54 Commits
Author SHA1 Message Date
+37 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
Alexis f4ad694e68 67... 2026-03-07 06:51:39 -05:00
Alexis 3b05cd16d3 125 parser errors. 2026-03-06 13:33:54 -05:00
88d7efe291 Fleshmind - Attempt 3 (#4914)
## About This Pull Request
Brought back based off of
https://github.com/Bubberstation/Bubberstation/pull/2007, made
functional again by myself.
Original Code: https://github.com/Skyrat-SS13/Skyrat-tg/pull/14023

Fleshmind is a PVE event that incorporates some PVP elements in the
later stages of its growth. You defeat it by destroying all its
processors. It has six stages of growth with each stage expanding on its
abilities and the structures and mobs it can deploy. It will announce to
the entire station each time it gains a level or loses a level. Each
level means it has a new processor.

- **Level 1:** The start when it spawns in. It will spawn some basic
structures.
- **Level 2:** It will begin to spawn screamers and whisperers
- **Level 3:** The wireweed is much more situated, and this is the point
where it spawns a very dangerous mech. This is the point where it
becomes very critical. It also starts to spawn Babblers (structures that
spew propaganda into comms) and Modulators. (Gives you hallucinations)
- **Level 4** No new special abilities.
- **Level 5** No new special abilities
- **Level 6** It automatically calls the emergency shuttle to hijack and
spawns a deathsquad on Centcomm. This ends the round.

**Counters:**
- Fight in groups. Carry a melee weapon. (You can still melee the
mechivers and try to kill them before they convert you)
- Wirecutters cut wireweed.
- Ion Weaponry is extremely useful. It also stuns all the mobs.
- Target the processors. If you can pick them off in space, it has
practically zero EVA abilities.
- If someone gets assimilated, should get them to medical if you kill
them.

To run it requires 35 active players and a minimum of an hour to have
passed.
## Why It's Good For The Game
With mold being disabled, there is a missing PVE element in the game,
this fills that niche while also playing around with the idea of
temporary conversion antags in a way that I think works really well.

Wireweed/fleshmind also distracts the crew and security enough to
provide clever antagonists with an opening to commit crimes and get away
with them while the crew has their hands full.

## Proof of Testing
It's been test merged for two months now, it works.
## Changelog
🆑 xPokee, StrangeWeirdKitten, Gandalf2k15
add: New midround event: Fleshmind
/🆑

---------

Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Artur Lang <24881678+Arturlang@users.noreply.github.com>
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
2026-02-17 15:38:34 +01:00
AlexisandGitHub 834fca8213 (IRIS PORT) Black Mesa Basic Mobs (#4632)
## About The Pull Request
**_ALL THE CREDIT FOR THIS GOES TO NoNameGiven-05 FROM IRISSTATION FOR
https://github.com/IrisSS13/IrisStation/pull/627._**

EVERY Black Mesa mob has been refactored into a basic mob. Attached are
videos of the new mob AI in action.

<details>
<summary>Bullsquid</summary>


https://github.com/user-attachments/assets/a4e279be-c365-482f-b481-8cd5166d24c6

</details>


<details>
<summary>Gordon Freeman</summary>


https://github.com/user-attachments/assets/b658641c-5bb0-4132-9020-81ded34ade1b

</details>

<details>

<summary>Headcrab</summary>


https://github.com/user-attachments/assets/ee6219af-fa56-42b4-ba14-de949f9f463b


</details>

<details>
<summary>Houndeye</summary>


https://github.com/user-attachments/assets/5ceea5b5-2f4d-4569-9d89-933f0ba668f2


</details>

<details>
<summary>Nihilanth</summary>


https://github.com/user-attachments/assets/617f1f78-abee-457c-8dba-7d8767892d62


</details>

<details>
<summary>Vortigaunt</summary>


https://github.com/user-attachments/assets/3ae36849-7788-40ff-8e14-036d0bf42301

</details>

## Why It's Good For The Game
It makes the Half-Life gateway mobs actually *do* stuff.

## Proof Of Testing
See above.
## Changelog
🆑
refactor: Refactored ALL the Black Mesa mobs into basic mobs.
/🆑
2025-10-28 14:42:30 -04:00
nevimer 098564aab1 more intense jiggling
more scrimblo code
2025-09-07 13:17:58 -04:00
Roxy 5667499904 Fixes for #91054 Part 1 2025-06-05 20:30:48 -04:00
LT3andGitHub 97e52c556d Fix SSdecay (#3762)
## About The Pull Request

Fixes init order of SSdecay

## Changelog

🆑 LT3
fix: Station dirt and grime spawns properly
/🆑
2025-05-08 16:21:06 -07:00
Roxy 588f207596 decay b gone 2025-05-07 00:52:10 -04:00
Shadow-Quill c2aecbfc57 additional fixes 2025-04-29 21:24:05 -06:00
Shadow-Quill 99f0b4c950 Fixes Part Dos 2025-04-29 21:06:24 -06:00
LT3andGitHub 35b03947e6 SSDecay config values (#3666)
## About The Pull Request

Adds some configuration values for SSDecay, and enables by default.

## Proof Of Testing


![image](https://github.com/user-attachments/assets/24002820-cab8-4d2e-8c46-457950e0f111)

## Changelog

Nothing player facing
2025-04-29 11:49:42 -07:00
RoxyandGitHub 5020cec410 Fix define sanity linter failures (#3209)
Fix all of the define sanity failures, either by adding an `#undef`
where needed or moving them to a file in `code/__DEFINES`

![image](https://github.com/user-attachments/assets/abd76dcd-d610-4567-801e-ee7fc477d58c)
2025-03-06 03:24:59 -05:00
Majkl-J 9142a3568d zombie repaths 2025-02-28 07:17:21 -08:00
lessthanthree 6189d8ea05 vatbeast 2025-02-23 12:32:33 -08:00
The SharkeningandGitHub f5a98ebebf Memory 2.0: The flickering light removal (#2856)
## About The Pull Request

Removes broken flickering lights

## Why It's Good For The Game

Lighting is another one of our massive memory usages. Let's remove this.

## Changelog

🆑
del: Removes broken light flickering.
/🆑
2025-01-07 22:56:23 -07:00
StrangeWeirdKitten 4576f84b64 I hate this so much 2024-10-24 08:39:15 -06:00
Majkl-J 50cced00b0 please help 2024-10-24 02:58:19 -07:00
a9ff046352 Administrator Cherrypick (#27405)
* Admin Verb Datums MkIII | Now with functional command bar (#82511)

* Modular stuffs

* Put some admin jump verbs back into the context menu | sorts area jump list again (#82647)

## About The Pull Request

See title.

## Why It's Good For The Game

Some admins wanted all the jump verbs back, aswell as making them not
AGhost you.
Also make the Jump To Area verb use a sorted list again

* Hey what if admins were allowed to use the player panel (#82682)

Re-adds the player panel verb to the verb panel.

* Controller Overview UI (#82739)

* Fixes a minor spelling mistake on the admin panel/verb list (#82747)

## About The Pull Request

Corrects `inisimin` to `invisimin`. This addresses #82728, but only
fixes one of the two issues mentioned

## Why It's Good For The Game

-1 spelling mistake

## Changelog
🆑
spellcheck: 'inisimin' verb corrected to 'invisimin'
/🆑

* Player Panel-age (#82757)

* Admin Forced Mob Rename and Preference Update (#82715)

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
Co-authored-by: chel <64568243+iliyaxox@users.noreply.github.com>
2024-04-23 20:43:45 +02:00
ab5a4d0f99 [MIRROR] split area.contained_turfs up by zlevel, make init 10 seconds faster (#26161)
* split area.contained_turfs up by zlevel, make init 10 seconds faster (#80941)

## About The Pull Request

Situation: areas have a list of all turfs in their area.

Problem: `/area/space` is an area and has a 6 to 7 digit count of turfs
that has to be traversed for every turf we need to remove from it. This
can take multiple byond ticks just to preform this action for a single
space rune

Solution: split the list by zlevel, and only search the right zlevel
list when removing turfs from areas.

replaces `area.get_contained_turfs()` with a few new procs:

* `get_highest_zlevel()` - returns the highest zlevel the area contains
turfs in. useful for use with `get_turfs_by_zlevel`
* `get_turfs_by_zlevel(zlevel)` - returns a list of turfs in the area in
a given zlevel. Useful for code that only cares about a specific zlevel
or changes behavior based on zlevel like lighting init.
* `get_turfs_from_all_zlevels()` - the replacement for
`get_contained_turfs()`, renamed as such so anybody copying/cargo
culting code gets a hint that a zlevel specific version might exist.
Still used in for loops that type checked so byond would do that all at
once
* `get_zlevel_turf_lists()` - returns the area's zlevel lists of lists
but only for non-empty zlevels. very useful for for loops.

The area contents unit test has been rewritten to ensure any improper
data triggers failures or runtimes by not having it use the helpers
above (some of which ensure a list is always returned) and access the
lists directly.

* split area.contained_turfs up by zlevel, make init 10 seconds faster

* eeyes

* Update area_spawn_subsystem.dm

* Unshits turf contain code slightly (#81023)

Literally just implements my reviews from #80941 
I am frankly a smidge pissed that the pr was merged without them being
handled. No code is worth merging past known issues, and if the author
is just gonna dip then that's life.
I don't like privileging mso on stuff like this, especially because
frankly I'm kinda mad at him rn but also because when a pr is made the
onus on finishing it falls to the person who made it.

Should not need to clean up after someone as a maintainer, and shouldn't
normalize doing it. I'm not like mad at zypher directly mind he offered
to do this too, just the idea he was espousing here.

---------

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2024-01-21 03:34:23 +00:00
fa31acc3ec [MIRROR] Fixes a runtime with AI targeting code, refactors faction checking to be at the atom/movable level [MDB IGNORE] (#24386)
* Fixes a runtime with AI targeting code, refactors faction checking to be at the atom/movable level (#78803)

## About The Pull Request

Saw this in CI.

![firefox_lCYnPMJIqm](https://github.com/tgstation/tgstation/assets/13398309/8ef309df-09b6-4096-b6aa-340b59f7446b)

~~Quick fix for it--because turrets are not mobs trying to call this
proc on them will runtime. So let's give them their own implementation
of the proc.~~ Just kidding, let's refactor faction checking entirely

## Why It's Good For The Game

Fixes an issue with basic mob AI targeting and turrets.

## Changelog

🆑
fix: basic mobs will no longer runtime when trying to check the faction
of a porta turret
refactor: faction checking is now done at the atom/movable level
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Fixes a runtime with AI targeting code, refactors faction checking to be at the atom/movable level

* Modular updates

---------

Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-10-16 21:41:24 -04:00
8cdc0fbe61 [MIRROR] Refactors Snakes into Basic Animals [MDB IGNORE] (#23972)
* Refactors Snakes into Basic Animals (#78612)

* Refactors Snakes into Basic Animals

* Modular paths

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-09-28 03:21:34 -04:00
3569f9fd94 [MISSED MIRROR] Loads Away Missions for Unit Testing (#76245) (#22534)
* Loads Away Missions for Unit Testing (#76245)

Hey there,

A pretty bad bug (#76226) got through, but it was fixed pretty quickly
in #76241 (cf92862daf). I realized that if
we were testing all the away missions, that this could theoretically get
caught and not happen again. Regardless, unit testing gateway missions
has been on my to-do list for a while now, and I finally got it nailed
down.

Basically, we just have a really small "station" map with the bare bones
(_teeny_ bit of fluff, maploading is going to take 30 seconds tops
anyways let me have my kicks) with a JSON map datum flag that causes it
to load all away missions in the codebase (which are all in one folder).
Just in case some admins were planning on invoking the proc on
`SSmapping`, I also decided to gate a `tgui_alert()` behind it because
you never can be too sure of what people think is funny these days (it
really does lock up your game for a second or so at a time).

I also alphabetized the maps.txt config because that was annoying me.

Things that break on production could(?) be caught in unit testing? I
don't know if the linked issue I mentioned above would have been caught
in retrospect, but it's likely to catch more than a few upcoming bugs
(like the UO45 atmospherics thing at the very top) and ensure that these
gateway missions, which tend to be the most neglected part of mapping,
stay bug-free.

This is also helpful in case someone makes a new away mission and wants
to see if stuff's broken. Helps out maptainers a bit because very, very
technically broken mapping will throw up runtimes. Neato.
Nothing that players should be concerned about.

Let me know if there's a better way to approach this, but I really think
that having a super-duper light map with the bare basics to load up
gateway missions and then all nine-ish gateway missions can sequentially
load during init. I can't think of a better way to do it aside from some
really ugly `#ifdef` shit. Also also, it has the added benefit of being
a map that will always load your away mission without touching a single
shred of config (and it's not likely to break if you follow sane
practices such as making your own areas)

* Update gateway_test.json

* Map Reset

* Gets rid of an area that was in a space turf

* Attempting to fix some runtimes

* Map Reset

* Lets remains spawn in xen water

* and acid, too

* Update remains.dm

* Removes extra airlock helper

* Delete research2.dmm

Surely this was a mistake?

* Merge branch 'master' into pr/22534

* Map Reset

* Update snowdin.dmm

* Revert "Update snowdin.dmm"

This reverts commit c860c6f4fbb463954d5b8da1b494305a2f45b44b.

* Update snowdin.dmm

* Update snowdin.dmm

* Revert "Update snowdin.dmm"

This reverts commit 47e7916056a47e12adfcb8b94b9748b7e56f378d.

* Update snowdin.dmm

* Revert "Update snowdin.dmm"

This reverts commit c82576bee69e09eda649d3cbf63d96dddaeeb380.

* Update immerse.dm

* Revert "Update immerse.dm"

This reverts commit 2ad622f3029a3ed17a05f8269299d0f25e747d11.

* Update immerse.dm

* Update maps.txt

* Fix hard dels in area spawn

* Update gateway_test.json

* Actually we can just get away with keeping a list of types here, no refs needed.

* Update area_spawn_subsystem.dm

* Update automapper.dm

* Let's just test to see if getting rid of black mesa stops the segfaults...

* Let's try deleting astrum too

* Revert "Let's just test to see if getting rid of black mesa stops the segfaults..."

This reverts commit de9a05708d451abbb78a635a3e03b2f460004496.

* Revert "Let's try deleting astrum too"

This reverts commit 2121a6357a54faf5719a42a762ba8b4698c008fb.

* Update waypointstation.dmm

* Update blackmesa.dmm

* Update decaySS.dm

* Update gateway_test.json

* Revert "Update gateway_test.json"

This reverts commit 93adc08819f05aecc8599980385e3fb10d02a1d2.

* Testing

* Revert "Testing"

This reverts commit 1d476d236953daac6adf59b93e56f2fab218085b.

* Testing

* Revert "Testing"

This reverts commit de05a74636c1f43e50fb7ec9f24978d270db4b88.

* Now try and actually fix the stupid thing

* Update clockwork_research.dm

---------

Co-authored-by: san7890 <the@san7890.com>
2023-08-19 20:51:34 -07:00
d2b4b475cb [MIRROR] Spiders don't automatically grant an antag datum [MDB IGNORE] (#23029)
* Spiders don't automatically grant an antag datum (#77523)

## About The Pull Request

Fixes #77501

Spider egg ghost role spawners grant the spider antag datum, rather than
the act of being a spider.
This means that gold core, mapstart, polymorph belt, and other spiders
will not have an antagonist datum.

While doing this I also made a new abstract `mob/living/basic/spider`
type which all three kinds of spider life stage (`spiderling`, `young`,
`giant`) extend from, because there was a gross amount of copied code.
Now there isn't.

Also the Flesh Spider and Event Midwife eggs now simply hatch adult
spiders instead of child ones.
This is because there is no reason for either of these to have a two
minute wait time before they get going. Midwife spiders spawned by the
event should just start spidering immediately, and Flesh Spiders are
made by changelings and shouldn't be effected by measures introduced to
balance the spider gamemode.
Eggs which are laid during a round and _can_ hatch into midwife spiders
still hatch baby spiders.

Also I swapped some white pixels on the animation of the ambush
spiderling for a different colour because they looked bad.

## Why It's Good For The Game

While the policy is always "if you turn yourself into something, you're
not an antagonist" the presence of the antag datum still confuses
people. Plus that code was gross and I didn't like it.

## Changelog

🆑
fix: Giant Spiders only have an antag datum if created by the round
event.
balance: Flesh spider eggs hatch into adult spiders instead of baby
spiders.
balance: The eggs spawned by the start of the spider infestation event
hatch into adult Midwife spiders instead of baby ones.
/🆑

* Spiders don't automatically grant an antag datum

* Modular paths

* Modular paths

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-08-12 00:17:56 -04:00
46ee262598 [MIRROR] made the bee a basic insect [MDB IGNORE] (#22652)
* made the bee a basic insect (#76971)

## About The Pull Request
the bee now a baisc insect he will now go to find his home and he will
go and pollinated the plants and helped the queen make children by
polliniting the plants and he will. the queen will leve the hive more
rarely than the normal bees so she can stay in the hive to make kids

## Why It's Good For The Game
the bee now is a basic insect so it means he have a better ai

## Changelog
🆑
balance: the bee now can fly over the machines so its easy for him to go
to the hydroponics machine
fix: player bees now will not be stuck inside the hive if he entered it,
they can now leave it
fix: fixed a har deleted when the hive is deleted all the bees still
have a refence to the hive now its fixed
fix: now when a player interacted with the bee hive the bees will now
leave the hive to defend the hive (it was glitched)
refactor: the bees now are a basic insect.
/🆑

* made the bee a basic insect

* Merge conflict

---------

Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
2023-07-24 01:21:59 -04:00
13970a9399 [MIRROR] honeycomb fixes [MDB IGNORE] (#21392)
* Refactors honeycomb into a food (#75551)

## About The Pull Request

Updates to honeycomb for the new reagent system

## Why It's Good For The Game

The plant bag can hold honeycomb but the all-in-one grinder does not
accept honeycomb from the plant bag, requiring manual removal and
placement into the grinder. This speeds up workflow and makes bees less
clunky and more accessible.

## Changelog

🆑
refactor: honeycomb is now edible
fix: all-in-one grinder now notifies the user when trying to dump an
empty bag
fix: all-in-one grinder now accepts honeycomb from plant bags
/🆑

* honeycomb fixes

* fixes

* almost slipped me by

---------

Co-authored-by: Oreo <20830349+Peliex@users.noreply.github.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-05-24 15:38:40 +00:00
3696b1eb88 [MIRROR] Converts Killer Tomatoes to Basic Mobs [MDB IGNORE] (#21301)
* Converts Killer Tomatoes to Basic Mobs

* skyrat modular changes

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-05-20 23:44:02 -07:00
lessthanthreeandGitHub 9aef8f2c88 Adds map filter to SSdecay (#20929)
Update decaySS.dm
2023-05-04 01:46:46 +01:00
9a594755f3 [MIRROR] Renames delta time to be a more obvious name [MDB IGNORE] (#20507)
* Renames delta time to be a more obvious name

* updates to our code

---------

Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-12 20:45:43 +01:00
2728bbe9a9 [MIRROR] Polishes some side sources of light and color [MDB IGNORE] (#19860)
* Polishes some side sources of light and color (#73936)

## About The Pull Request

[Circuit Floor
Polish](https://github.com/tgstation/tgstation/commit/6b0ee9813271f693ceb44ad42277c36ef2e71268)

Circuit floors glow! but it looks like crap cause it's dim and the
colors are washed out.
I'd like to make them look nicer. Let's make them more intense and
longer range, and change the colors over to more vivid replacements.

While I'm here, these should really use power and turn on and off based
off that.
Simple enough to do, just need to hook into a signal (and add a setter
for turf area, which cleans up other code too).

[Desklamp
Upgrade](https://github.com/tgstation/tgstation/commit/8506b13b9c97bf740c3e97db04450555387dd126)

Desklamps look bad. They're fullwhite, have a way too large
range.Crummy.
Let's lower their lightrange from 5 to 3.5, and make the ornate ones
warmer, and the more utilitarian ones cooler. The clown one can be
yellow because it's funny

I'm renaming a color define here so I'm touching more files then you'd
expect

[Brightens
Niknacks](https://github.com/tgstation/tgstation/pull/73936/commits/835bae28e9eb9946be53c9f5dac0a0a39f15ef21)

Increases the light range of request consoles, status displays,
newscasters, and air alarms (keycard machines too, when they're awaiting
input at least)
Increases the brightness of air alarms, I think they should be on par
with apcs, should be able to tell when they're good/bad.
Increases the brightness of vending machines (I want them to light up
the tiles around them very lightly, I think it's a vibe)

Fixes a bug with ai status displays where they'd display an emissive
even if they didn't have anything on their screen, looking stupid.
This was decently easy but required a define. Looked really bad tho

## Why It's Good For The Game

Pretty

<details>
<summary>
Circuit Floors
</summary>

Old

![image](https://user-images.githubusercontent.com/58055496/224534470-c6eac5f5-5de6-40e9-897d-3212b8796d81.png)

![image](https://user-images.githubusercontent.com/58055496/224534477-ad412ad9-f7c4-44ae-ad75-a1a2c9bd17be.png)

New

![image](https://user-images.githubusercontent.com/58055496/224534486-b7b408a3-546c-4f90-aa9f-0e58bf8128ad.png)

![image](https://user-images.githubusercontent.com/58055496/224534496-626458f7-ab63-429c-a5db-eae9c784d06a.png)
</details>

<details>
<summary>
Desk Lights
</summary>

Old

![image](https://user-images.githubusercontent.com/58055496/224534513-9868b0b8-bc73-4b45-b986-8445078a8653.png)

![image](https://user-images.githubusercontent.com/58055496/224534518-bbbc8c6d-b59e-4f28-a31c-6c6a7e2c2885.png)

New

![image](https://user-images.githubusercontent.com/58055496/224534529-7988f440-03be-42ef-894c-b9e77f577ae5.png)

![image](https://user-images.githubusercontent.com/58055496/224534532-c3f2c6bf-c925-4a59-a8f9-10bb955a9942.png)
</details>

The niknack changes are more minor so I'm not gonna grab photos for
them. I can if you'd like but I don't think it's necessary. Mostly a
vibes in dark spaces sorta thing

## Changelog

🆑
add: I made circuit floors brighter and more vivid.
add: Made air alarms, vending machines, newscasters, request consoles,
status displays and keycard machines slightly "brighter" (larger light
range, tho I did make air alarms a bit brighter too)
add: Tweaked desklamps. Lower range, and each type gets its own coloring
instead of just fullwhite.
fix: AI displays are no longer always emissive, they'll stop doing it if
they aren't displaying anything. Hopefully this'll look nicer
/🆑

* Polishes some side sources of light and color

* yellow

* Update dance_machine.dm

* Merge branch 'upstream-merge-73936' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-merge-73936

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
2023-03-26 01:39:17 -07:00
480745ce05 [MIRROR] Basic Mob Spiders III: Sgt. Araneus is no longer a bat [MDB IGNORE] (#19315)
* Basic Mob Spiders III: Sgt. Araneus is no longer a bat

* spooky scary spider

* Revert "spooky scary spider"

This reverts commit 7bcca7750390c7ba6aaa08760886eda524f600f8.

* resolve conflicts

* resolve conflicts

* https://github.com/tgstation/tgstation/pull/73724

https://github.com/tgstation/tgstation/pull/73724

* https://github.com/Skyrat-SS13/Skyrat-tg/pull/19561

* fixes

* wew

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-03-10 04:47:03 +00:00
BloopandGitHub a363b55968 [MODULAR] Fixes liquid carpet reagent not working due to a missing turf flag (#19017)
* Fixes some bitflag overrides that were missing a bit from the subtype

* that shouldn't be there...

* Fixes forge baking

* Revert "Fixes forge baking"

This reverts commit d074e6396b4d5a29d2ac8c45d9bfd38470c7e67b.
2023-01-31 13:58:11 +00:00
24eb8217c0 [MIRROR] Builds logic that manages turfs contained inside an area [MDB IGNORE] (#17379)
* Builds logic that manages turfs contained inside an area

* Mirror Conflict

* Modular!

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-11-16 14:42:22 -05:00
f7c26bbf25 515 Compat (#17465)
* ONLY SKYRAT CHANGES

* ACTUALLY SKYRAT CHANGES

* yolo, revert later

* Update alternate_byond_versions.txt

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2022-11-15 06:59:06 +00:00
62c02030e3 [MIRROR] Convert mouse and rat to basic mobs [MDB IGNORE] (#17215)
* Convert mouse and rat to basic mobs

* run the UpdatePaths script you borb

* packs and nests

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-10-28 21:27:47 -04:00
a00cad0164 [MIRROR] Clean up subsystem Initialize(), require an explicit result returned, give a formal way to fail (for SSlua) [MDB IGNORE] (#16248)
* Clean up subsystem Initialize(), require an explicit result returned, give a formal way to fail (for SSlua)

* [PR for MIRROR PR] Changes for 16248 (#16277)

* Merge skyrat changes, update SR SS's, and remove lobby_eye

* Apply suggestions from code review

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/modules/autotransfer/code/autotransfer.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* restore lobby_cam for now

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

Co-authored-by: Tastyfish <crazychris32@gmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2022-09-24 17:32:40 -04:00
24c9fc0296 [MIRROR] Fixes 118(give or take) cases of mapload not being passed to initilaize [MDB IGNORE] (#15546)
* Fixes 118(give or take) cases of mapload not being passed to initilaize (#69107)

fixes 114 cases of mapload not being passed to initilaize

* Fixes 118(give or take) cases of mapload not being passed to initilaize

* Fixes a lot (give or take) cases of mapload not being passed to initilaize

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2022-08-11 08:31:27 -07:00
TomandGitHub 6d3a8fbec7 goodbye box comments (#13826) 2022-05-23 17:00:34 +01:00
2a3d60a2a6 Mirror of tgstation/tgstation#66726 (#13383)
* [MDB IGNORE] You can have your cake and eat it too. Remake of #66406 (Splitting up areas.dmi + code related stuff) (#66726)

Areas.dmi right now houses all of our mapped turfs icons (which is roughly 400 icons). Not an issue, but it's incredibly large and clunky to navigate right now. This isn't an issue for the average coder and/or player code diving, but it is for mappers wanting to add new turfs. Currently, the file has some organization, but its still an overall mess. This PR aims to slice the behemoth with multiple .dmi files corresponding to specific areas.

I also plan to repath /area/* -> /area/station/* for station turf only. This is to clean it up, as most other turfs follow this format (that being /area/turf_zone/*).

I'm also writing an update paths file as I go along.

* fixbatch 1

* fug

Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-07 22:41:23 +01:00
GandalfandGitHub 906348bb9a Finally fixes SS decay (#12978)
* wew

* wwwooops

* Update floor.dm

* wew
2022-04-22 00:03:03 +01:00
e2a68d3b15 Assault Operatives (#12126)
* Initial commit

* 0

* shuttle and maps

* Equipping

* Minor fixes, gyrojet removed, elite suits removed

* E

* reviews

* Update base_alarm.dm

* nnfghghg

* more fix

* Update dynamic_rulsesets_roundstart.dm

* Update modular_skyrat/modules/assault_operatives/code/assault_operatives.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/modules/assault_operatives/code/vending_machine.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* fyux

* Update assault_operatives_outfits.dm

* E

* Update modular_skyrat/modules/assault_operatives/code/goldeneye.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update modular_skyrat/modules/assault_operatives/code/interrogator.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/modules/assault_operatives/code/interrogator.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* more review

* E

* uber update

* Update AntagInfoAssaultops.tsx

* Update AntagInfoAssaultops.tsx

* nyooom

* E

* ICARUS SUNBEAM

* fioxes

* Update sunbeam.dm

* Update goldeneye.dm

* Update vending_machine.dm

* Update assault_operatives_outfits.dm

* Update goldeneye.dm

* e

* eee

* Update assault_operatives_outfits.dm

* Update assault_operatives.dm

* Update assault_operatives.dm

* Update goldeneye_cruiser.dmm

* fix

* 0

* haha funneee

* armament system

* more updates

* f

* e

* 0

* e

* more based

* 0

* e

* CQC PLUS CAN SUCK MY COCK

* Update __armament_bodyarmor.dm

* Update assault_operatives.dm

* e

* MG9 balance

* Update armament_utility.dm

* Update sunbeam.dm

* fixes

* Update CentCom_skyrat_z2.dmm

* Update armament_station.dm

* Update modular_skyrat/modules/armaments/code/armament_entries.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update modular_skyrat/modules/armaments/code/armament_entries.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update modular_skyrat/modules/assault_operatives/code/assault_operatives.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* e

* Update modular_skyrat/modules/assault_operatives/code/assault_operatives.dm

Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>

* Update assaultops_armament_station.dm

* reviuew

* Update misc_items.dm

* Update vending_machine.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
2022-03-28 02:27:25 +00:00
38ad81aac6 [MIRROR] [MDB IGNORE] Moves non floor turfs off /floor. You can put lattices on lavaland edition [MDB IGNORE] (#12119)
* [MDB IGNORE] Moves non floor turfs off /floor. You can put lattices on lavaland edition

* 123

* fixes more typepaths

* typepaths

* Update planet_turfs.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Kat <53862927+KathrinBailey@users.noreply.github.com>
2022-03-18 03:07:00 +00:00
jjpark-kbandGitHub d1a07538a1 new ssdecay config (#11157)
* new ssdecay config

* do the config check first
2022-01-31 16:47:08 +00:00
GandalfandGitHub 0fce808c7d adds a simple admin tool - spawn mob spawner (#8956)
* yes this took me 3 minutes

* day one 50 gig patch

* move dis down to living level for muh events

* Update spawn_nest.dm

* Update simple_animal.dm

* Update simple_animal.dm

* more indepths spawners

* e

* woof

* Update spawn_nest.dm
2021-10-20 22:12:43 +01:00
GoldenAlpharexandGitHub 7b9d335754 [Modular] Various SSDecay fixes and tweaks (#8146)
* Various SSDecay fixes and tweaks

* Whoops
2021-09-14 11:21:40 +01:00
04302a770a [MIRROR] moves obj_integrity and associated procs to the atom level (#8016)
* moves obj_integrity and associated procs to the atom level

* Feex good

* Whoops forgot the maps

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-10 16:47:01 +01:00
e2c9240251 [MIRROR] Adds the bare minimum admin components and allows admins to define list literals. (#7320)
* Adds the bare minimum admin components and allows admins to define list literals.

* Update decaySS.dm

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-08-03 21:11:09 +01:00
e5dc751f74 [MIRROR] Turns rust component into bespoke element (#7278)
* Turns rust component into bespoke element

* a

* Update misc_walls.dm

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-08-03 20:56:40 +01:00
BurgerLUAandGitHub d87344009e seriously why was this even added in the first place (#7090) 2021-07-23 17:48:06 +12:00
GandalfandGitHub 239db4ca54 a (#6616) 2021-06-30 21:49:29 +02:00