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11 Commits
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aa4dc56835 |
Removes Station-time (more time changes) (#95744)
## About The Pull Request Removes Station-Time entirely Server Time is now NST (Nanotrasen Standard Time). SS13 takes place exactly 540 years in the future of the current day, so every second is 1 second in-game. Round Time is now PT (Pay-Time), how Nanotrasen keeps track of how long the current rotation of Employees has been working for. Telecomms uses NST due to its importance of being the communication to the blackbox. Autopsy report, clocks, scientific reports and requisitions use both timestamps due to them being more official documents that NT may need to know beyond just the current round (just for flavortext). Pretty much everything else (Det scanner, PDA, IC logs, Time-of-Death, AI law changes, Cyborg file downloading) uses PT PT <img width="305" height="217" alt="image" src="https://github.com/user-attachments/assets/cef73025-6292-4f9c-8565-197397bda2ca" /> <img width="168" height="59" alt="image" src="https://github.com/user-attachments/assets/a99db568-045d-45fc-8206-0d9a7b13c7d2" /> <img width="308" height="122" alt="image" src="https://github.com/user-attachments/assets/37ca6f17-8916-4af2-9c91-0f0707038ca5" /> https://github.com/user-attachments/assets/29445051-c98b-4af3-a657-812083aab91a Clock (Literate) <img width="748" height="292" alt="image" src="https://github.com/user-attachments/assets/c824e812-91b5-4737-858d-768336e9a7c4" /> Clock (Illiterate) <img width="446" height="94" alt="image" src="https://github.com/user-attachments/assets/90d5ea0d-eaff-4ced-aa31-ffdf0b4832a5" /> New paperwork time working properly <img width="311" height="190" alt="image" src="https://github.com/user-attachments/assets/6d048926-db61-4c91-893b-ce93e1ea7775" /> NST <img width="800" height="115" alt="image" src="https://github.com/user-attachments/assets/35ffde49-13c1-4ce7-ab24-858e48b608bd" /> <img width="1288" height="142" alt="image" src="https://github.com/user-attachments/assets/40c30d16-e0de-4efc-b460-9486eeb901d6" /> # Other changes 1. Circuit time checker will now get the value of the given input (Hour, Minute, Second) rather than the full dedisecond time converted into hour/minutes/seconds <img width="270" height="67" alt="image" src="https://github.com/user-attachments/assets/097440cc-1c45-447f-9976-18de7f9c722c" /> 2. Turns nightshift into a round event that'll last approximately 22 minutes 3. 12-hour pref (doesn't apply to the stat panel because it's global info) & removal of "TCT" time <img width="569" height="440" alt="image" src="https://github.com/user-attachments/assets/d39083b1-d248-41c0-9a1c-b2398ca203a7" /> 4. The chocolate pudding negative moodlet is now based on the server's IRL time. 5. Admins can now use ``class``, ``style`` and ``background`` (they were already given perms to use ``img`` so hiding background, which was removed to prevent image embedding, is pointless) 6. Also fixes ``year`` being off on localhost. ## Why It's Good For The Game Server Time is approximately 1s = 12s converted, not including it desyncing from lag (I believe?). This makes it pretty much impossible for people to actually use this as a unit of measurement for in-game actions. Different things also uses different timestamps which is a bit more confusing. The main change here is for accessibility and, hopefully, using time as a source of immersion. "20 minutes ago" is no longer OOC, they're just speaking in PT. There's no timezones in space, Nanotrasen Standard Time is the closest there is, but Pay Time is how NT considers when you get your paychecks, so it's what is more commonly used. It also fixes major inconsistencies between "IC time" and "Station time", things like breakfast moodlet was the first 15mins of the round despite the round starting like 7 hours in? Nukies with an L6 SAW firing down the halls was shooting like 1 bullet every 3 seconds (assuming 4 bullets per second), overall there was just a disconnect between how long time actually is in the universe. The secondary reason for this change (though it is what pushed me to actually get around to making this change) is the greater stat-panel removal. This hopes to lessen the dependence on the stat panel for station-time by making it easier to understand, and the end-goal I have is for this information to be limited to Admins & the AI (AI will get the IC version with the accurate year), so until that happens I would like to improve the use of station-time by making it consistent (for example, you should only care for PT for IC, which is also what your PDA displays), so that when it gets removed it won't leave players timeless. If you haven't already, and is interested in helping remove the stat panel, every entry that needs to be removed can be found here - https://hackmd.io/443_dE5lRWeEAp9bjGcKYw?view Closes https://github.com/tgstation/tgstation/issues/94988 ## Changelog 🆑 del: Removed Station Time, now we use NST (Nanotrasen Standard Time), which is IRL server time +540 years, and PT (Pay Time), the amount of time since the round has started. del: Station nightshift is now a Station event rather than being based on Server time. balance: Time circuit's Unit of Measure now tells the amount of time in hour/minute/seconds rather than giving the whole time translated to hours/minutes/seconds. qol: Added a 12-hour clock pref for people who prefer it. qol: Hovering over NST timestamps on official documents will now translate how much it is in PT/Shift Time. admin: Admins can now use style/class/background in their papercode. /🆑 --------- Co-authored-by: Isratosh <Isratosh@hotmail.com> |
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56b75431d5 |
clocks are a little more beautiful (improve area beauty value) (#92966)
## About The Pull Request This PR gives table and wall clocks the beauty element. ## Why It's Good For The Game These are furnitures that might make the room a smidge prettier. ## Changelog 🆑 balance: Clocks, both mounted or tabletop, now improve room's beauty a little. /🆑 |
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5261efb67f |
Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request Melee attack chain now has a list passed along with it, `attack_modifiers`, which you can stick force modifiers to change the resulting attack This is basically a soft implementation of damage packets until a more definitive pr, but one that only applies to item attack chain, and not unarmed attacks. This change was done to facilitate a baton refactor - batons no longer hack together their own attack chain, and are now integrated straight into the real attack chain. This refactor itself was done because batons don't send any attack signals, which has been annoying in the past (for swing combat). ## Changelog 🆑 Melbert refactor: Batons have been refactored again. Baton stuns now properly count as an attack, when before it was a nothing. Report any oddities, particularly in regards to harmbatonning vs normal batonning. refactor: The method of adjusting item damage mid-attack has been refactored - some affected items include the Nullblade and knives. Report any strange happenings with damage numbers. refactor: A few objects have been moved to the new interaction chain - records consoles, mawed crucible, alien weeds and space vines, hedges, restaurant portals, and some mobs - to name a few. fix: Spears only deal bonus damage against secure lockers, not all closet types (including crates) /🆑 |
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339616ae78 |
You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request People can now pet held mothroaches and pugs if they want to, or use items on them, hopefully without causing many issues. After all, it only took about a couple dozen lines of code to make... ...Oh, did the 527 files changed or the 850~ lines added/removed perhaps catch your eye? Made you wonder if I accidentally pushed the wrong branch? or skewed something up big time? Well, nuh uh. I just happen to be fed up with the melee attack chain still using stringized params instead of an array/list. It was frankly revolting to see how I'd have had to otherwise call `list2params` for what I'm trying to accomplish here, and make this PR another tessera to the immense stupidity of our attack chain procs calling `params2list` over and over and over instead of just using that one call instance from `ClickOn` as an argument. It's 2025, honey, wake up! I also tried to replace some of those single letter vars/args but there are just way too many of them. ## Why It's Good For The Game Improving old code. And I want to be able to pet mobroaches while holding them too. ## Changelog 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑 |
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88c2213f1e |
Force UTC±0 for time2text logging and IC times (#90347)
## About The Pull Request This won't actually do anything on live, since those are all set to UTC±0 currently Pins logging and IC uses of time2text to UTC±0 instead of using the system timezone (byond default) Timezones not being set to utc0 caused issues before (and is again) All timezones are now passed explicitly to make it more likely it's cargo culted properly at least Deletes worldtime2text cus it was gameTimestamp default args ## Why It's Good For The Game Server timezone changes probably shouldn't affect logging, round times, file hashes, IC time, when you caught fish, etc ## Changelog 🆑 refactor: Logging and IC timestamps will now always use UTC±0 and not be affected by server system timezone changes fix: Station and round times will not longer be incorrect if the system timezone is not UTC±0 /🆑 --------- Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com> |
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7c81098d33 |
Cain & Abel (new mining loot) (#89455)
## About The Pull Request adds the Cain & Abel to the lootpool of the colossus!  these are a set of angelic twinblades bound together by some chains. The long chains allow u to attack mobs from a distance (2 tiles max) and at very FAST speed, and come with a few new mechanics: -Attacking a mob with the cain and abel grants you a special whisp that follows your character. these whisps empower ur next melee attacks u can collect a maximum of up to 6 whisps, (their bonuses stack), after which they reset. If u get hit by a mob once, you'll lose ur whisps (and ur melee bonus), so ull have to regain them by rebuilding up ur combo. u can also choose to sacrifice ur whisps by firing them at mobs (by right clicking them) for some hefty damage (this again means u'll lose them) https://github.com/user-attachments/assets/0a1738db-9fa4-4226-ac80-334f5e97cfa5 -u can also choose to hurl one of ur daggers at enemies, there's 2 throw modes u can toggle between by pressing Z while holding ur weapon. 1- On launch mode, u can throw one of ur daggers at a tile, afterwhich the chains will rapidly pull u towards it, making for some cool getaways in tense situations. this puts throw mode on a 7 second cooldown 2- On crystal mode, u can hurl a dagger at an enemy or at a tile. Spiked crystals will errupt on nearby floors, dealing some damage to nearby mobs and stunning them for 2 seconds (bosses dont get stunned tho). puts throw mode on a 15 second cooldown https://github.com/user-attachments/assets/665b9cf4-c5a1-4263-a36b-86e3f35d0ae5 -Lastly is the swing ability. This will swing ur daggers around u, dealing AOE damage to nearby mobs, and makes u block all melee attacks, tentacle attacks, and deflect incoming projectile attacks (could for example be used to deflect the colossus' shotgun blast back to it). ull only block attacks while the animation is active, which lasts a good 1.75 seconds, and is at a 20 second cooldown. https://github.com/user-attachments/assets/073e5324-af5b-45ab-912e-5bcaa13fc728 Here's a short clip of me using them to fight a colossus and a bubblegum https://www.youtube.com/watch?v=kp5Hu16dHPQ&ab_channel=Kobsa ## Why It's Good For The Game adds a new fun weapon with a few deep mechanics to the game. also makes taking down colossi alot more rewarding. ## Changelog 🆑 add: adds the cain and abel to the colossus lootpool! /🆑 |
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75696ab873 |
Fixes random stuff spilling into ooc tab (#88221)
## About The Pull Request `boldannounce` is NOT for use ICly it's only for OOC stuff. `bolddanger` is identical it just doesn't carry the same baggage ## Changelog 🆑 Melbert fix: Stuff like the SM exploding will no longer output to your OOC tab /🆑 |
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58501dce77 |
Reorganizes the sound folder (#86726)
## 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 /🆑 |
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fb10121022 |
Icons folder cleaning wave two (#76788)
## About The Pull Request Further continous organizing and cleaning the Icons folder. There are still some minior nitpicks left to do, but I reached my daily sanity expenses limit again, and the faster these get in the less issues for both me and others later. Also cleans some mess I caused by my blindness last PR. ## Why It's Good For The Game Saner spriters = better sprites |
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a373b4cb08 |
Icon folder cleaning wave one (#76703)
## About The Pull Request Due to a mental breakdown caused by unfathomable abomination that is icons folder, I swore to myself to one day clean it. Today is kind of that day. Been at it for around 6, you gotta understand I need a rest. I tracked most changes in descriptions of commits if you are looking for details. ## Why It's Good For The Game Saner spriters make better sprites. And also, just helps keep track of things. ## Changelog 🆑 image: added sprites for different variants of scrolls. image: modified couple posters with ghost pixels. /🆑 --------- Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com> |
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1674f25725 |
New Medical job: The Coroner (#75065)
## About The Pull Request HackMD: https://hackmd.io/RE9uRwSYSjCch17-OQ4pjQ?view Feedback link: https://tgstation13.org/phpBB/viewtopic.php?f=10&t=33972 Adds a Coroner job to the game, they work in the Medical department and have their office in the Morgue. I was inspired to make this after I had played my first round on Paradise and messed around in there. The analyzer is copied from there (https://github.com/ParadiseSS13/Paradise/pull/20957), and their jumpsuit is also mostly stolen from it (i just copied the color scheme onto our own suits). Coroners can perform autopsies on people to see their stats, like this  They have access to Medbay, and on lowpop will get Pharmacy (to make their own formaldehyde). They also have their own Secure Morgue access for their office (doubles as a surgery room because they are edgelords or whatever) and the secure morgue trays. Secure Morgue trays spawn with their beepers off and is only accessible by them, the CMO, and HoS. It's used to morgue Antagonists. Security's own morgue trays have been removed. The job in action https://cdn.discordapp.com/attachments/950489581151735849/1102297675669442570/2023-04-30_14-16-06.mp4 ### Surgery changes Autopsies are a Surgery, and I tried to intertwine this with the Dissection surgery. Dissections and Autopsies both require the Autopsy scanner to perform them, however you can only perform one on any given body. Dissections are for experiments, Autopsies is for the paper of information. Dissected bodies now also give a ~20% surgery speed boost, this was added at the request of Fikou as a way to encourage Doctors to let the Coroner do their job before reviving a body. I also remember the Medical skill, which allowed Doctors to do surgery faster on people, and I hope that this can do something like that WITHOUT adding the potential for exploiting, which led to the skill's downfall. ### Morgue Improvements Morgue trays are no longer named with pens, they instead will steal the name of the last bodybag to be put in them. Morgue trays are also removed from Brig Medical areas and Robotics, now they have to bring their corpses to the Morgue where the Coroner can keep track and ensure records are properly updated. ### Sprite credits I can't fit it all in the Changelog, so this is who made what McRamon - Autopsy scanner Tattax - Table clock sprites and in-hands CoiledLamb - Coroner jumpsuits & labcoats (inhand, on sprite, and their respective alternatives) - Coroner gloves - CoronerDrobe (the vending machine) ## Why It's Good For The Game This is mostly explained in the hackmd, but the goal of this is: 1. Increase the use of the Medical Records console. 2. Add a new and interesting way for Detectives to uncover mysteries. 3. Add a more RP-flavored role in Medical that still has mechanics tied behind it. ## Changelog 🆑 JohnFulpWillard, sprites by McRamon, tattax, and Lamb add: The Coroner, a new Medical role revolving around dead corpses and autopsies. add: The Coroner's Autopsy Scanner, used for discovering the cause for someone's death, listing their wounds, the causes of them, their reagents, and diseases (including stealth ones!) qol: Morgue Trays are now named after the bodybags inside of them. balance: The morgue now has 'Secure' morgue trays which by default don't beep. balance: Security Medical area and Robotics no longer have their own morgue trays. balance: Dissected bodies now have faster surgery speed. Autopsies also count as dissections, however they're mutually exclusive. /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> |