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masterfixes
73
Commits
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f8c48e75cb |
Feeding the supermatter a nuke will make it explode (#90875)
## About The Pull Request Feeding the nuclear bomb (or its radioactive core) to the Supermatter will cause an oversized radiation pulse, generate a large amount of energy, and immediately damage the supermatter sufficiently to start delaminating. If the core isn't in the bomb it won't do this (meaning that the beer nuke doesn't do it sorry) I wish there was a nicer interface for these special supermatter interactions but I also can't be bothered to figure one out right now ALSO for some reason `consume_returns` was being called twice if a living mob hit the crystal which seems like an unintended bug that has been in the codebase for three years? I fixed this but also doubled the values being passed into it because at this point I guess those are the values we expect to get for mobs running into the supermatter ## Why It's Good For The Game Someone posted a clip today of a group of people pushing a nuke into the supermatter and then it ate it and nothing happened. That is sad, if you feed the supermatter a big bomb full of energy then it should explode. Damaging it immediately enough for it to explode might be over the top in which case let me know, but having a movable bomb around is reasonably uncommon if nukies aren't on the station as the station one is not usually movable. Traitors extracting the nuke core also cannot be done without a specific traitor objective giving you special tools. Doing like 90 damage would, with a default supermatter setup, generally just make it yell loudly but then slowly heal itself without any required input which made me sad. ## Changelog 🆑 balance: The supermatter will react negatively to being fed nuclear fissile materials /🆑 |
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251d23530e |
Changes all uses of notify_ghosts to use the real names of mobs (#90919)
## About The Pull Request Quite simple - this changes every direct mention of a mob in a `notify_ghosts` message to use `[mob.real_name]` instead of just `[mob]` ## Why It's Good For The Game makes things less confusing - ghosts can see easily their actual identity anyways, so it's not like there's much of a reason _not_ to do this. ## Changelog 🆑 qol: Ghost notifications will now use the real names of mobs when something happens (i.e no more "Unknown has completed an ascension ritual!") /🆑 |
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b6b8306fda | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a | ||
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d8450b4933 |
Camera eyes have been lightly refactored (among other things...) (#87805)
## About The Pull Request * A generic /mob/eye/camera type has been made, containing everything needed to interface with a cameranet * /mob/eye/ai_eye has been refactored into a generic /mob/eye/camera instance * Advanced cameras no longer inherit from AI eyes, splitting off behaviour * Camera code has been somewhat cleaned up * Probably some more stuff I'm forgetting right now ## Big man Southport:  ## Changelog 🆑 code: made /proc/getviewsize() pure refactor: mob/eye/ai_eye has been restructured, now inheriting from a generic mob/eye/camera type refactor: advanced cameras and their subtypes are now mob/eye/camera/remote subtypes code: the cameranet no longer expects the user to be an AI eye code: remote camera eyes have had their initialization streamlined code: remote cameras handle assigning and unassigning users by themselves now code: remote cameras now use weakrefs instead of hard referencing owners and origins code: also the sentient disease is_define was removed (we don't have those anymore) fix: AI eyes no longer assign real names to themselves, fixing their orbit name /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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d3bc3e8cb4 |
Being drunk or having a broken arm hurts accuracy with ranged weapons. Also cleans up a fair bit of hand handling to be more readable (#87904)
## About The Pull Request 1. Having a broken arm will affect your accuracy when firing a weapon with that arm, even potentially causing damage to you if it's a weapon with recoil. This effect is not applied under the effects of a painkiller. 2. The sister effect of this (punching someone with a broken arm) now also has an interact with painkillers (it can no longer block your attack). 3. Being drunk heavily affects ranged weapon accuracy, unless you're the bartender 4. A lot of hand handling cleanup, using new macros to make it a lot more readable at a glance ## Why It's Good For The Game We have this system for modifying firearm accuracy but we don't really use it commonly, and I feel like it slots in well with a lot of places For broken arms, it adds some more depth to the wound system, in the same way that trying to punch someone with a broken arm causes pain. (I actually want to expand this to melee weapon accuracy and attacking with melee weapons in general, but that's for a later time) For drunkenness, it just adds to the drunk shenanigans. It also slightly reduces the effectiveness of drinks as combat healing chemicals, such as quadsec - makes it a bit more of a trade off. ## Changelog 🆑 Melbert balance: Having a broken arm affects your accuracy with ranged weapons fired with that arm. Utilizing a painkiller will nullify this effect, however. balance: Painkillers will prevent your punches from being cancelled due to having a broken arm. You'll still take damage, though. balance: Being drunk now affects your accuracy with ranged weapon. The bartender is immune to this effect via their skillchip. code: A lot of code involving left and right hand handling has been cleaned up, easier to read. Report any oddities, like left and rights being flipped /🆑 |
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778ed9f1ab |
The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request This PR kills the abstract internal and external typepaths for organs, now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds. This PR also fixes fox ears (from #87162, no tail is added) and mushpeople's caps (they should be red, the screenshot is a tad outdated). And yes, you can now use a hair dye spray to recolor body parts like most tails, podpeople hair, mushpeople caps and cat ears. The process can be reversed by using the spray again. ## Why It's Good For The Game Time-Green put some effort during the last few months to untie functions and mechanics from external/internal organ pathing. Now, all that this pathing is good for are a few typechecks, easily replaceable with bitflags. Also podpeople and mushpeople need a way to recolor their "hair". This kind of applies to fish tails from the fish infusion, which colors can't be selected right now. The rest is just there if you ever want to recolor your lizard tail for some reason. Proof of testing btw (screenshot taken before mushpeople cap fix, right side has dyed body parts, moth can't be dyed, they're already fabolous):  ## Changelog 🆑 code: Removed internal/external pathing from organs in favor of a bit flag. Hopefully this shouldn't break anything about organs. fix: Fixed invisible fox ears. fix: Fixed mushpeople caps not being colored red by default. add: You can now dye most tails, podpeople hair, mushpeople caps etc. with a hair dye spray. /🆑 |
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e59d8ba64b | Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b | ||
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5409570e01 |
Upgrades GODMODE from a flag to a trait. (#86596)
## About The Pull Request GODMODE has a lot of sources that toggle it. From admin-stuff to status effects, components, actions and mobs which are supposed to be invincible. It's better off as a trait than a flag, so we can manage these sources. ## Why It's Good For The Game See above. ## Changelog 🆑 admin: godmode is now a datum trait instead of a bitflag. This means the process for toggling it is a little different now. /🆑 |
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7cb3b3f472 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-07b | ||
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1df0e42efb |
[MIRROR] Cigarettes and vapes are no longer subtypes of masks. (#28479)
* Cigarettes and vapes are no longer subtypes of masks. * clothing path * clothing misses * more * fix donator * more2 * more3 * Update prop_summoner.dm * Update prop_summoner.dm * fix --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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35484728f1 |
Cigarettes and vapes are no longer subtypes of masks. (#82942)
## About The Pull Request Since non-clothing items can also be worn on several slots, there's no need for cigarettes/vapes to be subtypes of masks anymore, since that comes with a few oddities like #82870. ## Why It's Good For The Game This should fix #82870, with about no side-effect aside them no longer being edible by moths 🤢. |
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45e52eb774 |
Merge remote-tracking branch 'skrat/master' into new-bubbermaster
# Conflicts: # _maps/RandomRuins/SpaceRuins/hilbertresearchfacility.dmm # _maps/RandomRuins/SpaceRuins/skyrat/interdynefob.dmm # _maps/map_files/Birdshot/birdshot.dmm # _maps/map_files/Deltastation/DeltaStation2.dmm # _maps/map_files/IceBoxStation/IceBoxStation.dmm # _maps/map_files/MetaStation/MetaStation.dmm # _maps/map_files/NorthStar/north_star.dmm # _maps/map_files/VoidRaptor/VoidRaptor.dmm # _maps/map_files/tramstation/tramstation.dmm # _maps/shuttles/pirate_ex_interdyne.dmm # code/__DEFINES/mobs.dm # code/__HELPERS/~skyrat_helpers/is_helpers.dm # code/datums/mood.dm # code/game/objects/effects/spawners/random/random.dm # code/modules/admin/verbs/adminhelp.dm # code/modules/clothing/head/jobs.dm # code/modules/mob/living/brain/brain_say.dm # code/modules/projectiles/guns/energy/kinetic_accelerator.dm # code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_jelly.png # code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_jelly_stargazer.png # code/modules/uplink/uplink_items/job.dm # config/lavaruinblacklist.txt # icons/mob/actions/actions_changeling.dmi # icons/mob/clothing/mask.dmi # icons/obj/mining.dmi # modular_skyrat/master_files/code/modules/client/preferences/headshot.dm # modular_skyrat/master_files/code/modules/mob/living/examine_tgui.dm # modular_skyrat/master_files/code/modules/research/techweb/all_nodes.dm # modular_skyrat/master_files/icons/mob/clothing/under/skirts_dresses.dmi # modular_skyrat/master_files/icons/obj/clothing/under/skirts_dresses.dmi # modular_skyrat/modules/aesthetics/airlock/icons/airlocks/multi_tile/metal_overlays.dmi # modular_skyrat/modules/colony_fabricator/code/appliances/space_heater.dm # modular_skyrat/modules/company_imports/code/armament_datums/deforest_medical.dm # modular_skyrat/modules/hyposprays/code/hypospray_kits.dm # strings/traumas.json # tgui/packages/tgui/interfaces/PreferencesMenu/preferences/features/character_preferences/skyrat/headshot.tsx |
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5712dea346 |
[MIRROR] Driving any vehicle into the supermatter will dust all passengers (#26989)
* Driving any vehicle into the supermatter will dust all passengers (#82137) ## About The Pull Request Fixes #82135 All occupants of vehicles (including mobs you can ride) will now die if anyone drives that vehicle into the supermatter crystal. ## Why It's Good For The Game It may not be canonically true that driving the clown car into the supermatter dusts all occupants but by god, it should be. This is the result that you expect to occur upon doing such a thing. ## Changelog 🆑 fix: Driving a vehicle into the supermatter will kill everyone riding the vehicle /🆑 --------- Co-authored-by: san7890 <the@ san7890.com> * Driving any vehicle into the supermatter will dust all passengers --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@ san7890.com> |
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c95890c473 |
Driving any vehicle into the supermatter will dust all passengers (#82137)
## About The Pull Request Fixes #82135 All occupants of vehicles (including mobs you can ride) will now die if anyone drives that vehicle into the supermatter crystal. ## Why It's Good For The Game It may not be canonically true that driving the clown car into the supermatter dusts all occupants but by god, it should be. This is the result that you expect to occur upon doing such a thing. ## Changelog 🆑 fix: Driving a vehicle into the supermatter will kill everyone riding the vehicle /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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9102c49c27 |
Squashed commit of the following:
commit 2abf1c919f05b34cfee752677431a864bc22f12e Merge: c9636f2bea7b |
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7b8484e69a |
[MIRROR] Fix supermatter component runtime on non-supermatters [MDB IGNORE] (#26083)
* Fix supermatter component runtime on non-supermatters (#80894) ## About The Pull Request Used the wrong var for this istype check. * Fix supermatter component runtime on non-supermatters --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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2d74ac7e3e |
Fix supermatter component runtime on non-supermatters (#80894)
## About The Pull Request Used the wrong var for this istype check. |
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067188d366 |
[MIRROR] Micro-optimize qdel by only permitting one parameter [MDB IGNORE] (#25889)
* Micro-optimize qdel by only permitting one parameter (#80628) Productionizes #80615. The core optimization is this: ```patch - var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up. + var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up. ``` We avoid a heap allocation in the form of copying the args over to a new list. A/B testing shows this results in 33% better overtime, and in a real round shaving off a full second of self time and 0.4 seconds of overtime--both of these would be doubled in the event this is merged as the new proc was only being run 50% of the time. * Micro-optimize qdel by only permitting one parameter --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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c1d68698fb |
Micro-optimize qdel by only permitting one parameter (#80628)
Productionizes #80615. The core optimization is this: ```patch - var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up. + var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up. ``` We avoid a heap allocation in the form of copying the args over to a new list. A/B testing shows this results in 33% better overtime, and in a real round shaving off a full second of self time and 0.4 seconds of overtime--both of these would be doubled in the event this is merged as the new proc was only being run 50% of the time. |
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b15b16976a |
[MIRROR] Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom [MDB IGNORE] (#25516)
* Attack chain refactoring: Broadening `tool_act` into `item_interact`, moving some item interactions to... `atom/item_interact` / `item/interact_with_atom`
* Patches up merge skew (#80197)
## About The Pull Request
Yeah #79968 (
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1e76fd70b4 |
Attack chain refactoring: Broadening tool_act into item_interact, moving some item interactions to... atom/item_interact / item/interact_with_atom (#79968)
## About The Pull Request Implements half of this (with some minor changes):  The ultimate goal of this is to split our attack chain in two: - One for non-combat item interactions - Health analyzer scanning - using tools on stuff - surgery - Niche other interactions - One for combat attacking - Item hit thing, item deal damage. - Special effects on attack would go here. This PR begins this by broadining tool act into item interact. Item interact is a catch-all proc ran at the beginning of attack chain, before `pre_attack` and such, that handles the first part of the chain. This allows us to easily catch item interaction and cancel the attack part of the chain by using deliberate bitflag return values, rather than `TRUE` / `FALSE`*. *Because right now, `TRUE` = `cancel attack`, no matter what, which is unclear to people. Instead of moving as much as possible to the new proc in this PR, I started by doing some easy, obvious things. More things can be moved in the future, or technically they don't even need to move in a lot of cases. ## Changelog 🆑 Melbert refactor: Refactored some methods of items interacting with other objects or mobs, such as surgery and health analzyers. Report if anything seems wrong /🆑 |
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6627b1a9c1 |
[MIRROR] Refactors Parrots into Basic Mobs (ft. Ben10Omintrix/Kobsamobsa) [MDB IGNORE] (#25100)
* Refactors Parrots into Basic Mobs (ft. Ben10Omintrix/Kobsamobsa) * UpdatePaths * Modular, cleanup, porting parrot commands into the new system * makes poly slightly less of a dick * Update parrot.dm * Update parrot.dm * Update tgstation.dme * Revert "Update tgstation.dme" This reverts commit a8b40c4aba524c271db02c271089664649dea1eb. --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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b557e89855 |
[MIRROR] More standardization for ghost notifications (READY) [MDB IGNORE] (#25104)
* More standardization for ghost notifications (READY) (#79596) ## About The Pull Request I'm still not satisfied with how ghost notifications work. This gives every notification with a source (99% of all notifications, in other words) a link to jump/orbit. Currently, notifications with "play" interactions would only get the interact link, so jumping to the source was pretty annoying. It removes posting the entire message in the alert tooltip, as some got pretty lengthy and it didn't seem to fit. To replace this, they will always use headers After:    NOTIFY_JUMP and NOTIFY_ORBIT have been merged, since the only difference seems to be whether it's a turf. The result shaves off some redundant lines of code, since most-every usage of notify_ghosts uses NOTIFY_ORBIT. ## Why It's Good For The Game More standardization for the ghost notification system. Adds a few alert headers that never had them. All in all, makes it easier for creators to throw alerts at ghosts ## Changelog 🆑 qol: Nearly every ghost alert should now feature a "VIEW" button, even those with click interaction. del: Ghost alerts no longer show the entire message in the tooltip, instead have been replaced with titles. /🆑 * More standardization for ghost notifications (READY) * Modular * Update outpost_of_cogs.dm --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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bbe440b3d6 |
More standardization for ghost notifications (READY) (#79596)
## About The Pull Request I'm still not satisfied with how ghost notifications work. This gives every notification with a source (99% of all notifications, in other words) a link to jump/orbit. Currently, notifications with "play" interactions would only get the interact link, so jumping to the source was pretty annoying. It removes posting the entire message in the alert tooltip, as some got pretty lengthy and it didn't seem to fit. To replace this, they will always use headers After:    NOTIFY_JUMP and NOTIFY_ORBIT have been merged, since the only difference seems to be whether it's a turf. The result shaves off some redundant lines of code, since most-every usage of notify_ghosts uses NOTIFY_ORBIT. ## Why It's Good For The Game More standardization for the ghost notification system. Adds a few alert headers that never had them. All in all, makes it easier for creators to throw alerts at ghosts ## Changelog 🆑 qol: Nearly every ghost alert should now feature a "VIEW" button, even those with click interaction. del: Ghost alerts no longer show the entire message in the tooltip, instead have been replaced with titles. /🆑 |
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b251b9dbb0 | Refactors Parrots into Basic Mobs (ft. Ben10Omintrix/Kobsamobsa) (#79762) | ||
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596b2f050e |
[MIRROR] Converts some notify_ghosts args to bitflags, multilines all notify_ghosts calls [MDB IGNORE] (#24804)
* Converts some notify_ghosts args to bitflags, multilines all notify_ghosts calls * Update supermatter.dm * Modular * More modular * Update cortical_borer_egg.dm --------- Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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3c7005a37c |
Converts some notify_ghosts args to bitflags, multilines all notify_ghosts calls (#79320)
## About The Pull Request This helps clean up my favorite helper proc in the whole codebase, `notify_ghosts()`. The notify_suiciders, ignore_mapload, and flashwindow args are GONE. They have been replaced with the notify_flags bitflag argument. This was intended to make deadchat announcements a bitflag argument too, but those got reverted right before I originally wanted to submit this PR. The on-screen popup now shows the notification body when you hover it with your mouse again. The format is now `[notify_ghosts message] -- [click action (orbit/jump/play)]` Every single `notify_ghosts()` call has been changed to multiline format and has been given trailing commas. Pretty! ## Why It's Good For The Game Cleans up a proc that is very popular and going through a lot of changes at the time. Allows for further flexibility when this proc inevitably gets tweaked or improved. 12 -> 10 args is an improvement, and it doesn't impact the helper's flexibility at all. ## Changelog 🆑 Rhials code: The notify_ghosts proc has been cleaned up. Please report any abnormal changes in deadchat notification behavior. qol: The on-screen deadchat popups now contain the notification blurb when hovered with your mouse again. /🆑 |
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+10 |
7a27811d22 |
[MIRROR] Adds supermatter attackby_hit typecache to deal with similarly-handled objects [MDB IGNORE] (#24206)
* Adds supermatter attackby_hit typecache to deal with similarly-handled objects (#78779) ## About The Pull Request Adds a typecache for objects that are similarly handled in the attackby_hit proc I decided to omit cigarette from the list since it has so much custom code. I could just check to see if the item is a cigarette, but I don't think that is very readable. ## Why It's Good For The Game Makes interaction more efficient, also because a maintainer said so ## Changelog 🆑 code: made an eensy teensie weensie change to some supermatter boilerplate /🆑 --------- Co-authored-by: FinancialGoose <92416224+TheBoondock@ users.noreply.github.com> Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com> Co-authored-by: orange man <61334995+comfyorange@ users.noreply.github.com> Co-authored-by: Cruix <ianjturk@ gmail.com> Co-authored-by: Cruix <discoveryian2@ gmail.com> Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@ users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@ users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> Co-authored-by: Tim <timothymtorres@ gmail.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> Co-authored-by: Emmett Gaines <ninjanomnom@ gmail.com> Co-authored-by: nikothedude <59709059+nikothedude@ users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@ users.noreply.github.com> Co-authored-by: flopp / Daniel Ast <75865592+RunKittenzRComing@ users.noreply.github.com> Co-authored-by: Wallem <66052067+Wallemations@ users.noreply.github.com> Co-authored-by: Changelogs <action@ github.com> * Adds supermatter attackby_hit typecache to deal with similarly-handled objects --------- Co-authored-by: admeeer <alexpeltier@hotmail.com> Co-authored-by: FinancialGoose <92416224+TheBoondock@ users.noreply.github.com> Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com> Co-authored-by: orange man <61334995+comfyorange@ users.noreply.github.com> Co-authored-by: Cruix <ianjturk@ gmail.com> Co-authored-by: Cruix <discoveryian2@ gmail.com> Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@ users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@ users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> Co-authored-by: Tim <timothymtorres@ gmail.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> Co-authored-by: Emmett Gaines <ninjanomnom@ gmail.com> Co-authored-by: nikothedude <59709059+nikothedude@ users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@ users.noreply.github.com> Co-authored-by: flopp / Daniel Ast <75865592+RunKittenzRComing@ users.noreply.github.com> Co-authored-by: Wallem <66052067+Wallemations@ users.noreply.github.com> Co-authored-by: Changelogs <action@ github.com> |
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+9 |
5288c7e891 |
Adds supermatter attackby_hit typecache to deal with similarly-handled objects (#78779)
## About The Pull Request Adds a typecache for objects that are similarly handled in the attackby_hit proc I decided to omit cigarette from the list since it has so much custom code. I could just check to see if the item is a cigarette, but I don't think that is very readable. ## Why It's Good For The Game Makes interaction more efficient, also because a maintainer said so ## Changelog 🆑 code: made an eensy teensie weensie change to some supermatter boilerplate /🆑 --------- Co-authored-by: FinancialGoose <92416224+TheBoondock@users.noreply.github.com> Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> Co-authored-by: orange man <61334995+comfyorange@users.noreply.github.com> Co-authored-by: Cruix <ianjturk@gmail.com> Co-authored-by: Cruix <discoveryian2@gmail.com> Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: flopp / Daniel Ast <75865592+RunKittenzRComing@users.noreply.github.com> Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com> Co-authored-by: Changelogs <action@github.com> |
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c1c2937292 |
[MIRROR] Supermatter shards can be unfastened with right click [MDB IGNORE] (#24191)
* Supermatter shards can be unfastened with right click (#78617) ## About The Pull Request Title summarizes all. Closes #68685 ## Why It's Good For The Game Less people dusting themselves by accident. ## Changelog 🆑 qol: Supermatter shards can now be fastened with right click too. Now, just don't forget to use a wrench. /🆑 Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com> * Supermatter shards can be unfastened with right click --------- Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com> Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com> |
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86457e37b8 |
Supermatter shards can be unfastened with right click (#78617)
## About The Pull Request Title summarizes all. Closes #68685 ## Why It's Good For The Game Less people dusting themselves by accident. ## Changelog 🆑 qol: Supermatter shards can now be fastened with right click too. Now, just don't forget to use a wrench. /🆑 Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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544aa8b229 |
[MIRROR] Adds on z impact interaction for SM. [MDB IGNORE] (#24017)
* Adds on z impact interaction for SM. (#78428) ## About The Pull Request Adds interaction for supermatter crystal when it falls on something/someone. I changed intercept_z_fall line that prevents sm dusting itself from continue to return because it didn't spin/dust on fall. ## Why It's Good For The Game Presumably a little bit more chaos. ## Changelog 🆑 add: SM crystal can now dust someone or something if it falls on it. /🆑 --------- Co-authored-by: Jacquerel <hnevard@ gmail.com> * Adds on z impact interaction for SM. --------- Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> |
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fb10d098bb |
[MIRROR] Fixes getting dusted when you spray paint the SM [MDB IGNORE] (#24016)
* Fixes getting dusted when you spray paint the SM (#78666) ## About The Pull Request Hopefully? implemented the correct fix. It _does_ work, but I don't know if its the best possible fix. Should resolve #78456 ## Why It's Good For The Game Better consistency ## Changelog 🆑 fix: You can now spray paint the SM without getting dusted /🆑 * Fixes getting dusted when you spray paint the SM --------- Co-authored-by: admeeer <alexpeltier@hotmail.com> |
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bab9db355f |
Adds on z impact interaction for SM. (#78428)
## About The Pull Request Adds interaction for supermatter crystal when it falls on something/someone. I changed intercept_z_fall line that prevents sm dusting itself from continue to return because it didn't spin/dust on fall. ## Why It's Good For The Game Presumably a little bit more chaos. ## Changelog 🆑 add: SM crystal can now dust someone or something if it falls on it. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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d6e8c56941 |
Fixes getting dusted when you spray paint the SM (#78666)
## About The Pull Request Hopefully? implemented the correct fix. It _does_ work, but I don't know if its the best possible fix. Should resolve #78456 ## Why It's Good For The Game Better consistency ## Changelog 🆑 fix: You can now spray paint the SM without getting dusted /🆑 |
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40f14abe30 |
[MIRROR] Dusting Poly causes a power surge [MDB IGNORE] (#23859)
* Dusting Poly causes a power surge * Update _event.dm --------- Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
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9549f125f9 |
[MIRROR] Fix ghosts/godmode mobs causing supermatter resonance [MDB IGNORE] (#23860)
* Fix ghosts/godmode mobs causing supermatter resonance (#78492) ## About The Pull Request Adds the incorporeal/godmode check to living mob interactions with the supermatter. Already in hand_hit() but there are other procs that can be triggered as well. ## Why It's Good For The Game Ghost animals, revenants, mobs with godmode enabled should not cause supermatter resonance messages when interacting with it. Fixes https://github.com/tgstation/tgstation/issues/78490 ## Changelog 🆑 LT3 fix: Ghosts and godmode mobs will no longer create resonance when touching the supermatter crystal /🆑 * Fix ghosts/godmode mobs causing supermatter resonance --------- Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
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2fe2418c0f |
Fix ghosts/godmode mobs causing supermatter resonance (#78492)
## About The Pull Request Adds the incorporeal/godmode check to living mob interactions with the supermatter. Already in hand_hit() but there are other procs that can be triggered as well. ## Why It's Good For The Game Ghost animals, revenants, mobs with godmode enabled should not cause supermatter resonance messages when interacting with it. Fixes https://github.com/tgstation/tgstation/issues/78490 ## Changelog 🆑 LT3 fix: Ghosts and godmode mobs will no longer create resonance when touching the supermatter crystal /🆑 |
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00fc613f07 |
Dusting Poly causes a power surge (#78495)
## About The Pull Request With surges now added, causes a power surge event when Poly is dusted on the supermatter crystal. Requires https://github.com/tgstation/tgstation/pull/78492 ## Why It's Good For The Game Adds some flavor to killing the engineering department's pet. ## Changelog 🆑 LT3 add: Poly now causes a power surge when dusted by the supermatter crystal /🆑 |
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c529b754fb |
[MIRROR] Fixes a bunch of callbacks that were being qdeleted, and code cleanup [MDB IGNORE] (#23319)
* Fixes a bunch of callbacks that were being qdeleted, and code cleanup (#77904) ## About The Pull Request  Continuing the work of https://github.com/tgstation/tgstation/pull/77850. it started with finding one that was being missed and causing a runtime...then I noticed a whole lot more. While I was doing this I found callbacks that weren't being nulled in `Destroy()`, so I added that wherever I found these spots as well as some general code cleanup. There were a lot more of these than I initially hoped to encounter so I'm labeling it as a refactor. ## Why It's Good For The Game Fixes lots of runtimes, improves code resiliency. ## Changelog 🆑 refactor: fixed a bunch of instances of callbacks being qdeleted and cleaned up related code /🆑 * Fixes a bunch of callbacks that were being qdeleted, and code cleanup --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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4c870f71ca |
Fixes a bunch of callbacks that were being qdeleted, and code cleanup (#77904)
## About The Pull Request  Continuing the work of https://github.com/tgstation/tgstation/pull/77850. it started with finding one that was being missed and causing a runtime...then I noticed a whole lot more. While I was doing this I found callbacks that weren't being nulled in `Destroy()`, so I added that wherever I found these spots as well as some general code cleanup. There were a lot more of these than I initially hoped to encounter so I'm labeling it as a refactor. ## Why It's Good For The Game Fixes lots of runtimes, improves code resiliency. ## Changelog 🆑 refactor: fixed a bunch of instances of callbacks being qdeleted and cleaned up related code /🆑 |
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841f3596b8 |
[MIRROR] fixes SM crystals dusting themselves after falling [MDB IGNORE] (#22729)
* fixes SM crystals dusting themselves after falling (#77128) ## About The Pull Request get_z_move_affected always returns src which is something that wasnt exactly accounted in this case ## Why It's Good For The Game fixes #76811 ## Changelog 🆑 fix: shoving a crystal down a hole no longer makes it dust itself /🆑 * fixes SM crystals dusting themselves after falling --------- Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> |
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9f41863524 |
fixes SM crystals dusting themselves after falling (#77128)
## About The Pull Request get_z_move_affected always returns src which is something that wasnt exactly accounted in this case ## Why It's Good For The Game fixes #76811 ## Changelog 🆑 fix: shoving a crystal down a hole no longer makes it dust itself /🆑 |
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07fa5992a4 |
[MIRROR] Adds p_They (and friends) for capitalized pronoun helpers [MDB IGNORE] (#22555)
* Adds p_They (and friends) for capitalized pronoun helpers * Fixes modular pronouns * Merge conflict * Update spank_related.dm --------- Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: Bloop <vinylspiders@gmail.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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dfd4801122 |
Adds p_They (and friends) for capitalized pronoun helpers (#76910)
## About The Pull Request  Basically replaces p_they(TRUE) with p_They ## Why It's Good For The Game Fewer ambiguous parameters (what does TRUE mean when passed to p_they?) More comprehensive helper functions. ## Changelog 🆑 Tattle spellcheck: Fixed the grammar on a few revenant messages /🆑 --------- Co-authored-by: tattle <article.disaster@gmail.com> |
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6dfe17306c |
[MIRROR] Pulls apart the vestiges of components still hanging onto signals [MDB IGNORE] (#21738)
* Pulls apart the vestiges of components still hanging onto signals * update modular --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
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ae5a4f955d |
Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request Signals were initially only usable with component listeners, which while no longer the case has lead to outdated documentation, names, and a similar location in code. This pr pulls the two apart. Partially because mso thinks we should, but also because they really aren't directly linked anymore, and having them in this midstate just confuses people. [Renames comp_lookup to listen_lookup, since that's what it does](https://github.com/tgstation/tgstation/commit/102b79694fa8eb57ecf7b36032616a9e368ccced) [Moves signal procs over to their own file](https://github.com/tgstation/tgstation/commit/33d07d01fd336726b4f6f6f1b61bb0b3f11a00dc) [Renames the PREQDELETING and QDELETING comsigs to drop the parent bit since they can hook to more then just comps now](https://github.com/tgstation/tgstation/commit/335ea4ad081ec63c42cfa05856e582cca833af6e) [Does something similar to the attackby comsigs (PARENT -> ATOM)](https://github.com/tgstation/tgstation/commit/210e57051df63f88dac3dd83321236da825aae5e) [And finally passes over the examine signals](https://github.com/tgstation/tgstation/commit/65917658fb8a1e7d28ae23c9437a583d646f0302) ## Why It's Good For The Game Code makes more sense, things are better teased apart, s just good imo ## Changelog 🆑 refactor: Pulled apart the last vestiges of names/docs directly linking signals to components /🆑 |
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60f860f607 |
[MIRROR] Fixes the supermatter not dusting you when you fall on top of it from a z-level [MDB IGNORE] (#20381)
* Fixes the supermatter not dusting you when you fall on top of it from a z-level (#74535) ## About The Pull Request fixes SM not dusting you if you fall on top of it from a z level literally nobody tested the code lmao ## Why It's Good For The Game bug bad ## Changelog 🆑 fix: SM now dusts you if you fall on top of it from another Z level /🆑 * Fixes the supermatter not dusting you when you fall on top of it from a z-level --------- Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> |
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85665fc6da |
Fixes the supermatter not dusting you when you fall on top of it from a z-level (#74535)
## About The Pull Request fixes SM not dusting you if you fall on top of it from a z level literally nobody tested the code lmao ## Why It's Good For The Game bug bad ## Changelog 🆑 fix: SM now dusts you if you fall on top of it from another Z level /🆑 |
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3464b6bfb2 |
[MIRROR] Refactors Regenerate Organs, and a few organ helpers [MDB IGNORE] (#20094)
* Refactors Regenerate Organs, and a few organ helpers * MERGE CONFLICTS * GETORGANSLOT > GET_ORGAN_SLOT * GETORGAN > get_organ_by_type * lint repairs * more lint * Update tgstation.dme * Update surgery_step.dm --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |