.noreply.github.com>
Date:   Fri Mar 8 03:04:23 2024 +0200

    [DONE] A bunch of bloodsucker changes (#1061)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->

    ## About The Pull Request
    This adds a bunch of things as a addition to my original bloodsucker PR,
    there's still one PR in the plans to refactor bloodsucker abilities.
    #What this adds:
    - Bloodsuckers loosing the heart or brain is lethal, before you could
    simply walk around without a heart. Does not however cause a final death
    - bloodsucker vampire bats will no longer /list you when attacking, and
    are also just as fast as human runspeed
    - Blood cost for vassalizing was almost completely removed, now only
    taking tiny amounts of blood to do so.
    - Dullahans can't be bloodsuckers since... their head isn't attached.
    - ....buuuut bloodsuckers now kinda become helpless dullahans just with
    no body if they get decapicated! Funny talking head go!
    - Level up cost is now 15% of max blood, down from 20%
    - The stat bar will show you the threshold for exiting frenzy now too
    when you are frenzying.
    - Maximum blood volume is shown in the stat menu as well
    - Hopefully fixes some torpor loops related to frenzy
    - Tremere now also get informed of how much blood they need to pay for
    level ups.
    - Fortitude now gives you burn resistance, just 20% less than brute
    resistance
    - Bloodsucker abilities now will show their level when you hover over
    them. Trust me, this was really neccessary.
    - Hopefully fixes cryoing or deleted bloodsuckers not removing vassals.
    - Can longer use veil while unconcious or dead
    - Caps humanity lost to 50, this means a maximum of 500 blood to enter
    frenzy/ 10 fully drained people with clients, at this point you also
    loose the masquerade ability.
    - Admins can now ban bloodsuckers and vassals.
    - Bloodsuckers can now mesmerize mimes
    - Fat bloodsuckers are no longer unable to enter coffins. Now they
    resize their lair's coffin. Very obviously.
    - Lizards are no longer fucked if they are on fire, they are no longer
    forever too hot to survive
    - Going into torpor in a coffin will extinguish and set your temperature
    to normal
    - bloodsuckers will no longer accrue toxin damage from not having a
    liver or having a failing one, even though they had the toxin immune
    trait
    - synths will now heal their prosthetic limbs
    - torpor start now checks for oxygen and toxin damage, and heals both
    completely on it's end
    - Haste will remove stuns at level 3, and do a non-stunning dash
    - Tremere dominate vassalizing now actually works!
    - Fixes ventrue objectives not succeeding properly
    - Refactors the heart thief objective and improves it by requiring it to
    be non-monkey hearts and letting bloodsuckers examine hearts to see if
    they are valid, even uses the same logic, too!
    - Ventrue favorite vassal batform now has night vision, and it's spawned
    bats despawn once the cooldown refreshes, and halves it's cooldown to 1
    minute
    - Traits added to vassals get removed once they loose their antag datum,
    ie favorite vassal traits, or the ones gained in the process of ventrue
    sire-ing.
    - Favorite vassals now clean up propertly when the antag datum is
    removed, tremere, and malkavian clean up their related additions.
    - Refactors how the blood display updates, instead it now updates every
    time your blood level is changed, making it update far faster and only
    when it's needed.
    - Stakes now have different properties, the normal stake is fast to
    stick in someone, but can fall out on it's own, the burnt one takes
    longer to be put in, but doesn't fall out, the silver stake is the
    slowest to be stuffed in someone's heart, and is the only stake to be
    able to cause a Final Death to a sleeping or dead bloodsucker
    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->
    closes #1180, closes #1208
    <!-- Please make sure to actually test your PRs. If you have not tested
    your PR mention it. -->

    ## Why It's Good For The Game

    <!-- Argue for the merits of your changes and how they benefit the game,
    especially if they are controversial and/or far reaching. If you can't
    actually explain WHY what you are doing will improve the game, then it
    probably isn't good for the game in the first place. -->

    ## Proof Of Testing
    The way I develop is always run a local server and test the changes that
    I do, takes awhile but won't have as many bugs as a result
    <!-- Compile and run your code locally. Make sure it works. This is the
    place to show off your changes! We are not responsible for testing your
    features. -->

    ## Changelog

    <!-- If your PR modifies aspects of the game that can be concretely
    observed by players or admins you should add a changelog. If your change
    does NOT meet this description, remove this section. Be sure to properly
    mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
    and it's effects on PRs in the tgstation guides for contributors. Please
    note that maintainers freely reserve the right to remove and add tags
    should they deem it appropriate. You can attempt to finagle the system
    all you want, but it's best to shoot for clear communication right off
    the bat. -->

    🆑
    add: Decapacitated bloodsuckers can now talk!
    add: The stat bar will show you the threshold for exiting frenzy now too
    when you are frenzying.
    add: Bloodsucker abilities now will show their level when you hover over
    them. Trust me, this was really neccessary.
    add: Tremere now also get informed of how much blood they need to pay
    for level ups.
    add: At level 3, haste will now remove stuns and do a non-stunning dash
    add: Bloodsucker blood display now always updates when a bloodsucker's
    blood level is changed
    add: Bloodsuckers can now examine hearts to see if they are valid for
    the heart thief objective
    add: Bloodsucker vassals now clean up any traits gained from their
    tenure as a vampire's minion.
    add: Favorite vassals now properly clean up their effects once the antag
    datum is lost.
    add: Bloodsucker synths will be able to heal their prosthetic limbs, but
    normal bloodsuckers still cannot.
    add: When you exiit torpor as a bloodsucker, you will completely heal
    any toxin and oxygen damage, as you should already be immune to it. This
    is a safety feature.
    add: Entering a coffin will normalize your temperature and extinguish
    you if you're on fire, if you are a bloodsucker.

    fix: bloodsucker vampire bats will no longer /list you when attacking
    fix: Hopefully fixes some torpor loops related to frenzy
    fix: Hopefully fixes bloodsuckers cryoing not removing vassal datums
    fix: Bloodsuckers can no longer use veil of many faces while unconcious
    fix: lizard bloodsuckers will no longer suffer from heat for a long time
    fix: The ventrue objective now properly succeeds if you have sired a
    vampire
    fix: Livers are no longer required for bloodsuckers to live, as it
    caused them toxin damage which overrode the trait that made them immune
    to toxins.
    fix: Entering torpor now accounts for all damage types, even when you
    should be immune to them. This is to ensure you enter torpor to heal
    those damage types in the case of odd behaviour.

    balance: coffins should now set your temperature to normal and
    extinguish you.
    balance: bloodsucker level up cost is now 15% of max blood, down from
    20%
    balance: Caps humantiy loss at 50 humanity/500 blood to frenzy, and
    makes it remove your masquerade ability.
    balance: Bloodsucker bats now have human runspeed
    balance: Blood cost for vassalizing was almost completely removed, now
    only taking tiny amounts of blood to do so.
    balance: Fortitude now gives you burn resistance, just 20% less than
    brute resistance
    balance: Can no longer gut bloodsuckers
    balance: Bloodsuckers loosing their heart will make the vampire unable
    to use their abilities or even regenerateor revive via torpor, you can
    however regain your heart if you sleep in a coffin with a heart.
    balance: Stakes now have different properties, the normal stake is fast
    to stick in someone, but can fall out on it's own, the burnt one takes
    longer to be put in, but doesn't fall out, the silver stake is the
    slowest to be stuffed in someone's heart, and is the only stake to be
    able to cause a Final Death to a sleeping or dead bloodsucker

    del: Dullahans can't be bloodsuckers since... their head isn't attached
    admin: Bloodsuckers and vassals can now be banned like other antags.

    /🆑

    <!-- Both 🆑's are required for the changelog to work! You can put
    your name to the right of the first 🆑 if you want to overwrite your
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    the changes rather than a summary of the PR's contents. -->

    <!-- By opening a pull request. You have read and understood the
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    ---------

    Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>

commit 5578e5cea484f8147e195c6db60be46b4213d966
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Wed Mar 6 12:21:08 2024 +0100

    Update screenshot ci

commit db15206076abea9afb7829f5d93e8b29bd4dc237
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Wed Mar 6 11:39:25 2024 +0100

    oh yea the ntrep

commit aef32982b9c927ad88527f75088f8ed517a58ffd
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Wed Mar 6 11:37:37 2024 +0100

    krill me

commit b2b50d591103125fc56893f137b8f42f3d86fa97
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Wed Mar 6 11:22:18 2024 +0100

    New skill unlocked

commit 9fe9c8cfd0bf95c01d76b76f6e9685cf5d2d77df
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Wed Mar 6 11:12:41 2024 +0100

    Okay skyrat maps just decided to conflict

commit 0a093b3092bb95fbe345489b7adbe5f58a01ad79
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Wed Mar 6 11:10:47 2024 +0100

    I had to do these manually

commit e559e7b4268ce83263205da007ce7b9413fbe21a
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Wed Mar 6 10:58:59 2024 +0100

    I chose the wrong map version it seems

commit 028c79ab3a07812777f0160de99b3490915e1907
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Wed Mar 6 08:47:33 2024 +0100

    these

commit 2de5dd3359f7413b2caaf875202612e045dc165b
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Wed Mar 6 08:46:51 2024 +0100

    Hopefully didnt break anything

commit 00f5c0acd6a75d74f8e90f8fb04a90fd868f34f9
Merge: 1e7d317fc7de 0a5740f577
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Wed Mar 6 08:28:23 2024 +0100

    Merge remote-tracking branch 'upstream' into upstream-2024-3

commit 1e7d317fc7de139b85e490fb76599ede24aea28a
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Wed Mar 6 08:18:53 2024 +0100

    Oh my fucking god

commit 0a5740f577
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Mon Mar 4 21:18:04 2024 +0100

    Automatic changelog for PR #1224 [ci skip]

commit cb09b2de3b
Author: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
Date:   Mon Mar 4 12:17:41 2024 -0800

    Adds Ashwalkers to Moonstation (#1224)

    ## About The Pull Request

    Adds Ashwalkers to Moonstation. Also adds a funny temple right next to
    the ashwalker nest so they can traverse z-levels and ~~raid~~ hunt
    around the station.

    ## Why It's Good For The Game

    People wanted it.

    ## Proof Of Testing

    Trust it me it works bro I forgot to take screenshots trust me bro.

    ## Changelog

    <!-- If your PR modifies aspects of the game that can be concretely
    observed by players or admins you should add a changelog. If your change
    does NOT meet this description, remove this section. Be sure to properly
    mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
    and it's effects on PRs in the tgstation guides for contributors. Please
    note that maintainers freely reserve the right to remove and add tags
    should they deem it appropriate. You can attempt to finagle the system
    all you want, but it's best to shoot for clear communication right off
    the bat. -->

    🆑 BurgerBB
    add: Adds Ashwalkers to Moonstation
    /🆑

    <!-- Both 🆑's are required for the changelog to work! You can put
    your name to the right of the first 🆑 if you want to overwrite your
    GitHub username as author ingame. -->
    <!-- You can use multiple of the same prefix (they're only used for the
    icon ingame) and delete the unneeded ones. Despite some of the tags,
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    the changes rather than a summary of the PR's contents. -->

    <!-- By opening a pull request. You have read and understood the
    repository rules located on the main README.md on this project. -->

    ---------

    Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>

commit a658dd6cc99e23562c1147179f9fe29c653058a0
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Mon Mar 4 17:08:33 2024 +0100

    These were added upstream

commit f4b02265ac9a4bbccf445bf5acce87ed731ad8d1
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Mon Mar 4 11:25:47 2024 +0100

    aaaaaaaa

commit dad21ec088baff50a54dda601fa01b2fd7c217bd
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Mon Mar 4 11:10:46 2024 +0100

    Another check fixed

commit 6afb158ca5a4e0cdca8b89f9e511754d512753c9
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Mon Mar 4 10:34:11 2024 +0100

    Waddlefix

commit a155568d1138ce379fb3c6df79111ad5f3310b74
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Mon Mar 4 08:45:19 2024 +0100

    Makes it compile

    - Stuff to check: Arcade code

commit a4afaa6d19
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Mon Mar 4 04:05:56 2024 +0100

    Automatic changelog for PR #1116 [ci skip]

commit 439e521f3c
Author: Swift <jackwars4@gmail.com>
Date:   Sun Mar 3 20:54:28 2024 -0600

    Stop spamming logs when engineers lovingly feed the supermatter pipes by the hundreds. (#1116)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->

    ## About The Pull Request

    Title

    Also the method I went about this adds a flag to the game, which means
    in the future if people find another way to spew even more items into
    the supermatter that spam the log, we can just add the flag to those
    items.

    ## Why It's Good For The Game

    I got bwoinked this one time because I was spamming the admin log and I
    told them I'd look for a solution.

    This might not be _the_ solution but it is **a** solution.

    ## Proof Of Testing

    this is what my IC chat tab looked like

    ![image](https://github.com/Bubberstation/Bubberstation/assets/26744576/bf7e5b9e-daf5-451c-b839-3232ae0a6317)

    This is what my logs tab looked like

    ![image](https://github.com/Bubberstation/Bubberstation/assets/26744576/5c820074-a16e-47d1-83cc-606fe6874eb0)

    It still logs pipes for initial startup so we good there.
    I also verified that other items still set off the log function as
    expected.

    ## Changelog

    🆑
    admin: Will no longer receive supermatter ate a pipe spam in the log.
    /🆑

    <!-- Both 🆑's are required for the changelog to work! You can put
    your name to the right of the first 🆑 if you want to overwrite your
    GitHub username as author ingame. -->
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    icon ingame) and delete the unneeded ones. Despite some of the tags,
    changelogs should generally represent how a player might be affected by
    the changes rather than a summary of the PR's contents. -->

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    ---------

    Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
    Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>

commit 739bfe1433
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Mar 3 22:43:02 2024 +0100

    Automatic changelog for PR #1217 [ci skip]

commit 5beacd224e
Author: Return <donwest947@gmail.com>
Date:   Sun Mar 3 15:42:41 2024 -0600

    Makes F-list's image host provide headshots (#1217)

    <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
    not be viewable. -->
    <!-- You can view Contributing.MD for a detailed description of the pull
    request process. -->

    ## About The Pull Request
    <!-- Describe The Pull Request. Please be sure every change is
    documented or this can delay review and even discourage maintainers from
    merging your PR! -->
    Currently, only two websites are accepted by the headshot regex. This
    fixes a problem that is occurring with Discord right now, where images
    have started being deleted after a certain amount of time.
    <!-- Please make sure to actually test your PRs. If you have not tested
    your PR mention it. -->

    ## Why It's Good For The Game
    <!-- Argue for the merits of your changes and how they benefit the game,
    especially if they are controversial and/or far reaching. If you can't
    actually explain WHY what you are doing will improve the game, then it
    probably isn't good for the game in the first place. -->
    Gyazo sucks as an image host, so while it does technically serve its
    purpose, we want to expand our pool of potential options. F-list
    properly verifies that what it receives is an image (furries winning yet
    again) and so it should fit our criteria for new headshots.

    ## Proof Of Testing

    <!-- Compile and run your code locally. Make sure it works. This is the
    place to show off your changes! We are not responsible for testing your
    features. -->

    ## Changelog
    <!-- If your PR modifies aspects of the game that can be concretely
    observed by players or admins you should add a changelog. If your change
    does NOT meet this description, remove this section. Be sure to properly
    mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
    and it's effects on PRs in the tgstation guides for contributors. Please
    note that maintainers freely reserve the right to remove and add tags
    should they deem it appropriate. You can attempt to finagle the system
    all you want, but it's best to shoot for clear communication right off
    the bat. -->

    🆑 ReturnToZender (code)
    add: F-list headshots are now accepted
    /🆑

    <!-- Both 🆑's are required for the changelog to work! You can put
    your name to the right of the first 🆑 if you want to overwrite your
    GitHub username as author ingame. -->
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    icon ingame) and delete the unneeded ones. Despite some of the tags,
    changelogs should generally represent how a player might be affected by
    the changes rather than a summary of the PR's contents. -->

    <!-- By opening a pull request. You have read and understood the
    repository rules located on the main README.md on this project. -->

    ---------

    Co-authored-by: Esixdotnet <156951974+Esixdotnet@users.noreply.github.com>
    Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
    Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
    Co-authored-by: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
    Co-authored-by: thegrb93 <grbrown93@sbcglobal.net>
    Co-authored-by: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>

commit e6b48cbe7fa87c0dd052245be5f2a829a00d10e8
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Sun Mar 3 20:01:46 2024 +0100

    resolve-4

commit cc2b53503137fe3d95224ccd19d480dde05eff62
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Sun Mar 3 19:58:41 2024 +0100

    resolve-3

commit 7930a8b5c932313bec7a8614e4bc0b5f3b8065d6
Merge: 93635c534d8e 2aa4805942
Author: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Date:   Sun Mar 3 19:06:44 2024 +0100

    Merge branch 'master' into upstream-2024-3

commit 2aa4805942
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Mar 3 18:45:53 2024 +0100

    Automatic changelog for PR #1078 [ci skip]

commit 93635c534d8ed3eca796778eee67675eb4948b4c
Merge: ec27c845532f 47aa5c2d31
Author: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Date:   Sun Mar 3 18:45:50 2024 +0100

    Merge branch 'master' into upstream-2024-3

commit 47aa5c2d31
Author: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
Date:   Sun Mar 3 09:45:30 2024 -0800

    Nerfs Lichdom because someone messaged me on discord about it once (#1078)

    ## About The Pull Request

    After 3 Lichdom resurrections, announcements will be made about your
    general phylactery location (the area) when you die.
    Phylactery binding now requires the object to be at least bulky in size,
    and it cannot be fireproof, lava proof, or indestructible.

    ## Why It's Good For The Game

    Lichdom is insanely strong, even with the drawbacks that make you
    generally weaker. Items can be hidden away in space (skeletons are
    immune to space!) and can be small or hard to see objects such as pens
    or cigarette butts. Some items can be fireproof and acid proof as well,
    requiring usage of mechanics that delete objects entirely (very limited
    and easy to sabotage, maybe the supermatter is reliable but that can be
    sabotaged too).

    Regardless this PR should make lichdom less crazy.

    ## Proof Of Testing

    Untested and in a draft because feedback is needed.

    ## Changelog

    🆑 BurgerBB
    balance: After 3 Lichdom resurrections, announcements will be made about
    your general phylactery location (the area) when you die. Phylactery
    binding now requires the object to be at least bulky in size, and it
    cannot be fireproof, lava proof, or indestructible.
    /🆑

    ---------

    Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>

commit 3bc08a656c
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Mar 3 18:11:45 2024 +0100

    Automatic changelog for PR #1188 [ci skip]

commit 603f714998
Author: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
Date:   Sun Mar 3 09:11:21 2024 -0800

    Fixes some Moon Station bugs, such as the funny engineering bridge access bug and a lack of cigarette/coffee vendors. (#1188)

    ## About The Pull Request

    Fixes some Moon Station bugs, such as the funny engineering bridge
    access bug and a lack of cigarette/coffee vendors.

    ## Why It's Good For The Game

    Bugfixes good.

    ## Proof Of Testing

    If it compiles, it werks.

    ## Changelog

    🆑 BurgerBB
    fix: Fixes some Moon Station bugs, such as the funny engineering bridge
    access bug and a lack of cigarette/coffee vendors.
    /🆑

    <!-- Both 🆑's are required for the changelog to work! You can put
    your name to the right of the first 🆑 if you want to overwrite your
    GitHub username as author ingame. -->
    <!-- You can use multiple of the same prefix (they're only used for the
    icon ingame) and delete the unneeded ones. Despite some of the tags,
    changelogs should generally represent how a player might be affected by
    the changes rather than a summary of the PR's contents. -->

    <!-- By opening a pull request. You have read and understood the
    repository rules located on the main README.md on this project. -->

    ---------

    Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>

commit 757796bc5e
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date:   Sun Mar 3 17:38:34 2024 +0100

    Automatic changelog for PR #1219 [ci skip]

commit cd0af8e862
Author: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com>
Date:   Sun Mar 3 08:38:13 2024 -0800

    Limits Powersinks + Crab-17 purchases to once each per traitor per round. (#1219)

    ## About The Pull Request

    Limits Powersinks and Crab-17 purchases to once each per traitor per
    round.

    ## Why It's Good For The Game

    Powersink and Crab spam is pretty awful. A lot of people recently have
    been spamming these two objectives and then doing nothing of substance
    with them. Traitors should be using their TC to further the round and
    create meaningful conflict instead of what can basically be described as
    being in a constant state of soft grief.

    ## Proof Of Testing

    If it compiles, it werks.

    ## Changelog

    🆑 BurgerBB
    del: Limits Powersinks + Crab-17 purchases to once each per traitor per
    round.
    /🆑

    Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>

commit ec27c845532fc6deeab200d7107842dc4a59f603
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Sun Mar 3 16:14:28 2024 +0100

    resolve-2

commit ff457077fadcd08040a15b90aef5a8226f67630b
Author: Waterpig <wtryoutube@seznam.cz>
Date:   Sun Mar 3 16:09:01 2024 +0100

    Resolve 1
2024-03-10 21:52:03 -04:00
28abe4d246 More nova ports (#26018)
* https://github.com/NovaSector/NovaSector/pull/297

* https://github.com/NovaSector/NovaSector/pull/277

* Space Ruin - Space hotel Pipenet, Powernet and disposal fixes (#253)

* stinky

* 1

* Updates status (#270)

* Updates status

* Update world.dm

* https://github.com/NovaSector/NovaSector/pull/130

* fex

---------

Co-authored-by: Zergspower <Griffinj88@yahoo.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2024-01-06 16:51:59 +00:00
3658c80e57 [MIRROR] Explodes device.dmi [MDB IGNORE] (#25523)
* Explodes device.dmi

* Demodularize these

* Update traitordevices.dm

* Update traitordevices.dm

* Modularizes hypnotic flash

* Modular dmi repath

* Modular dmi repath

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-12-09 09:48:43 -05:00
3a400ebc5d [MIRROR] Falling down a z-level while standing up can (occasionally) break your legs. Felinids will now always land on their feet (for better or for worse). [MDB IGNORE] (#25407)
* Falling down a z-level while standing up can (occasionally) break your legs. Felinids will now always land on their feet (for better or for worse).

* This whole proc needs to be overridden??

* Update living.dm

* Delete human.dm

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-12-03 11:03:14 +00:00
lilaandGitHub 2493e25677 Turns the fake announcement device into a custom announcement device (#25092)
* Turns the fake announcement device into a custom announcement device

* dont qdel when out of uses

so a player can request more

* reviews

thank you!
2023-12-03 03:56:39 -05:00
8d9a35a4fe Adds our traits define file to the linter steps (#25134)
* Adds our traits define file to the linter steps

* Update check.py

* Adds our traits define file to the linter steps

* Update check.py

* Update ci_suite.yml

* Update declarations.dm

* Modular traits

* Update _traits.dm

* Update _traits.dm

* Oops

* Yes we do

* Update sources.dm

* Update other_reagents.dm

* oOPS

* Update for changeling sting pr

* Update for changeling sting pr

* Update declarations.dm

* Oopsies

* Add to admin tooling

* Update _traits.dm

* Apply suggestions from code review

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update code/__DEFINES/~skyrat_defines/traits/declarations.dm

---------

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-11-22 15:05:41 -05:00
b237afa316 [MIRROR] Mob attackedby / check_block refactor, plus some minor cleanup of attack_x procs [MDB IGNORE] (#25079)
* Mob `attackedby` / `check_block` refactor, plus some minor cleanup of `attack_x` procs

* Fix the race condition

* Modular

* Ooops

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-11-18 02:19:31 -05:00
lilaandGitHub 8daa3fcd0d [Modular] Adds Syndie Rebar Crossbow, Hook Shotgun, fixes the recharger kit (#24902)
* opfor fix and adds

* review

* removes unusable cult melees

* fixes a magazine being miss-typed
2023-11-12 12:18:53 -05:00
42d245a4be [MIRROR] Basic Guardians/Holoparasites [MDB IGNORE] (#24921)
* Basic Guardians/Holoparasites (#79473)

## About The Pull Request

Fixes #79485
Fixes #77552

Converts Guardians (aka Holoparasites) into Basic Mobs.
Changes a bunch of their behaviours into actions or components which we
can reuse.
Replaces some verbs it would give to you and hide in the status panel
with action buttons that you may be able to find more quickly.

They _**should**_ work basically like they did before but a bit
smoother. It is not unlikely that I made some changes by accident or
just by changing framework though.

My one creative touch was adding random name suggestions.
The Wizard federation have a convention of naming their arcane spirit
guardians by combining a colour and a major arcana of the tarot. The
Syndicate of course won't truck with any of that mystical claptrap and
for their codenames use the much more sensible construction of a colour
and a gamepiece.

This lets you be randomly assigned such creative names as "Sparkling
Hermit", "Bloody Queen", "Blue World", or "Purple Diamond".
You can of course still ignore this entirely and type "The Brapmaster"
into the box if so desired.

I made _one_ other intentional change, which is to swap to Mothblocks'
nice leash component instead of instantly teleporting guardians back to
you when they are pulled out of the edge of their range. They should now
be "dragged" along behind you until they can't path, at which point they
will teleport. This should make the experience a bit less disorienting,
you have the recall button if you _want_ to instantly catch up.

This is unfortunately a bumper-sized PR because it did not seem
plausible to not do all of it at once, but I can make a project branch
for atomisation if people think this is too much of a pain in the ass to
review.

Other changes:
- Some refactoring to how the charge action works so I could
individually override "what you can hit" and "what happens when you hit"
instead of those being the same proc
- Lightning Guardian damage chain is now a component
- Explosive Guardian explosive trap is now a component
- Added even more arguments to the Healing Touch component to allow it
to heal tox/oxy damage and require a specific click modifier
- Life Link component which implements the Guardian behaviour of using
another mob as your health bar
- Moved some stuff about deciding what guardians look and are described
like into a theming datum
- Added a generic proc which can return whether your mob is meant to
apply some kind of damage multiplier to a certain damage type. It's not
perfect because I couldn't figure out how ot cram limb modifiers in
there, which is where most of it is on carbons. Oh well.
- Riders of vehicles now inherit all movement traits of those vehicles,
so riding a charging holoparasite will let you cross chasms. Also works
if you piggyback someone with wings, probably.

## Changelog

🆑
refactor: Guardians/Powerminers/Holoparasites now use the basic mob
framework. Please report any unexpected changes or behaviour.
qol: The verbs used to communicate with, recall, or banish your Guardian
are now action buttons.
balance: If (as a Guardian) your host moves slightly out of range you
will now be dragged back into range if possible, rather than being
instantly teleported to them.
balance: Protectors now have a shorter leash range rather than a longer
one, in order to more easily take advantage of their ability to drag
their charge out of danger.
balance: Ranged Guardians can now hold down the mouse button to fire
automatically.
balance: People riding vehicles or other mobs now inherit all of their
movement traits, so riding a flying mob (or vehicle, if we have any of
those) will allow you to cross chasms and lava safely.
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Basic Guardians/Holoparasites

* Modular

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-11-11 07:07:34 -05:00
lilaandGitHub 4ea80a9b92 OPFOR Items Reloaded (#24231)
* init

* changes akula clothing category to a broader piracy clothing category

* please commit this one too

* some sorting

* more cleaning

* dme fix

* edits edits edits

* adds and edits

* finishing the outfit selection

* modsuits

* mod modules

* more stuff!

* implants

* (many) more edits

* all lists filled

* strange autosurgeon

* bugfix

* bugs

* arm autosurgeon fix

* review

* y

* nitpicks

* fixes theft kits
2023-10-25 08:56:10 -07:00
c056f4dac9 [MIRROR] Nanotrasen basic mobs. [MDB IGNORE] (#24573)
* Nanotrasen basic mobs. (#78917)

## About The Pull Request

First and foremost, converts all Nanotrasen simplemobs into basic mobs.

To avoid messy and redundant code, or god forbid, making Nanotrasen mobs
a subtype of Syndicate ones, I've made Syndicate, Russian, and
Nanotrasen mobs all share a unified "Trooper" parent. This should have
no effect on their behaviors, but makes things much easier to extend
further in the future.

While most of this PR is pretty cut-and-dry, I've done a couple notable
things. For one, all types of ranged trooper will now avoid friendly
fire, instead of shooting their friends in the back. Even the Russians
have trigger discipline.

I've also created a new AI subtree that allows mobs to call for
reinforcements. I've hopefully made this easy to extend, but the
existing version works as follows:

- A mob with this subtree that gains a target that is also a mob will
call out to all mobs within 15 tiles.
- If they share a faction, mobs receiving the call will have the target
added to their retaliate list, and have a new key set targeting the
calling mob.
- If they have the correct subtree in their AI controller, called-to
mobs will then run over to help out.

Sadly, this behavior is currently used only by a few completely unused
Nanotrasen mobs, so in practice it will not yet be seen.

Finally, I've fixed a minor issue where melee Russian mobs punch people
to death despite holding a knife. They now use the proper effects for
stabbing instead of punching.
## Why It's Good For The Game

Removes 8 more simple animals from the list.

As said above, making all "trooper" type mobs share a common parent cuts
down on code reuse, ensures consistency of behavior, and makes it much
easier to add new troopers not affiliated with these groups. I expect
that I'll make pirates share this same parent next.

The new "reinforcements" behavior, though extremely powerful, opens up
exciting new opportunities in the future. There aren't many existing
behaviors that allow basic mobs to work _together_ in interesting ways,
and I think adding some enemy teamwork could be fun.
## Changelog
🆑
refactor: Hostile Nanotrasen mobs now use the basic mob framework. This
should make them a little smarter and more dangerous. Please report any
bugs.
fix: Russian mobs will now actually use those knives they're holding.
/🆑

* Nanotrasen basic mobs.

* Modular

---------

Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-10-24 21:42:47 -04:00
BloopandGitHub c5d494d318 [MODULAR] Fixes an old path that never got updated (#23764)
Fixes an old path that never got updated
2023-09-18 23:49:39 -07:00
30d57e41dc [MIRROR] Replaces Camera bug with Camera tablet app [MDB IGNORE] (#23275)
* Replaces Camera bug with Camera tablet app

* Modular changes

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-23 16:33:01 -04:00
39bdedc029 [MIRROR] Splits ballistic firearms "mag_type" into "accepted_magazine_type" and "spawn_magazine_type", fixing a few funny magazine bugs [MDB IGNORE] (#22680)
* Splits ballistic firearms "mag_type" into "accepted_magazine_type" and "spawn_magazine_type", fixing a few funny magazine bugs (#76973)

## About The Pull Request

As the title says, mag type has been split into two variable that do
different things:

Accepted magazine type handles what magazines that gun will accept, type
and any subtypes. If spawn magazine type isnt defined, then it will be
made equal to accepted magazine type to prevent having to double define
magazines on every gun ever.

Spawn magazine type is separate from accepted magazine type, spawn
magazine type is what magazine the gun will actually spawn with. This
exists because there are a few weapons which are made to spawn with
special magazines, that can't use normal magazines anymore. For example,
the riot dart pre-loaded donk soft pistol can only ever be reloaded with
the riot subtype of donk soft magazines at the moment. This isn't
typically something people notice because new magazines are usually not
a thing people come by with these specific weapons, but its a problem I
noticed while coding some weapons.
## Why It's Good For The Game

In short, certain weapons (mostly donksoft weapons, but there's a single
traitor pistol subtype that spawns with fire ammo) will no longer be
limited to the exact subtype of magazine they spawned with, allowing
them to use the normal versions of those magazines as well.
## Changelog
🆑
refactor: The mag_type variable on guns has been split between
accepted_magazine_type and spawn_magazine_type, allowing weapons to
safely spawn with subtypes of their normal magazines without breaking
the weapon
fix: Several weapons that spawned with special magazines, the riot dart
pre-loaded donk pistol for example, will now be able to accept normal
donksoft magazines that don't spawn loaded with riot darts.
/🆑

* Splits ballistic firearms "mag_type" into "accepted_magazine_type" and "spawn_magazine_type", fixing a few funny magazine bugs

* merge conflict

* merge conflict continued

---------

Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-25 20:24:07 -04:00
BloopandGitHub c17e72f710 [MODULAR] Fixes all the bugs with hair (#22543)
Fixes all the bugs with hair, fixes slimes not being transparent
2023-07-17 20:59:13 -07:00
ZergspowerandGitHub 9371340945 [Manual mirror fix] Fixes and includes clothing_under_armor_subtype_check.dm in the unit tests. (#22411)
* 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
2023-07-12 21:36:29 -04:00
9b32596813 is this hell? it sure feels like it. - categorizes modular stuff in the techfabs (#21830)
categories :)

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2023-06-18 17:06:04 +01:00
8314290832 [MIRROR] Experimental Mineral Balance PR. [MDB IGNORE] (#21784)
* Experimental Mineral Balance PR. (#75437)

Good morning fokes, this PR is going to attempt to tweak around some of
the values of mineral costs in-game in the hopes of making the mineral
economy more engaging to the base gameplay loop, in the hopes that by
making it more self-realized, it would allow for better integration with
the rest of the gameplay loop as well as so that it doesn't completely
overshadow the credit economy. That said, **this pr only makes changes
to mined and station minerals**.

So, the base change is as follows: items with designated costs of
minerals below 1000 minerals, as designated in #75052 as
`SMALL_MATERIAL_AMOUNT`, have been left alone. Any item above 1000 or
2000, from `HALF_SHEET_MATERIAL_AMOUNT` and `SHEET_MATERIAL_AMOUNT` have
been adjusted, as sheets will now contain **100 minerals each**.

For example, if an object costed 4000 iron, 1000 glass, and 500 diamond
with the old numbers, with the changes to these defines, that item would
cost 2000 iron, 500 glass, and 500 diamond.

* Experimental Mineral Balance PR.

* materials

* more mats

* more mats

* Update medical_designs.dm

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-06-12 13:04:33 -07:00
BloopandGitHub fa4f6d9188 [MODULAR] Fixes fake traitor captain announcements (#21314)
Fixes fake traitor captain announcements
2023-05-21 08:02:31 -07:00
PaxilmaniacandGitHub 3fb3c7add2 Gun code override unshittening part like, two by this point (#18957)
* this code is so fucking funny it makes me want to merge w/o looking

* safety component stuff

* safeties should be finished

* I loooove safety component

* I swear that's all for gun safety

* manufacturer component

* cant forget this

* this is so awful

* 1100 line long gun file

* ok it actually compiles now

* that should not be an addition of any sort

* these defines should not be used anymore

* why?? the fuck??? are there var edited fire modes on black mesa?????

* how did that even happen

* maybe ci will shut up now

* oh man so many guns are lacking autofire now

* probably fixes safety toggling

* that should reference the gun not the component

* that should probably return

* makes it replicate current behavior, defaults safeties to being ON

* and that is all i have to say about that

* its automagically
2023-03-04 19:53:15 +00:00
406b6870bd [MIRROR] adds atmospheric gloves, small resprite of firefighter gear, repaths stupid glove paths [MDB IGNORE] (#18785)
* 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

![image](https://user-images.githubusercontent.com/23585223/212542599-c004d0e4-c141-40b4-a1bb-c838f9893c4b.png)
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>
2023-01-27 12:15:17 -05:00
011fefdd81 [MIRROR] Refactors armor into dedicated subtypes [MDB IGNORE] (#18291)
* Refactors armor into dedicated subtypes

* start

* most tg things

* pain (#18584)

* shit

* non-mod changes

* compile

Co-authored-by: John Doe <gamingskeleton3@gmail.com>

* #18291

* compile fix

* ???

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2023-01-07 20:06:16 -08:00
bccf824a6c [MIRROR] Turned most syndicate mobs (+ viscerators) into basicmobs [MDB IGNORE] (#18270)
* Turned most syndicate mobs (+ viscerators) into basicmobs (#71871)

## About The Pull Request
Turns the syndicate simpleanimals into basicmobs: (+ stormtrooper, +
space variants) Base Mob, Knife syndies, pistol syndies, SMG
syndies,shotgun syndies, viscerators
also changes some instances of the simple_animal path into the basicmob
ones
Removes civillian syndicates which were useless and also completely
unused
Also removes mech pilots:
![2022-12-09
20_02_18-Window](https://user-images.githubusercontent.com/70376633/206777829-2e49e445-3532-4e8e-8e7c-8d9b0a3a14d0.png)

Also,
makes the basic targetting datums health check configurable
basic attack behavior can now fire in bursts

https://user-images.githubusercontent.com/70376633/206766607-cf2e3659-0c5e-4117-9af7-e573e35bdf80.mp4

https://user-images.githubusercontent.com/70376633/206766630-15b4469f-68be-44c7-9394-1f2b6fe07811.mp4

https://user-images.githubusercontent.com/70376633/206766613-69b42457-a03b-449d-a1b8-a5aa556c76e5.mp4

https://user-images.githubusercontent.com/70376633/206766619-5560a178-8d2f-4b22-adf1-22ace6f63a51.mp4

https://user-images.githubusercontent.com/70376633/206766627-e671d064-fd9e-4204-b823-aa2e07f7fc26.mp4

https://user-images.githubusercontent.com/70376633/206766633-108c1574-3554-4bc1-a9ac-8faed0ec4062.mp4
## Why It's Good For The Game

simpleanimal stinks basic mob good
syndicate AI was really bad to begin with so here we are

## Changelog
🆑
code: Turned most syndicate mobs into basicmobs, making their AI better
and (possibly) more deadlier!
del: Removed syndicate mech pilots and syndicate civvies
/🆑

Co-authored-by: kawoppi <94711066+kawoppi@ users.noreply.github.com>

* Turned most syndicate mobs (+ viscerators) into basicmobs

* map

* code

* Update syndibase.dmm

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: kawoppi <94711066+kawoppi@ users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
2023-01-07 02:48:07 -05:00
5c6c91144c [MIRROR] Changes the missing food icon test to cover ALL /obj's [MDB IGNORE] (#18139)
* Changes the missing food icon test to cover ALL /obj's

* Update implant.dm

* Hopefully fixes all the failing integration tests!

* Fixes more missing icons

* Even more icon fixes

* Hopefully that was all of them

* Okay now SURELY that's all of them

* I'm tired of this shit man

* Hopefully that's all, for real this time!

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-12-28 19:30:05 -05:00
2b800b9a23 [MIRROR] Removes tablets (not PDAs) entirely. [MDB IGNORE] (#17880)
* Removes tablets (not PDAs) entirely.

* contractor changes

* map changes

* Update assistant.dm

* conflicts

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-12-07 01:07:02 +00:00
03d42cb507 [MIRROR] Unit Tests Overstuffing Reagent Containers with more than their defined volume [MDB IGNORE] (#17578)
* Unit Tests Overstuffing Reagent Containers with more than their defined volume (#71327)

## About The Pull Request

Simple Unit Test that seeks to ensure that we don't put too much of a
reagent in a container when the container doesn't have enough volume to
accept all of it. Nothing bad would happen, but it's just silly really.

I also fixed all of the instances that this was broken in.
## Why It's Good For The Game

Prevents buggy regressions, such as those found in #71206.

```txt
[2022-11-18 03:32:30.736]     FAILURE #1: Canned Laughter (/obj/item/reagent_containers/cup/soda_cans/canned_laughter) has 50 units of reagents, but only 30 units of space. at code/modules/unit_tests/container_sanity.dm:21
 -     FAILURE #2: T-Borg's tonic water (/obj/item/reagent_containers/cup/soda_cans/tonic) has 50 units of reagents, but only 30 units of space. at code/modules/unit_tests/container_sanity.dm:21
 -     FAILURE #3: The soda water (/obj/item/reagent_containers/cup/soda_cans/sodawater) has 50 units of reagents, but only 30 units of space. at code/modules/unit_tests/container_sanity.dm:21
```
## Changelog

🆑
fix: Canned Laughter, T-Borg's Tonic Water, and Soda Water cans should
all come with the expected marketed 50 units of goodness, rather than
cheaping out on materials for only 30 units of can volume.
/🆑

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Unit Tests Overstuffing Reagent Containers with more than their defined volume

* fix SR containers

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-11-21 16:24:49 -05:00
07071eef48 [BASICALLY MODULAR] Runs grep checks on modular_skyrat and fixes all issues (#17469)
* Runs grep checks on modular_skyrat and fixes all issues

* feather

* Update modular_skyrat/modules/verbs/code/say.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* loadout descs

* fixes

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-11-16 11:08:41 -05:00
TastyfishandGitHub 49827c4dd7 [MODULAR] Fixes more bad clothing variation overrides (#17432)
Fixes more bad clothing variation overrides
2022-11-15 16:38:38 -05:00