Commit Graph
128 Commits
Author SHA1 Message Date
+37 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

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

---------

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2026-05-16 00:56:00 +02:00
Alexis 3b05cd16d3 125 parser errors. 2026-03-06 13:33:54 -05:00
RoxyandGitHub d39a6e3f9e Fix ticket tab capitalization bug (#5203)
## About The Pull Request

The menu that shows tickets handled count used key instead of ckey so
sometimes it would be capitalized and list the same admin in two
separate entries with the number split

## Why It's Good For The Game

It annoys me

## Proof Of Testing

Yes
2026-02-02 19:45:12 -05:00
AlexisandGitHub 526405001a The 'Request OPFOR' verb now requires confirmation (#4978)
## About The Pull Request
Does as the title says. When you press the button, a pop-up now asks if
you are sure you want to press it.
## Why It's Good For The Game
I've watched a handful of staff members accidentally hit it in my time
here while trying to play web sounds, enough that I feel it warrants
this. Especially given that it pings every player with be antagonist
turned on.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


https://github.com/user-attachments/assets/f59a26ec-5507-4cbb-b9f1-6c1300b1d10e

</details>

## Changelog
🆑
admin: The Request OPFOR verb now asks for confirmation before pinging
every antagonist enabled player for OPFORs.
/🆑
2025-12-08 23:02:17 +01:00
Roxy df74a21061 Fixes for 0234874f65 2025-11-06 00:03:55 -05:00
xPokee 4662f6d892 More As Anythings 2025-09-24 13:49:38 -04:00
xPokee 7527fbbeef Compiling fixes 2025-09-24 10:55:43 -04:00
61031f6cfb Skyrat gun removal (#3697)
## About The Pull Request
HackMD: https://hackmd.io/@Ssalty/r1wjAgSxll
Ammo removals:
IHDF
Rubber (non-.38, non-shotgun, nukie ones stay since it'd require
overrides. They were never purchasable to begin with.)
Stardust
Magnum
Express
.460 Rowland
.457 Government
MCR magazines
.40 Sol
Hornet's nest


Gun removals:
MCR's
.457 revolver
M4A5
.460 Rowland revolver
CCK
GP-7
R10 revolver

Guns made inaccessible:
NRI guns (including derringer, bobr, plasmas, Miecz)
Sol35 (Tarkon, sol ERT, gateway, adminspawn)
Sol40 (Tarkon, sol ERT, gateway, adminspawn)
Trappiste caliber (wespe, some already adminspawn weapons)


Turret adjustments:
Twin Fang - 4.6x30mm, 2 Second burst delay (40 dmg every 2 seconds vs 30
dmg every 1.5 seconds (old))
Stinger - 4.6x30mm instead of .35, matching damage
Colonist - .45 added instead of sol40, matching damage
Hoplite - Same as above

Armoury:
Armoury spawned MCRs replaced with laser guns and energy guns
SMG's and rifles with WT
If there would be a case with two separate spawns of a WT, the other is
gone.
Breaching shell boxes do not spawn in the armoury (they were capable of
1 shotting a dark mauler I wish I was kidding)

Lathe:
9mm stendo's, AP, HP, INC magazines not availible for print - the 9mm
murphy magazine is. It fits in 9mm firing turrets and the murphy.


## Why It's Good For The Game

Give me like a couple days and I'll fill this out. I doubt anyone who is
already pro-skyrat-gun will change their mind but it's good to
rationalize the decision regardless.

Find this out as in lay it out on paper. 

EDIT 1:  Adding the first part

# Foreword
This PR is a *draft*. That means a lot of things are subject to change,
a lot of things can be disorganized and a lot of things will be done
unoptimally. Going forwards, do keep in mind, the decision-making
process behind "remove entirely" and "virtually remove" will not be
dependant on us going forwards, as the decision on this matter requires
maintainer input more than any other.

Next, the delay. 
I simply am not a machine, neither are other people onboard this
project. With different timezones, it was important to find what isn't
working so I can relay it to people in working hours.

Without further ado,

## The case of the ammo types and workbench

The ammunitions workbench is a machine that provides ammunition into
clips, refilling them. The ammunition workbench is also the source of a
multitude of alternate ammunition types. It has with itself brought
several issues that at least would warrant a rework or heavy
adjustments:

1. Contraband ammunitions. There is no real reason that the entire
security department, or even a single crewmember should be accessing
phasic weapons in the form of printable ammotypes. The argument of "the
pipegun having it" doesn't do it favours, as the way you get it is an 8%
chance on crafting a junk round for a bulky gun and the only way to find
out if you actually have it is checking each shell individually with a
bandolier.

2. Complimentary with the removals. Most use cases for this machine are
refilling the magazines you can order or get alongside your weapons.
This collides with the protolathe, which sources most of our
upstream-based ammunition instead. With the skyrat weapons gone, this
machine becomes redundant. You may claim that it's still useful in
saving on materials, where you would be right! However is it worth to
have and maintain an entirely separate structure, with it's own
mechanics, map placements, etc. to get a benefit equal to 1.6x more bang
for the buck? At the end of the day, splitting ways of getting ammo
across a single room for something so miniscule compared to the bloat it
adds is pointless.



# The weapons, why should they go, one by one. 

### RomTech Flechette rifles
Compared to a standard laser gun, which is in all means our baseline of
ranged damage in ss13 - being the default armoury weapon, the default
laser for turrets and default laser for mobs. Better yet, let's compare
it to that and the default ballistic option that we have from TG.

What turns out, is that not only is the romtech carbine faster at
killing than the laser, but also rivals the WT with a split second of
difference in ttk in the favour of the romtech. Let's assume it's human
error and the WT is better TTK wise, just as an experiment. Clearly,
there must be a tradeoff, somewhere, right? One that balances them all
out to be equal weapons in the grand scale of things, contemporaries!
Well, no, not really. Not even close.

The carbine can be folded to fit in bags, that's one thing. The carbine
has more ammo, that's another thing. Bursts are harder to dodge than
series shots since they cover more perpendicular ground when attempting
to dodge projectiles, as is staple for ss13 combat. Burst weapons are
advantageous in applying more damage quicker, as you can see on the
videos - and initial damage, an alpha strike, applies movement slowdown,
ensuring future projectiles connect easier and the target cannot run.

It might be a coincidence that the only /tg/ derived weapons that fire
burst are adminspawn ERT or the Nukie weapons.

But it doesn't end here, no, the RomTech's ammunition alone would
warrant a complete overhaul if not a removal.

**steel ball**
<p>
Takes 9 shots to stamcrit, deals mixed damage - further increasing the
amount of slowdown applied, and not only is it MUCH faster at
stamcritting than a disabler is, it also leaves the target with 70
damage. Over half their healthbar. Severely overtuned with little
counterplay availible, alpha strike monster that is better at disabling
than disablers and better at stopping people dead in their tracks than
rifles, and if you look at our anti-stun, we have less than ever on
antagonists with Adrenal implants gone, Adreanaline Glands reworked,
etc, etc...
</p>

**Penetrator**

NT's answer to armour! 
The penetrator has 60 AP and otherwise the same damage as the AP WT
rifle. Meaning it's a straight upgrade. Meaning this weapon invalidates
it's predecessor whilst being orderable roundstart, and not only that,
but it can fully ignore elite modsuits on nukeops. Not every mechanic
has to have a counter, there's no direct counter to someone healing
after a fight, there is no direct counter to having multiple shots, and
there shouldn't be a full nullification of armour for such a low cost.
There shouldn't be one for a crew that can mass produce these, ever.

**Magnesium**

Arguably fine, 12 firestacks per shot is still quite insane for a lower
chance of friendly fire compared to original incediary hot turfs,

**Ripper**

Steel ball, but even worse. They don't embed a single time, ***this
embeds every time***. It takes several seconds to take out. Actually,
let's compare this gun's bullets to ninja stars.

- 2 times the embed chance at 200 vs 100
- 8 times the jostle chance at 80 vs 10
- Comparable fall chance, at 1 vs 0
- More pain stam pct, at 0.9 vs 0.8, meaning more stamina damage
- More pain chance, at 70 vs 15
- Less pain modifier, at 2 vs 5
- Takes longer to take out, 5 seconds vs 3
- Jostling pain is the same

### One problem. There's three of those fired per burst, cannot be
caught either. And the armour pen is the same.

in conclusion, every aspect of this gun is unhealthy for the game, from
it's gimmick, to it's execution, to it's stats, to it's ammo, to it's
consistency, to it's firing mode, to it being able to be currently worn
on sec belts along disablers - up to 4, if I remember correct.

No reworks. It has to go.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>

## Changelog
🆑
del: Removed breaching slugs from crew (not to be confused with
frangible. These ones 1 shot mechs)
del: Removed MCR, .457 revolver, .460 Rowland revolver, GP-7, R10
revolver, M4A5, and their associated ammo types.
del: Removed ammunition types: IHDF, rubber variants excluding
.38/shotgun/nukie, stardust, magnum, express, hornet's nest
del: Made most NRI guns (Miecz, plasma pistol, plasma thrower, bobr,
derringer) and Sol 35/40 (Tarkon, ERT, gateway, adminspawn) inaccessible
to crew, kept for ERT/Gateway/Flavour/Admin reasons
balance: Turrets which use a removed calibre have been adjusted into
either that of the WT's, Ceres (still printable) or 9mm.
balance: WT's replace missing sindanos across armouries, laser guns and
eguns replace the missing MCR's.
/🆑

---------

Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
2025-08-23 20:38:07 +03:00
Roxy 510bce815b Fixes for #92300 2025-07-30 17:38:24 -04:00
Roxy ef76e736f1 Fixes for #91944 2025-07-19 23:31:00 -04:00
Roxy 280a7f6d8a Fixes for #91885 2025-07-04 20:47:25 -04:00
Roxy 656656bf96 Fixes for e0bdfc3f5f part one 2025-06-29 00:10:41 -04:00
Roxy 1b50cea8df Fixes for #91099 2025-06-21 22:58:49 -04:00
RoxyandGitHub f73da55b45 OPFOR Panel Fixes (#3761)
## About The Pull Request

- Change some text areas to have `fluid` so they're not small
- Move information that was on a hover button into the placeholder text
for the text area for two inputs
- Bump window height slightly so it doesn't get scrollbary
- Change some `onChange` to `onBlur` so it doesn't hammer the server
with `ui_act` calls literally every single time someone types a
character
- Fix the intensity slider just saying NaN
- Change the intensity slider so the slider itself colors to what
"interval" of intensity you're in, uses the color of the button below it
- Remove a line in the backstory placeholder text that says to check a
discord channel we don't have
- Moved some stuff in `ui_data` to `ui_static_data` that absolutely did
not need to get sent every update
- Fixed an incorrect variable in `export_json` that made it fail to
export equipment properly

## Why It's Good For The Game

Fixes #3758 

## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/2cd9ea6c-f5ca-4c82-9fe7-d118bd8bdda6)

</details>

## Changelog
🆑
fix: OPFOR should no longer eat all inputs
fix: OPFOR panel should now correctly export to JSON
/🆑
2025-05-08 14:50:35 -07:00
RoxyandWaterpig 7600837c59 Upstream lint fixes (#3186)
Fixes all the failing grep checks in #3157, doesn't fix the define
sanity fails because im tired

![image](https://github.com/user-attachments/assets/b40fc081-a5c9-4f46-9cf5-18ed85199435)
2025-03-05 13:23:05 +01:00
Majkl-J 1289ccf9de fixes byond href styles 2025-02-26 02:25:38 -08:00
lessthanthree 98cd4e28a4 fix examine_block to boxed_message 2025-02-22 18:58:49 -08:00
The SharkeningandGitHub c046496937 Fixes an oversite that allows ghosts to make opfors. (#2713)
## About The Pull Request

Removes the ability for the ghost cafe to make opfors. The original
intention behind this code was to stop ghosts from making opfors, and
they all sort of shifted to going to the ghost cafe to circumvent that.
It's obviously an oversite.

## Why It's Good For The Game

The senior admin team all sort of said this was fine and it's kind of an
annoyance. The system is fine if you're in round asking to beat up the
chef, but some people do seriously go to the ghost cafe and ask for
ninja (or some other antag) every round and it's always kind of a
repeating cycle with new faces doing it.

## Proof Of Testing


![image](https://github.com/user-attachments/assets/af01bdb4-6a37-4531-9fb9-26b2c7bca41d)

## Changelog

🆑
del: Ghost Cafe can no longer make opfors.
/🆑
2024-12-18 08:00:20 +01:00
a3ef71fe18 Firearms Labor of Love (Patches, Bugfixes, and Typo Corrections) (#2624)
## About The Pull Request
Thankfully not as many bugs or oversights as I previously thought, but
enough to hammer them out all at once. This fixes some incorrect or
missing item descriptions, a few research item names, and a very
important bugfix with the weapon conversion kits.

- Updates description for Renoster shotgun, and Rengo rifle, as they had
the incorrect magazine size listed.
- Adds descriptions for Carbine and Battle Rifle conversion kits.
- Makes the Carbine and Battle Rifle conversion kits not give a full
free mag on crafting.
- Makes the Carbine, Battle Rifle, and Shaytan SMG conversion crafts
require the gun not have a magazine inserted, and the bolt be open to
craft.
- Fixes lathe description and name for Stardust / Advanced Anti Riot
shells, homogenizes name as "Less-Lethal"
- Fixes description on Stardust ammo box.
- Pedantic nitpick renaming WT-550 rubber mags from "Less-Than-Lethal"
to "Less-Lethal", as that was the only use of the term
"Less-Than-Lethal" with any firearm.
- Updates Shaytan gun description to not be a copy of the conversion kit
description. (provided by @Offwrldr / Bangle)
- Updates Shaytan conversion kit name and description in the sec lathe.
- Updates all shotgun ammo boxes to show the proper max ammo count
(which is now 7)
- Reduces cost of Honkshot from 100cr to 25cr (as it now is properly
overridden)
- Standardizes all shotgun ammo boxes to hold 7 rounds (dropping
scatterlaser, hunter, flechette, dragon's breath, hornet's nest,
stardust, pulse slug, and scatter ion from 15 rounds per box, and
honkshot from 35 rounds per box).

## Why It's Good For The Game
As for the descriptions and names, fixing stuff that is blatantly
incorrect or misleading is good. As for the conversion crafts, giving
people free ammo and magazines is anywhere from an unfortunate
oversight, to outright boo-boo-busted.

Consistency for ammo boxes is also good (alongside accurate
descriptions), and I checked with a maintainer in the discord before
updating ammo box values.

## Proof Of Testing
I'm not taking screenshots of descriptions in the lathe, or of items. If
it complies, they're accurate. I do have a video showing the crafts
requiring the guns to have no magazine, and be open bolt though.


https://github.com/user-attachments/assets/9c8313c4-274d-4e7d-9211-7938f595c42f

## Changelog
🆑 Impish_Delights, Bangle
fix: Romulus Carbine, and Romulus Battle-Rifle crafts no longer give
free loaded magazines.
balance: All shotgun ammo boxes now hold 7 rounds. Honkshot is now 25cr
from cargo, down from 100cr.
code: Romulus Carbine, Romulus Battle-Rifle, and Romulus Shaytan kit now
require gun to be empty, and locked open to craft.
spellcheck: Fixes description for Rengo rifle, Renoster shotgun,
Stardust/AAR cartridge box, and Romulus Carbine and Battle-Rifle
conversion kits.
spellcheck: Homogonizes description for Stardust/AAR ammo, and Beanbag
slug ammo as "Less-Lethal"
spellcheck: Changes WT-550 rubber mag to be "Less-Lethal" instead of
"Less-Than_Lethal"
spellcheck: Updates Shaytan SMG description, and conversion kit name and
description in the security lathe.
spellcheck: Updates all shotgun ammo boxes to be accurate.
/🆑

---------

Co-authored-by: Bangle <140950607+Offwrldr@users.noreply.github.com>
2024-12-10 08:34:45 +01:00
3bde496dc3 Renames all mentions of Solfed to TerraGov (#2334)
<!-- 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
Renames SolFed/SolGov/Solar Goverment/Solar Federation to
TerraGov/Terran Goverment
<!-- 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
Requested by the loremins
<!-- 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
It compiles, nothing seems broken ingame (please TM this)
<!-- 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. -->

</details>

## 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 its 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: Renames all mentions of the Solar Goverment/Federation to the
Terran Goverment
/🆑

<!-- 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. -->

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---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2024-11-20 04:10:08 +00:00
lessthanthreeandMajkl-J 8277a444bc bubber edits 2024-11-11 00:43:41 -08:00
Majkl-J 50cced00b0 please help 2024-10-24 02:58:19 -07:00
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
59fafc8a6b [MIRROR] All jetpacks are no longer full-speed (#28690)
* All jetpacks are no longer full-speed (#84712)

## About The Pull Request

Full-speed has been removed from jetpacks
All jetpacks are now modsuit jetpack speed
Due to having no purpose now, Adv. Ion Jetpack has been replaced with
its lesser form, Ion Jetpack

## Why It's Good For The Game
The meta to just blow up gravity and use your jetpack that makes you
faster than 99% of the projectiles ingame and faster than a healthy full
mood human to dunk on literally anyone you see because they cant click
you because youre going mach 3000 is absolutely not fair
With jetpacks being reasonable speeds this is no longer a problem

## Changelog
🆑
balance: All jetpacks are now modsuit jetpack speed
del: Adv. Ion Jetpack module has been removed
/🆑

* All jetpacks are no longer full-speed

* modular fixes

* mapfix

---------

Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-08 14:51:48 +05:30
nevimer fa65d517dd fixups 2024-04-28 19:24:33 -04:00
nevimer 2d9383101e Revert "remove be_antagonist edits"
This reverts commit 7747616a45.

# Conflicts:
#	modular_skyrat/modules/title_screen/code/new_player.dm
#	tgui/packages/tgui/interfaces/PreferencesMenu/preferences/features/game_preferences/skyrat/be_antag.tsx
2024-04-23 20:20:55 -04:00
a9ff046352 Administrator Cherrypick (#27405)
* Admin Verb Datums MkIII | Now with functional command bar (#82511)

* Modular stuffs

* Put some admin jump verbs back into the context menu | sorts area jump list again (#82647)

## About The Pull Request

See title.

## Why It's Good For The Game

Some admins wanted all the jump verbs back, aswell as making them not
AGhost you.
Also make the Jump To Area verb use a sorted list again

* Hey what if admins were allowed to use the player panel (#82682)

Re-adds the player panel verb to the verb panel.

* Controller Overview UI (#82739)

* Fixes a minor spelling mistake on the admin panel/verb list (#82747)

## About The Pull Request

Corrects `inisimin` to `invisimin`. This addresses #82728, but only
fixes one of the two issues mentioned

## Why It's Good For The Game

-1 spelling mistake

## Changelog
🆑
spellcheck: 'inisimin' verb corrected to 'invisimin'
/🆑

* Player Panel-age (#82757)

* Admin Forced Mob Rename and Preference Update (#82715)

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: chel <64568243+iliyaxox@users.noreply.github.com>
2024-04-23 20:43:45 +02:00
1c249a1f93 Traitor Item: PLAP - The Portable Listening Advanced Post (#1198)
<!-- 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

Ever wanted to do a listening post? Upset that the ghost roles screwed
you out of it because the one ruin that it used to work just spawns a
braindead mob instead? Look no further than the PLAP!

For just ~~20~~ 10 TC, you can have a listening post wherever you like!
These posts include:

- [x] A PDA Message Monitor to send out spam emails and read sexts!
- [x] An Advanced Camera System so you can glide gracefully through the
station, staring at people being exceedingly obvious traitors!
- [x] Medical Records, to look up information about that one cute girl
you just saw!
- [x] A fax machine to send weird cryptic threats to the station or
admins!
- [x] A photocopier. It's not special. It's just a photocopier.
- [x] A FREE™ Chameleon Stamp to make all falsified paperwork official!
- [ ] Basic communication knowledge!
- [ ] Self-contained power!

_Does not actually contain communication knowledge or power systems._

___

**_In actuality though, it's a 3x3 listening post box. It must be thrown
in an area with power, or it will simply not function as it runs off the
power grid._**

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

## Why It's Good For The Game

People always seem to love Listening Post gimmicks, but
Dauntless/Interdyne don't have the full spread for proper shenanigans.
This allows traitors to give up TC to get a full listening post kit, and
still have ~~a few~~ enough left over a small side gimmick.

## Proof Of Testing


![mpc-hc64_2024-02-23_17-55-38](https://github.com/Bubberstation/Bubberstation/assets/5521322/3e28e61a-73a1-40fa-b1ad-88aa31cafe6c)

![mpc-hc64_2024-02-23_18-02-41](https://github.com/Bubberstation/Bubberstation/assets/5521322/021bb57f-a589-4707-8e9d-2ed69556a9a4)

![ShareX_2024-02-24_03-16-46](https://github.com/Bubberstation/Bubberstation/assets/5521322/531b7567-26e6-4eb3-8b15-4b322db948c5)



## 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: New Traitor Item (10TC) - Portable Listening Advanced Post
/🆑

<!-- 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>
Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com>
2024-03-12 12:40:56 +01:00
nevimer 0a432b7eed Merge remote-tracking branch 'skrat/master' into upstream-christmas
# Conflicts:
#	README.md
#	code/controllers/subsystem/dynamic/dynamic_rulesets_midround.dm
#	code/game/machinery/bank_machine.dm
#	code/modules/unit_tests/station_trait_tests.dm
#	html/changelogs/archive/2023-12.yml
#	modular_skyrat/modules/company_imports/code/armament_datums/vitezstvi_ammo.dm
#	modular_skyrat/modules/contractor/code/datums/midround/event.dm
#	modular_skyrat/modules/contractor/code/datums/midround/ruleset.dm
#	modular_skyrat/modules/loadouts/loadout_items/donator/personal/donator_personal.dm
#	tgui/packages/tgui/interfaces/Fabrication/SearchBar.tsx
#	tgui/packages/tgui/interfaces/Spellbook.tsx
2023-12-24 23:15:34 -05:00
49daf536b5 [MIRROR] [BOUNTY] Re-adds Contractors [MDB IGNORE] (#25094)
* [BOUNTY] Re-adds Contractors

* I hate copy pasted overrides so much. BEGONE

* Fixes the merge conflict. It's still not gonna work, too many proc redefinition

* The sheer amount of overrides

* This is hell

* remove modular copy of spawn_contractor_partner

* part 2 of spawn_contractor_partner oops

* un-duplicate create_contracts proc

* Remove duplicate contract generate and finish_enter

* something to make the linter stop crying

* Receiving

* removes our contractor stuff in favour of parity

* Update SyndicateContractor.tsx

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-12-24 22:00:55 +00:00
e1b5e0c430 Reworks, resprites, or in a few cases deletes, shotgun shells including but not limited to skyrat shotgun shells (#25352)
* oh yeah baby

* fixes the cargo company too

* fixes stuff that was missing

* oops thats invisible

* Update modular_skyrat/modules/shotgunrebalance/code/ammobox.dm

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

* Update modular_skyrat/modules/shotgunrebalance/code/ammobox.dm

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

* Update modular_skyrat/modules/shotgunrebalance/code/ammobox.dm

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

* Update modular_skyrat/modules/shotgunrebalance/code/ammobox.dm

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

* Update modular_skyrat/modules/shotgunrebalance/code/ammobox.dm

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

* Update modular_skyrat/modules/shotgunrebalance/code/ammobox.dm

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

* Update modular_skyrat/modules/shotgunrebalance/code/ammobox.dm

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

* Update modular_skyrat/modules/shotgunrebalance/code/ammobox.dm

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

* Update modular_skyrat/modules/shotgunrebalance/code/ammobox.dm

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

* Update modular_skyrat/modules/shotgunrebalance/code/ammobox.dm

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

* Update modular_skyrat/modules/shotgunrebalance/code/ammobox.dm

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

* Update modular_skyrat/modules/shotgunrebalance/code/ammobox.dm

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-12-20 11:11:32 -05:00
PaxilmaniacandGitHub 23f5b3b59b Gives the carwo rifles names that suck less to refer to (#25730)
its that shrimple i think
2023-12-20 10:28:02 -05:00
StrangeWeirdKitten 5e950115a6 Merge remote-tracking branch 'skyrat/master' into upstream-12/19/2023 2023-12-19 09:14:53 -07:00
07966b06de [modular] Adds hair ties (#24806)
* init

* temp icon and population

* text

* rename + subtype friendly code

* syndie ver

* sprites

* ci

* review

* forgor

* test

* re-do review

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-12-07 11:49:34 -05:00
e652235f18 Makes the Modern Glasses breakable (#25431)
* Makes the Modern Glasses breakable

* Apply suggestions from code review

* Apply suggestions from code review

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-12-05 02:37:00 +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
30d7788c35 CIN Evilguns | The gunnenshootening pt 3 | Long live the king | Slight rework of the CIN surplus company (#24304)
* scream if you love poland !!!!

* oh yeah its all coming together

* WAR

* dme fixes before i break everything

* f1

* WHAGG

* expect more similarly poorly named commits in the future

* war pt 2

* ooprs

* sharpshooter icon fix

* that should be everything actually

* i forgot demo mod exists

* deletes now unused ak ammo

* thats not real anymore

* every test failure ever

* reduces the weapon weight of the bobr

* tweaks opfor weapons since they all changed since i last saw them

* fixes the plasma pistols and tweaks their numbers a little

* deletes the luk, delete lanca proj dam mod, decreases lanca firerate

* tweaks the outfits that use these guns a bit and makes the miecz one han

* removes the luk from that one mapping helper

* puts the sakhno back on order

* tweaks around the lanca's ammo capacity

* updates the milsim domain stuff

* fixes some of the stuff

* makes the lanca and miecz magazines not normal size

---------

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-12-01 16:59:27 -05:00
40e56053fd Deforest Medical Cargo Company Update | Not so free healthcare | Medbay watches in horror as assistants overdose themselves on dollar store medpens (#24771)
* injectors of various types

* adds a timer to injecting others with the pens

* fixes some of the stuff

* fixes the do after

* replaces the old pens and chems with the new ones in the company

* fixes that too

* fixes injector icons

* gives all of the pens a slight debuff chem so its not all upsides

* stack items and prepacked medkits

* as usual, bug fixes

* makes those names different

* stops accidentally overriding multiver pill bottles

* sprites for bigger bags, mob sprites soon to come

* big medkitted all over the place

* removes unused check

* should fix tests

* removes a single conceptually stupid injector

* changes a few thing saround

* nerfs pentibinin

* adjusts a few of the pens to be a bit better and or worse

* fixes the wearable medkits not being to carry the things they spawn with

* makes the orange wearable unzip faster and slow down less unzipped

* buffs the bags by allowing belt usage

* puts the tiny wound analyzers in some of the medkits

* lets the splint work on muscle issues, changes the sound a bit

* tweaks worn sprites of and gives inhands to wearable medkits

* removes debug message

* adjusts some numbers and docs

* adds some of the kits to cargo so medbay can order in bulk

* adds some of the medical stuff to opfor as well

* gives all the medkits unique inhands

* tweaks a lot of the stuff (pickup sounds wahoo!)

* adds a little more to using the instant wound healing kits

* adds tox damage to twitch overdose so you cannot become fucking invincbl

* makes the comment style more similar across the code

* lets the frontier kit be hooked onto belts + owrn sprite for it

* makes the bandages not get ruined by bleeds as fast

* Update code/__DEFINES/~skyrat_defines/opposing_force_defines.dm

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

* Update code/__DEFINES/~skyrat_defines/opposing_force_defines.dm

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

* makes the big surgical kit come stocked

* Update modular_skyrat/modules/deforest_medical_items/code/chemicals/demoneye.dm

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

* reviews for some of demoneye

* Update modular_skyrat/modules/deforest_medical_items/code/chemicals/demoneye.dm

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

* Update modular_skyrat/modules/deforest_medical_items/code/chemicals/demoneye.dm

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

* makes the demoneye organ damage list static

* Update modular_skyrat/modules/deforest_medical_items/code/chemicals/twitch.dm

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

* more review stuff

* reviews for the injectors

* Update modular_skyrat/modules/deforest_medical_items/code/storage_items.dm

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

* Update modular_skyrat/modules/deforest_medical_items/code/storage_items.dm

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

* updates the civil defense kit's sprite to be a bit better

* formats the cargo packs a bit nicer

* fixes a slight logic error

* fixes an erroneous comment

* makes the big surgery kit able to hold, and come with a rollerbed

* moves that static list a bit

* fixes first responder surgical kit's left inhand

* makes the combat surgeon kit not missing sprite when worn

* makes the rapid wound fixers actually get used, reworks medkits slightly

* messes with the big surgical kit AGAIN

* makes demoneye need stable plasma to cook to stop conflicts

* Update modular_skyrat/modules/deforest_medical_items/code/storage_items.dm

Co-authored-by: sqnztb <zephyrthebreeze@gmail.com>

* Update modular_skyrat/modules/deforest_medical_items/code/storage_items.dm

Co-authored-by: sqnztb <zephyrthebreeze@gmail.com>

* Fixes the trait that had to be moved!

* fixes demon-eye colors and twitch afterimage length

---------

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: sqnztb <zephyrthebreeze@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-11-26 14:15:14 -05:00
nevimer f2b71e7686 Merge remote-tracking branch 'skrat/master' into upstream-nov-19-2023
# Conflicts:
#	_maps/skyrat/automapper/templates/deltastation/deltastation_armory.dmm
#	code/modules/mob/living/simple_animal/guardian/guardian.dm
#	html/changelogs/archive/2023-11.yml
#	modular_skyrat/master_files/code/datums/traits/neutral.dm
#	modular_skyrat/modules/loadouts/loadout_items/donator/personal/donator_personal.dm
#	modular_skyrat/modules/mold/code/mold.dm
#	modular_skyrat/modules/mold/code/mold_mobs.dm
2023-11-19 14:16:20 -05:00
lilaandGitHub 2b4368b6d8 [Modular][No GBP] Fixes SC/FISHER disruptor being miss-typed in OPFOR loadout (#24975)
[Modular][No GBP] Fixes SC/FISHER being mistyped in OPFOR loadout
2023-11-13 09:45:18 -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
fbf1024e19 Admin opfor panel permission flag tweak. (#24892)
the fix

Co-authored-by: Sensum <121913313+HWSensum@users.noreply.github.com>
2023-11-12 11:56:00 -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
nevimer 10772c60ff Merge remote-tracking branch 'skrat/master' into upstream-oct-25-2023 2023-10-25 20:26:56 -04:00
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
7cf7be4b7b [MIRROR] Tram v6/Transport Subsystem [MDB IGNORE] (#24399)
* Tram v6/Transport Subsystem

* Update icon_smoothing.dm

* Update utility.dm

* defines/icon

* Update airlock.dm

* Update door.dm

* Update airlock.dm

* Update airlock.dm

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-10-17 15:16:46 -07:00
lilaandGitHub 20949416ef Fixes the Syndicate insurgent bundle (#24178)
* Fixes the Syndicate insurgent bundle

* fixes another case of an equipment option being the wrong subtype
2023-10-09 08:51:59 -04:00
3e9e4e7d82 Removes more cases of the round end report telling on people's ckeys (#24094)
* Removes more cases of the round end report telling on people's ckeys

* Update modular_skyrat/modules/contractor/code/datums/contractor_datum.dm

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

* Update modular_skyrat/modules/contractor/code/datums/contractor_datum.dm

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2023-10-05 20:52:10 -04:00
nevimer 3923320639 Merge remote-tracking branch 'skrat/master' into new-bubbermaster
# Conflicts:
#	_maps/map_files/VoidRaptor/VoidRaptor.dmm
#	_maps/skyrat/automapper/templates/birdshot/birdshot_armory.dmm
#	_maps/skyrat/automapper/templates/deltastation/deltastation_armory.dmm
#	_maps/skyrat/automapper/templates/icebox/icebox_armory_middle.dmm
#	_maps/skyrat/automapper/templates/kilostation/kilostation_armory.dmm
#	_maps/skyrat/automapper/templates/metastation/metastation_armory.dmm
#	_maps/skyrat/automapper/templates/northstar/northstar_armory.dmm
#	_maps/skyrat/automapper/templates/tramstation/tramstation_armory.dmm
#	code/modules/projectiles/guns/energy/energy_gun.dm
#	modular_skyrat/modules/company_imports/code/armament_datums/bolt_nanotrasen_firearms.dm
#	modular_skyrat/modules/company_imports/code/armament_datums/deforest_medical.dm
#	modular_skyrat/modules/company_imports/code/armament_datums/vitezstvi_ammo.dm
#	modular_skyrat/modules/loadouts/loadout_items/donator/personal/donator_personal.dm
#	modular_skyrat/modules/sec_haul/code/guns/cargo_stuff.dm
2023-10-04 20:49:03 -04:00
42dbc6d028 Armadyne Antitrust Act 2563 :: Disintegrates armadyne as a concept and replaces basically everything related (#23424)
* 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

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Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-10-03 11:20:23 -04:00