1018 Commits

Author SHA1 Message Date
shayoki f601a6ddaf Merge remote-tracking branch 'tgstation/master' into upstream-6-2-2026 2026-06-03 01:23:54 -05:00
Alexis 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

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2026-05-16 00:56:00 +02:00
tmyqlfpir 901a1d4450 Add USB ports to emitters/temperature pumps/temperature machines (#95497)
## About The Pull Request

This PR adds USB functionality to temperature pumps, emitters and
temperature control unit machines.

<img width="1082" height="340" alt="working"
src="https://github.com/user-attachments/assets/25e40c17-33ab-4159-b431-b3ccbe83626d"
/>

### New USB Components

<img width="139" height="101" alt="emitter"
src="https://github.com/user-attachments/assets/66580351-6cca-4dfe-9de4-3813cf62678c"
/>

* Emitter
New exposed controls allow you to manually fire a single beam, and get
signals whenever it is toggled on/off/fired.
It doesn't allow a player to toggle it on/off (must be done physically).
ID locking the emitter will also lock out the ability to fire the
emitter via USB.

<img width="303" height="226" alt="temp pump"
src="https://github.com/user-attachments/assets/4d0e6758-d653-4ac1-a080-d8e31d64408d"
/>

* Temperature Pump
This works exactly the same as the other USB controlled pumps, with the
addition of setting the heat rate.

<img width="267" height="151" alt="temperature control"
src="https://github.com/user-attachments/assets/6fff5148-bd70-4a1c-9899-10c997279669"
/>

* Temperature Control Unit
The USB interface now allows this to be remotely turned off and on like
the other USB pump interfaces.

## Why It's Good For The Game

These three parts are crucial to engineering/atmos projects, and gives
experienced players more depth to toy with circuits.

## Changelog

🆑
add: Added USB interface to emitters, temperature pumps and temperature
control unit machines
/🆑
2026-04-29 16:52:55 +02:00
MrMelbert 4eadf5caf7 The big tooltype_act de-cargo-cult-ing (#95408)
## About The Pull Request

Removes a lot of cargo cult copypasta with
`default_deconstruction_screwdriver`, `default_deconstruction_crowbar`,
and to a lesser extent `default_pry_open` and
`default_change_direction_wrench`

ALL you gotta do now if you want your machine to have an openable panel
or be deconstructible with a crowbar is this
```dm
/obj/machinery/dish_drive/screwdriver_act(mob/living/user, obj/item/tool)
	return default_deconstruction_screwdriver(user, tool)

/obj/machinery/dish_drive/crowbar_act(mob/living/user, obj/item/tool)
	return default_deconstruction_crowbar(user, tool)
```

`default_deconstruction_screwdriver` no longer directly sets
`icon_state`, requiring the user pass in the open and closed icon
states. Now, it just calls `update_appearance`, and everything that once
passed the icon state now uses `base_icon_state` and
`update_icon_state`.

## Why It's Good For The Game

Many of these procs were terribly overcomplicated and difficult to work
with for what should be a relatively simple action

Streamlining it makes it easier for coders to understand and work with

## Changelog

🆑 Melbert
refactor: A majority of machines had their screwdriver/crowbar/wrench
interactions rewritten, report any oddities like being unable to open a
machine's panel or deconstruct a machine
/🆑
2026-04-14 19:46:24 -04:00
SmArtKar d1393ee0ad Fixes unpowered field generators yeeting people (#95561) 2026-03-31 15:33:23 -04:00
SmArtKar 11fbb59049 TGUIfies some VV actions, replaces the actions dropdown with a searchable one (#95480) 2026-03-29 21:47:29 -04:00
Roxy cf8d8121c8 Add Emitter Emissives (#95270)
## About The Pull Request

Add an emissive overlay for the lights on emitters

## Why It's Good For The Game

<img width="285" height="218" alt="image"
src="https://github.com/user-attachments/assets/372f5b1b-61ed-4627-a189-577ec3aac264"
/>
<img width="275" height="234" alt="image"
src="https://github.com/user-attachments/assets/5959ac90-4856-427b-ab29-f1cbeb68422a"
/>


cool

## Changelog
🆑
image: emitters glow in the dark now
/🆑
2026-02-28 19:46:05 -05:00
MrMelbert 4fe16acd0b Minor shock() refactor (#95204)
## About The Pull Request

`shock` was copy pasted across a bunch of base types
I needed the behavior unified and it was fairly trivial to do 
So now we have `/obj/proc/shock` which all the old implementations call 

## Changelog

🆑 Melbert
refactor: Made some minor changes to how things like airlocks, vendors,
and autolathes shock you. Report any wierdness with that
/🆑
2026-02-24 21:12:59 -05:00
nevimer 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
2026-02-12 23:50:09 -05:00
SmArtKar f58b8511f0 Refactors effect_system (#94999)
## About The Pull Request

This PR refactors ``effect_system``s to be a bit easier to use by
getting rid of ``set_up``, allowing ``attach()`` to be chained into
``start()`` and refactoring most direct system usages in our code to use
helper procs.

``set_up`` was unnecessary and only existed to allow ``New``'s behavior
to be fully overriden, which is not required if we split
sparks/lightning/steam into a new ``/datum/effect_system/basic`` subtype
which houses the effect spreading behavior. This allows us to roll all
logic from ``set_up`` into ``New`` and cut down on code complexity.
Chaining setup as ``system.attach(src).start()`` also helps a bit in
case no helper method exists

I've added ``do_chem_smoke`` and ``do_foam`` helpers, which respectively
allow chemical smoke or foam to be spawned easily without having to
manually create effect datums and reagent holders.

Also turns out we've had some nonfunctional effect systems which either
never set themselves up, or never started, so I fixed those while I was
at it (mostly by moving them to aforementioned helper procs)

## Why It's Good For The Game

Cleaner code, makes it significantly easier for users to work with. Also
most of our effect system usage was copypasta which was passing booleans
as numbers, while perfectly fine helper procs existed in our code.

## Changelog
🆑
refactor: Refactored sparks, foam, smoke, and other miscellaneous effect
systems.
refactor: Vapes now have consistent rigging with cigs using the new
system.
fix: Fixed some effects never working.
/🆑
2026-02-03 22:23:09 -05:00
mcbalaam 3799968eb3 feat: new floppy disk sprites; most disks are now under the /item/disk type; adds disk stacking, uqinue styling and wrapping (#94112)
## About The Pull Request

Floppy disks received a sprite upgrade, as well as unique wraps:

<img width="364" height="150" alt="image"
src="https://github.com/user-attachments/assets/0ac433e3-7432-4c06-bec2-aeae00b6852f"
/>

<img width="786" height="527" alt="image"
src="https://github.com/user-attachments/assets/0f36bd0d-0362-4431-8131-49060a2fe348"
/>

You can now stack floppy disks! They also scatter around when thrown.
The video also showcases new styling options with a selection of
stickers! You can also write something on the disk instead of selecting
an icon:


https://github.com/user-attachments/assets/ff0a8542-9d79-4108-ae46-672ca5d620a2

MOST disks now inherit the `/item/disk` type to properly stack and do...
stuff. An updatepaths script included.

## Why It's Good For The Game

Old school is cool. Stacking disks makes them feel more authentic, while
styling allows for more crearivity!

## Changelog

🆑
add: New unique wraps for floppy disks
qol: Floppy disks can now be stacked
image: New sprites and stickers for floppy disks
map: Added and ran an updatepaths script
refactor: Most disks are now under the base disk item type
/🆑

---------

Co-authored-by: The-Tyrant <tyrantofgaming@gmail.com>
2026-01-04 08:52:18 +13:00
Bloop 0190e64654 Converts simple rotation into a bespoke element (#94582)
## About The Pull Request

<img width="579" height="67" alt="image"
src="https://github.com/user-attachments/assets/d7a4427e-2a6e-44d3-94ba-c90a2d474984"
/>

Simple rotation components number in the 8-9k range per round, and each
contains a needless callback datum as well.

These do not need to hold any state and can be bespoke elements, and the
proc to do things post_rotation can just be a normal atom proc.

<details><summary>Still works as you'd expect, including items that have
flag requirements like the wrench</summary>


![dreamseeker_UhvaohsIYK](https://github.com/user-attachments/assets/a4bd6b3f-d502-4a11-852f-0b96472d688d)


![dreamseeker_fEwUfNQben](https://github.com/user-attachments/assets/62dca771-4622-4cb2-9105-7f3a7c73e15a)

</details>

## Why It's Good For The Game

Makes a heavily used element much more lightweight, saves a few mb of
memory.

## Changelog

🆑
refactor: simple rotation component has been refactored into an element
Please report any bugs to github.
/🆑
2025-12-25 10:32:41 +01:00
Roxy 71faa643bf Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-12 2025-11-12 16:44:13 -05:00
zeckle 8ee9b8c61d Diode disks now change the color of the light on the emitter when turned on. Emitter lights have been changed to an overlay. (#93605)
## About The Pull Request

Title 

<img width="465" height="464" alt="emittercolors"
src="https://github.com/user-attachments/assets/e6b6cb88-9483-45d0-abac-652ced9111fc"
/>

<img width="139" height="517" alt="emittercolors"
src="https://github.com/user-attachments/assets/2609a833-5e38-4eb5-b11d-3c6dec148694"
/>


Please, please please tell me how I can improve the code, I'm not
confident in it

## Why It's Good For The Game

It looks nice! Also fixes #93593 

## Changelog
🆑
add: Emitters now change their light color depending on the diode disk
inserted.
fix: Emitters can light up with their panel open.
/🆑
2025-11-11 21:11:43 +01:00
throwawayuseless a38652aa4d OUGH: fixes improper \improper. (#92581)
ough
## About The Pull Request
diode disk fucky mc wucky
## Why It's Good For The Game
bugg
## Changelog
🆑
fix: Diode Disks are no longer improperly /improper.
/🆑
2025-08-19 22:41:10 -04:00
throwawayuseless 6bc67d2bc6 Emitter: The Emitting (#92327)
## About The Pull Request
Adds Diode Disks, installable disks that when fitted into an emitter can
change its function.
* Healing
* Stamina damage, and heals the SM slightly at the cost of internal
energy
* Traitor engi only explosive that damages and supercharges the SM if
used that way. Firerate is halved.
* Incendiary that slightly damages the SM but has lots of energy
* Sanity damaging one that improves SM psi coeff
* Magnetic item attracting one that improves SM mol absorption.
## Why It's Good For The Game
Fun and unique ways for Engi to use excess power or improve their SM
setups. Could also lead to neat engi inventions such as, say, a circuit
device that aims and fires a healing emitter at anyone nearby who is
damaged. Should also incentivize the researching of useful techs, hence
why important medium tier techs are what lock the different disks.
## Changelog
🆑
add: New Diode Disks which allow you to configurate emitters with
special functions.
add: New Engi & CE exclusive traitor item, a diode disk that causes an
emitter to create low radius explosions when it hits things. Note that
this will reduce the fire-rate of your emitter.
/🆑

---------

Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2025-08-19 22:35:55 -04:00
Cameron Lennox bc5fb226d1 Fixes spam-clicking on Nar'Sie destroying eardrums (#92470)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
Fixes #92454 by making it so Nar'Sie can't be spam-clicked at the speed
of light to spawn infinite cult shells and blow up your ears.

Instead, clicking on Nar'Sie will now give you an input box asking if
you want to become a harvester or not.

Additionally, cultbanned individuals can no longer interact with her
either.


![dreamseeker_2025-08-07_00-15-01](https://github.com/user-attachments/assets/4bcd9876-eb35-4cf9-a7b3-8c43437b155e)

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
Nar'Sie no longer escapes into the real world and does grievous bodily
harm to your ears when some joker decides to spam-click her.

Additionally, it feels smoother to click Nar'Sie and be able to
immediately become a harvester, versus clicking Nar'sie and then having
to twiddle your thumbs for 10 seconds waiting for the ghost query to
end.

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## 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: Nar'Sie can no longer be spam-clicked as a ghost and destroy ears
via infinite shell creation.
fix: Cult-banned players can no longer interact with Nar'Sie
qol: Interacting with Nar'Sie as a ghost no longer creates a ghost query
and instead allows you to immediately become a harvester after
confirming you wish to become a harvester.
/🆑

<!-- 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. -->
2025-08-19 22:30:37 -04:00
throwawayuseless b697439f45 OUGH: fixes improper \improper. (#92581)
ough
## About The Pull Request
diode disk fucky mc wucky
## Why It's Good For The Game
bugg
## Changelog
🆑
fix: Diode Disks are no longer improperly /improper.
/🆑
2025-08-16 19:51:43 +10:00
throwawayuseless 2a7921d436 Emitter: The Emitting (#92327)
## About The Pull Request
Adds Diode Disks, installable disks that when fitted into an emitter can
change its function.
* Healing
* Stamina damage, and heals the SM slightly at the cost of internal
energy
* Traitor engi only explosive that damages and supercharges the SM if
used that way. Firerate is halved.
* Incendiary that slightly damages the SM but has lots of energy
* Sanity damaging one that improves SM psi coeff
* Magnetic item attracting one that improves SM mol absorption.
## Why It's Good For The Game
Fun and unique ways for Engi to use excess power or improve their SM
setups. Could also lead to neat engi inventions such as, say, a circuit
device that aims and fires a healing emitter at anyone nearby who is
damaged. Should also incentivize the researching of useful techs, hence
why important medium tier techs are what lock the different disks.
## Changelog
🆑
add: New Diode Disks which allow you to configurate emitters with
special functions.
add: New Engi & CE exclusive traitor item, a diode disk that causes an
emitter to create low radius explosions when it hits things. Note that
this will reduce the fire-rate of your emitter.
/🆑

---------

Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2025-08-13 07:42:53 +10:00
Cameron Lennox eb669bf0c1 Fixes spam-clicking on Nar'Sie destroying eardrums (#92470)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
Fixes #92454 by making it so Nar'Sie can't be spam-clicked at the speed
of light to spawn infinite cult shells and blow up your ears.

Instead, clicking on Nar'Sie will now give you an input box asking if
you want to become a harvester or not.

Additionally, cultbanned individuals can no longer interact with her
either.


![dreamseeker_2025-08-07_00-15-01](https://github.com/user-attachments/assets/4bcd9876-eb35-4cf9-a7b3-8c43437b155e)

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
Nar'Sie no longer escapes into the real world and does grievous bodily
harm to your ears when some joker decides to spam-click her.

Additionally, it feels smoother to click Nar'Sie and be able to
immediately become a harvester, versus clicking Nar'sie and then having
to twiddle your thumbs for 10 seconds waiting for the ghost query to
end.

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## 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: Nar'Sie can no longer be spam-clicked as a ghost and destroy ears
via infinite shell creation.
fix: Cult-banned players can no longer interact with Nar'Sie
qol: Interacting with Nar'Sie as a ghost no longer creates a ghost query
and instead allows you to immediately become a harvester after
confirming you wish to become a harvester.
/🆑

<!-- 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. -->
2025-08-11 20:30:04 +02:00
harry cc651eac83 corrects some loop syntax (#92252)
## About The Pull Request
spacemandmm, and byond, did not used to error on using `for init; test,
inc`. spacemandmm now does, and i think it's bad syntax to keep around
anyway

## Why It's Good For The Game
this syntax was mad

## Changelog
no playerfacing changes

Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
2025-07-30 17:37:31 -04:00
harry be89f131f1 corrects some loop syntax (#92252)
## About The Pull Request
spacemandmm, and byond, did not used to error on using `for init; test,
inc`. spacemandmm now does, and i think it's bad syntax to keep around
anyway

## Why It's Good For The Game
this syntax was mad

## Changelog
no playerfacing changes

Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
2025-07-23 22:03:09 -06:00
SyncIt21 04054a9ff6 Removes un-needed calls to RefreshParts() (#91564) 2025-06-21 22:25:38 -04:00
SyncIt21 6edc6d616a Removes un-needed calls to RefreshParts() (#91564) 2025-06-19 06:16:56 +02:00
MrMelbert bc2215667f Re-refactors batons / Refactors attack chain force modifiers (#90809)
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-22 21:30:07 -04:00
MrMelbert 5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request

Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

## Changelog

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-19 13:32:12 +10:00
necromanceranne f6acbb38d6 Weapons that cannot fit into turrets also cannot fit into emitters. (#90960)
## About The Pull Request
fixes https://github.com/tgstation/tgstation/issues/90260

Weapons that cannot fit into turrets can not fit into emitters. This
only affects the dueling pistol as of writing.

## Why It's Good For The Game

Sorry everyone, this is TOO fun, we have to turn it around.

## Changelog
🆑
fix: Weapons that cannot fit into turrets also cannot fit into emitters.
/🆑
2025-05-08 19:05:13 -04:00
necromanceranne c82686f46f Weapons that cannot fit into turrets also cannot fit into emitters. (#90960)
## About The Pull Request
fixes https://github.com/tgstation/tgstation/issues/90260

Weapons that cannot fit into turrets can not fit into emitters. This
only affects the dueling pistol as of writing.

## Why It's Good For The Game

Sorry everyone, this is TOO fun, we have to turn it around.

## Changelog
🆑
fix: Weapons that cannot fit into turrets also cannot fit into emitters.
/🆑
2025-05-03 13:47:06 +02:00
Ghom 11d82b7995 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!

I also tried to replace some of those single letter vars/args but there
are just way too many of them.

Improving old code. And I want to be able to pet mobroaches while
holding them too.

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-29 18:22:44 -06:00
Ghom 339616ae78 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!

I also tried to replace some of those single letter vars/args but there
are just way too many of them.

## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.

## Changelog

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-23 20:18:26 +00:00
Majkl-J b6b8306fda Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a 2025-02-20 00:00:19 -08:00
Penelope Haze d0a7f955f8 Fix various issues with names in string interpolation (#89246)
## About The Pull Request
Commit messages should be descriptive of all changes.
The "incorrect `\The` macro capitalization" was intentional when it was
added, but as far as I know TG says "the supermatter" rather than "The
Supermatter," so it's incorrect now.
This is completely untested. I don't even know how you'd go about
testing this, it's just a fuckton of strings.
Someday I want to extract them and run NLP on it to catch grammar
problems...

## Why It's Good For The Game
Basic grammar pass for name strings. Should make `\the` work better and
avoid cases like `the John Smith`.
2025-01-29 17:46:03 +01:00
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
EnterTheJake b4b210428e Fixes Dark Matter singularity getting stuck on other z levels. (#87113)
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2024-11-14 16:04:16 -08:00
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
Tim 933f4697ce Add No Escape Final Traitor Objective (aka Singularity Shuttle Event) (#86796)
## About The Pull Request
This is a remake of:
 
- #77188 
- #86655

Both were DNM'd due to a lack of difficulty requirements for spawning a
singularity as a shuttle event.

---

**No Escape - Final Traitor Objective:**

- Spawns a special singularity beacon, syndicate inducer, and wrench.
- The beacon must be powered with an inducer and planted on the shuttle
to work.
- The beacon slowly increases the chance of a massive STAGE SIX (11x11)
singularity to appear (1% every 8 seconds)
- The beacon can be turned on at any time, but will only increase the
chance while on the shuttle and if it is in transit
- After 5 seconds the crew gets an announcement that a singularity is
approaching and has an extra minute of transit time due to time dilation
- If the beacon is turned off or destroyed it decreases the probability
by the same rate. (-1% every 8 seconds)
- If the beacon is spaced while active it decreases the probability by
x2 rate. (-2% every 8 seconds)
- If the singularity is spawned while the beacon is disabled or spaced,
there is a chance for it to not directly hit the shuttle (but since it's
so big it will likely brush against the side)

To prevent the singularity from instantly appearing and to give the crew
a chance to react, it starts with a negative probability that takes 15
seconds to reach 0%. Deactivating, destroying, or spacing the beacon
will slowly reverse the chance but it's not an instant guarantee. So the
longer you wait to act, the worse your chances are!

I cleaned up quite a bit of the singularity code while I was working on
this.
CC @Time-Green  @MrMelbert 


## Why It's Good For The Game
There have been several attempts to add a singularity shuttle event that
could be triggered but it was deemed too chaotic or the requirements too
easy so they were restricted to admin-only events. Making it a final
traitor objective, sets a high requirement that must be achieved before
activating it as a doomsday event. It also gives the crew a chance to
intervene and stop the event before disaster strikes.

It's similar to a syndicate bomb ticking down while on the shuttle that
serves to be climatic.

## Changelog
🆑
add: Add no escape final traitor objective that spawns a stage six
(11x11) singularity shuttle event.
/🆑
2024-11-11 00:43:37 -08:00
RengaN02 feb89c3771 Fixes level 1 singularity eating containment field and being able to move (#87717)
## About The Pull Request

Fixes: https://github.com/tgstation/tgstation/issues/87716

Fixes this 


https://github.com/user-attachments/assets/d31c5f97-1576-404b-8427-a4089446fd5f
## Why It's Good For The Game
Its a fix pr
## Changelog
🆑 Rengan
fix: fixes singularity eating containtment field
/🆑
2024-11-08 00:27:42 +01:00
Da Cool Boss c093237609 Renames characters in dark matter singulo description (#87673)
## About The Pull Request
The dark matter singularity and its toy have long quotes in the examine
text. This doesn't change the quotes themselves, but changes the name of
the characters in the attributions. "Miles O'Brien" is now "Tenshin
Nakamura", that surname implies a connection to the ingame faction
Nakamura Engineering. "Jadzia Dax" if now "Huey Knorr" because it sounds
a bit like 'who knows'.
## Why It's Good For The Game
These were changed in #75133 to remove references to player names. I
don't disagree with the reasons for changing them, but the replacements
were half-assed. Just names of characters from Star Trek. Muh immersion.
## Changelog
🆑
spellcheck: Changed names in the description of dark matter
singularities and their toy version.
/🆑
2024-11-07 05:08:44 +01:00
Majkl-J e59d8ba64b Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b 2024-10-23 23:27:16 -07:00
Waterpig bb70889f6e TG Upstream Part 1
3591 individual conflicts

Update build.js

Update install_node.sh

Update byond.js

oh my fucking god

hat

slow

huh

holy shit

we all fall down

2 more I missed

2900 individual conflicts

2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

Down to 2000 individual conflicts

140 down

mmm

aaaaaaaaaaaaaaaaaaa

not yt

575

soon

900 individual conflicts

600 individual conflicts, 121 file conflicts

im not okay

160 across 19 files

29 in 4 files

0 conflicts, compiletime fix time

some minor incap stuff

missed ticks

weird dupe definition stuff

missed ticks 2

incap fixes

undefs and pie fix

Radio update and some extra minor stuff

returns a single override

no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
2024-10-19 08:04:33 -07:00
EnterTheJake 0a1e241b03 Fixes Dark Matter singularity getting stuck on other z levels. (#87113)
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2024-10-10 21:15:05 +02:00
Tim 9c98096d50 Add No Escape Final Traitor Objective (aka Singularity Shuttle Event) (#86796)
## About The Pull Request
This is a remake of:
 
- #77188 
- #86655

Both were DNM'd due to a lack of difficulty requirements for spawning a
singularity as a shuttle event.

---

**No Escape - Final Traitor Objective:**

- Spawns a special singularity beacon, syndicate inducer, and wrench.
- The beacon must be powered with an inducer and planted on the shuttle
to work.
- The beacon slowly increases the chance of a massive STAGE SIX (11x11)
singularity to appear (1% every 8 seconds)
- The beacon can be turned on at any time, but will only increase the
chance while on the shuttle and if it is in transit
- After 5 seconds the crew gets an announcement that a singularity is
approaching and has an extra minute of transit time due to time dilation
- If the beacon is turned off or destroyed it decreases the probability
by the same rate. (-1% every 8 seconds)
- If the beacon is spaced while active it decreases the probability by
x2 rate. (-2% every 8 seconds)
- If the singularity is spawned while the beacon is disabled or spaced,
there is a chance for it to not directly hit the shuttle (but since it's
so big it will likely brush against the side)

To prevent the singularity from instantly appearing and to give the crew
a chance to react, it starts with a negative probability that takes 15
seconds to reach 0%. Deactivating, destroying, or spacing the beacon
will slowly reverse the chance but it's not an instant guarantee. So the
longer you wait to act, the worse your chances are!

I cleaned up quite a bit of the singularity code while I was working on
this.
CC @Time-Green  @MrMelbert 


## Why It's Good For The Game
There have been several attempts to add a singularity shuttle event that
could be triggered but it was deemed too chaotic or the requirements too
easy so they were restricted to admin-only events. Making it a final
traitor objective, sets a high requirement that must be achieved before
activating it as a doomsday event. It also gives the crew a chance to
intervene and stop the event before disaster strikes.

It's similar to a syndicate bomb ticking down while on the shuttle that
serves to be climatic.

## Changelog
🆑
add: Add no escape final traitor objective that spawns a stage six
(11x11) singularity shuttle event.
/🆑
2024-10-06 11:23:20 +02:00
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
MrMelbert 8486f2f7e2 Storage / table interactions at the bottom of the interaction chain (#85512)
Because the wings were in fact made of wax 

## About The Pull Request

Storage goes to the very bottom of the interaction chain, hardcoded in
on `/atom`.
This is not preferred, obviously, but it ends up being a lot less
snowflaking overall.

Tables also go at the very bottom by extending `base_item_interaction`. 

Fixes #83742
Fixes #84434 
Fixes #83982
Fixes #85516
Fixes #84990
Fixes #84890
Closes #85036
Closes #84025 (RMB places it on the table.)
Closes #86616

Other changes:

Refactored pod storage to be less jank. Patches some exploits around it.

## Why It's Good For The Game

Should make a lot more interactions a lot more reliable... hopefully

## Changelog

🆑 Melbert
refactor: Storage and Tables are now a lower priority action, meaning
some uses of items on storage should work... better, now. Here's hoping
at least, report any oddities.
refactor: Note: For an overwhelming majority of items, **combat mode**
will attempt to attack/insert into the target, while **non-combat-mode**
will attempt to use on a target. This means screwdrivering or emagging a
MODsuit must be done on non-combat-mode, as combat mode will simply put
the screwdriver or emag into its storage. Same applies to tables, though
when in doubt, RMB may help (for things which are also weapons, like
mops).
refactor: Refactored escape pod storage, now they actually properly show
as unlocked on red alert and above.
/🆑
2024-09-12 23:48:19 +02:00
Waterpig 4c4930c71d Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit 2024-09-08 00:59:39 +02:00
Ben10Omintrix 91baa94ac5 event based incapicated and able_to_run (#86031)
## About The Pull Request
this is a revival of #82635 . i got permission from potato to reopen
this, he did almost all the work. i only just solved the conflicts and
fixed all the bugs that were preventing the original from being merged
(but it should be TMed first)

## Why It's Good For The Game
slightly improves the performance of basic mob AI

## Changelog
🆑
LemonInTheDark
refactor: able_to_run and incapacitated have been refactored to be event
based
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: ZephyrTFA <matthew@tfaluc.com>
2024-09-04 10:02:49 -04:00
tgstation-ci[bot] 9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
#85491.

The following 239 (39 + Wallening Main PR excluded) PRs need to be
replayed (DO NOT EDIT THIS LIST MANUALLY, IT IS USED BY THE BOT TO TRACK
PROGRESS):

  - [x] #85777 - Reverted in 3
  - [x] #85767 - Reverted in 2
  - [x] #85763 - Reverted in c
  - [x] #85762 - Reverted in 2
  - [x] #85760 - Reverted in dbc19df13b033ac8bb5a83fa38c5cf140cf31836
  - [x] #85733 - Reverted in 22f17d057eac71661b86c3f2186489568c130043
  - [x] #85721 - Reverted in 6d90643dbbc90f3d21f2d25dc85dc4d4f706d6a3
  - [x] #85719 - Reverted in c52954648309ad4786238f409cd33142d486190f
  - [x] #85705 - Reverted in 3b5ddabfd5ab2cfec226a643be6e8a8fd656c831
  - [x] #85684 - Reverted in cbc1839625f44ba67bcd5489c3629ef98e31b2d4
  - [x] #85662 - Reverted in 69cac24e236604c262093abea7b9566ecbd092c4
  - [x] #85663 - Reverted in f394c3b1430d346b0598abf19fe511b30c3f4676
  - [x] #85673 - Reverted in 8a9ae0411488c9c779a54c5c41076238c230a304
  - [x] #85718 - Reverted in f8f18d8b626e963b06555f76850702740d5de0c3
  - [x] #85667 - Reverted in a1365766d178b727b6c6b503ad410e9d88d57ddd
  - [x] #85683 - Reverted in 3bdb0207d883de8db6f726d976025517cc6d3cba
  - [x] #85676 - Reverted in 0a5d667b2c8a9a2519af2a4fda8cd39f568e5049
  - [x] #85661 - Reverted in 49fc6bc1815133644d7173aa7914ede6c900218a
  - [x] #85682 - Reverted in b41efe96fd72228b079319ac07c660f4cd974af6
  - [x] #85695 - Reverted in 89a173b136cb0297070cef39c5bc9783b6323f02
  - [x] #85654 - Reverted in 1e4836b5173a40fbeb8755e0fb76ebc8d39fe1e0
  - [x] #85655 - Reverted in b4dde41eebd0422e1ec440b4d8d54229fc9617f4
  - [x] #85634 - Reverted in 0c352fc785762da025a68873438593b508f757d9
  - [x] #85700 - Reverted in 1327cf7fe48d7f4fd227120508f77c831aefa4ca
  - [x] #85633 - Reverted in c71c8c9d43112a1f4c6331bbba546881dcffd59d
  - [x] #85649 - Reverted in 73484337077f616878e63208d9bf2309f0d2e579
  - [x] #85475 - Reverted in 839f700001a57646109e75332d5311fe27bbc957
  - [x] #85467 - Reverted in 6f08421f64d01b13775d146cf7a451f9f38e195a
  - [x] #85472 - Reverted in 63c6a9b04e72e8130df5eeb2861c75f80a97e3de
  - [x] #85300 - Reverted in 7c776034f34ee6a76810c1a3779f169f2430c418
  - [x] #85249 - Reverted in 257d02273751fc1f939f76756f70b614a6e06789
  - [x] #85236 - Reverted in f9f4c444c8fc027dea87d4dbe0ebb8dd6bc67154
  - [x] #85299 - Reverted in f24ddff51dc3fec7145a2e97f057f1b286921db3
  - [x] #85228 - Reverted in cb8c318f7e2183d9f941c582f79e4c8b2503d95c
  - [x] #84910 - Reverted in 2a562ca26d9d13f335c276487f66edaa0d21b3bd
  - [x] #84889 - Reverted in 679da6885b034bcd8843f7f4c855388bce263733
  - [x] #84766 - Reverted in 4035dd7adee74af0fed82c14a8749585b2ab1c96
  - [x] #85607 - Reverted in dc9a0462b4c287cee2d541925f8a9988d18d9d85
  - [x] #85618 - Reverted in 2a06f57c89939dc31e9273ef250bd050cff17ff1
  - [x] #85619 - Reverted in b98661affc90e44c68a58c05e57cdf1dfd094c93
  - [x] #85608 - Reverted in 57a935126233f90255aef0a55dab16524be1faac
  - [x] #85648 - Reverted in ab82c66a95d4fbff86040b421a86cc82dca73009
  - [x] #85692 - Reverted in f04fac92bd3594f12f244bae9ea0c5c300c737fb
  - [x] #85544 - Reverted in 7b1198eb5c700e85ec163e60828c01fac55a9909
  - [x] #85631 - Reverted in 81c04ceb553f9887d59f8edf8b2526ff3807264b
  - [x] #85529 - Reverted in 2a7e2c8e3856d67cdefda0d25803393070a6e996
  - [x] #85525 - Reverted in 6ed2d9f28a9333c705eafd21acf54771b8e4db36
  - [x] #85514 - Reverted in a4fa2aa79d93b69d15e0fb9cb1fb7a5bc288bb34
  - [x] #85520 - Reverted in 6e1bd4b11cd55e36cab332c5a0c90c76a2e43703
  - [x] #85521 - Reverted in 79afdac194da5f42b38fb0fdfc394f2b8d485266
  - [x] #85519 - Reverted in a967cae1fb3feea23fdf196595e496431740f52d
  - [x] #85513 - Reverted in e3934edf8794f93a37dc7f63c60aa64ed7b60736
  - [x] #85498 - Reverted in cf1fadbc54a1365362aaeb142cbbd4e2c3be6f15
  - [x] #85485 - Reverted in 2a650ef9c0454bd650d6a13d10c0cb71bb134b2b
  - [x] #85494 - Reverted in bbb97958010dc0f74cee279fd304a7fcaccb625e
  - [x] #85552 - Reverted in f1780715bd054300e50e9102ad150c76690d4ca1
  - [x] #85724 - Reverted in 6933699cef8b01f9aef989f36ca079680a2777ff
  - [x] #85735 - Reverted in a6564f19226ef3969bec0573b49fa772d6e6df31
  - [x] #85729 - Reverted in f728d121a2f27a3cc7973fc2041df9b7193b796d
  - [x] #85704 - Reverted in 38f5b034a3370eda4657a2a5a6adcf3df6ec280c
  - [x] #85660 - Reverted in 7db39869d37ff5b39574d88ffc872449ab5b457c
  - [x] #85752 - Reverted in 1f2988028b7cccad121fc658d6547d89453703b7
  - [x] #85592 - Reverted in 263cbcfcb54746a9361369d86b44cc3e2d375199
  - [x] #85580 - Reverted in a92d53624198dce844c108b5dbea09cf2a16cd10
  - [x] #85573 - Reverted in a7d51042355798038ced44f64e987261b85e93bc
  - [x] #85534 - Reverted in 31787e7d1ce4fec2ce20776672099bf35486a296
  - [x] #85511 - Reverted in 2567a2eb56cdb7058f89ea298e53197147198d82
  - [x] #85508 - Reverted in 69de2ac16c20d968adcd19f0732fd2f84a4ae90e
  - [x] #85680 - Reverted in 44437ac406c708b9a3ab3b47f4e3c10e77a0b91b
  - [x] #85551 - Reverted in 7f17d428fd2787a6982534bfc9ac9188fd4b8675
  - [x] #85478 - Reverted in bd9e575dafc62dc7e1259e8c19199ba15d82be4f
  - [x] #85476 - Reverted in 4ce8052076de0bb52f1ed87663920e98482ade62
  - [x] #85593 - Reverted in 9ff5924d3d56fcba3f180fc4b539568fb2013323
  - [x] #85441 - Reverted in db96015adaec01f3fbcb978796a0d7abd5668932
  - [x] #85567 - Reverted in 62696ad04fb34fd946708309bd3e439db9b3f488
  - [x] #85337 - Reverted in 1267e9f002d03c33187afd2e734e95a78a5ca6ac
  - [x] #85348 - Reverted in 4fcc3c659ee2a38d978e137252309644d5adde8f
  - [x] #85350 - Reverted in e691c833dd5aca2e7808591516e8443e8ccf1b27
  - [x] #85744 - Reverted in 251578d2868a691981b824a268c540b9c15a424e
  - [x] #85772 - Reverted in bc6804a04aa9368074bcc853e689c8fe6de2cb3a
  - [x] #85797 - Reverted in a05e36ec4a0129ff6901ea07488120b54a8ee124
  - [x] #85787 - Reverted in a5393f94b9e71d9ea0625e5fcfb5baaf16af38d3
  - [x] #85742 - Reverted in cd99a2aeaa1347b790c9bfdae35e41900e2ada9a
  - [x] #85440 - Reverted in 8b5ead7c7f0d8087b41256a296e730443752f17d
  - [x] #85739 - Reverted in 3511aae5a4798104220b79ad0e5b2b357dc1e83b
  - [x] #85293 - Reverted in fc687ca36ef476ab9080f0c62b427ab0af533d68
  - [x] #85716 - Reverted in 130b32a222a7585cfdde71aa561fb8b2c7d8083b
- ~~[ ] #85848 - Reverted in f6c46ca2f5cb2d039e4b26731570ca801741cc5d~~
(SKIPPED)
  - [x] #85795 - Reverted in 4684c3325a9135b6bf10eb43026f373993bf605d
  - [x] #85859 - Reverted in 0e0838fe11b7d9af4f62af4f7388ed8fb57bf49c
  - [x] #84873 - Reverted in 34407b79a45718a305f3bfe3fac7f129b4f1c51f
  - [x] #85864 - Reverted in 4b25a209c5019bb65922cd793aff339f20c3d026
- ~~[ ] #85845 - Reverted in a326246e81b7b9242bbf45e7ab3b31caf9ce8147~~
(SKIPPED)
  - [x] #85844 - Reverted in bdf1e6c1e3469884550d3211e51ec9303a022482
- ~~[ ] #85843 - Reverted in 41a8acb196af0988372b06ade7131d07d03daab3~~
(NOT BEING INCLUDED)
- ~~[ ] #85840 - Reverted in 4807bacea8418000f84d62ca0fb122846cab4929~~
(NOT BEING INCLUDED)
- ~~[ ] #85837 - Reverted in bc9edfa8666de14ca4e57e466146d753182a3a71~~
(NOT BEING INCLUDED)
  - [x] #85865 - Reverted in 14c958b465af40f0ff28b100047c4c572919ae19
- ~~[ ] #85818 - Reverted in a77256f74e2d330f5f76141eb9c994a8e5e45810~~
(NOT BEING INCLUDED)
  - [x] #85822 - Reverted in caba685be95fd336f0b09e88bccfb8856d5ad9b4
  - [x] #85794 - Reverted in 0d4de984eb8513d065e8ac724e8cde11f01d4ef7
  - [x] #85756 - Reverted in 9c5a7e1a5f895851493e149ccb5cd50e35cd6101
  - [x] #85852 - Reverted in 74303e5bbae8426a073d068ef4342d8acc420a09
- ~~[ ] #85841 - Reverted in e5831ce3cc87765cb13e6d342417bc1730780392~~
(NOT BEING INCLUDED)
- ~~[ ] #85834 - Reverted in 1be665204da791ec7520d0799c015157fc625953~~
(NOT BEING INCLUDED)
  - [x] #85792 - Reverted in 33b4e48175040f9f76ef83d3154f10c69589b6ad
  - [x] #85646 - Reverted in fd23a0d6c4c96470b688dc0a35370c61c7e32f61
- ~~[ ] #85799 - Reverted in 4a7a6d812f2f301c1e749c92f324223f9bde8a39~~
(NOT BEING INCLUDED)
  - [x] #85819 - Reverted in 8bf001b7889d3a4282947cd332833c473b98eac1
  - [x] #85479 - Reverted in 6aeb5ef4582c03febe0c914185d29f75df4d5d94
- ~~[ ] #85824 - Reverted in 9ca3edfaa17d97306ac73207ef32fd1272061f6b~~
(SKIPPED)
  - [x] #85406 - Reverted in 702280ff48c8aef44f4da9a85eb33a7bc5faa013
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(NOT BEING INCLUDED)
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(NOT BEING INCLUDED)
  - [x] #85632 - Reverted in 290092c7d826aa5b100a38cd4bacc5330b39a934
  - [x] #85902 - Reverted in 76118d620e71f1819a9385863b689d9a8d4ea810
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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
norsvenska aefec7cb2b 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"
/🆑
2024-07-21 15:47:03 -04:00