## About The Pull Request
Blood-drunk miner has been reworked to change it from a DPS race into a
more dynamic fight
- Buffed health from 900 to 1300 (45% increase), slightly increased
speed (3 -> 2.5), increased saw damage (6/10 -> 8/12) to compensate for
other changes below
- Slightly reduced PKA shot damage (20 -> 18)
- Saw attacks now have a slightly longer delay inbetween hits
(especially in unfolded form), ***no longer are guaranteed to hit no
matter what*** (was a bug which forced players to eat 50 damage to the
face) and slow down the miner during the combo
- Singular PKA shot has been replaced with a telegraphed barrage of 3
projectiles, during which the miner cannot move, letting players gain
some distance
- Dash is no longer a teleport but a proper charge akin to that of
lobstrocities with a very short chargeup that deals no damage or
knockdown, but allows the miner to travel further
- Miner's attacks no longer give the target stun immunity for a brief
moment (why?)
- Default PKA it drops has been replaced with an infernal version, which
comes with a cheaper (30% vs 50% of the default one) in-built rapid
repeater (that also has a less punishing miss delay)
<img width="169" height="143" alt="Aseprite_UfXRbgVuqB"
src="https://github.com/user-attachments/assets/3ac257a4-5443-4c7f-a891-4e69f8188cb4"
/>
---
Full fight with a single basic pen and 2 legion cores, no PKC trophies:
(fumbled a bit midway though, pre-PKA projectile damage nerf)
https://github.com/user-attachments/assets/40c8af0d-035c-49da-861b-5e74ca7d7551
## Why It's Good For The Game
Current blood-drunk miner is a hard DPS check with unavoidable damage
(both due to the bug and instant dashes/PKA hits) that simply requires
you to facetank the damage using heals and kill it first before it kills
you.
This should make the fight a bit longer, more engaging and fairer than
it is right now.
## Changelog
🆑
add: Blood-drunk miner now drops an infernal PKA with an in-built
improved rapid repeater modification
balance: Blood-drunk miner has been reworked with new attacks and
patterns
fix: Blood-drunk miner's combos are no longer guaranteed to land even if
you move away from it
/🆑
## About The Pull Request
Closes#96085
Also went through other say spans and converted them to defines, as well
as fixed beepsky smash's hallucination beepskys not having their spans
due to incorrect span being passed.
## Changelog
🆑
fix: Bubblegun suicide no longer makes the user yell out HTML
fix: Beepsky Smash beepskys now use proper text formatting
code: Cleaned up say span code in a few places
/🆑
in the colossus fight, adds 1 second of delay between the telegraph
"Perish." and the actual attack, because it's currently nearly
impossible to react in time if you're within melee range, specially in
high ping
## About The Pull Request
This is very ugly but we're trading in-loop angle setting/refreshing and
animates in favor of out-loop ones, doing so should cut down on the
amount of animates we're calling which are all sent to clients which
ramps up their ping into thousands and lags them clientside to all hell.
I've also significantly (x3) increased the delay between shots, since
they move so slow the distance between them won't get large enough for
you to squeeze through in a tiny arena, which should also help with lag
massively.
Ideally we should get rid of projectiles here and make it use some other
way, maybe dust clouds?
https://github.com/user-attachments/assets/0480cd3a-4e82-4d80-833c-a2ca4eefed53
Downside of this approach: the attack now looks significantly jankier
The upside of this approach: You can somewhat clearly see which tile the
projectile is on
## Why It's Good For The Game
It lags everyone who sees it
Closes#88395
## Changelog
🆑
fix: Made wendigo's bullet hell lag less, at cost of its visuals.
/🆑
## About The Pull Request
~~Kept you waitin huh!~~
The projectile refactor is finally here, 4 years later. This PR (almost)
completely rewrites projectile logic to be more maintainable and
performant.
### Key changes:
* Instead of moving by a fixed amount of pixels, potentially skipping
tile corners and being performance-heavy, projectiles now use
raymarching in order to teleport through tiles and only visually animate
themselves. This allows us to do custom per-projectile animations and
makes the code much more reliable, sane and maintainable. You (did not)
serve us well, pixel_move.
* Speed variable now measures how many tiles (if SSprojectiles has
default values) a projectile passes in a tick instead of being a magical
Kevinz Unit™️ coefficient. pixel_speed_multiplier has been retired
because it never had a right to exist in the first place. __This means
that downstreams will need to set all of their custom projectiles' speed
values to ``pixel_speed_multiplier / speed``__ in order to prevent
projectiles from inverting their speed.
* Hitscans no longer operate with spartial vectors and instead only
store key points in which the projectile impacted something or changed
its angle. This should similarly make the code much easier to work with,
as well as fixing some visual jank due to incorrect calculations.
* Projectiles only delete themselves the ***next*** tick after impacting
something or reaching their maximum range. Doing so allows them to
finish their impact animation and hide themselves between ticks via
animation chains. This means that projectiles no longer disappear ~a
tile before hitting their target, and that we can finally make impact
markers be consistent with where the projectile actually landed instead
of being entirely random.
<details>
<summary>Here is an example of how this affects our slowest-moving
projectile: Magic Missiles.</summary>
Before:
https://github.com/user-attachments/assets/06b3a980-4701-4aeb-aa3e-e21cd056020e
After:
https://github.com/user-attachments/assets/abe8ed5c-4b81-4120-8d2f-cf16ff5be915
</details>
<details>
<summary>And here is a much faster, and currently jankier, disabler
SMG.</summary>
Before:
https://github.com/user-attachments/assets/2d84aef1-0c83-44ef-a698-8ec716587348
After:
https://github.com/user-attachments/assets/2e7c1336-f611-404f-b3ff-87433398d238
</details>
### But how will this affect the ~~trout population~~ gameplay?
Beyond improved visuals, smoother movement and a few minor bugfixes,
this should not have a major gameplay impact. If something changed its
behavior in an unexpected way or started looking odd, please make an
issue report.
Projectile impacts should now be consistent with their visual position,
so hitting and dodging shots should be slightly easier and more
intuitive.
This PR should be testmerged extensively due to the amount of changes it
brings and considerable difficulty in reviewing them. Please contact me
to ensure its good to merge.
Closes#71822Closes#78547Closes#78871Closes#83901Closes#87802Closes#88073
## Why It's Good For The Game
Our core projectile code is an ungodly abomination that nobody except
me, Kapu and Potato dared to poke in the past months (potentially
longer). It is laggy, overcomplicated and absolutely unmaintaineable -
while a lot of decisions made sense 4 years ago when we were attempting
to introduce pixel movement, nowadays they are only acting as major
roadblocks for any contributor who is attempting to make projectile
behavior that differs from normal in any way.
Huge thanks to Kapu and Potato (Lemon) on the discord for providing
insights, ideas and advice throughout the past months regarding
potential improvements to projectile code, almost all of which made it
in.
## Changelog
🆑
qol: Projectiles now visually impact their targets instead of
disappearing about a tile short of it.
fix: Fixed multiple minor issues with projectile behavior
refactor: Completely rewrote almost all of our projectile code - if
anything broke or started looking/behaving oddly, make an issue report!
/🆑
## About The Pull Request
<details>
- renamed ai folder to announcer
-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer
- separated the ambience folder into ambience and instrumental
-- ambience --
- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it
-- instrumental --
- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)
-- items --
- moved secdeath to hailer
- moved surgery to handling
-- effects --
- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects
-- vehicles --
- moved mecha into vehicles
created mobs folder
-- mobs --
- moved creatures folder into mobs
- moved voice into mobs
renamed creatures to non-humanoids
renamed voice to humanoids
-- non-humanoids--
created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg
-- humanoids --
-- misc --
moved ghostwhisper to misc
moved insane_low_laugh to misc
I give up trying to document this.
</details>
- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc
- [X] mobs
- [X] runtime
- [X] vehicles
- [ ] attributions
## Why It's Good For The Game
This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.
## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
## About The Pull Request
Converts wendigo's abilities into mob abilities, behavior should be
almost identical to how it was before. Also gave megafauna the same
night vision as normal lavaland mobs since controlling them and being
unable to see was difficult while testing. Wendigo's scream and slam
were made into global procs so they could be used across these
abilities, but if there's a better way to do that I'm open to it.
## Why It's Good For The Game
More refactoring to make way for converting these all to basic
megafauna.
## Changelog
🆑
refactor: Wendigos abilities have been changed into actions that can be
added to any mob.
/🆑
## About The Pull Request
Converts legions hardcoded abilities to the cooldown action / mob
abilities system.
I also took the liberty of converting the hacky 360 second cooldowns in
a lot of the mob actions into simply disabling other abilities while the
ability is active, this will make it easier to have bosses without
everything on a shared cooldown and also not allow abilities to be used
simultaneously.
## Why It's Good For The Game
Paving the way for basic megafauna.
## Changelog
🆑
refactor: Legions abilities have been changed into actions that can be
added to any mob.
/🆑
---------
Co-authored-by: Changelogs <action@github.com>
## About The Pull Request
There were several instances of this being misspelled as 'kenetic'
rather than kinetic. This fixes that.
## Why It's Good For The Game
oughe
## Changelog
🆑
spellcheck: Corrects every misspelled 'kenetic' in the codebase.
/🆑
## About The Pull Request
ided pls nerf
## Why It's Good For The Game
This motherfucker is horrid to fight with a crusher because the first
attack that he does in this action is a shotgun blast, which you just
eat with your face and die. The only reasonable way to trigger this
attack is with a ranged weapon or with a hiero's trophy, the former
being antithetical to the challenge/playstyle that is crusher mining and
the latter being wildly uncontrollable.
Half a second should be ample time to dodge out of harm's way before
server-lagging touhou begins.
## Changelog
🆑
balance: colossus' near-death attack now starts after a 0.5 seconds
delay
/🆑
## About The Pull Request
- Rewrites how action button icons are generated.
- Prior, generated an action button icon was fairly simplistic and
didn't allow for many changes. Someone recently added the option for
overlays to be generated over action buttons, but the framework was very
weak.
- Now, action button icon generation is split across multiple procs,
like atom icon updates.
- The background of action buttons are underlays
- The actual icon of the action button is the icon and icon state of the
action button movable
- The rim / border of the button is an overlay, layered overtop the
button.
- Allows observers to see what action buttons a mob has. They even
update in real time! And no, the observers cannot click on them.
## Why It's Good For The Game
- Runechat text of action buttons are no longer hidden behind the actual
icon. This was very ugly with cooldown actions, as the cooldown text was
hidden behind a lot of spell icons.
- Cuts down on a lot of icon duplication.
- Gives much finer control over action button icons
- Saves a bit of processing from generating full action button icons
when not necessary. Not implemented in many places, but is in some.


## Changelog
🆑 Melbert
add: Observers can now see what action buttons an observed mob has. No,
you can't click them. And no it doesn't show EVERY action.
refactor: Refactored how action button icons are generated. Some actions
will now use a colored border when active instead of just turning green.
Cooldown text will also appear on the top layer of actions too. If you
see any funky lookin' icons (namely their borders), let me know.
refactor: Bluespace Golem's teleport action is now a cooldown action.
fix: Construct actions go to the middle of the screen like expected.
/🆑
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Ash drakes check if Trigger worked before doing the meteors after a fire breath, or the fire breath and meteors after a swoop. Turns out, Trigger leads to PreActivate, which leads to Activate, which never returns TRUE. So we make it return TRUE for the stuff in the folder.
Moves singulo and supermatter dmis into obj/engine, renamed from obj/tesla_engine
Moves Halloween, Christmas, and misc holiday items to obj/holiday
Moves lollipops to obj/food
Moves crates, closets, and storage to obj/storage
Moves assemblies to obj/assemblies
Renames decals.dmi to signs.dmi ...because they're signs and not decals
Moves statues, cutouts, instruments, art supplies, and crayons to obj/art
Moves balloons, plushes, toys, cards, dice, the hourglass, and TCG to obj/toys
Moves guns, swords, shields to obj/weapons
Bileworms are a new lavaland monster, that has unique AI that should prove them.
Instead of moving normally, it periodically burrows underground and resurfaces nearby.
Its attack is an AOE acid spit.
Adds the option for cooldown action sequences which has a list of sequence actions, the owner of the sequence doesn't have direct control over any of the actions in the sequence but is still considered the owner of the sequence actions, the main ability simply handles calling whatever those sub actions should do.
Adds melee cooldown times to cooldown actions.
Cooldown actions now use bitflags so an ability can share its cooldown to multiple other types of abilities
Cooldown times are now handled by the base activate proc, cleaning up copy paste of StartCooldown()
Reworks the admin verb for adding cooldown abilities to where it has significantly more customization (and tells you to mark the mob you want to modify instead of just doing nothing) and also allows for creation of the new sequences, allowing entirely new and unseen abilities to be formed out of existing ones. Also adds a verb for removal of mob abilities.
This is somewhat a port of BeeStation/BeeStation-Hornet#6805 with slight changes, credits to Rukofamicom for the original PR.
Kinetic crusher is supposed to be a high risk high reward weapon, but with current hiero wall trophy it just ends up with the player cheesing mob and boss AIs. To fix this, here we change hiero trophy to spawn a hierophant chaser instead of a wall, which will increase player's DPS without offering them any protection.
However, this creates another issue: right now colossus is unbeatable with crusher without cheesing it with the wall due to it's shotgun attack which kills and dusts you point blank or 1 tile away, which is extremely unfair and unfun. To fix this, I add what should've been done from the start - make colossus telegraph it's attacks before starting them. Player has 1.5 seconds to react(unlike 3 seconds in the original PR which made the fight much easier) and dodge the attack or at least get away from the colossus to have a chance to survive.
Since this does make the fight significantly easier, colossus gets a special final attack during which it shouts "Perish" and uses different attacks. Unlike in the original PR, he can only use it once, so it's not as deadly and bullshit. This should make the fight more epic and similar to other bossfights which get cool attacks near the end of the battle.
Goodbye 4 GBP, you served me well.