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master
230 Commits
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de4c3b255d | Merge branch 'master' of github.com:tgstation/tgstation into upstream-2026-06-23 | ||
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e700e5c8b1 | Floor decals are no longer rainbow-colored every round during pride week (#96557) | ||
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f601a6ddaf | Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 | ||
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ad450f76e8 |
Re-attempt at vv editing lobby music (#96093)
## About The Pull Request Previous attempt was in https://github.com/tgstation/tgstation/pull/95870 but I got 0 feedback and it just staled and closed. Instead of adding it as a secret button I am simply making it so vv editing the ticker's lobby music will properly update it for everyone. ## Why It's Good For The Game QoL for admins. ## Changelog 🆑 admin: Changing lobby music now updates for people in the lobby. /🆑 |
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21b4095dfd |
[MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026 fixes https://github.com/Bubberstation/Bubberstation/issues/5549 --------- Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: rageguy505 <54517726+rageguy505@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Aliceee2ch <160794176+Aliceee2ch@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Tsar-Salat <62388554+Tsar-Salat@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: Maxipat <108554989+Maxipat112@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: loganuk <fakeemail123@aol.com> Co-authored-by: Leland Kemble <70413276+lelandkemble@users.noreply.github.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com> Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: siliconOpossum <138069572+siliconOpossum@users.noreply.github.com> Co-authored-by: Isratosh <Isratosh@hotmail.com> Co-authored-by: TheRyeGuyWhoWillNowDie <70169560+TheRyeGuyWhoWillNowDie@users.noreply.github.com> Co-authored-by: Neocloudy <88008002+Neocloudy@users.noreply.github.com> Co-authored-by: Alexander V. <volas@ya.ru> Co-authored-by: ElGitificador <168473461+ElGitificador@users.noreply.github.com> Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Cameron Lennox <killer65311@gmail.com> Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: Layzu666 <121319428+Layzu666@users.noreply.github.com> Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: John F. Kennedy <54908920+MacaroniCritter@users.noreply.github.com> Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com> Co-authored-by: Josh <josh.adam.powell@gmail.com> Co-authored-by: Josh Powell <josh.powell@softwire.com> Co-authored-by: Yobrocharlie <Charliemiller5617@gmail.com> Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com> Co-authored-by: shayoki <96078776+shayoki@users.noreply.github.com> Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> |
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21e4c7faac |
Adds an ingame holiday for Chernobyl Disaster Remembrance Day (#95900)
## About The Pull Request April 26th is Chernobyl Disaster Remembrance Day There are no colored tiles or posters associated, but it does have station prefixes. Also as an added effect, radiation storms are twice as likely to trigger randomly, and multiple can trigger in one round. ## Why It's Good For The Game Today is the 40th anniversary of the Chernobyl disaster and I feel it would be somewhat fitting as an in game holiday given our game's propensity to have reactor meltdowns (and also the Space Soviet Union existed in the lore so I imagine they'd carry the tradition out to the Spinward Sector) ## Changelog 🆑 Melbert add: April 26th is Chernobyl Disaster Remembrance Day. /🆑 |
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ef28e00690 |
[MDB Ignore] Refactors gauze, adds Tourniquets (#95041)
## About The Pull Request 1. Refactors gauze Removes gauze var from `/stack`, adds a shared parent between tape and gauze. Behavior of "sticking thing on limb" is now a bit more generic, with there being a component to facilitate it and a framework on `/bodypart` Closes #92990 2. Adds Tourniquets A first aid item, when attached to a limb it reduces blood loss from that limb by 90%. However while attached you walk slower (if on a leg), interact slower (if on a arm), and yes, you rapidly die if you put it on your head Paramedic belts have their starting equipment changed again for the 500th time. Surgical tape -> Tourniquet Bone gel -> Bonesetter <img width="604" height="224" alt="image" src="https://github.com/user-attachments/assets/443dd5c0-44a3-4ccb-9f6a-c561bbf2fba9" /> ## Why It's Good For The Game Adds some more variety for field treatment of bleeding wounds, and in the future we can add things like "improvised tourniquets" or "improvised splints" with wooden planks. ## Changelog 🆑 Melbert add: Adds Tourniquets. While attached to a limb, reduces blood loss from that limb by 90%, but makes you walk / interact slower. (Or if you put it on your head, you die.) add: You can purchase Tourniquets from the premium section of the medical vendor add: Paramedic belt setup has changed yet again: Surgical tape replaced with Tourniquet, Bone gel replaced with Bonesetter. add: You can use all forms of tape as splint - like Gauze. Will secure a fracture but won't stop your blood from exiting. refactor: Refactored gauze entirely, report any strangeness with it (or tape, or tourniquets) /🆑 |
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00ccf0c6b5 |
Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
# Conflicts: # .github/CODEOWNERS # .github/workflows/compile_changelogs.yml # .github/workflows/stale.yml # SQL/database_changelog.md # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # code/__DEFINES/atom_hud.dm # code/__DEFINES/inventory.dm # code/__DEFINES/mobs.dm # code/__DEFINES/species_clothing_paths.dm # code/__DEFINES/subsystems.dm # code/__DEFINES/surgery.dm # code/__HELPERS/global_lists.dm # code/_globalvars/lists/maintenance_loot.dm # code/_globalvars/traits/_traits.dm # code/controllers/subsystem/minor_mapping.dm # code/controllers/subsystem/processing/quirks.dm # code/controllers/subsystem/shuttle.dm # code/datums/components/palette.dm # code/datums/components/surgery_initiator.dm # code/datums/diseases/advance/advance.dm # code/datums/hud.dm # code/datums/mood.dm # code/datums/mutations/chameleon.dm # code/datums/quirks/negative_quirks/nyctophobia.dm # code/datums/status_effects/debuffs/debuffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/slime/slime_leech.dm # code/datums/weather/weather.dm # code/game/data_huds.dm # code/game/objects/items.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/frog_statue.dm # code/game/objects/items/rcd/RLD.dm # code/game/objects/items/robot/items/hypo.dm # code/game/objects/items/stacks/medical.dm # code/game/objects/items/stacks/wrap.dm # code/game/objects/items/storage/garment.dm # code/game/objects/items/tools/medical/defib.dm # code/game/objects/items/weaponry.dm # code/game/objects/items/weaponry/melee/misc.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/game/objects/structures/curtains.dm # code/game/objects/structures/dresser.dm # code/game/objects/structures/girders.dm # code/game/objects/structures/maintenance.dm # code/game/objects/structures/mirror.dm # code/modules/admin/greyscale_modify_menu.dm # code/modules/admin/verbs/light_debug.dm # code/modules/antagonists/ashwalker/ashwalker.dm # code/modules/antagonists/heretic/knowledge/starting_lore.dm # code/modules/antagonists/ninja/ninjaDrainAct.dm # code/modules/art/paintings.dm # code/modules/client/preferences.dm # code/modules/client/verbs/ooc.dm # code/modules/clothing/head/wig.dm # code/modules/events/disease_outbreak.dm # code/modules/holodeck/holo_effect.dm # code/modules/jobs/job_types/head_of_security.dm # code/modules/jobs/job_types/security_officer.dm # code/modules/library/skill_learning/generic_skillchips/point.dm # code/modules/mining/lavaland/ash_flora.dm # code/modules/mining/lavaland/mining_loot/megafauna/ash_drake.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/basic/guardian/guardian.dm # code/modules/mob/living/basic/space_fauna/space_dragon/space_dragon.dm # code/modules/mob/living/carbon/carbon.dm # code/modules/mob/living/carbon/human/human.dm # code/modules/mob/living/carbon/human/human_defines.dm # code/modules/mob/living/carbon/life.dm # code/modules/mob/living/living.dm # code/modules/mob/living/living_defines.dm # code/modules/mob/mob.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mod/mod_control.dm # code/modules/mod/modules/modules_general.dm # code/modules/modular_computers/computers/item/computer_ui.dm # code/modules/paperwork/paper.dm # code/modules/paperwork/paperbin.dm # code/modules/power/lighting/light.dm # code/modules/projectiles/guns/energy/kinetic_accelerator.dm # code/modules/projectiles/projectile.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/food_reagents.dm # code/modules/reagents/chemistry/reagents/other_reagents.dm # code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm # code/modules/research/xenobiology/crossbreeding/_clothing.dm # code/modules/research/xenobiology/crossbreeding/prismatic.dm # code/modules/surgery/advanced/brainwashing.dm # code/modules/surgery/advanced/lobotomy.dm # code/modules/surgery/amputation.dm # code/modules/surgery/blood_filter.dm # code/modules/surgery/bodyparts/_bodyparts.dm # code/modules/surgery/brain_surgery.dm # code/modules/surgery/cavity_implant.dm # code/modules/surgery/coronary_bypass.dm # code/modules/surgery/gastrectomy.dm # code/modules/surgery/healing.dm # code/modules/surgery/limb_augmentation.dm # code/modules/surgery/organ_manipulation.dm # code/modules/surgery/revival.dm # code/modules/surgery/sleeper_protocol.dm # code/modules/surgery/surgery_helpers.dm # code/modules/surgery/surgery_step.dm # code/modules/unit_tests/_unit_tests.dm # code/modules/unit_tests/designs.dm # code/modules/unit_tests/icon_state_worn.dm # code/modules/unit_tests/screenshots/screenshot_antag_icons_cultist.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_headrevolutionary.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_provocateur.png # code/modules/unit_tests/screenshots/screenshot_husk_body.png # code/modules/unit_tests/screenshots/screenshot_husk_body_missing_limbs.png # icons/map_icons/clothing/head/_head.dmi # icons/map_icons/clothing/shoes.dmi # icons/map_icons/items/_item.dmi # icons/mob/huds/hud.dmi # icons/mob/inhands/64x64_lefthand.dmi # icons/mob/inhands/64x64_righthand.dmi # icons/obj/machines/computer.dmi # tgui/packages/tgui/interfaces/OperatingComputer.jsx # tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx # tgui/packages/tgui/interfaces/PreferencesMenu/types.ts # tgui/packages/tgui/interfaces/SurgeryInitiator.tsx # tools/icon_cutter/check.py |
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a9a59ed3f9 |
Merge remote-tracking branch 'origin/upsteam-12-15-25-revert-unique-reskins'
# Conflicts: # _maps/bubber/automapper/templates/centcom/interlink_adminoffice.dmm # _maps/map_files/BoxStation/BoxStation.dmm # _maps/map_files/generic/CentCom_skyrat_z2.dmm # _maps/map_files/moonstation/moonstation.dmm # code/modules/holiday/holidays.dm |
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080e131b50 |
Refactors the safe Christmas trees to use a safe present subtype by way of a blacklist (#5027)
## About The Pull Request Updates the safe tree to use a proper blacklist instead of being boring and just giving bloodthirsty spacemen and women toys... They were good all year, they crave violence. This replaces the round start Christmas trees with the safe trees, which no longer only give out toys, but also no longer give out admin/debug gear. A compromise for all, just in time for Christmas! The Christmas event present spawns have all been replaced with the safe variants that utilize the blacklist, the other means of acquiring presents have been left untouched. ## Why It's Good For The Game People not getting admin tools out of Christmas presents and causing headaches for staff is probably good for the game, maybe. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> <img width="418" height="452" alt="image" src="https://github.com/user-attachments/assets/df6554ee-084a-40c2-9592-94c88f6569c4" /> </details> ## Changelog 🆑 xPokee, LT3 balance: All Christmas event presents have been replaced with the safe variants. refactor: The safe Christmas tree subtype now uses a blacklist instead of just giving toys. admin: Added a new verb in the 'game' tab to blacklist presents on the fly. /🆑 |
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d89df7d2a2 |
Adds holiday mail to Christmas season (#94558)
## About The Pull Request - Now that the Christmas holiday is extended to ~2 weeks, re-enables mail for the duration of the holiday. - Adds some Christmas specific goodies to add to the mail pool for the duration. ## Why It's Good For The Game 2 weeks without any mail is a rather long time. Also what about all that Christmas space cash you receive from relatives who you never visit? ## Changelog 🆑 LT3 add: Christmas season now includes Christmas themed goodies in the mail /🆑 |
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9fb7c20daa |
Cargo can buy more presents at Christmas time (#94251)
## About The Pull Request Last Christmas we had and resolved this bug #88595 where via the mechanic of buying random trash, Cargo could roll on the roulette to try and get random Christmas presents and open them for random items. This was removed because it's not supposed to work that way and was a way of exploiting Christmas cheer for personal gain, which is grinchsome behaviour. That said, being able to order Christmas presents is also kind of soulful, so this PR brings that mechanic back but on purpose this time. During the Christmas season _only_, Cargo can spend 3000 credits of their budget to order a "Surplus Christmas Gifts" crate which contains 4-6 presents _with pre-assigned recipients_. In a similar system to addressed mail, only the person written on the gift tag can open the present, so unless you're sufficiently scroogeous to collect a huge pile of presents on the cargo room floor in hopes of getting a couple with your name on (in my testing these contained raw unbaked croissant dough, and a piece of paper from a space ruin) you should mostly be using this to deliver generalised holiday cheer to the crew rather than just yourself. This PR also contains (maybe as more lines than the actual feature) a refactor changing a bunch of boolean vars on `/datum/supply_pack` into bitflags, because I needed to add one more and it seemed silly to have so many booleans. ## Why It's Good For The Game It allows those with the yuletide spirit to deliver some christmas cheer to their fellow man, isn't that the season's reason? ## Changelog 🆑 add: When the game considers it to be Christmas, Cargo can order additional Christmas gifts pre-addressed to random crew members. /🆑 |
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09197a6a8b |
Fix decal colors from initializing as randomized garbage (#4375)
## About The Pull Request Fix floor tile decals from having a 20% chance of receiving a color. Disables the proc until I finish fixing it. ## Why It's Good For The Game I done fucked up ## Changelog 🆑 fix: Station tile decal color should be back to normal /🆑 |
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2e66a7bed2 |
Makes the server (more) gay (#3951)
## About The Pull Request Adds the other five in game pride flags to the tile colouring system. Also adds a 20% chance of pride tiles on non-holiday days. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary>  </details> ## Changelog 🆑 LT3 add: The station tiles may now be gay, bi, trans, lesbian, pan, or ace if they want to /🆑 |
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856bd3e522 |
Adds Goth Day (May 22) as a Holiday (#91222)
## About The Pull Request World Goth Day is apparently a thing on May 22nd? Apparently. ## Why It's Good For The Game More holiday goofiness. ## Changelog 🆑 add: New holiday for May 22: Goth Day. /🆑 --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
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154f4a1f2f |
Adds Goth Day (May 22) as a Holiday (#91222)
## About The Pull Request World Goth Day is apparently a thing on May 22nd? Apparently. ## Why It's Good For The Game More holiday goofiness. ## Changelog 🆑 add: New holiday for May 22: Goth Day. /🆑 --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
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d20a1dac71 |
Adds a holiday-exclusive mail pool (#90437)
## About The Pull Request Holidays with mail allowed are now able to have a pool of mail goodies associated with them. (If anyone has any ideas I missed please do tell me them. Ones I really wanted to add are things for Ramadan and Hanukkah but I both don't know enough about them and also don't know any traditional Islamic/Jewish foods/trinkets we have in our codebase) ## Why It's Good For The Game Adds more flavor to the game's various holidays. ## Changelog 🆑 Wallem add: Some holidays have been given their own pool of mail goodies. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> |
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f1f611e500 |
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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5348dbed7f |
Adds a holiday-exclusive mail pool (#90437)
## About The Pull Request Holidays with mail allowed are now able to have a pool of mail goodies associated with them. (If anyone has any ideas I missed please do tell me them. Ones I really wanted to add are things for Ramadan and Hanukkah but I both don't know enough about them and also don't know any traditional Islamic/Jewish foods/trinkets we have in our codebase) ## Why It's Good For The Game Adds more flavor to the game's various holidays. ## Changelog 🆑 Wallem add: Some holidays have been given their own pool of mail goodies. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> |
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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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1907104d6f |
Fix April Fools and Roundend title music (#89741)
## About The Pull Request 1. April Fools set the lobby music, but order of operations says holidays might be initialized before ticker. So we need to ensure it won't get overridden. 2. Lobby music pref was changed from a toggle to a number, but the proc already passed the number as an argument, so the arg did nothing. Now it'll (properly) play at half volume during end-of-round. 3. When using default repo lobby music, it will not play the same music after two rounds (as it does with configured lobby music) ## Changelog 🆑 Melbert fix: Roundend title music will play at half volume again fix: April Fools lobby music will correctly always be clown music fix: Lobby Music will repeat across sequential rounds less often /🆑 |
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7a5aecf825 |
Fix April Fools and Roundend title music (#89741)
## About The Pull Request 1. April Fools set the lobby music, but order of operations says holidays might be initialized before ticker. So we need to ensure it won't get overridden. 2. Lobby music pref was changed from a toggle to a number, but the proc already passed the number as an argument, so the arg did nothing. Now it'll (properly) play at half volume during end-of-round. 3. When using default repo lobby music, it will not play the same music after two rounds (as it does with configured lobby music) ## Changelog 🆑 Melbert fix: Roundend title music will play at half volume again fix: April Fools lobby music will correctly always be clown music fix: Lobby Music will repeat across sequential rounds less often /🆑 |
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498279013b |
Make the xmas period longer (#88581)
I dunno headmins are jollymaxxing i guess |
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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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a4e9a56b4c |
Small refactor on station trait lobby buttons. (#86624)
## About The Pull Request So, I've been looking into manually loading job traits today, and it seems the buttons don't appear until you reconnect. Upon further investigations, it turns out that the code doesn't support showing lobby buttons outside of SSstation init. To add injury only up to three buttons can be displayed for some stupid reason (the lack of code for x offsets), plus the buttons aren't relocated when one is removed, thus possibly leaving behind an empty gap. This PR fixes all of that, while removing some crumbs of shitcode from new players' HUDs and making sure to remove datum traits and references are removed when the trait is deleted (usually never the case outside VV).  ## Why It's Good For The Game Lobby buttons should ALWAYS be shown to the player if the relative trait is loaded, the only exception being the conditions set by the trait itself (for job traits is the job age and whether the game has started or not), while the offsets of the lobby buttons should stay synced with how many are being displayed to the new player at any given time, so if a button is deleted, the others are relocated to avoid having leaving an empty gap behind. Beside, this is necessary for the lobby button for the playable pun pun to show up during Monkey Day. ## Changelog N/A, all backend. |
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06ba9d93eb |
Pun Pun Station Trait, But it's only active on Monkey Day (14 December, every round) (#86091)
## About The Pull Request This is a remake of https://github.com/tgstation/tgstation/pull/84501 with a few small changes to avoid mapping issues. This time it's restricted to a once-in-a-year event, mainly because neither Jacq and Lemon were ok with the possibility of Pun Pun being posibly playable all year, however Jacq said he's fine with it being available on the holiday, while Lemon isn't around on Discord atm so I don't know what he's to say. The trait makes pun pun playable and gives them the job of being a busser (waiter) in the cafeteria. They're clever and can use tools most other monkeys can't, but cannot be humanized, while also being unable to speak Galactic Common. Should they roll traitor, they'll be able to buy syndicate monkey reinforcements and equipment, which it can also use, being a monkey itself. ## Why It's Good For The Game This is a fairly unique job, like the Cargo Gorilla, due to the fact it's not a conventional humanoid crew member nor the AI or a cyborg. I thought this was a fun idea, though I met some obstacles and the original PR was DNM'ed and then closed. However, the trait perfectly fits the theme of the holiday, making a good compromise since Pun Pun will stay AI-controlled the rest of the year, as Jacquarel and Lemon want it to be. It can also be added by an admin through VV, whether they're planning some shenanigean or just want to add something more to the round. ## Changelog 🆑 add: Pun Pun is a playable crewmember during Monkey Day (14 December). /🆑 |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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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?       ## 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> |
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5f80128fa9 |
Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request it's - conjunction of "it" and "is" its - possessive form of "it" grammar is hard, and there were a lot of places where "it's" was used where it shouldn't have been. i went and painstakingly searched the entire repository for these instances, spending a few hours on it. i completely ignored the changelog archive, and i may have missed some outliers. most player-facing ones should be corrected, though ## Why It's Good For The Game proper grammar is good ## Changelog 🆑 spellcheck: Numerous instances of "it's" have been properly replaced with "its" /🆑 |
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515ca7ea2f |
Adds the National Ice Cream Day. (#84791)
This PR adds the National Ice Cream Day (yeah, it's one of those 'murrican holidays) to the game, bringing a few niche ice-cream-related effects to the game During the Ice Cream Day: - Crematoriums replaced with cre**a**matoriums. - All cyborgs that don't already come with the treat dispenser are given (a slightly weaker) one stuck in ice cream mode. - Robot customers order ice cream thrice as often. - The ice cream vat starts with two times and a half more ingredients. - Ice cream cones can hold up to four times as many scoops as normal. |
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88bdabe53b |
Adds a small cafeteria behind the right wing shutters of the museum. (#81465)
## About The Pull Request I was thinking to contribute something to the new away mission map to make it better. Mapping and all takes too much time for me, so I could do little. Though it comes with its own unique gimmicks. To reach the cafeteria, one has to complete a couple puzzles. The first set is opened by inputing the correct PIN on the password panel beside it. There're several clues to help you guess this fairly easy puzzle, in the form of several number graffitis, a scrapped piece of paper full of numbers, and a board filled with colored dots also found just beside the panel. The second one is opened by a keycard, and is generally lazier. To find it, you'll need to do a bit of (toilet) searching. As for the unique things this PR adds: - A fire extinguisher... that actually contains welding fuel - A (dirt-cheap) hotdog vending machine* - A completely ornamental maneki-neko (that's the name of the luck-bringing, paw-waving cat figurine) - A piggy bank that carries money between rounds. It has a cap of 10k credits worth of holochips, cash and coins, which is pretty high, but I'm confident people will just destroy it for its contents the moment they find it. His name is Pigston Swinelord VI. - More, totally legit and not actually fake bombable walls :^) *By the by, you can also find it during the national hotdog day. Screenshots of the new location:   ## Why It's Good For The Game You know how most away missions are not that special at all? Yeah, @mc-oofert set an example of a pretty decent one actually, if not a tad small. I thought it could use a touch of another mind actually contributing to it too, because it deserves it. Also, this sets the basis for other persistent piggy banks. I don't think they should all have that 10k cap like this one, perhaps 1k is enough. Beside, the code that mothblocks did for json database datum is pretty good, so there is not a whole lot of shitcode here. ## Changelog 🆑 add: Added a cafeteria to the museum away mission, with a few special things to it. To reach it, you'll have to complete a couple puzzles however. map: The museum away mission now has a couple restrooms. add: Hotdog vending machines may spawn during the National Hot Dog Day. /🆑 |
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279904e079 |
Saves some free lag by removing some in area (in world) loops (#80644)
## About The Pull Request Goes through and changes some `in area` / `in a` loops to use `get_contained_turfs` to cut down on `in_world` loops. Saves some free lag. ## Changelog 🆑 Melbert fix: Some things which affect everything in an area are less laggy, the "all lights are broken" station trait especially /🆑 |
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87f32e149f |
Patches Up Gifts In Anticipation Of The Holidays (#80035)
## About The Pull Request I decided to look at why everyone loves (and I despise) Christmas too much, and was met with a lot of smelly code. In fact, some of it was completely busted! Let's fix several things. * We no longer use a GLOB for "every possible item you can cram into a gift box", we now use static lists scoped to the proc. That saves us some pollution for something that really didn't need it (and only was set up that way for cacheing I believe). We also static-cache stuff that we weren't doing previously, to save even more work (in anticipation for entropic heat death of universe). * Repaths `/obj/item/a_gift` to `/obj/item/gift`. I never liked the old path and this new one is cleaner. This also uncovered a bug. * Mappers would var-edit gifts to have a unique mapped-in type, but the code never respected this. I fixed it so the behavior should now respect that rather than override the variable on Initialize(). Now the goat plushie gift will always have said goat plushie rather than just any toy. * Procs should now have the proper arg nomenclature. * Also just cleans up a lot of single letter variables and the like. There was some cooked shit that's now alphabetized and nicely multilined. ## Why It's Good For The Game Ho ho ho. ## Changelog 🆑 fix: Some mapped-in gifts that were supposed to guarantee a certain gift weren't spawning that exact gift type, this has been patched to reflect the mapper's intent. /🆑 |
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e4824f7647 |
More appropriate remembrance day message (#79650)
## About The Pull Request Changes the greeting message displayed during remembrance day to "Lest we forget." Closes #79649. ## Why It's Good For The Game The current "Have a happy Remembrance day" does not fit. At all. This makes it a bit more tasteful. |
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8ec6e075de |
Adds a sleeve of tiling colors for several holidays. (#79188)
## About The Pull Request Inspired by #79108. This concerns Christmas, many national holidays and a few gimmicky ones where it'd make sense. Oh, yeah, I've also added "Sacrebleu" to the list of possible station prefixes for the Bastille day, since "Merde" is already there. <details> <summary>some screenshots (got tired of restarting the server over and over halfway through)</summary> ### St. Patrick (Ireland) :  ### Bastille Day (France) :  ### Waitangi Day (Union Jack colors, New Zealand) : **No, it isn't the french flag again, it's the tram tiles that always display the pattern in vertical stripes...**  ### Christmas (Before I realized it looks like the italian flag so I've removed the white) :  </details> ## Why It's Good For The Game Implemeting a smidge of festivity and/or celebration to several holidays. Open to suggestions and thoughts. ## Changelog 🆑 image: Several holidays now have themed floor and tram tiling. /🆑 |
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8f79cd382e |
Halloween tile decals (#79108)
## About The Pull Request Adds orange and black tile decals for the Halloween holiday. <details> <summary>Screenshot</summary>   </details> ## Why It's Good For The Game It's Halloween, compliment the visual filter recently added to the holiday. ## Changelog 🆑 LT3 image: Added Halloween themed floor/tram tiles /🆑 |
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acf9c76677 |
Restores drone holiday headwear and extends it to assistants (#78347)
## About The Pull Request drone_hat defined a piece of headwear that drones would spawn with when the corresponding holiday is active. While peeking at holiday code for my own amusement, I noticed that it wasn't actually used anywhere and must have become deprecated at some point. I have re-implemented that functionality, and extended it to assistants. Now, all drones/assistants spawning without headwear during a holiday will receive the holiday's defined holiday_hat (if there is one). This modifies a few of the holiday_hat entries, particularly the mask entries since the new system is head-only, and adds a few more in there as well.  There's probably some balance implications to, say, spawning all the assistants with fire helmets or pirate bandanas, but I see that as being balanced out by the infrequency of these cases. ## Why It's Good For The Game Restores an piece of drone code that fell off the wagon somewhere amongst the removals and reworks. As for implementing it for assistants, seeing assistants in funny hats makes me laugh a lil bit :) ## Changelog 🆑 Rhials qol: Restores holiday hats for drones. qol: Extends holiday hat behavior to assistants. Get festive! /🆑 |
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acd44f23ff |
Fix copy/paste error in Independence Day of Ukraine holiday code (#77488)
Seems this should be associated with the ukraine holiday not indigenous
## About The Pull Request
Looks like the indigenous people's holiday was cloned for the Ukraine
independence day holiday but the station naming proc wasn't properly
renamed, causing it to trigger today (9th aug) for the Ukraine themed
station prefixes rather than on the 24th.
## Why It's Good For The Game
Correct behaviour good, incorrect behaviour bad.
## Changelog
:cl:iain0
fix: A small clerical error fixed which will cause the Ukrainian station
naming prefix to be properly applied to the Independence Day of Ukraine
holiday on 24th August, rather than overwriting the Indigenous People's
Day station prefixes.
/🆑
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f71ea26f72 |
Machine list is now stored in SSmachines | Remove excessive use of global lists for specific machine types (#76822)
## About The Pull Request Removes all of the duplicate global lists for specific machine types where the only thing they do is store all machines of that type. Adds machine tracking to SSmachines in the form of a list for all machines, and then an associative list for machines by their type. Previously we have machines in multiple global lists, such as airlocks being in GLOB.doors, GLOB.airlocks, GLOB.machines. This makes that not a thing, and also means that iterating through GLOB.machines looking for a specific type is no longer as expensive. |
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952d2cfa89 |
Adds station prefixes for Christmas (#76225)
## About The Pull Request Adds 15 different station prefixes for Christmas, because there were none previously (why?) ## Why It's Good For The Game  that's right, why doesn't christmas have special prefixes? well now it does ## Changelog 🆑 add: Christmas now has special station prefixes. /🆑 |
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f97830c982 |
Change pride tiles to generic holiday tiles, add Tramstation support (#75665)
## About The Pull Request - Rewrites the Pride Week rainbow tiles coloring into a more generic 'Holiday' tile coloring proc so that it can be used by any holiday - Adds support for different color patterns - Adds support for the trimline decal subtype Tramstation uses - Adds stack types for tram tiles so that if you pull them up you can put them back - Fixes naming of tile decals ## Why It's Good For The Game - The generic proc allows us to specify a different color set for each holiday (think red white blue for July 4, or red/white/green for Christmas) - Players now have a way to put back tram platform tiles that have been pulled up - Tramstation gets colored tiles like the other maps  ## Changelog 🆑 LT3 fix: Tram platform tiles now have proper stack types refactor: Pride week tile coloring refactored into a generic holiday decal system spellcheck: Tile decals are no longer all named 'corner' /🆑 |
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1475dd4469 |
Framework for holiday-specific poster spawns (#71717)
Creates a framework to spawn holiday-specific posters. Poster data is stored in the holiday datum, then applied to the poster on its initilization, to keep it organized. This also adds posters for some holidays already, just as a proof of concept. |
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ebc0227176 |
Makes dog a basic mob [MDB IGNORE] (#70799)
About The Pull Request
Made a basic version of the pet base called /mob/living/basic/pet. It's significantly more stripped down from the old simple_animal one, because its half collar stuff and...
Made the collar slot a component that you could theoretically remove from a pet to disable the behavior, or add to any other living mob as long as you set up the icon states for the collar (or not, the visuals are optional).
The corgi's collar strippable slot is now generally the pet collar slot, and in theory could be used for other pet stripping screens.
I also gutted the extra access card code from /mob/living/basic/pet as it's only being used by corgis. Having a physical ID is now just inherent to corgis, as they're the only ones that could equip it anyway.
Ported the make_babies() function from simple_animals to a new subtree and associated behavior, called /datum/ai_planning_subtree/make_babies that uses blackboards to know the animal-specific info.
Note that it's marginally improved, as the female walks to the male first instead of bluespace reproduction.
Tweaked and improved the dog AI to work as a basic mob, including making /datum/idle_behavior/idle_dog fully functional.
Made a /datum/ai_planning_subtree/random_speech/dog that pulls the dynamic speech and emotes to support dog fashion.
I've tested base collars across multiple pet types.
For dogs, I've tested general behavior, fetching, reproduction, dog fashion, and deadchat_plays, covering all the oddities I'm aware of.
image
Why It's Good For The Game
Very big mob converted to a basic mob.
Changelog
cl
fix: Lisa no longer uses bluespace when interacting with Ian.
refactor: A large portion of dog code was re-written; please report any strange bugs.
/cl
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4d6a8bc537 |
515 Compatibility (#71161)
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
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c7dde06668 |
[MDB Ignore]Hats DMI split (#70060)
Splits head dmi into separate files for both mob and obj icons. Kept similar to suit split categorization + some more. New files include beanie, bio, chaplain, costume, cowboy, default, hats(softcaps, fedoras, head caps, generic hats), helmet(helmets and other armored headgear/hoods), spacehelm, utility(hardhats, mostly work related hats), wizard. Moves animal/pet head sitting icons to 1 folder, pets_head.dmi Renames PAI head sitting icon file to pai_head.dmi |
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b748f9e091 | Cleans up events folder, moves stray round_event_control/round_event pairs to events module (#70147) | ||
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fd6076c7b4 |
Fix surprise egg sprite (#69656)
fix surprise egg's sprite missing because the DMI file wasn't updated. |
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fd9f50c552 |
[IDB IGNORE] Renames the inhand/misc folder to inhand/items (#69573)
Also adds balloons to inhand/items |
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16c0d47c99 |
Fixes chocolate and scotch eggs showing error sprites (#69463)
Fixes chocolate and scotch eggs showing errors Co-authored-by: tattle <article.disaster@gmail.com> |
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dbc2435fa5 |
Suit DMI split p2: Obj icons (#69174)
About The Pull Request second part of #68417, which splits the suits.dmi, but this time focuses on obj items. everything stated in that pr applies to here aswell, it follows the same categorization. Why It's Good For The Game finishes the much needed splitting of suits.dmi, easing the minds of spriters everywhere and lowering the probability of future pr conflicts in this area |