Commit Graph
39 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
nevimer baf3837ae8 Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts:
#	_maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm
#	_maps/RandomRuins/SpaceRuins/garbagetruck2.dmm
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	_maps/map_files/tramstation/tramstation.dmm
#	code/_onclick/hud/new_player.dm
#	code/datums/components/squashable.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/datums/diseases/chronic_illness.dm
#	code/datums/status_effects/buffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/stamcrit.dm
#	code/game/machinery/computer/crew.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
#	code/game/objects/items/wall_mounted.dm
#	code/game/turfs/closed/indestructible.dm
#	code/modules/admin/view_variables/filterrific.dm
#	code/modules/antagonists/heretic/influences.dm
#	code/modules/cargo/orderconsole.dm
#	code/modules/client/preferences.dm
#	code/modules/events/space_vines/vine_mutations.dm
#	code/modules/mob/dead/new_player/new_player.dm
#	code/modules/mob/living/carbon/human/death.dm
#	code/modules/mob/living/carbon/human/species_types/jellypeople.dm
#	code/modules/mob/living/damage_procs.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob_spawn/ghost_roles/mining_roles.dm
#	code/modules/mob_spawn/mob_spawn.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/projectiles/guns/ballistic/launchers.dm
#	code/modules/projectiles/guns/energy/laser.dm
#	code/modules/reagents/chemistry/machinery/chem_dispenser.dm
#	code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm
#	code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm
#	code/modules/reagents/chemistry/reagents/medicine_reagents.dm
#	code/modules/surgery/healing.dm
#	code/modules/unit_tests/designs.dm
#	icons/mob/inhands/items_lefthand.dmi
#	icons/mob/inhands/items_righthand.dmi
#	tgui/packages/tgui/interfaces/ChemDispenser.tsx
2025-11-29 22:49:21 -05:00
SmArtKarandGitHub 430f4303c8 Echolocation no longer displays pipes and other invisible objects (#94025)
## About The Pull Request

Range does not check for invisibility unlike dview 

## Changelog
🆑
fix: Echolocation no longer displays pipes and other invisible objects
/🆑
2025-11-20 10:35:04 -05:00
TheEmberandRoxy 4471f1f311 Fixed echolocation/psyker (#92434)
## About The Pull Request
Fixes bitrunning psykers. I dont really know why that one line was
commented, but it seems to work fine and as intended with it. Regular
psykers not blind anymore, while bitrunning ones cant see nothing but
outlines.
[#91490 Makes psyker
playable](https://github.com/tgstation/tgstation/pull/91490)
[#91713 psychic bitrunning domains do not show you
anything](https://github.com/tgstation/tgstation/issues/91713)
## Why It's Good For The Game
Bugfix
## Changelog
🆑
fix: Fixed bitrunning psyker
/🆑
2025-08-04 03:18:11 -04:00
TheEmberandGitHub e9d8e8ee4f Fixed echolocation/psyker (#92434)
## About The Pull Request
Fixes bitrunning psykers. I dont really know why that one line was
commented, but it seems to work fine and as intended with it. Regular
psykers not blind anymore, while bitrunning ones cant see nothing but
outlines.
[#91490 Makes psyker
playable](https://github.com/tgstation/tgstation/pull/91490)
[#91713 psychic bitrunning domains do not show you
anything](https://github.com/tgstation/tgstation/issues/91713)
## Why It's Good For The Game
Bugfix
## Changelog
🆑
fix: Fixed bitrunning psyker
/🆑
2025-08-04 09:11:26 +02:00
82eed58e9d Makes psyker playable (#91490)
-# so help me space jesus if this doesn't compile despite working fine
on my local machine
Makes burdened chaplain and psyker pirates not blind, so that someone
playing them isnt assaulted by irregularly flashing monochromatic lights
on a black background. Instead the echolocation outlines will simply
pulse to highlight nearby objects regardless of lighting conditions or
other vision obscuring effects. adds support for if you want
psykerization to blind people or not.
keeps bitrunner psykers blind, since that's the point of the domain.
Just avoid those domains if you can't handle the effect, sorry.
A. It makes psyker an actual useful ability. I have personally seen, as
a ghost, psyker pirates fail to navigate out of their ship for a full
five minutes, and then die horribly because they are unable to actually
do anything because they're **Worse than blinded** since blindness has a
small radius of working vision.

B. In-game effects should not cause **real world eye pain and nausea**
thank you very much.

neat fact: blind seers only really work when the seer-ing makes up for
the blindness.

example of outline highlighting hidden underfloor objects (like that
satchel!) while user is not horribly blinded

![image](https://github.com/user-attachments/assets/04ce713d-5e4a-434d-b41a-5206240a27ff)

🆑
fix: blind psykers are not blinded twice by two different sources, head
and brain.
qol: Psyker bounty hunters and chaplains are no longer blinded by
default, so as to reduce the amount of eye strain from the echolocation
effect. The echolocation virtual domains remain as they are.
/🆑

---------

Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake>
2025-06-15 15:52:11 -04:00
08e777bb5f Makes psyker playable (#91490)
## About The Pull Request
-# so help me space jesus if this doesn't compile despite working fine
on my local machine
Makes burdened chaplain and psyker pirates not blind, so that someone
playing them isnt assaulted by irregularly flashing monochromatic lights
on a black background. Instead the echolocation outlines will simply
pulse to highlight nearby objects regardless of lighting conditions or
other vision obscuring effects. adds support for if you want
psykerization to blind people or not.
keeps bitrunner psykers blind, since that's the point of the domain.
Just avoid those domains if you can't handle the effect, sorry.
## Why It's Good For The Game
A. It makes psyker an actual useful ability. I have personally seen, as
a ghost, psyker pirates fail to navigate out of their ship for a full
five minutes, and then die horribly because they are unable to actually
do anything because they're **Worse than blinded** since blindness has a
small radius of working vision.

B. In-game effects should not cause **real world eye pain and nausea**
thank you very much.

neat fact: blind seers only really work when the seer-ing makes up for
the blindness.

example of outline highlighting hidden underfloor objects (like that
satchel!) while user is not horribly blinded

![image](https://github.com/user-attachments/assets/04ce713d-5e4a-434d-b41a-5206240a27ff)

## Changelog
🆑
fix: blind psykers are not blinded twice by two different sources, head
and brain.
qol: Psyker bounty hunters and chaplains are no longer blinded by
default, so as to reduce the amount of eye strain from the echolocation
effect. The echolocation virtual domains remain as they are.
/🆑

---------

Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake>
2025-06-08 14:41:18 +00:00
Waterpig 753d8e5ba4 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a 2025-04-08 18:58:45 +02:00
SmArtKarandGitHub 845ed7459e Bravo Six, Going Dark: Refactors client colors to fix dupe issues and support filters (#89843)
## About The Pull Request

Completely refactored how client colors are handled. Now they're similar
to traits, having a source associated with them. Instead of adding and
removing by strict type (which makes client colors prone to getting
duplicated and not cleaned up) you remove a filter associated with a
specific source. Adding another client color with the same source as an
already existing one will replace the existing one if its of a different
type, or do nothing if they're the same (unless force is set to TRUE).
Client colors can also force filter splitting, putting all colors that
come before them, themselves, and all colors after them into separate
filters - this is useful to prevent mixing in filters which are supposed
to remove a certain color.

<details>

<summary>Example of how Perceptomatrix and nightmare vision goggles
combined before this PR:</summary>


![dreamseeker_fBOse2i0jq](https://github.com/user-attachments/assets/fb164e1f-ce8b-4a8c-8820-5db25e710056)

And this is after, as you can see nightmare vision effect's red is only
slightly tinted by perceptomatix instead of being literally halved.


![dreamseeker_U6A24fetK8](https://github.com/user-attachments/assets/8d8b3eb5-9f53-4646-bc56-0f5897013c6f)

</details>

Additionally, added support for custom filters (and not just colors) to
client color code to allow us to work with more colorspaces.

Also fixed weird blindness behavior, so this also 
Closes #89787

## Why It's Good For The Game

Makes code less ass to work with, fixes weird color mixing, etc.

## Changelog
🆑
fix: Fixed perceptomatix helmet allowing you to see even when
unconscious
refactor: Refactored how client colors are handled, ensuring that
certain effects like nightmare goggles don't disappear when another
vision-affecting piece of clothing is worn.
/🆑
2025-03-17 11:35:11 +00:00
Majkl-J e59d8ba64b Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b 2024-10-23 23:27:16 -07:00
FlufflesTheDogandGitHub 5022f12815 Some echolocation fixes & fulton runtime (#86604)
## About The Pull Request
Fixes psyker echolocation permanently breaking when in the vicinity of
holopad holograms or someone being fulton'd
Also fixes non humans that have human appearances (eg syndicate
commandos) being invisible to psykers.
Also also fixes a runtime related to fulton extraction that I found
while testing the above
## Why It's Good For The Game
My eyes!
## Changelog
🆑
fix: Echolocation no longer breaks when witnessing a hologram
fix: Echolocation no longer breaks when witnessing a fulton extraction
fix: Humanoid NPCs are no longer invisible to echolocation users
/🆑
2024-09-13 13:47:05 +02:00
012487c475 [Merge ready] Adds, well Ports Echolocation (#29108)
* I See Clearly Now: customizable echolocation quirk (#525)

* Add echolocation quirk w/ customizable echo overlay, and echo types

* Make sure echolocation can't be taken with similar quirks

* Actually use the right path

* Static type and reorder dme

* Remove some leftover test comments

* Modularization improvements

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

* Further modularization and dejankify client_colour handling

* Clean up client_colours in remove()

* Add stall/toggle power to echolocation quirk holders

---------

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

* all fixed

* No more NOVA

* We are blind, so its not fair to not get points.

* Unbreaks it, and QOL

* Waterpig's epic fixes

* that is buffed

* Moves quirks around to a new module because holy fuck

* Update echolocation.dm

---------

Co-authored-by: Ephemeralis <Ephemeralis@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Waterpig <wtryoutube@seznam.cz>
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-08-01 19:15:20 +05:30
WaterpigandGitHub 3439445d18 Fixes echolocation creating the wrong screen overlay state when used with default arguments (#85413)
## About The Pull Request

Discovered this whilst porting some stuff from one downstream to
another. The default echo_icon Initialize variable is "echo", which
makes the screen overlay use the icon_state of "echoecho", an overlay
state that doesnt exist.

Before

![image](https://github.com/user-attachments/assets/b818a4ad-4b69-4293-a824-6015270f1a0a)

![image](https://github.com/user-attachments/assets/2ffb5ec8-5fb4-47f0-a58f-3c6ab879d053)

After

![image](https://github.com/user-attachments/assets/89ec9e1d-5562-409d-b2f1-6422daf9cef9)

## Why It's Good For The Game

Fixes an overlay not appearing when it should. I don't think this
actually affects anything on here though

## Changelog

🆑
fix: Fixes the echolocation screen overlay not appearing with default
arguments due to using the wrong icon state
/🆑
2024-07-31 22:20:26 +02:00
6cb78de27d [MIRROR] Fix echolocation lag ft. an actual fix (#27870)
* Fix echolocation lag ft. an actual fix (#83434)

## About The Pull Request
Fixes the actual underlying issue that makes images pile up when the
cooldown is lower than the fade time.
Also, adjusts the fade time to compensate for the new 1 second cooldown,
because otherwise you literally don't get an echolocation effect. Things
just never vanish.
Fixes #83385
## Why It's Good For The Game
well-
current behavior:

https://github.com/tgstation/tgstation/assets/25628932/98efda07-5396-4f8c-8460-69231bbfc32e
## Changelog
🆑 Fluffles
fix: echolocation is less laggy. and works.
/🆑

* Fix echolocation lag ft. an actual fix

---------

Co-authored-by: FlufflesTheDog <piecopresident@gmail.com>
2024-05-28 05:10:06 +02:00
FlufflesTheDogandGitHub cde7b00b52 Fix echolocation lag ft. an actual fix (#83434)
## About The Pull Request
Fixes the actual underlying issue that makes images pile up when the
cooldown is lower than the fade time.
Also, adjusts the fade time to compensate for the new 1 second cooldown,
because otherwise you literally don't get an echolocation effect. Things
just never vanish.
Fixes #83385
## Why It's Good For The Game
well-
current behavior:


https://github.com/tgstation/tgstation/assets/25628932/98efda07-5396-4f8c-8460-69231bbfc32e
## Changelog
🆑 Fluffles
fix: echolocation is less laggy. and works.
/🆑
2024-05-27 10:51:05 -06:00
79bf12968f [MIRROR] Halved Psyker echolocation cooldown (#27785)
* Halved Psyker echolocation cooldown (#83125)

## About The Pull Request

Default psyker refresh rate has gone from '2 seconds' to '1 second'

## Why It's Good For The Game

I tried playing Psyker a few rounds ago. Oh my god. It was so bad.
Genuinely, I spent more time looking at the fadeout screen than actually
seeing things. It was horrible and most importantly extremely
nauseating. I wasn't even able to make my way to the station nor find
where my guns even were.

I had just eaten lunch and literally had to stop and suicide just so I
didn't throw up. In real life. I injected the 2 gore injectors and
noticed there was another meat cube with nearby expended gore injectors
next to me. Someone else joined as Psyker and did the same thing after
noticing how unplayable it was.

While testing in local I was shocked by how much better it felt. Trying
to compare the two experiences made me realize that there is a HUGE
diference between the 'real' cooldown in local and on live.

Due to that, I'm just going ahead and shortening the cooldown, which
will hopefully bring Echocolocation into its INTENDED design, rather
than the UNINTENDED slower, laggier version.

I think the main reason it was nauseating on live, unlike local, is that
in local, I spend more time being able to see things. In live, I spent
more time looking at the black fading screen.

While I labeled it as balance, this is probably closer to a qol or fix
than anything else imo. It brings Psyker into its intended design and
tries to stop it causing real life nausea.

## Changelog

🆑
balance: Halved Psyker echolocation cooldown. This will hopefully make
it actually usable.
/🆑

* Halved Psyker echolocation cooldown

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
2024-05-20 06:34:28 -04:00
carlarctgandGitHub cd4cc0f9e3 Halved Psyker echolocation cooldown (#83125)
## About The Pull Request

Default psyker refresh rate has gone from '2 seconds' to '1 second'

## Why It's Good For The Game

I tried playing Psyker a few rounds ago. Oh my god. It was so bad.
Genuinely, I spent more time looking at the fadeout screen than actually
seeing things. It was horrible and most importantly extremely
nauseating. I wasn't even able to make my way to the station nor find
where my guns even were.

I had just eaten lunch and literally had to stop and suicide just so I
didn't throw up. In real life. I injected the 2 gore injectors and
noticed there was another meat cube with nearby expended gore injectors
next to me. Someone else joined as Psyker and did the same thing after
noticing how unplayable it was.

While testing in local I was shocked by how much better it felt. Trying
to compare the two experiences made me realize that there is a HUGE
diference between the 'real' cooldown in local and on live.

Due to that, I'm just going ahead and shortening the cooldown, which
will hopefully bring Echocolocation into its INTENDED design, rather
than the UNINTENDED slower, laggier version.

I think the main reason it was nauseating on live, unlike local, is that
in local, I spend more time being able to see things. In live, I spent
more time looking at the black fading screen.

While I labeled it as balance, this is probably closer to a qol or fix
than anything else imo. It brings Psyker into its intended design and
tries to stop it causing real life nausea.

## Changelog

🆑
balance: Halved Psyker echolocation cooldown. This will hopefully make
it actually usable.
/🆑
2024-05-20 01:01:13 -06:00
f7a386b43a [MIRROR] Deathmatch modifiers (#26915)
* Deathmatch modifiers

* Update supplypod.dm

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2024-03-17 07:27:26 -04:00
a25fe03398 [MIRROR] Fix psyker echolocation lag (#26911)
* Fix psyker echolocation lag (#82005)

## About The Pull Request
Fixes a slowly increasing lag for psykers, subtly introduced by #80042
Turns out the code expects all of the images to fully fade out before
any new images start fading in, thus the expiry time + fade out time
must not exceed the cooldown time.

Note that this will still be laggier than if you're NOT a psyker because
of how things are rendered, but it should stay consistent.
Fixes #81446
Fixes #80442
Fixes #80798
## Why It's Good For The Game
letting literally thousands of images build up on the client is not a
good thing, turns out.
## Changelog
🆑
fix: Psyker vision no longer causes infinitely worsening lag
/🆑

* Fix psyker echolocation lag

---------

Co-authored-by: FlufflesTheDog <piecopresident@gmail.com>
2024-03-16 08:12:54 -04:00
GhomandGitHub 7e907771fb Deathmatch modifiers (#81673)
## About The Pull Request
This PR adds the base to simple modifiers that the host can select to
make the minigame ~~worse~~ more entertaining for everyone.

Here's the screenshot of the UI (without a few modifiers I added later):

![immagine](https://github.com/tgstation/tgstation/assets/42542238/95bb9414-d93b-4c45-ab8a-ed8f28856018)

## Why It's Good For The Game
I've seen this minigame is frankly popular lately, so I thought I could
contribute to it.

## Changelog

🆑
add: Added 20+ modifiers to the deathmatch minigame, which can be
enabled by the host.
/🆑
2024-03-16 12:06:02 +00:00
FlufflesTheDogandGitHub 218fe0dd2d Fix psyker echolocation lag (#82005)
## About The Pull Request
Fixes a slowly increasing lag for psykers, subtly introduced by #80042
Turns out the code expects all of the images to fully fade out before
any new images start fading in, thus the expiry time + fade out time
must not exceed the cooldown time.

Note that this will still be laggier than if you're NOT a psyker because
of how things are rendered, but it should stay consistent.
Fixes #81446
Fixes #80442
Fixes #80798
## Why It's Good For The Game
letting literally thousands of images build up on the client is not a
good thing, turns out.
## Changelog
🆑
fix: Psyker vision no longer causes infinitely worsening lag
/🆑
2024-03-16 10:16:18 +01:00
067188d366 [MIRROR] Micro-optimize qdel by only permitting one parameter [MDB IGNORE] (#25889)
* Micro-optimize qdel by only permitting one parameter (#80628)

Productionizes #80615.

The core optimization is this:

```patch
-	var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up.
+	var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up.
```

We avoid a heap allocation in the form of copying the args over to a new
list. A/B testing shows this results in 33% better overtime, and in a
real round shaving off a full second of self time and 0.4 seconds of
overtime--both of these would be doubled in the event this is merged as
the new proc was only being run 50% of the time.

* Micro-optimize qdel by only permitting one parameter

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2023-12-29 14:41:12 +00:00
MothblocksandGitHub c1d68698fb Micro-optimize qdel by only permitting one parameter (#80628)
Productionizes #80615.

The core optimization is this:

```patch
-	var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up.
+	var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up.
```

We avoid a heap allocation in the form of copying the args over to a new
list. A/B testing shows this results in 33% better overtime, and in a
real round shaving off a full second of self time and 0.4 seconds of
overtime--both of these would be doubled in the event this is merged as
the new proc was only being run 50% of the time.
2023-12-28 13:52:44 -08:00
f40c5a5102 [MIRROR] psyker echolocatione improvementa [MDB IGNORE] (#25380)
* psyker echolocatione improvementa (#80042)

## About The Pull Request
psyker echolocation cooldown time has been reduced from 2 to 1.8 seconds
psyker heads no longer render an overlay of not having eyes
psyker echolocation rendering has been reworked to hopefully not crash
the game anymore when theres many psykers

## Why It's Good For The Game
these changes make psyker better

## Changelog
🆑
qol: psyker echolocation cooldown time has been reduced from 2 to 1.8
seconds
fix: psyker heads no longer render an overlay of not having eyes
/🆑

* psyker echolocatione improvementa

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-12-02 08:55:36 -05:00
FikouandGitHub 9175e2431e psyker echolocatione improvementa (#80042)
## About The Pull Request
psyker echolocation cooldown time has been reduced from 2 to 1.8 seconds
psyker heads no longer render an overlay of not having eyes
psyker echolocation rendering has been reworked to hopefully not crash
the game anymore when theres many psykers

## Why It's Good For The Game
these changes make psyker better

## Changelog
🆑
qol: psyker echolocation cooldown time has been reduced from 2 to 1.8
seconds
fix: psyker heads no longer render an overlay of not having eyes
/🆑
2023-12-02 03:27:47 +01:00
daba1d93ae [MIRROR] Hud screens now set hud owner in Initialize. [MDB IGNORE] (#22501)
* Hud screens now set hud owner in Initialize.

* Merge conflicts

* modular adjustments

* Missed one

* Make this easier to spot

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-18 16:41:01 -04:00
John WillardandGitHub 06ca7a4481 Hud screens now set hud owner in Initialize. (#76772)
## About The Pull Request

Adds an arg in huds' screens to add the hud owner in the Initialize,
instead of manually setting it every time we need to.
This is already done in ``New()`` for lobby screens, which I left intact
as lobby screens are used for new players, and are given out before
atoms are Initialized. Everything else, however, uses Initialize, so it
does not mess with any other args in their own Initializes (like the
Escape menu).
This also allows us to set the screens' HUDs as a private var, to ensure
this won't be messed with in the future.
Lastly I replaced instances of ``client`` with ``cannon_client`` to be
consistent with a lot of other parts of hud code.

## Why It's Good For The Game

Huds are easy to break when they do not have a hud owner, and for
something as important as that I believe it should be something you
opt-out of when you don't want it, rather than something you opt-into by
manually setting hud owner every time.
This cuts down on a lot of copy paste in hud code for humans, aliens,
etc.

## Changelog

🆑
refactor: Huds now have their hud owner set in Initialize
/🆑
2023-07-16 21:00:22 +02:00
0d5e4e4ec9 [MIRROR] Basic pollen-particles for plants pollenating. [MDB IGNORE] (#20592)
* Basic pollen-particles for plants pollenating. (#74675)

Legally endorsed nightcode 👍

## About The Pull Request

When 2 plants are adjacent to each other, they will begin to
cross-pollenate, sharing their potency, instability, and yield values
between the two. This has been in the game since #50001 , however we
never added a more clear visual tell that cross-pollenation exists.
Thanks to the magic of *barticles*, now you can!

![image](https://user-images.githubusercontent.com/41715314/231359363-07c7f354-d2f6-4d5e-8b59-5f968781135f.png)
_pictured: wheat and tomatoes pollenating_

Adds a simple particle effect, largely lifted from bonfires, that
indicates that two plants are sharing stats at minimum.

## Why It's Good For The Game

Following discussion from #74621, it was decided we needed and preferred
a more visual cue to the mechanic. As a general point I think that's a
longer term fix to the issue, and this adds more visual clarity to an
otherwise arcane mechanic (heh).

Looking for feedback on how to improve the look of the particles but for
fast nightcode I think I did okay for a first try

## Changelog

🆑
imageadd: Hydroponics trays now have pollen particles that they generate
when they share stats and chems. Non-allergenic!
/🆑

---------

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

* Basic pollen-particles for plants pollenating.

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-04-17 17:53:30 +01:00
d0441464fb Basic pollen-particles for plants pollenating. (#74675)
Legally endorsed nightcode 👍 

## About The Pull Request

When 2 plants are adjacent to each other, they will begin to
cross-pollenate, sharing their potency, instability, and yield values
between the two. This has been in the game since #50001 , however we
never added a more clear visual tell that cross-pollenation exists.
Thanks to the magic of *barticles*, now you can!

![image](https://user-images.githubusercontent.com/41715314/231359363-07c7f354-d2f6-4d5e-8b59-5f968781135f.png)
_pictured: wheat and tomatoes pollenating_

Adds a simple particle effect, largely lifted from bonfires, that
indicates that two plants are sharing stats at minimum.

## Why It's Good For The Game

Following discussion from #74621, it was decided we needed and preferred
a more visual cue to the mechanic. As a general point I think that's a
longer term fix to the issue, and this adds more visual clarity to an
otherwise arcane mechanic (heh).

Looking for feedback on how to improve the look of the particles but for
fast nightcode I think I did okay for a first try

## Changelog

🆑
imageadd: Hydroponics trays now have pollen particles that they generate
when they share stats and chems. Non-allergenic!
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2023-04-15 21:42:27 -06:00
6e029611ac [MIRROR] Implements AddTraits and RemoveTraits procs for adding/removing multiple traits + swag unit test [MDB IGNORE] (#19959)
* Implements AddTraits and RemoveTraits procs for adding/removing multiple traits + swag unit test

* MISSED MIRROR https://github.com/tgstation/tgstation/pull/71606

* Update modules_supply.dm

* Update tgstation.dme

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-27 03:26:52 +01:00
san7890andGitHub bf6f81a9b5 Implements AddTraits and RemoveTraits procs for adding/removing multiple traits + swag unit test (#74037)
On the tin, doing it like this means we can reduce our overall line
fingerprint whenever we have to add two or more traits from the same
source on the same target. Especially helps when we get to the 4+ range
of traits, a breath of fresh air even.

Doesn't mean we have to do for loops, as that's already handled within
the define as well. I replaced some of the checks with `length()`
checks, let me know if I should switch it over to something else (maybe
`islist()`)? We stack_trace whenever we're not passed a list reference
on purpose, and sometimes var/lists are null by default (or just empty,
making this redundant).
## Why It's Good For The Game

I commonly feel the urge to write "use `AddTraits()`" or something in
reviews, then am sad when I remember it doesn't exist. I will no longer
be sad.

Can ensure a lot more trait safety as well by using static lists- when
both ADD_TRAIT_LIST and REMOVE_TRAIT_LIST re-use the same list, you are
confident (from a static point of view) that everything that you want to
be adding/removing works.

I may have missed a few things where this could be used, but both macros
implemented in this PR still use the same framework that was being used
in the last four years- so stuff won't break if left untouched. Just a
nifty new tool for developers.

also fixed up some code in the area, numerous bugs were found and
exploded
2023-03-18 01:57:06 +00:00
01348f3964 [MIRROR] psyker gang fixes [MDB IGNORE] (#18471)
* psyker gang fixes (#72330)

## About The Pull Request
adds more ammunition, and also signing on the psyker ship
fixes some minor stuff
you can see other echolocation receivers as fully purple now, rather
than just their outline
echolocating people have night vision, to prevent bugs with them not
being able to see echolocated tiles
psyker pirates have headsets that increase their echolocation range
partially fixes the shuttle docker. need someone smarter to look at it
with me though, you can physically use it at least, just cant see yet.

## Why It's Good For The Game
they are not very playable right now

## Changelog
🆑
balance: adds more ammunition, and also signing on the psyker ship
qol: you can see other echolocation receivers as fully purple now,
rather than just their outline
fix: echolocating people have night vision, to prevent bugs with them
not being able to see echolocated tiles
add: psyker pirates have headsets that increase their echolocation range
fix: partially fixes the psyker ship shuttle docker
/🆑

* psyker gang fixes

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-01-02 08:06:23 -08:00
FikouandGitHub 77f0814f95 psyker gang fixes (#72330)
## About The Pull Request
adds more ammunition, and also signing on the psyker ship
fixes some minor stuff
you can see other echolocation receivers as fully purple now, rather
than just their outline
echolocating people have night vision, to prevent bugs with them not
being able to see echolocated tiles
psyker pirates have headsets that increase their echolocation range
partially fixes the shuttle docker. need someone smarter to look at it
with me though, you can physically use it at least, just cant see yet.

## Why It's Good For The Game
they are not very playable right now

## Changelog
🆑
balance: adds more ammunition, and also signing on the psyker ship
qol: you can see other echolocation receivers as fully purple now,
rather than just their outline
fix: echolocating people have night vision, to prevent bugs with them
not being able to see echolocated tiles
add: psyker pirates have headsets that increase their echolocation range
fix: partially fixes the psyker ship shuttle docker
/🆑
2023-01-02 15:13:56 +00:00
a43afbd7e8 [MIRROR] [FUCK] Linters work again, V3 [MDB IGNORE] (#17950)
* [FUCK] Linters work again, V3

* i don't think these are all of them

* heehhooo there go the fucking m aps!

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
2022-12-11 20:10:27 -05:00
cf67304574 [MIRROR] Refactors Pirates into Pirate Gangs, Adds the Psyker-gang as new pirates [MDB IGNORE] (#17920)
* Refactors Pirates into Pirate Gangs, Adds the Psyker-gang as new pirates

* [PR to PR] NRI raider de-conflicting (#17921)

* sosig

Update revolver.dm

* Update nri_raiders.dm

* Apply suggestions from code review

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>

* Update nri_raiders.dm

* uhuh

* Update nri_raiders.dm

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Stalkeros2 <42087567+Stalkeros2@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-12-08 09:43:43 -08:00
ZephyrandGitHub 5c18606d9b [FUCK] Linters work again, V3 (#71748)
Get linters working again, I was never using the correct directory
expansion syntax for checks, so why some of them still worked anyway is
beyond me.

Fixes https://github.com/tgstation/tgstation/issues/71695
2022-12-06 01:05:52 -08:00
e9cff525dc Refactors Pirates into Pirate Gangs, Adds the Psyker-gang as new pirates (#71650)
## About The Pull Request

### Refactor
Pirate gangs are now datumized for extendability, custom dialogue, etc.

### Psyker Gang 🧠 
Psyker-gang Members are pirates who are... yes, Psykers. They're on a
gore-binge and need some money for more hits of gore!

- Gore autoinjectors, filled with dirty kronkaine. Don't overdose,
you'll go splat.
- Psykerboost armor, reactive armor that refreshes psychic abilities.
Given to the leader.

- [x] @Fikou is making the map :D

## Why It's Good For The Game

God I fucking love variety also now we can add as many different pirates
as we so desire

<details>
  <summary>Spoiler warning</summary>
  

![image](https://user-images.githubusercontent.com/40974010/205342701-9cba63ef-a22c-4f07-9b48-8793c4a2b5af.png)
  
</details>

## Changelog
🆑 Tralezab code, Fikou's map, PigeonVerde and Halcyon for sprites!
add: Psyker-gangers are new pirates
refactor: refactored pirate code so we can add more in the future
/🆑

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-12-05 02:18:23 +00:00
fcdf5d850c [MIRROR] Psykers [MDB IGNORE] (#17825)
* Psykers (#71566)

## About The Pull Request
Finishes #66471
At burden level nine (or through a deadly genetic breakdown), you now
turn into a psyker.
This splits your skull in half and transforms it into a weird fleshy
mass. You become blind, but your skull is perfectly suited for sending
out psychic waves. You get potent psy abilities.
First one is brainwave echolocation, inspired by Gehennites (but not as
laggy).
Secondly, you get the ability of Psychic Walls, which act similarly to
wizard ones, but last shorter, and cause projectiles to ricochet off
them.
Thirdly, you get a projectile boost ability, this temporarily lets you
fire guns twice as fast and gives them homing to the target you clicked.
Lastly, you get the ability of psychic projection. This terrifies the
victim, fucking their screen up and causing them to rapidfire any gun
they have in their general direction (they'll probably miss you)
With most of the abilities being based around guns, a burden level nine
chaplain now gets a new rite, Transmogrify. This lets them turn their
null rod into a 5-shot 18 damage .77 revolver. The revolver possesses a
weaker version of antimagic (protects against mind and unholy spells,
but not wizard/cult ones). It is reloaded by a prayer action (can also
only be performed by a max burdened person).
General Video: https://streamable.com/w3kkrk
Psychic Projection Video: https://streamable.com/4ibu7o

![image](https://user-images.githubusercontent.com/23585223/204150279-a6cf8e2f-c678-476e-b72c-6088cd8b684b.png)

## Why It's Good For The Game
Rewards the burdened chaplain with some pretty cool stuff for going
through hell like losing half his limbs, cause the current psychics dont
cut it as much as probably necessary, adds echolocation which can be
used for neat stuff in the future (bat organs for DNA infuser for
example).

## Changelog
🆑 Fikou, sprites from Halcyon, some old code from Basilman and
Armhulen.
refactor: Honorbound and Burdened mutations are brain traumas now.
add: Psykers. Become a psyker through the path of the burdened, or a
genetic breakdown.
add: Echolocation Component.
/🆑

Co-authored-by: tralezab <spamqetuo2@ gmail.com>
Co-authored-by: tralezab <40974010+tralezab@ users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>

* Psykers

* commented out stuff is now in

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: tralezab <spamqetuo2@ gmail.com>
Co-authored-by: tralezab <40974010+tralezab@ users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2022-12-03 19:45:18 -08:00
35b5ac0c4e Psykers (#71566)
## About The Pull Request
Finishes #66471
At burden level nine (or through a deadly genetic breakdown), you now
turn into a psyker.
This splits your skull in half and transforms it into a weird fleshy
mass. You become blind, but your skull is perfectly suited for sending
out psychic waves. You get potent psy abilities.
First one is brainwave echolocation, inspired by Gehennites (but not as
laggy).
Secondly, you get the ability of Psychic Walls, which act similarly to
wizard ones, but last shorter, and cause projectiles to ricochet off
them.
Thirdly, you get a projectile boost ability, this temporarily lets you
fire guns twice as fast and gives them homing to the target you clicked.
Lastly, you get the ability of psychic projection. This terrifies the
victim, fucking their screen up and causing them to rapidfire any gun
they have in their general direction (they'll probably miss you)
With most of the abilities being based around guns, a burden level nine
chaplain now gets a new rite, Transmogrify. This lets them turn their
null rod into a 5-shot 18 damage .77 revolver. The revolver possesses a
weaker version of antimagic (protects against mind and unholy spells,
but not wizard/cult ones). It is reloaded by a prayer action (can also
only be performed by a max burdened person).
General Video: https://streamable.com/w3kkrk
Psychic Projection Video: https://streamable.com/4ibu7o

![image](https://user-images.githubusercontent.com/23585223/204150279-a6cf8e2f-c678-476e-b72c-6088cd8b684b.png)

## Why It's Good For The Game
Rewards the burdened chaplain with some pretty cool stuff for going
through hell like losing half his limbs, cause the current psychics dont
cut it as much as probably necessary, adds echolocation which can be
used for neat stuff in the future (bat organs for DNA infuser for
example).

## Changelog
🆑 Fikou, sprites from Halcyon, some old code from Basilman and
Armhulen.
refactor: Honorbound and Burdened mutations are brain traumas now.
add: Psykers. Become a psyker through the path of the burdened, or a
genetic breakdown.
add: Echolocation Component.
/🆑

Co-authored-by: tralezab <spamqetuo2@gmail.com>
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-11-29 20:13:28 +00:00