102 Commits

Author SHA1 Message Date
TheRyeGuyWhoWillNowDie 0b5bc3c245 fixes the "your mother" hallucination for plasmapeople (#96205) 2026-05-25 20:57:12 -04:00
SmArtKar c41bc9c6c2 Fixes bubblegum suicide span, cleans up say spans (#96103)
## 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
/🆑
2026-05-21 19:51:36 -06:00
MrMelbert 0064d94b1f Hallucination delusions copy lighting underlays (#95496) 2026-03-26 19:46:06 +01:00
MrMelbert 0ac95930a9 Apply height filters to electrocution animation (#95455)
## About The Pull Request

The skeleton from being shocked matches your height.

## Changelog

🆑 Melbert
fix: The skeleton from being shocked matches your height
/🆑
2026-03-23 18:02:04 -04:00
MrMelbert da64374423 Reverts "Add prosthetic limb" surgery to involve targeting limbs, rather than targeting chest. (Adds stumps) (#95252)
## About The Pull Request

- The `prosthetic replacement` surgical operation has been reverted to
be closer to how it used to work: The operation is done targeting the
limb that's missing

The change was made out of necessity, as surgical state was tied to
limbs - you had to operate on the chest to re-attach limbs because there
was no limb to operate on.

To circumvent that, I have done the unthinkable of adding stumps when
you are dismembered.

- Missing limbs are now represented as an invisible, un-removable,
un-interactable limb.

Making this change was not as difficult as originally anticipated, and
(at least surface level) seems to have broken very little.

Surprisingly little had to change to make this work. 

Direct accesses to `mob.bodyparts` was changed to `mob.get_bodyparts()`
with an optional `include_stumps` argument.
Similarly, `get_bodypart()` had an optional `include_stumps` added. 

This means we ultimately barely needed to change anything, and in fact,
some loops/checks were able to be streamlined.

## Why It's Good For The Game

- As mentioned, this change was out of necessity and was easily the
least intuitive part of the broader changes. Reverting it back to how it
used to work should make it far easier for people to pick up on, and
means we can cut out a bunch of bespoke instruction sets that I had to
include.

- The addition of stumps also adds a ton of future potential - code wise
it allows for stuff like better damage tracking (we can transfer damage
between limb <-> stump rather than limb <-> chest), and feature we can
do "fun" stuff like have stumps bleed on dismemberment that you can
bandage.

## Changelog

🆑 Melbert
del: "Add prosthetic limb" surgical operation has been reverted to be a
bit closer to how it used to work - you operate on the missing limb /
limb stump, rather than on the chest.
refactor: Missing limbs are now represented as limb stumps. In practice
this should change nothing (for now), as no features were rewritten to
make use of these besides surgery. Please report any oddities with
missing limbs, however.
/🆑
2026-03-20 14:32:41 +13:00
MrMelbert e4f533111f Deafness is now solely tracked by trait (#95029)
## About The Pull Request

Deletes `can_hear`, replaces it with trait-checking deafness.

The only two non-trait sources of deafness (hardcrit and lacking ears)
were refactored into using the trait.

## Why It's Good For The Game

Many places inconsistently check for the deaf trait rather than use
can_hear which meant behavior was not consistent.
Some code would treat "do we lack ears?" as being deaf, some would not. 

This unifies all the behavior so being deaf means you're deaf
everywhere.

It also means we can now easily react to gaining and losing deafness via
signal, where before we could not react to it without hooking the trait,
organ remove, AND stat change. Which no one did, of course, because who
would ever think to do that?

## Changelog

🆑 Melbert
refactor: Refactored how deafness is tracked. Please report any weird
interactions with sounds, like messages or sfx being missing.
fix: Lacking ears and being in hard crit now consistently treats you as
"being deaf". This affects a few minor interactions like empath, the
jukebox, and sleeping.
/🆑
2026-02-05 20:19:56 -05:00
MrMelbert 599f8dcd98 Tweaks some hallucinations to not trigger while unconscious or deaf (#94879)
## About The Pull Request

- Fake body
- All delusions
- Eyes in the Dark
- Fake chat messages
- Fake death
- Fake conspicuous messages
- Fake chasms and anomalies
- Mirage items (both self and others)
- Fake malf APCs
- Your Mom
- Xeno attack

Won't trigger while unconscious

- Most fake station messages
- Sound of battle

Won't trigger while deaf

## Why It's Good For The Game

Many of the effects these are mimicking can only trigger while conscious
or able to hear, so if you ARE unconscious or deaf, it makes it
extremely obvious it's a fake effect.

We should instead give them a hallucination that will affect them, like
appearing to be on fire.

## Changelog

🆑 Melbert
add: Hallucinations that don't make sense to trigger while unconscious
or deaf will no longer trigger while unconscious or deaf
/🆑
2026-01-16 17:11:45 -05:00
SmArtKar bde7b7c903 Fixes chat hallucination runtimes caused by gibbed crew (#94700)
## About The Pull Request

``current`` can very well be null if the brain has been destroyed

## Changelog
🆑
fix: Fixed chat hallucination runtimes caused by gibbed crew
/🆑
2026-01-05 17:27:07 -05:00
FalloutFalcon 2d8c0a777b Eye icon folder is less hardcoded (#94242)
## About The Pull Request
Moves eyes to there own folder and makes it so they state there icon
folder rather then it being hard coded
## Why It's Good For The Game
It felt weird that these are lumped into a file that's mostly hair and
that its hard-coded like this. This makes it easier to sort out icons.
(Thinly veiled downstream support)
## Changelog
N/A
2025-12-01 18:26:58 -05:00
Joshua Kidder 7a3ad79506 All camelCase (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case. UNDERSCORES RULE! (#94111)
## About The Pull Request
It's just a partial cleanup of
anti-[STYLE](https://github.com/tgstation/tgstation/blob/master/.github/guides/STYLE.md)
code from /tg/'s ancient history. I compiled & tested with my helpful
assistant and damage is still working.

<img width="1920" height="1040" alt="image"
src="https://github.com/user-attachments/assets/26dabc17-088f-4008-b299-3ff4c27142c3"
/>


I'll upload the .cs script I used to do it shortly.

## Why It's Good For The Game
Just minor code cleanup.

Script used is located at https://metek.tech/camelTo-Snake.7z

EDIT 11/23/25: Updated the script to use multithreading and sequential
scan so it works a hell of a lot faster
```
/*
//
Copyright 2025 Joshua 'Joan Metekillot' Kidder

This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>.
//
*/
using System.Text.RegularExpressions;
class Program
{
    static async Task Main(string[] args)
    {
        var readFile = new FileStreamOptions
        {
            Access = FileAccess.Read,
            Share = FileShare.ReadWrite,
            Options = FileOptions.Asynchronous | FileOptions.SequentialScan
        };
        FileStreamOptions writeFile = new FileStreamOptions
        {
            Share = FileShare.ReadWrite,
            Access = FileAccess.ReadWrite,
            Mode = FileMode.Truncate,
            Options = FileOptions.Asynchronous
        };
        RegexOptions regexOptions = RegexOptions.Multiline | RegexOptions.Compiled;
        Dictionary<string, int> changedProcs = new();
        string regexPattern = @"(?<=\P{L})([a-z]+)([A-Z]{1,2}[a-z]+)*(Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss)([A-Z]{1,2}[a-z]+)*";
        Regex camelCaseProcRegex = new(regexPattern, regexOptions);

        string snakeify(Match matchingRegex)
        {
            var vals =
            matchingRegex.Groups.Cast<Group>().SelectMany(_ => _.Captures).Select(_ => _.Value).ToArray();
            var newVal = string.Join("_", vals.Skip(1).ToArray()).ToLower();
            string logString = $"{vals[0]} => {newVal}";
            if (changedProcs.TryGetValue(logString, out int value))
            {
                changedProcs[logString] = value + 1;
            }
            else
            {
                changedProcs.Add(logString, 1);
            }
            return newVal;
        }
        var dmFiles = Directory.EnumerateFiles(".", "*.dm", SearchOption.AllDirectories).ToAsyncEnumerable<string>();

        // uses default ParallelOptions
        // https://learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.paralleloptions?view=net-10.0#main
        await Parallel.ForEachAsync(dmFiles, async (filePath, UnusedCancellationToken) =>
        {
            var reader = new StreamReader(filePath, readFile);
            string oldContent = await reader.ReadToEndAsync();
            string newContent = camelCaseProcRegex.Replace(oldContent, new MatchEvaluator((Func<Match, string>)snakeify));
            if (oldContent != newContent)
            {
                var writer = new StreamWriter(filePath, writeFile);
                await writer.WriteAsync(newContent);
                await writer.DisposeAsync();
            }
            reader.Dispose();
        });
        var logToList = changedProcs.Cast<KeyValuePair<string, int>>().ToList();
        foreach (var pair in logToList)
        {
            Console.WriteLine($"{pair.Key}: {pair.Value} locations");
        }
    }
}

```

## Changelog
🆑 Bisar
code: All (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use
snake_case, in-line with the STYLE guide. Underscores rule!
/🆑
2025-11-27 15:50:23 -05:00
MrMelbert bb464fec9c Adds fake emagged apc hallucination (#93937)
## About The Pull Request

Adds a common tier hallucination which makes an active apc near you
flash blue.
The hallucination itself has a low weight (and it has a random chance to
skip if there are 0-1 ais)

## Why It's Good For The Game

Someone gave me this idea after the change that made hacked APCs no
longer consistently blue and I think it's pretty good

## Changelog

🆑 Melbert
add: Adds emagged apc hallucination
/🆑
2025-11-16 10:51:31 -07:00
RikuTheKiller c7cb0674cc Preliminary blood refactor (#93854)
## About The Pull Request

Moves all blood handling into procs and adds ways to easily hook into
basically every basic blood behavior.

This PR is not meant to fix every single case of janky blood logic in
the game. The main point and motivation of this PR is to add hooks for
blood behaviors. This allows for way more flexibility with blood code.

I am not going to fix our 3000 instances of single-letter vars, wacky
blood transfers, etc. This is just the groundwork for future PRs to
build off of, and by itself, should do very little to change blood
behavior.

I also added a rigorous set of unit tests for verifying that all of the
basic blood volume procs work correctly.

## Why It's Good For The Game

Previously, blood was handled via directly reading/writing
[var/blood_volume]. This was INCREDIBLY inconsistent and there was no
way to hook into it. This PR makes blood handling way more consistent,
which is great for all sorts of features.
2025-11-13 11:45:36 -06:00
Roxy f3848f1ef2 Renames flatten_list proc to assoc_to_values (#93453)
## About The Pull Request

`/proc/flatten_list()` -> `/proc/assoc_to_values()`, also changes the
code doc to mirror the language of `assoc_to_keys()`'s code doc

## Why It's Good For The Game

Having a proc called `assoc_to_keys` that takes an associative list and
returns a list of the keys, and also having a proc that takes an
associative list and returns a list of the values, and the latter not
being called `assoc_to_values` is very funny

## Changelog
🆑
code: renamed flatten_list proc to assoc_to_values
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-10-14 21:01:09 +00:00
ArcaneMusic d87637e6ab Adjusts easing in places where EASE_IN/OUT was applied without a curve. (#92976)
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-09-27 17:54:45 +02:00
MrMelbert 451d12bb28 Fixes two inverted hallucination conditions (#92668)
## About The Pull Request

Fixes #92639

The eyes-in-dark hallucination worked, but dispelled instantly due to
checking "is light" instead of "is dark"

Hallucination tier logic was inverted so it only re-calculated max tiers
for hallucination effects which didn't want them recalculated

## Changelog

🆑 Melbert
fix: Wackier hallucinations should rear their head again
fix: Ghost eyes hallucination works properly
/🆑
2025-08-24 19:35:12 +02:00
FeudeyTF 35494b93bb Telecomms Update: Ability to change existing radio channels and create new ones (#91647)
## About The Pull Request
I have added the ability to create and edit station radio channels
through the existing telecommunications system.
You can change the name of the radio channel and its color.

The channel settings are changed and created through the servers
(Frequencies Settings)

![ui](https://github.com/user-attachments/assets/cb010d75-bb00-4e3c-86b6-351b39b832e3)

Here i created my own channel:
1) Add frequency at Receiver (you will not see channel name):

![TestChannelInReceiver](https://github.com/user-attachments/assets/d3934e96-fb2d-492a-a1d6-84e8bfbd6628)
2) Add frequency at Bus (you will not see channel name):

![TestChannelnBus](https://github.com/user-attachments/assets/9955fb9c-9ca0-44f5-8d8f-caf02c0b3a9c)
3) Add frequency at Server
4) Add settings for your frequency

![NewChannel](https://github.com/user-attachments/assets/14a86eae-a000-4106-848b-a140ab678c3c)
5) See the result:

![TestChannel](https://github.com/user-attachments/assets/a720c660-43f6-47c0-8e85-fd313e8ce8d7)

Important Notes:
1) Headsets, radios, and intercoms will not see a change in
telecommunications, but will use standard names (Common, Security etc.).
2) There are still reserved names that cannot be used: CentComm,
Syndicate, Uplink, CTFs channels
3) Servers must filter frequency for applying settings on them

## Why It's Good For The Game

Now telecommunication channels names and colors depends on the settings
of the network servers, which makes it more flexible and logical. It is
also useful for foreign language servers, as you can translate channel
names.

## Changelog

🆑
add: Added ability to change existing radio channels and create new
qol: Added color for some buttons in Telecomms UI
/🆑
2025-06-28 01:19:18 +10:00
Waterpig 9b7e67f705 Makes your mother turn around to face her disappointment of a child (#91478)
## About The Pull Request

Doesn't get a flat icon of your mother, using an image instead thus
making it that she correctly turns around when you try to run from her.
Your mother's the opposite of flat anyhow.


![image](https://github.com/user-attachments/assets/09673956-7720-4728-976c-2a23d5c36502)

Either fix or qol though I'm guessing fix

## Why It's Good For The Game

Your mother is now even more realistic

## 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. -->

🆑
fix: Your mom now correctly turns around when running after her
disappointment of a child
/🆑

<!-- 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. -->
2025-06-07 10:57:15 -06:00
SmArtKar b4061f1800 [MDB IGNORE] Blood Refactor Chapter 2: Collector's Edition (#91054)
## About The Pull Request

Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.

- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.

- Closes #91039 

#### Examples

A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.


![dreamseeker_BSP7FE9pRB](https://github.com/user-attachments/assets/45711fa0-ae65-4ec2-9e89-753fa7dd876f)

![dreamseeker_zyv9ssh5VN](https://github.com/user-attachments/assets/7b112854-b7e3-4bfe-b78b-199a55b5b051)
2025-05-31 19:38:07 -05:00
Bloop 3d01e86e29 There will be (colorful) blood: datumizes bloodtypes, greyscales blood sprites, and fixes a lot of inconsistencies with gibs and forensic data (#90593)
## About The Pull Request


This PR:

- Converts all of the blood types into their own datums, which can be
set up to have their own colors, descriptions, and other fun unique
properties. For example, the clown blood that is constantly randomizing
itself.

- Converts all the blood decals into greyscale, which in turn eliminates
the need for separate xeno sprites. They both use the same ones now.

- Audit of blood splatters/gibs/bodyparts/organs to make sure that they
are getting the correct forensic data applied to them.

- For the admins: Adds a clown blood smite.

My primary goal with was to make the appearance of the new sprites look
almost indistinguishable to the original ones.

I consider this a "first pass", as in there are still some further
refactors I would like to do on the backend side, but am satisfied with
it enough to push it forward as a first step towards a better blood
system! I didn't want to do too much at once because of A) fatigue and
B) easier to test things to make sure I'm not breaking something
important this way.

This has been test-merged on Nova for over a week now and has been going
great, so I finally got around to upstreaming the bones to TG. Although
I did test it a bit you may want to TM it just in case I missed some
things when copying it over.
2025-04-28 00:57:59 -05:00
Waterpig d3d3a12540 The big fix for pixel_x and pixel_y use cases. (#90124)
## About The Pull Request

516 requires float layered overlays to be using pixel_w and pixel_z
instead of pixel_x and pixel_y respectively, unless we want
visual/layering errors. This makes sense, as w,z are for visual effects
only. Sadly seems we were not entirely consistent in this, and many
things seem to have been using x,y incorrectly.

This hopefully fixes that, and thus also fixes layering issues. Complete
1:1 compatibility not guaranteed.

I did the lazy way suggested to me by SmArtKar to speed it up (Runtiming
inside apply_overlays), and this is still included in the PR to flash
out possible issues in a TM (Plus I will need someone to grep the
runtimes for me after the TM period to make sure nothing was missed).
After this is done I'll remove all these extra checks.

Lints will probably be failing for a bit, got to wait for [this
update](https://github.com/SpaceManiac/SpacemanDMM/commit/4b77cd487d0a7b6a069df20356b701af5b20489d)
to them to make it into release. Or just unlint the lines, though that's
probably gonna produce code debt

## Why It's Good For The Game

Fixes this massive 516 mess, hopefully.

closes #90281

## Changelog
🆑
refactor: Changed many of our use cases for pixel_x and pixel_y
correctly into pixel_w and pixel_z, fixing layering issues in the
process.
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
2025-03-28 14:18:45 +00:00
MrMelbert eb0e842320 Hallucination revamps and additions (#89865)
## About The Pull Request

1. Hallucination effects are now tiered

Hallucinations now all have tiers, ranging from common to special. 
If you are just hallucinating a teeny bit, you will not experience the
more extreme hallucinations, like bubblegum or your mom.
But if you're hallucinating off your butt, you will be a bit more likely
to experience them.

2. Hallucination rate has been tweaked

Default hallucination cooldown is now 20-80 seconds, up from 10-60
seconds.
However the cooldown will *also* vary depending on just how much you're
hallucinating, going down to 10-40 seconds.

3. RDS is now capped a bit lower (meaning you don't see the higher tiers
like bubblegum).

But I added a preference to uncap it. For the people who actually like
bubblegum visits.

4. If a hallucination fails to trigger, the cooldown will partially
reset. (by 75%)

5. "Fake chat" hallucination will pick more viable subjects.

Fake chat will try to find someone who can actually speak your language,
rather than make a monkey speak mothic or something.
(I may revisit this so if you're super-hallucinating it reverts to old
behavior though.)

6. Adds a hallucination: Fake blood

You hallucinate that you start bleeding, very simple.

7. Adds a hallucination: Fake telepathy

You hallucinate a random telepathic message, similar to fake chat.

8. Adds a hallucination: Eyes in the Dark

A nearby dark turf will have a set of glowing red eyes shine through the
dark. A classic.

9. Adds some new sub-hallucination: PDA ringtone (fake sound), summon
guns/magic (fake item)

Funny prank.

10. Makes mindbreaker a bit more effective at combating RDS.

Pretty much does nothing right now unless you gulp like 50u.

## Why It's Good For The Game

Hallucinations are pretty one note if you experience them for longer
than 10 minutes.

This is due to two fold:
- Many hallucinations are goofy, and not subtle
- Hallucinations trigger very rapidly

You will never fall for a hallucination because in between "You see John
Greytide put the blueprints away", you get your mom yelling at you,
everyone looking like syndies (again), and bubblegum

This pr addresses it by
- Limiting the wacky hallucinations for when you're really off your
gourd
- Reducing the period between triggers
- Adding a few hallucinations

If the wackier hallucinations are reserved for when you're really off
your rocker, this lets the more subtle ones sink in over time, leaves
more room for second guessing

## Changelog

🆑 Melbert
add: Adds 4-5 new hallucinations. Collect them all.
balance: If you are only hallucinating a little bit, the game will
prefer to pick more subtle hallucinations. If you are hallucinating a
ton, it will prefer the more wacky hallucinations.
balance: If you are only hallucinating a little bit, the cooldown
between hallucinations is longer. If you are hallucinating a ton, it
will be shorter.
balance: If a hallucination fails to trigger (such as a deaf person
getting a sound hallucination) the next one will be a lot sooner.
balance: RDS hallucination amount is capped at mid tier hallucinations.
This means bubblegum and co. will be a lot rarer, or will even never
show. HOWEVER, there is now a preference allowing you to uncap your RDS
hallucinations.
balance: Mindbreaker toxin is more effective at suppressing RDS.
balance: Some hallucinations effects have been tweaked up or down
according to the new thresholds. Madness mask as an example.
fix: "Fake Fire" Hallucination works again, and now has a unique message
for if you stop-drop-roll that other people see.
/🆑
2025-03-20 21:36:56 +00:00
SmArtKar 5b7b747e7a Fixed delusions not updating their planes, made them override screentips and examine names (#89941)
## About The Pull Request

Similarly to prosopagnosia, they also override your examine and tooltip
names now.

Closes #89926

## Changelog
🆑
balance: Delusions now override your examine and tooltip names,
similarly to prosopagnosia.
fix: Delusions no longer turn you into shadowy blobs when moving between
z-levels
/🆑
2025-03-12 10:49:43 +01:00
SmArtKar ef2fe8266a Fixes fake airlock bolts being examineable (#89901)
## About The Pull Request

Closes #89857
2025-03-08 13:55:37 -06:00
SmArtKar 05d1bfe157 Fixes hallucinations using wrong planes (#89844)
## About The Pull Request

All tested
Closes #89836

## Changelog
🆑
fix: Fixed certain hallucinations displaying below floors/decals/items
/🆑
2025-03-07 19:19:18 -08:00
Y0SH1M4S73R cbc3350224 Custom Shuttles Redux: Allows for the construction of custom shuttles. (#88493)
## About The Pull Request

This incredibly detailed PR adds the ability to construct custom
shuttles, which function similarly to whiteships.

To construct a custom shuttle, you need the following items:
- Shuttle frame rods
These rods can be hand-crafted by using 5 rods on 1 sheet of titanium,
or printed at a sci/engi/cargo lathe after researching the Shuttle
Engineering techweb node.
Lattices built with these rods, and catwalks/floors built on top of
these lattices, are valid for shuttle construction.
- Shuttle engines
Did you know shuttle engines have boards that weren't normally
obtainable? Well the board for one specific engine type is now available
from the sci/engi/cargo lathe after researching Shuttle Engineering. Of
course, the old options remain. You can steal engines from other
shuttles, including escape pods (it's not like engines are strictly
necessary for *those* shuttles anyways). Alternatively, the shuttle
engine supply pack is no longer locked behind the purchase of the BYOS.
- Flight Control & Navigation Console boards
These boards are printed at the sci/engi/cargo lathe after researching
the Shuttle Engineering techweb node.
If built on a custom shuttle, it will automatically link to it, unless
the shuttle already has such a console.
If built on a turf that is valid for custom shuttle construction, it
will automatically link to any shuttle constructed from or expanded with
that turf.
- Shuttle blueprints
Standard shuttle blueprints can be printed at the sci/engi/cargo lathe
after researching the Shuttle Engineering techweb node.
A cyborg upgrade granting access to a shuttle blueprint database can be
printed at the exofab after researching the aforementioned node.
Crude shuttle blueprints can be crafted by hand with a sheet of paper
and either a rainbow crayon or 10 uses of a blue crayon or spraycan.

If Science won't research the tech, you can also buy a goody pack
containing a flight control board, a docker board, two engine boards,
and a set of shuttle blueprints for 1200 credits, if you have aux base
access.

A shuttle can be constructed atop any continuous region of turfs
containing a shuttle rod lattice or a catwalk/tile built upon such.
Currently, this region cannot intersect any area other than space,
lavaland, the icemoon, or the station asteroid. Preexisting custom areas
can be included in the construction of the shuttle, but only if every
turf in the custom area is valid for shuttle construction.

In the shuttle blueprint UI, you can toggle a visualizer to display
which turfs fulfill all of the aforementioned conditions.

The following video goes through the basic process of shuttle
construction.


https://github.com/user-attachments/assets/3283422e-a201-4978-972d-67527b5df4ee

The blueprint used to construct the shuttle will be its master
blueprint. The master blueprint can be copied to other blank shuttle
blueprints (or to engiborgs with the shuttle database upgrade), and
allows the holder to perform a christening ritual on the shuttle to
rename it.
If a shuttle's master blueprint ceases to exist, a blank blueprint can
be linked to the shuttle to become the new master blueprint, or an
existing blueprint associated with that shuttle can be promoted to the
master blueprint.

Once constructed, the following options are available from the blueprint
UI to modify it:
- Create Area
Convert a continuous open area of the shuttle into a new area with the
name written in the above text input. This operates very similarly to
regular area construction.
- Rename Area
Change the name of the area you're currently in to the name written in
the above text input.
- Expand Area
Add a continuous open area of the shuttle to the neighboring area
selected from the dropdown to the left. This operates like regular area
expansion.
- Expand Shuttle
Expand a shuttle with valid frame turfs as defined above. These turfs
must be physically connected to the shuttle.
- Remove Area
    Remove an area, giving its tiles to the default shuttle area.
- Cleanup Empty Space (implemented after the above video was recorded)
Removes all completely empty turfs from the shuttle. If all the turfs in
one of the shuttle's areas were removed, that area is deleted. If
absolutely no turfs of the shuttle remain, the shuttle itself is
deleted. Due to the ability for this action to delete the shuttle, only
the master blueprint can do it.

As mentioned above, the shuttle's master blueprint can be used to
christen its associated shuttle. To do this, fill a glass drink bottle
with some amount of reagents, then hit it against one of the shuttle's
walls from outside while holding the master blueprint. You will be
prompted to enter a new name for the shuttle. The variety of things that
can happen while inputting a new name can cause the christening rite to
fail in one of several humorous ways.

### Optional (Unless specifically requested by a maintainer) Todo's
- [x] A way for shuttle circuits to be obtainable without techweb nodes
- [x] A more convenient way to carry around shuttle engines or the means
to deploy them
- [ ] A shuttle construction guide available as a reference book
- [ ] Allow boards to be linked to shuttles before construction so they
can be used outside the shuttle

## Why It's Good For The Game

Shuttles have been part of the sandbox for an incredibly long time, but
their limited accessibility has rendered them the exclusive territory of
lucky space explorers or the few antagonists who get one off the bat
(nukies and pirates). Giving players the means to construct shuttles to
their liking opens up a variety of possibilities for gimmicks for antags
and non-antags alike.

Besides the applications for antaggery and crew-sided gimmicks, this
provides side content for several departments to engage with during the
relatively-frequent periods of time where they have little else to do as
part of their intended roles.

With respect to engineering, if the station isn't actively being
damaged, the supermatter is in perfect working order, and nobody is
clamoring for machine upgrades, engineers have little else to resort to
other than construction projects. While the BSA station goal provides an
incentive for engineers to construct dedicated rooms for the cannon, it
will not necessarily be available every round. Custom shuttles not only
provide such a construction project to pursue, but provide the rare
opportunity, as well as a very good reason, to set up an independent
power network, complete with its own power source.

While atmos techs have a lot to do with gas mixing and the crystallizer,
they rarely get the opportunity to set up working life support systems
outside of repairing the ones that get blown up. Custom shuttles will
frequently start with no air, and unless the design settled upon is an
open floor plan, it will have several independent chambers that cannot
so easily be profused with a proper airmix by just opening a canister.
Furthermore, if the air in a custom shuttle gets messed up, a proper
scrubber and distro network is a significantly less tedious method of
rectifying the problem than cleaning the air manually with portable
scrubbers and pumps.

Scientists, it can be argued, with their access to RPDs through
ordnance, have similar opportunities to atmos techs, even though the act
in and of itself is not exactly part of their duties. But compared to
the other job content they could be working with after they've completed
most of their gameplay loop, custom shuttle construction is a
substantially more active endeavor. And I know how much people complain
about late-game science content just being sitting around at a console
and making gamer gear. Roboticists can have a part to play in this too.
They can put their mech RCDs to a use other than 2D topdown Fortnite,
and with the shuttle database upgrade, they can help interested cyborgs
get in on the action.

Cargo is yet another department known for having significant amounts of
downtime during a considerable number of rounds. If every other
department has gone through their initial rounds of departmental orders,
and there isn't an active need for cargo to order lots of one thing or
another, cargo techs have little to do besides mail (at least on the
days where there **is** mail to deliver). Usually, if cargo techs do, in
fact, do something as a department when not presented with more pressing
duties, they order guns and other contraband. As funny as this is,
there's not a lot of variety in how this behavior manifests. With custom
shuttles, cargo can use their free time to plan, and execute, a unique
collective expression of design sensibilities, not limited by the size
and shape constraints of the cargo bay itself.

## Changelog

🆑 Y0SH1_M4S73R (with special thanks to Vect0r, whose original PR
inspired the implementation of these changes)
add: Shuttle blueprints, the tool used to construct and modify custom
shuttles. Print a set at a science, engineering, or cargo techfab after
researching Shuttle Engineering, or craft a crude set from the crafting
menu.
add: Shuttle blueprint database upgrade for engineering cyborgs,
printable from the Exosuit Fabricator after researching Shuttle
Engineering. A version of shuttle blueprints designed for use by
cyborgs.
add: Shuttle frame rods, usable to construct custom shuttles. Hand-craft
by using 5 rods on 1 titanium sheet, or by printing them at a science,
engineering, or cargo techfab after researching Shuttle Engineering.
add: Custom shuttle flight control and navigation boards, printable from
a science, engineering, or cargo techfab after researching Shuttle
Engineering.
add: Shuttle engine boards can be printed from a science, engineering,
or cargo techfab after researching shuttle engineering.
add: The shuttle engine supply pack is no longer locked behind the
purchase of the Build Your Own Shuttle kit.
add: Shuttle Construction Starter Kit goodie pack, containing a set of
shuttle blueprints, flight control and navigation console boards, and
two engine boards, can be purchased from cargo for 1200 credits.
Requires aux base access to purchase.
refactor: Shuttles now keep track of what areas are underneath each of
their individual turfs, so that the areas left behind on movement are
consistent with what they were beforehand.
refactor: Shuttle ceilings now place themselves down as baseturfs,
instead of only appearing if the turf above is open space.
/🆑

---------

Co-authored-by: vect0r <71346830+Vect0r2@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2025-02-23 17:18:43 +11:00
Jacquerel a439e2379a Tweaks to chat hallucinations (#89486)
## About The Pull Request

It was pointed out to me that the hallucinations json file still
mentioned "viro" (as a job) and "gang leader" (as something to be scared
of), two things our codebase doesn't have. So I removed them from the
list.
While I was there I couldn't resist adding a bunch of extra stuff also.

## Why It's Good For The Game

More diversity of fake callouts you can hear over the radio is fun.

## Changelog

🆑
add: Adjusted what things you can hallucinate people being accused of
doing or being over the radio
/🆑
2025-02-17 00:56:30 +01:00
Lucy bc19447758 Fix blades equipped to a void cloak having visible sprites (#89343)
## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/87345

This adds a new item trait, `TRAIT_NO_WORN_ICON`, which is exactly what
it says on the tin - the worn overlay for said item will not be added
when the trait is present, so we give it to items hidden by the hood.

I also refactored the `EXAMINE_SKIP` item flag into
`TRAIT_EXAMINE_SKIP`.

![2025-02-03 (1738625986) ~
dreamseeker](https://github.com/user-attachments/assets/5e6fec83-580b-419c-a2c6-9dd388471fec)

## Why It's Good For The Game

stealth thing having an obvious sprite tell is bad. bugfix good.

## Changelog
🆑
fix: Void Cloaks now properly hide blades and such in the suit storage
from the wearer's sprite.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-02-05 18:51:43 +01:00
necromanceranne b72368fd03 #87754: Batons have their stamina damage reduced by armor, get stun armor penetration, but not a test and actually intended to be merged (#88830)
## About The Pull Request

This PR is literally just
https://github.com/tgstation/tgstation/pull/87754 so you should probably
go read the contents of that PR to learn more.

### Sorry, No Stunsword in this PR.

Stunbaton inhand tips change color as the cell it has inside increases
in capacity. They also have different animations based on the cell, to
make it clearer which one you are looking at.


![image](https://github.com/user-attachments/assets/95be1499-47b7-4991-a3c1-03833f329d7f)

## Why It's Good For The Game

So, two things;

A) The test showed that there is more work to be done, but that this was
actually improving survivability to some degree against batons when
properly geared, while not necessarily impacting the average tider
arrest attempts. It didn't solve the issue of alleviating the need for
anti-baton knockdown tools, but it did help a bit. Enough that I think
this could be worked on further as a foundation for solving that
problem.

B) People have been asking me to, or have made it obvious that they
would like to see this actually merged into the game. So uh...here is
that PR if any maints care for it.

I think there is still more to do for testing and possible changes to
address the issues I was trying to investigate in the test. However, I
actually think this change could be an important step towards
accomplishing some of those changes. It isn't quite enough to start
pulling out baton resistance from various sources just yet, but it is a
start.

## Changelog
🆑 
balance: Batons now respect the armor worn by targets. Analog batons
respect MELEE armor. Cell-type batons respect ENERGY armor.
balance: Various batons have differing amounts of armour penetration
based on what type of baton it is.
balance: Heads of staff have color graded batons to denote penetration
power. Bronze (Quartermaster), Silver (Chief Engineer, Chief Medical
Officer, Head of Personnel, Research Director), Gold (Captain).
Contractor batons are equivalent to Gold.
balance: Cell-type batons gain armor penetration based on their cell's
quality. The better it is, the more it penetrates.
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-01-21 18:17:23 -05:00
Rhials 2e7be24aad Honor-riffic: Adds toggleable honorific titles to certain job ID trims (#88309)
## About The Pull Request

This implements a new, minor, but flavorful system to IDs -- Honorifics.
Does going by your full name not suit you? Do you demand respect for the
position on Space Station 13 that you've earned and want to be addressed
by your title? Do you take yourself WAY too seriously? This is for you.

Toggled by ctrl-clicking your ID, honorifics append a title to your name
depending on your position. Certain titles (Captain, Officer, Doctor,
etc.) will only append to the start (replacing or including the
first/last name), while others (PhD., Esq.) can only be appended at the
end.


![image](https://github.com/user-attachments/assets/3ae22744-5f6e-4d12-9ea8-ecd60456b5a9)

Each job TRIM has a set honorific and positions it can be assigned to. A
doctor can be "Doctor Peterson" or "Doctor Peterson Bungle" or "Doctor
Bungle". A Lawyer can only choose to be "Peterson Bungle, Esq.".

This will only occur when the speaker's voice is the same identity as
the one written on the ID's registered name. This should not interfere
with Unknown voice obfuscation, stolen ID shenanigans, or anything
gameplay-oriented. Hopefully.

This feature is also mononym friendly!


![image](https://github.com/user-attachments/assets/21555023-5dd0-49e0-acd5-2dd0a06ae621)

This also makes `first_name()` and `last_name()` global procs, and adds
one to check if a passed string has spaces/dashes/whitespace/whatever.

All of this is compatible with ID name changes, but the voice name must
align with the card name to display the honorific. If you are "Peter
Stinkypants" with your honorific set to display "Doctor Stinkypants",
and your ID's registered name is changed to "Peter Stinker", you show up
as "Peter Stinkypants (as Peter Stinker)" with no honorific provided. If
you become "Peter Stinker" and have a "Peter Stinker" ID, you will show
up as "Doctor Stinker" once again.

That all make sense? Great.

<details>
<summary>So about the ID name stuff...</summary>
<br>
So, when you activate an honorific on your ID, it DOES change the actual
object's name. Not the registered name, but the ID's name will go from
"Peter Dawson's ID card" to "Captain Dawson's ID card" when an honorific
is applied. This, as far as I've tested, does not mess with anything
important, but I can totally see it doing so in a way that makes
ctrl-Fing through logs harder than it needs to be. This could probably
be changed without too much effort so if the issue does arise I can fix
it. If not I am totally fine with reverting this PR until I can make it
work (if I can at all).
<br>


Admittedly this doesn't have much testing with holopads/radios, but I'm
confident the message composure is handled well enough to only display
the right names under the right circumstances. If this fucks up logging
or naming in any way tell me ASAP because I have a sinking feeling it
will in a way more catastrophic than I could ever predict. This PR has
been tested thoroughly but I have my limits.
</details>
2025-01-20 20:18:49 +00:00
MrMelbert ce6caf06c7 Reworks Tasers (doesn't give them back to Security though) Because Funny (#88347)
## About The Pull Request


https://github.com/user-attachments/assets/ef727913-6568-4705-91ca-330e7a1bb177


- Electrodes now have a physical representation in the form of a beam

- When you are hit with an electrode you will rapidly lose stamina while
the beam is attached

- The electrode, being physical, can be interacted with
   - If you are stun immune, you can resist to remove them
   - If you get out of range of them, they'll remove themselves
   - You can help intent on someone to remove them
- If someone runs into them, they will become tangled in them (being
partially stunned themselves, but removing them)

- Yes, this affects AI turrets. AI turret electrodes are stronger (they
do double the amount of stamina damage)
- Turret tasers will avoid tasing the same target for infinite time, and
will attempt to avoid tasing the same target

- Handheld tasers can be cancelled early by clicking on the target again

- Tasers will drain power as they continue to tase a target

## Why It's Good For The Game

Tasers are pretty one note so I thought it'd be cool to add some depth
to them while making them function more like... well... a taser.

<Details>

<Summary> Original idea behind this </Summary>

I had an idea, in that we could give security more specialized gear
setups (a la Goon) - putting stuff like tasers in a support weapon
position while batons sit in a "front line" position, then allowing
people to pick and choose at shift start

This way we could balance certain aspects of the security toolkit
(*cough cough batons*) while still allowing newer players to be
effective in a security position

As right now, if you want to contribute as a security officer, you
**have** to know your way around melee combat - lest you get disarmed
and owned, which is why it's so strong.

Buuuuut if newer players had the option to pick a primarily ranged
option (with its own strengths and weaknesses), or an option that is
most effective when paired with a friend, we could bring the baton
strength down accordingly.

</Details>

## Changelog

🆑 Melbert
balance: Tasers are now more realistic
del: Electrodes are no longer in the hallucination projectile pool
/🆑
2024-12-15 20:51:13 -08:00
MrMelbert 584de91709 Adds a chemical to the chem kit (#88393)
## About The Pull Request

Adds Syndol to the chemical kit

- It deals minor liver damage
- It is a very addictive hallucinogen
- When a security officer is exposed, they will hallucinate other mobs
as Nuke Ops
- When an assistant or clown is exposed, they will hallucinate other
mobs as Security Officers
- When exposed to less than ten units, these unique hallucinations will
only apply to all mobs *outside* of the view of the victim.
- When exposed to more than ten units (an overdose), it applies to *all*
mobs, not just those in view.
- All other members of the crew will just get normal hallucinations.
- Exposure is completely silent (until the liver damage kicks in, which
takes a while)


![image](https://github.com/user-attachments/assets/7c47b735-dec7-464b-849c-cf5a8fff10ff)

## Why It's Good For The Game

Someone dropped the idea in Discord and I thought it was pretty funny.
It also gives syndies a way to temporarily disorient a security officer
a la the old chaos holoparasite (oh god who was I chasing everyone is a
syndie?).

## Changelog

🆑 Melbert
add: Adds Syndol to the chemical kit, an addictive hallucinogen that
applies bonus effects when security officers, assistants, or clowns are
exposed.
/🆑
2024-12-14 15:20:59 -05:00
MrMelbert 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
/🆑
2024-11-27 17:41:52 +01:00
SmArtKar bbb7a41743 Guncode Agony 4: The Great Projectile Purge (#87740)
## 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 #71822
Closes #78547
Closes #78871
Closes #83901
Closes #87802
Closes #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!
/🆑
2024-11-23 04:02:35 -08:00
Penelope Haze b67a0901f2 Fix issues discovered via TypeMaker (#87596)
## About The Pull Request
Fixes issues with var typing and proc arguments, discovered using
OpenDream's WIP TypeMaker feature (using improvements I haven't PR'd
upstream yet).

## Why It's Good For The Game
Codebase maintenance.
2024-11-19 15:24:52 -05:00
MrMelbert 9b40e13f8b Makes dust animation look less 2006 (#87435)
## About The Pull Request

This was inspired by an effect I saw on Paradise but I sprited my own


https://github.com/user-attachments/assets/2130053c-a6ea-48e6-8b62-4c08563fd154

(Todo, make the skeleton appearing less jank)

## Why It's Good For The Game

1. Looks less 2006. 
2. The dust sprite will reflect the mob being dusted, since it's
literally just Your Sprite. Your clothes, species, etc.
3. All species and all mob types now animate being dusted - from corgi
to xenos, from borgs to lizards -, and we can even reuse this effect for
items being dusted if we so desire

## Changelog

🆑 Melbert
image: The animation for being dusted now takes into account your
sprite, rather than being a normal nude spaceman
/🆑
2024-11-12 10:31:03 +13:00
larentoun 692540a7b9 Singularity_pull() standartize (#87304)
## About The Pull Request
Previous attempt - https://github.com/tgstation/tgstation/pull/87227

`/atom/proc/singularity_pull(obj/singularity/singularity, current_size)`
has first arg typed, but other procs were just referencing it as a
un-typed variable.

Since args are not standartized AND
`atom/proc/singularity_pull(obj/singularity/singularity, current_size)`
is out-dated, since it can be called by things that has
`/datum/component/singularity` - not just by
`obj/singularity/singularity` - This PR just adds args to every
`proc/singularity_pull()` as follows:
`proc/singularity_pull(atom/singularity, current_size)`

## Why It's Good For The Game
Standartization

## Changelog
No changelog needed
2024-10-25 02:08:26 +02:00
Profakos 9f7d6dea62 Outfits that put items in your hand now respect if the outfit is visual only (#87355)
## About The Pull Request

On a downstream, we have an antagonist, that is a less competent
wizards. This antagonist's preview outfit has a beer bottle in their
hand, which has caused runtimes, as the bottle did not have any reagents
instantiated, and it tried check its length for sloshing. After putting
in a check for the `initial` argument of `on_equip`, I have noticed that
the problem goes deeper: the various procs that handle putting something
in your hand do not pass along if the items is put in your hand as a
preview or not. This PR adds a new optional var to these procs, ensuring
that unwanted behaviour during previews won't trigger.

I also swapped `visualsOnly` to snake case, as it looked inconsistent
with the rest of the code style.
 
## Why It's Good For The Game

Making the argument that ensures avoiding side effects during previews
work with all kinds of items is good.

## Changelog

🆑
fix: if an outfit puts a reagent container in the preview dummy's hand,
it will not try to slosh
code: outfits putting items in your hand will respect the visual_only
argument
/🆑
2024-10-24 15:09:50 +02:00
Ghom 96c0c0b12c Fish infusion (#87030)
## About The Pull Request
I'm adding a new infusion ~~(actually four, but two of them are just
holders for specific organs tied to a couple fish traits)~~ to the game.
As the title says, it's about fish.

The infusion is composed of three primary organs, plus another few that
can be gotten from fish with specific traits.

The primary organs are:
- Gills (lungs): Instead of breathing oxygen, you now need to stay wet
or breathe water vapor.
- fish-DNA infused stomach: Can safely eat raw fish.
- fish tail: On its own, it only speeds you up on water turfs, but it
has another effect once past the organ set threshold. It also makes you
waddle and flop like a fish while crawling (I still gotta finish sprites
on this one)

Other organs are:
- semi-aquatic lungs: A subtype of gills from fish with the 'amphibious'
trait, falls back on oxygen if there's no water. Can also be gotten from
frogs, axolotl and crabs.
- fish-DNA infused liver: From fish with the 'toxic' trait. Uses
tetrodotoxin as a healing chem instead of a toxin. Also better tolerance
to alcohol if you want to drink like a fish (ba dum tsh).
- inky tongue: From fish with the 'ink production' trait. Gives mobs the
ability to spit ink on a cooldown, blinding and confusion foes
temporarily.

The main gimmick of this infusion revolves around being drenched in
water to benefit from it, In the case you get the gills organ, this also
becomes a necessity, to not suffocate to death (alternatively, you can
breathe water vapor, without any benefit). To enable the bonus of the
organs set, three organs need to be infused. They can be gills, stomach,
tail and/or liver, while the inky tongue doesn't count towards it.

Once the threshold is reached, the following bonus are enabled:
- Wetness decays a lot slower and resists fire a bit more.
- Ink spit becomes stronger, allowing it to very briefly knock down
foes.
- Fishing bonuses and experience
- Resistance to high pressures
- Slightly expanded FOV
- drinking water and showers mildly heal you over time.
- for felinids: You won't hate getting sprayed by water or taking a
shower.
- While wet:
- - If the fish tail is implanted, crawling speed is boosted.
- - You no longer slip on wet tiles.
- - You also become slippery when lying on the floor.
- - You get a very mild damage resistance and passive stamina
regeneration, and cool down faster.
- - You resist grabs better.
- - get a very weak positive moodlet.
- However, being dry will make you quite squisher, especially against
fire damage, slower and give you a modest negative moodlet.

While working on it, I've also noticed a few things that explained why
tetrodotoxin (TTX) did jackshit at low doses, because livers have a set
toxin tolerance value, below which, any amount of toxin does nothing.
Also I've felt like reagents like multiver & co were a bit too strong
against a reagent that's supposed to work at very low doses, with slow
metabolization, so I've added a couple variables to buff TTX a bit,
making it harder to purge and resistant to liver toxin tolerance (also
added a bit of lungs damage).



## Why It's Good For The Game
I wanted to take a shot at coding a DNA infusion and see how chock-full
I could make it. DNA infusions are like a middle point between "aha,
small visual trinket" and organs with generally ok effects. I seek to
make something a bit more complex ~~(also tied to fishing ofc because
that's more or less the recurrent gag of my recent features)~~ primaly
focused around the unique theme of being strong when wet and weaker when
dry.

EDIT: The PR is now ready, have a set of screenshots of the (fairly mid)
fish tails (and gills, barely visible) on randomly generated spessman
and one consistent joe:

![immagine](https://github.com/user-attachments/assets/a4965508-22e2-4d3a-8523-29fec6bce91e)


## Changelog

🆑
add: Added a new infusion to the game: Fish. Its main gimmick revolves
around being stronger and slippery when wet while weaker when dry.
balance: Buffed tetrodotoxin a little against liver tolerance and
purging reagents.
/🆑
2024-10-09 02:03:50 +02:00
MrMelbert c7e14784b3 Refactors health doll, replaces "wounded" screen alert (#87011)
## About The Pull Request

The screen alert for being wounded is deleted

Instead, your health doll will now glow red on any (and all) wounded
limbs


https://github.com/user-attachments/assets/83565684-3e19-4753-8034-d8de6574e2b8

To accomplish this, the doll was refactored a bit. No longer operates
off of overlays, now uses vis contents across every limb, and just
updates the icon state of all those vis contents

## Why It's Good For The Game

Wounds really spam the hell out of you with screen alerts and it often
blocks you from seeing more relevant alerts that you care about

The mere presence of a minor dislocation on your leg prevents you from
noticing that you are no longer breathing. This is a bit troublesome

This can be resolved in other ways, of course - adding a priority value
to alerts? - but instead, I think we can just make better use of our
existing hud elements

I find this decently intuitive, at a glance. 
- The old screen alert gave you a tooltip saying you could click the
alert to examine yourself.
- Clicking on the health doll examines yourself the exact same way.
- So, players may see their doll glowing red, and click on it to self
examine, to see the report of them having a wound on their leg or chest
or whatever.

## Changelog

🆑 Melbert
del: Having any wounds no longer gives you an alert in the top right
qol: Having any wounds now make the corresponding bodypart on your
health doll (the lil dude on the right side of the screen) glow red.
refactor: Refactored how the hud's health doll shows up for humans.
Report any oddities
/🆑
2024-10-06 17:02:03 +02:00
tonty 3f0b4abb8d Replaces world.icon_size (and some magic numbers) with defines (#86819)
## About The Pull Request

All usages of world.icon_size in code have been replaced with new
`ICONSIZE_X`, `ICONSIZE_Y` and `ICONSIZE_ALL` defines depending on
context

Replaces some "32" magic numbers with the defines

A few bits of code have been modified to split up x/y math as well

## Why It's Good For The Game

Magic number bad, code more readable, code more flexible and I'm told
there's an access cost to doing world.icon_size so minor performance
gains

## Changelog

🆑 tonty
code: made some code relating to the world's icon size more readable
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-29 13:28:32 +00:00
grungussuss 2cf34ec44e Reduces volume of the nuke sound (#86888) 2024-09-27 16:33:45 +02:00
grungussuss 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
/🆑
2024-09-23 22:24:50 -07:00
tgstation-ci[bot] 9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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After that some startup commits on this branch need to be reverted then
it can be merged.

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2024-09-03 10:41:51 +02:00
LemonInTheDark 4b4e9dff1d Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here

Kept you waitin huh!

This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).

If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.

Most of the rest of it is pipelining done to accommodate how icons are
cut.

## Path To Merge

Almost* all sprites and code is done at this point. 
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily

This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.

Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.

Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.

## What does it look like?


![dreamseeker_hBsU6wCu91](https://github.com/user-attachments/assets/5392fa3b-60f6-40ea-876f-e686f25f996a)

![dreamseeker_CTiK0Je5iR](https://github.com/user-attachments/assets/1aee23bd-a5ec-4679-b094-d044401b7222)

![dreamseeker_HYkS1Q9GRq](https://github.com/user-attachments/assets/bad8844b-3179-4856-8684-f912e14e844a)

![dreamseeker_Pa18tgyKYp](https://github.com/user-attachments/assets/c2e1d222-9e5c-4500-8829-dd065428644a)

![dreamseeker_BfOBwS2mjH](https://github.com/user-attachments/assets/7dc51153-111d-4b17-93c3-8389daa6b60b)

![dreamseeker_iJazOumiMQ](https://github.com/user-attachments/assets/5837e203-3865-4f60-854e-62b4875c6b99)

## Credits

<details>
<summary>Historical Mumbojumbo</summary>

I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.

This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.

Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.

This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.

The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.

Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.

Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.

The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.

</details>

<details>
<summary>Detailed Credits</summary>

Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.

Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother

And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>

## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2024-08-14 09:07:45 +00:00
LemonInTheDark e90a9b4b68 Flattens The Floor Plane (Camera Update Too) (#84350)
## About The Pull Request

Ok so like, side map right? It makes things higher up in the world
render above things lower down in the world.

Most of the time this is what we want, but it is NOT what we want for
floors.
Floors are allowed to be larger then 32x32, and if they are we want them
to render based off JUST their layer.
If we don't allow this grass turfs and others get cut off on their
bottom edge, which looks WEIRD.

In order to make this happen, we can add TOPDOWN_LAYER to every layer on
the floor plane and disable sidemap.

I've added documentation for this to VISUALS.md, and have also
implemented unit test errors to prevent mixing TOPDOWN layers with non
topdown planes (or vis versa).
This new test adds ~1 second to tests, which is I think a perfectly
scrumpulent number.

EDIT:

I nerd sniped myself and implemented sidemap layering and lighting for
cameras (also larger then 32x32 icon support for getflat)
The lighting isn't perfect, we don't handle things displaying in the
void all that well (I am convinced getflat blending is broken but I have
no debugger so I can't fix it properly), but it'll do.

This came up cause I had to fix another layering issue in cameras and
thought I might as well go all in.

![image](https://github.com/tgstation/tgstation/assets/58055496/601b422c-f6aa-42ba-bcd9-b1faebe236e3)


## Why It's Good For The Game

Old:

![image](https://github.com/tgstation/tgstation/assets/58055496/d4102386-420d-4346-b05c-b819e62d98d0)

New:

![image](https://github.com/tgstation/tgstation/assets/58055496/1f5e303e-adee-427d-8fe3-76c8f2dbe098)


## Changelog
🆑
fix: Grass turfs will render properly now. Reworked how floors render,
please report any bugs!
fix: Cameras now properly capture lighting
fix: The layering seen in photos should better match the actual game
/🆑
2024-07-04 12:10:41 -07:00
Lucy e4fe3946fc Unique Heretic Ascension Announcements (#82878)
## About The Pull Request

All the audio work done by @Flleeppyy, coding done by me (Absolucy),
with feedback and initial ideas from @aberrantQuesrist and @KittyNoodle

[Preview of all sounds](https://www.youtube.com/watch?v=v5vBTgRPQKU)

## Why It's Good For The Game

Adds extra flavor and spice to the game for important events, much
better than the overused generic "space-time anomalies" announcement.

## Changelog
🆑 Flleeppyy, Absolucy
sound: Added unique announcement jingles to each heretic path's
ascension, replacing the old "space-time anomalies detected"
announcement.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2024-04-30 18:05:43 +02:00
John Willard 430896b5cf Blueprints tgui (#82565)
## About The Pull Request

Blueprints now use a TGUI panel instead of the old HTML one.
Also did general code improvement and maintaining to blueprints in
general and also destroyed the ``areaeditor`` level, repathing it to
just 'blueprints'.
Also adds a sound when you look at structural data cause why not

Video demonstration:

https://github.com/tgstation/tgstation/assets/53777086/861773fd-3d57-472d-bc94-d67b0d4f1dbd

The 4 blueprint types:

![image](https://github.com/tgstation/tgstation/assets/53777086/bfd68eb5-c430-4608-a3f7-d6ac86727882)

## Why It's Good For The Game

Another HTML menu dead underground.
This is more responsive and doesn't require constant updating to see
which area you're in, feels less OOC (instead of saying "the blueprints
say", just say it, you ARE the blueprints).

Like, come on

![image](https://github.com/tgstation/tgstation/assets/53777086/fcf1b8b6-37c3-4c94-969f-3b121c983dc0)

Look at all this wasted space

![image](https://github.com/tgstation/tgstation/assets/53777086/1d3e61cd-bc56-4280-a3bb-0c66604e75b3)

## Changelog

🆑
refactor: Blueprints now use TGUI.
qol: Blueprints can now be used while lying down.
/🆑
2024-04-10 11:55:29 -07:00
MrMelbert 0dc6b71a87 Change setting item weight class to a setter to patch some weight class related shenanigans (#82494)
## About The Pull Request

Fixes #81052 
Fixes #58008

Setting weight class of items is now done via `update_weight_class`.

I updated as many occurrences of manually setting `w_class` as I could
find but I may have missed some. Let me know if you know of any I
missed.

This is done to allow datums to react to an item having its weight class
changed.

Humans and atom storage are two such datums which now react to having an
item in its contents change weight class, to allow it to expel items
that grow to a weight class beyond what is normally allowed.

## Changelog

🆑 Melbert
fix: You can't fit items which are normally too large for a storage by
fitting it in the storage when it is small, then growing it to a larger
size.
/🆑
2024-04-08 19:01:30 -06:00
Bilbo367 466b3df048 Refactor removing unused defines. (#82115)
## About The Pull Request

Refactors a lot of the unused defines.

## Why It's Good For The Game

Refactors a lot of the unused defines.

## Changelog
Nothing player facing

---------

Co-authored-by: san7890 <the@san7890.com>
2024-03-22 21:29:35 -06:00
Pickle-Coding 0a17a2d0f1 Adds and improves logging for various shit. (#81738)
## About The Pull Request
Adds logging for RCD construction and deconstruction. Hallucinated
projectiles no longer causes logs. Flamethrowers log gas mixture
information, the flamethrower, the gas tank, tank distribution pressure
and whether it was lit. Adds a lot more logging to records consoles.
Frozen objects now log when they get shattered.
## Why It's Good For The Game
Closes #68452 
Closes #71798 
Closes #78008 
Closes #81098 
Closes #81130 
## Changelog
🆑 Pickle-Coding and Rhials
admin: RCD construction and deconstruction are logged.
admin: Hallucinated projectiles no longer log.
admin: Gives more detail to flamethrower logging.
admin: More actions are logged for records consoles usage.
admin: Frozen object shattering is logged.
/🆑

---------

Co-authored-by: Rhials <Datguy33456@gmail.com>
2024-03-10 19:49:26 +00:00