Commit Graph

153 Commits

Author SHA1 Message Date
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
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
MrMelbert 7645cef613 Allows you to install encryption keys in intercoms and station-bounced radios (#94874)
## About The Pull Request

*All* radios can have an encryption key installed

This includes intercoms and station-bounced radios

<img width="472" height="294" alt="image"
src="https://github.com/user-attachments/assets/8fe8880b-2872-4030-9e42-ced4ce529b31"
/>

These radios are *not* normally freerange, meaning to tune into channels
added by an encryption key, a new button in the radio UI has been added
- "Tune", which tunes you directly into the channel.

This even works with the Syndie key, giving the intercom access to
Syndie channel and the ability to hear all encrypted channels. However,
it will *not* work with a Binary key.

Likewise, any key with language understanding on it will do nothing. I
think **theoretically** we can have intercepted messages in alternate
languages check to see if they have a key of that language with (to
relay a translation instead), but that sounds like a lot of work...

Also this means you can now speak on encrypted frequencies (like
departmental ones) via non-subspace means - ie, when telecomms is
disabled.

## Why It's Good For The Game

To be completely honest, I haven't fully considered the repercussions of
such a change.

Someone just offhandedly mentioned that if they could tune into a dept.
radio via subspace, they would try playing without a headset, and I
thought that sounded fun.

Otherwise, this opens up stuff like departmental intercom systems -
which sounds cool - and in the future we could possibly de-hardcode
freerange settings (like the command intercom).

## Changelog

🆑 Melbert
add: All radios (intercoms and station-bounced) can have encryption keys
installed in them, rather than solely headsets and cyborgs.
add: Existing screwdriver interactions for station-bounced radios and
intercoms have been moved to right click. However, intercoms will still
default to the old behavior if they have no key installed.
qol: Screentips for radios.
/🆑
2026-01-17 10:38:54 -07:00
Leland Kemble 80edcfd5ec Makes intercom mic button turn on when it is screwed in, and vice versa (#94743) 2026-01-06 18:31:36 +01:00
nevimer 6e9f2ccfc0 Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts:
#	.github/workflows/compile_all_maps.yml
#	.github/workflows/run_integration_tests.yml
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/_onclick/hud/credits.dm
#	code/controllers/subsystem/networks/id_access.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/game/machinery/doors/door.dm
#	code/game/objects/structures/crates_lockers/closets/secure/medical.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/modules/antagonists/malf_ai/malf_ai_modules.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/loadout/categories/accessories.dm
#	code/modules/loadout/loadout_helpers.dm
#	code/modules/loadout/loadout_items.dm
#	code/modules/loadout/loadout_preference.dm
#	code/modules/mob/living/silicon/robot/robot_defense.dm
#	code/modules/mod/mod_theme.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/reagents/reagent_containers/cups/drinks.dm
#	code/modules/shuttle/mobile_port/variants/supply.dm
#	code/modules/surgery/organs/internal/eyes/_eyes.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png
#	icons/hud/screen_full.dmi
2025-12-15 18:12:29 -05:00
SyncIt21 f640a0e972 Enhances algorithm for finding an atom mount (#94076)
## About The Pull Request
Depends on #94064 for the unit test but offers a better method for
finding an atom to mount on
- Finding a mount now takes into consideration the objects pixel x & y
offsets meaning diagonal mounting is now supported. Gives great
flexibility for mappers
- If you don't want to use pixel offsets but default back to using the
objects direction that behaviour is still preserved. Useful if your
object uses directional icon states(lights & cameras for now) AND don't
use offsets
- If no direction could be specified then as the last resort it defaults
back to the objects local turf for mounting

## Changelog
🆑
fix: all mounted objects on tables, fences, windows & walls should fall
of correctly when the atom it is placed on is destroyed
fix: security telescreen now falls off when their mounted wall is
destroyed
fix: defib wall mount falls off when their mounted wall is destroyed
fix: floor lights are mounted to the ground/catwalk/tram floor they are
sitting on meaning destroying it will destroy the light
fix: wall mounted plaques now fall off when their mounted wall is
destroyed
/🆑
2025-12-12 12:23:22 -05:00
Yobrocharlie c83a070266 First new gateway in a year. (#93894)
## About The Pull Request

This PR adds a new gateway with not too much threat a, a little bit of
reward more often in the form of gimmicky items or armor.

credit to https://github.com/NovaSector/NovaSector/pull/4880
For the gun and sfx sprite
## Why It's Good For The Game

The gateway system is about as decrepit and old, the last gateway that
was added was the museum which was made by somebody who would short
after receive a rule 8 ban and plus that away mission is a neat scenery
and has a lot of cool locations to look at but it has no loot, and you
know what? that's okay and it achieves what it sets out to do
beautifully, but if we discount that one for that reason alone (which
for the record is a bad reason to discount something) then the last
gateway that was added and that stuck was added in 2018? and it was
snowdin? I dont actually know, correct me on this. But basically, more
content good.

## Changelog

<details>
<summary>Screenshots/Videos</summary>
<img width="862" height="431" alt="image"
src="https://github.com/user-attachments/assets/d56add04-4b8c-4cd0-be7f-36d895e43868"
/>
<img width="654" height="665" alt="image"
src="https://github.com/user-attachments/assets/1ccd15c4-5c31-4b00-b5f8-9a662efa3436"
/>
<img width="651" height="571" alt="image"
src="https://github.com/user-attachments/assets/08ab4c1d-d9d0-413c-bc02-a3c51eda8761"
/>
<img width="1177" height="172" alt="image"
src="https://github.com/user-attachments/assets/8df5e28d-5041-4676-8370-b8ab351f5b52"
/>
<img width="850" height="586" alt="image"
src="https://github.com/user-attachments/assets/c03e6cbe-b290-421e-bbed-80a203221de4"
/>
<img width="1248" height="912" alt="image"
src="https://github.com/user-attachments/assets/aa3c415d-52de-46b9-b317-e397b481b1b7"
/>
<img width="885" height="697" alt="image"
src="https://github.com/user-attachments/assets/dd96d364-deae-4c56-9fc1-68b5e738ef4a"
/>
<img width="1284" height="646" alt="image"
src="https://github.com/user-attachments/assets/b433f591-d92f-4bea-921c-b231fce2e7d9"
/>

also NO you cannot make the sm sword using the slow recharge shrink ray
<img width="621" height="240" alt="image"
src="https://github.com/user-attachments/assets/75f7d235-33c2-424e-9260-a3cc8c931ab9"
/>
</details>

<details>
<summary>Documentation of all notable loot 11/8/2025</summary>
  /obj/item/clothing/shoes/gunboots/disabler
/obj/item/gun/energy/shrink_ray/one_shot (A shrink way that has a long
recharge time and can only shoot once)
  /obj/item/slimepotion/lovepotion x 2
  /obj/item/slimepotion/genderchange x 1
  /obj/item/slimepotion/slime/mutator
  /obj/item/gun/energy/disabler/smoothbore
  /obj/item/gun/energy/alien/zeta
  /obj/item/gun/magic/midas_hand
/obj/item/autosurgeon/xeno (A autosurgeon that only allows xenomorph
organs, here because it looks unique)
  /obj/item/organ/heart/gland (abductor organs, random.)
  /obj/item/organ/eyes/corrupt
  /obj/item/organ/appendix/corrupt
  /obj/item/clothing/suit/utility/radiation/cbrnsuit x 2
  /obj/item/clothing/head/utility/radiation/cbrnhood x 2
  /obj/item/clothing/gloves/combat x 4
  /obj/item/clothing/shoes/combat/swat x 2
  /obj/item/clothing/mask/gas/atmos/glass x 2 

/obj/item/clothing/under/rank/engineering/atmospheric_technician/nova/utility/advanced
  /obj/item/gun/ballistic/automatic/wt550/p90 x 2
  /obj/item/ammo_box/magazine/p90_mag x 14
  /obj/item/gun/energy/modular_laser_rifle/carbine x 2
  /obj/effect/spawner/random/armory/laser_gun
  /obj/item/grenade/c4 x 3
/obj/machinery/deployable_turret/hmg x 3 (you think these are good, but
they're not, they are really not, they're only good if you hit somebody
with them when they're not expecting it, otherwise people will simply
just avoid it, or if your being defensive of an area this thing will
have you just be a beast.)
/obj/machinery/mounted_machine_gun x 8 (But with no ammo, so theyre only
setpieces, okay well there IS ammo on the map but its anchored, and
theres no way to unanchor anchored items, if fallout thirteen players
cant do it over the course of 4 years then tg players sure cant.)
  
Also hello there it looks like you actually read this section, if you
have dont worry, this PR wont get merged, why? I dont want to salt about
that here.
</details>

🆑
map: added the "heretic" gateway map (it has nothing related to
heretics)
/🆑
2025-12-03 01:04:49 +00:00
Ghom 0b0c5ea91e Unit test material checks are now performed on all crafting recipes by default. All stack recipes now transfer mats to the results (#92620)
## About The Pull Request
Extends the part of the crafting unit test that ensures consistency
between the total mats of the components of a recipe (or rather, the
result of said recipe) and a generic instance of the same type as its
result, previously only implemented on food recipes.

## Why It's Good For The Game
This ensures a degree of consistency with the material composition of
various objects in the game. I couldn't do it in the original PR as that
one was too big already and it took months to get it merged, and have
the relative bugs fixed.

Currently a WIP as I slowly deal with the unit test reports.

## Changelog

🆑
refactor: Follow-up to the crafting/material refactor from months ago.
All objects crafted with stacks now inherit their mat composition (not
necessarily the effects and color) by default, while previously only a
few things like chair, sinks and toilets did. Report any object looking
or behaving weirdly as a result.
fix: The material composition of ammo boxes is no longer a 1/10 of what
it's supposed to be. It was a shitty hack to make it harder to recycle
empty ammo boxes. Instead, they lose materials as they're emptied now.
/🆑
2025-12-02 18:29:01 -05:00
SyncIt21 39a196824a Enhances algorithm for finding an atom mount (#94076)
## About The Pull Request
Depends on #94064 for the unit test but offers a better method for
finding an atom to mount on
- Finding a mount now takes into consideration the objects pixel x & y
offsets meaning diagonal mounting is now supported. Gives great
flexibility for mappers
- If you don't want to use pixel offsets but default back to using the
objects direction that behaviour is still preserved. Useful if your
object uses directional icon states(lights & cameras for now) AND don't
use offsets
- If no direction could be specified then as the last resort it defaults
back to the objects local turf for mounting

## Changelog
🆑
fix: all mounted objects on tables, fences, windows & walls should fall
of correctly when the atom it is placed on is destroyed
fix: security telescreen now falls off when their mounted wall is
destroyed
fix: defib wall mount falls off when their mounted wall is destroyed
fix: floor lights are mounted to the ground/catwalk/tram floor they are
sitting on meaning destroying it will destroy the light
fix: wall mounted plaques now fall off when their mounted wall is
destroyed
/🆑
2025-12-01 00:50:16 +01:00
nevimer baf3837ae8 Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts:
#	_maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm
#	_maps/RandomRuins/SpaceRuins/garbagetruck2.dmm
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	_maps/map_files/tramstation/tramstation.dmm
#	code/_onclick/hud/new_player.dm
#	code/datums/components/squashable.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/datums/diseases/chronic_illness.dm
#	code/datums/status_effects/buffs.dm
#	code/datums/status_effects/debuffs/drunk.dm
#	code/datums/status_effects/debuffs/stamcrit.dm
#	code/game/machinery/computer/crew.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
#	code/game/objects/items/wall_mounted.dm
#	code/game/turfs/closed/indestructible.dm
#	code/modules/admin/view_variables/filterrific.dm
#	code/modules/antagonists/heretic/influences.dm
#	code/modules/cargo/orderconsole.dm
#	code/modules/client/preferences.dm
#	code/modules/events/space_vines/vine_mutations.dm
#	code/modules/mob/dead/new_player/new_player.dm
#	code/modules/mob/living/carbon/human/death.dm
#	code/modules/mob/living/carbon/human/species_types/jellypeople.dm
#	code/modules/mob/living/damage_procs.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob_spawn/ghost_roles/mining_roles.dm
#	code/modules/mob_spawn/mob_spawn.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/projectiles/guns/ballistic/launchers.dm
#	code/modules/projectiles/guns/energy/laser.dm
#	code/modules/reagents/chemistry/machinery/chem_dispenser.dm
#	code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm
#	code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm
#	code/modules/reagents/chemistry/reagents/medicine_reagents.dm
#	code/modules/surgery/healing.dm
#	code/modules/unit_tests/designs.dm
#	icons/mob/inhands/items_lefthand.dmi
#	icons/mob/inhands/items_righthand.dmi
#	tgui/packages/tgui/interfaces/ChemDispenser.tsx
2025-11-29 22:49:21 -05:00
SyncIt21 81427cd5cf Unit tests, refactor & realignment for map loaded wall mounts (#93662)
## About The Pull Request
This 1st has to be PR'd so the integration tests can point out all
wallmounts that could not find a support structure to mount on. I then
will do many map edits to align them onto the closest atom

Yes we no longer use wall mount but atom mounted component. All objects
that are mounted on windows/tables & fences now also fall off when
destroyed

It'll probably be a WHILE before I can fix all wall mounts. Long day.
Expect me to misalign many stuff to fix failing CI so make sure to
provide suggestions when possible

Improved wallmount code overall
- Fixes #93793


## Changelog
🆑
fix: fixes all incorrectly maploded wall mounts that aren't actually
hanging on any support structure
fix: objects mounted on tables, windows & fences also fall off now when
destoryed
qol: lights can be mounted on windows
qol: cameras can be mounted on windows
qol: buttons can be mounted on tables
refactor: improved how wall mounts interact with objects as a whole
report bugs on github
/🆑
2025-11-18 22:37:12 -07:00
Roxy ce509e0ad5 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-23-10-2025 2025-10-25 15:49:52 -04:00
SyncIt21 5a31b00b2f [NO GBP]Fixes some wall mounted items & Flaky poster sign CI Failures (#93606) 2025-10-26 06:43:06 +11:00
Roxy e28e9fbdba Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-23-10-2025 2025-10-23 17:38:23 -04:00
SyncIt21 9740c687de General maintenance for wall mounts (#93534)
## About The Pull Request
- Fixes #93392
- Replaces all custom callbacks with call to `deconstruct()`. The
callbacks weren't necessary as it did the same thing as `deconstruct()`
but in an round about way
- Removed duplicate `Initialize()` procs and the params `building` &
`ndir` from all wall mounts. Makes everything cleaner

## Changelog
🆑
fix: wall mounts placed by player now falls off when the wall they are
mounted on is destroyed
code: cleaned up wall mount code
/🆑
2025-10-23 17:26:19 +02:00
xPokee b308ee9d78 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-09-24 10:13:01 -04:00
MrMelbert 4a618934e9 Removes message arg from Hear, free performance (#93020)
## About The Pull Request

The first argument of `Hear` is `message`, the message heard

OR SO YOU'D THINK

Actually the first argument doesn't do anything but get overridden by
ALL implementations of `Hear`

No other uses as far as I and Ephe can tell. Removing it makes it a ton
easier to understand and gives us some free performance in radio code by
not rendering messages twice

## Changelog

🆑 Melbert
code: Removed some redundant code from core hearing code. Report if you
hear anything weird.
/🆑
2025-09-20 12:29:40 +02:00
Pink 0ebdc63352 Cyborgs can use intercomms (#93024)
## About The Pull Request
Fixes Cyborgs not being able to interact with station intercoms Ai and
Humans
## Why It's Good For The Game
Seems like a bug no? Silicon Remote interaction should be the same for
Ai and Cyborgs.
## Changelog
🆑
fix: Intercomms work for Cyborgs
/🆑
2025-09-20 04:12:26 +02:00
FeudeyTF 161d744035 Telecomms Update: Ability to change existing radio channels and create new ones (#91647)
## About The Pull Request
I have added the ability to create and edit station radio channels
through the existing telecommunications system.
You can change the name of the radio channel and its color.

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

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

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

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

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

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

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

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

## Why It's Good For The Game

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

## Changelog

🆑
add: Added ability to change existing radio channels and create new
qol: Added color for some buttons in Telecomms UI
/🆑

(cherry picked from commit 35494b93bb)
2025-06-28 20:37:12 -04:00
FeudeyTF 35494b93bb Telecomms Update: Ability to change existing radio channels and create new ones (#91647)
## About The Pull Request
I have added the ability to create and edit station radio channels
through the existing telecommunications system.
You can change the name of the radio channel and its color.

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

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

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

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

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

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

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

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

## Why It's Good For The Game

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

## Changelog

🆑
add: Added ability to change existing radio channels and create new
qol: Added color for some buttons in Telecomms UI
/🆑
2025-06-28 01:19:18 +10:00
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
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
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
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
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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
Rhials 00a0d0b890 Special radio channels now use bitflags instead of individual vars (#85150)
## About The Pull Request

Radios/encryption keys now use a `RADIO_SPECIAL_XXXXX` bitflag for
behaviors related to "special" radio channels (Binary, Centcom, Syndie).

I decided to do this because I wanted to add a radio channel for pirates
and hunters (hence the branch name), but it felt weird adding two more
variables. The more I look at the changes I've made here the more I
realize that the effort was probably not worth the utility but whatever.

This also subtypes some varedited intercoms and makes them their own
objects.
## Why It's Good For The Game

Compresses a whopping three (3!) variables into a single one. Easier to
scale (I guess?). I felt like adding a fourth/fifth variable and just
moving on with the original project, but decided "lets do this the
unnecessarily hard way instead".
## Changelog
🆑 Rhials
code: Radios/encryption keys now use a single variable for "special"
frequencies. Please report if you experience any strangeness with
accessing/being unable to access the Centcom, Syndicate, or Cyborg
radio.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-08-18 21:23:46 +00:00
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
SkyratBot 61ec10c3e0 [MIRROR] grep's for "recieve" typos (#27826)
* grep's for "recieve" typos (#83369)

Just spellchecking some common mistakes.

* Missed these.

---------

Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-05-23 23:38:14 +02:00
Afevis 53a8ba74c8 grep's for "recieve" typos (#83369)
Just spellchecking some common mistakes.
2024-05-23 00:41:05 -04:00
vinylspiders ae3a8acb8e * Turns mush cap into an extorgan
* Trimming the fat

* Trimming the fat

* Update mushpeople.dm

* Adds colorblindness as a mild brain trauma (#76527)

What the title says.
The brain trauma makes the whole screen monochrome until cured.

![image](https://github.com/tgstation/tgstation/assets/82850673/442d24a8-6625-454c-bc28-64b786b03f49)

I feel like the current pool for mild brain traumas is quite lame, this
helps spice it up a bit with something that is quite annoying and
distracting but not game breaking (as mild brain traumas should
generally be).

🆑
add: Added colorblindness as a mild brain trauma.
/🆑

---------

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

* Fix species `var/hair_color` not being used for, well, hair color (#82168)

`var/hair_color` for species was intended to be used as a "this species
uses this type of hair color thing"

But at some point that got completely lost and now it's only used for
sprite accessories

This fixes that. That means Slimepeople now have properly slimey hair.
And Ethereals are less snowflake once more.

🆑 Melbert
fix: Fixed Slimepeople's hair not matching their slimey colors.
/🆑

* Revert "Fix species `var/hair_color` not being used for, well, hair color (#82168)"

This reverts commit c4cb756.

* Revert "Adds colorblindness as a mild brain trauma (#76527)"

This reverts commit eb815f5.

* Update _species.dm

* unused var

* Caps list..

* Update mushpeople.dm

* Update mushpeople.dm

* Update mushpeople.dm

* Update mushpeople.dm

* Update mushpeople.dm

* Attempts to fix CI errors

* Update cap.dm

* Update _external_organ.dm

* Update monkey.dm

* Revert "Update monkey.dm"

This reverts commit 29f54c8.

* Revert "Update _external_organ.dm"

This reverts commit 8de5ea7.

* Update _external_organ.dm

* Revert "Update _external_organ.dm"

This reverts commit 644cc56.

* Fix CI maybe?

* Update cap.dm

* Update DNA.dm

* Some cleanup/updating to upstream

* Update global_lists.dm

* Mush

* Update mushpeople.dm

* Hopefully the last fix

* Doing this differently

* Update organ.dm

* Update organ.dm

* Update organ.dm

* Update organ.dm

* Update organ.dm

* OK

* Update organ.dm

* Update podpeople.dm

* maybe

* Hm

* Hm

* Will this break things?

* Revert "Will this break things?"

This reverts commit bd288c6.

* Test

* Update organ.dm

* Update organ.dm

* Revert "Update organ.dm"

This reverts commit ca77ff9.

* Update organ.dm

* .

* .

* .

* Update snail.dm

* Monkeys now use height offset (and monkey tail works) (#81598)

This PR adds the ability for monkeys to wear any jumpsuit in the game,
and adds support for them to wear things like coats, gloves, and shoes
(though this cannot be obtained in-game and is solely achieved through
admins, which I also improved a bit upon by adding a defined bitfield
for no equip flags).

This reverts a lot of changes from
tgstation/tgstation#73325 - We no longer check
height from limbs and such to bring sprites down, instead monkeys now
work more similarly to humans, so the entire PR was made irrelevant, and
I didn't really want to leave around dead code for the sake of having a
human with longer legs.

I've now also added support for Dwarfism, which makes monkeys look even
smaller. Very minor change but at least now the mutation doesn't feel
like it does literally nothing to monkeys (since they can already walk
over tables).

Here's a few examples of how it can appear in game (purely for
demonstration, as it is currently intentionally made impossible to
obtain in-game, though if someone wants to change that post-this PR now
that support is added, feel free):

Tails have been broken for a while now, the only reason you see them
in-game is because they are baked into the monkey sprites. This fixes
that, which means humans can now get monkey tails implanted into them
(hell yeah) and monkeys can have their tails removed (also hell yeah)

* Removes unneeded files

* Revert "Removes unneeded files"

This reverts commit 6469d37.

* .

* ok

* Update tails.dm

* Update monkey.dm

* Fix monkey screenshot test

* Update species.dm

* Update reinf_walls.dm

* Maintenance

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: vinylspiders <13398309+vinylspiders@users.noreply.github.com>
2024-05-23 02:37:43 +02:00
SkyratBot 6c4c965ea4 [MIRROR] Changes occurrences of recieve in code to receive [MDB IGNORE] (#25393)
* Changes occurrences of `recieve` in code to `receive`

* Fix conflict

---------

Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
Co-authored-by: SomeRandomOwl <somerandomowl@ratchtnet.com>
2023-12-02 20:40:07 -06:00
distributivgesetz f8b41f9442 Changes occurrences of recieve in code to receive (#80065)
## About The Pull Request

I've stumbled across this enough to finally go through the entire
codebase and fix it. I left out changelogs simply because rewriting
history logs is bad.
## Why It's Good For The Game

I find it pretty annoying because I stumble across words that are
misspelled for a few seconds, and I'm likely not the only one who feels
like this. Less spelling mistakes in code are better.
## Changelog
🆑
spellcheck: Occurrences of "recieve" has been changed to "receive".
/🆑
2023-12-02 14:50:57 -07:00
SkyratBot 02608f3622 [MIRROR] Intercom Resprite and Tweaks [MDB IGNORE] (#24525)
* Intercom Resprite and Tweaks (#78366)

## About The Pull Request

Changes the sprites of the Station Intercom, Command Intercom, and
Prison Intercom to the next ones:
![new
intercom](https://github.com/tgstation/tgstation/assets/42353186/0fc0a0e7-911c-47cb-8ba9-7663b07891da)
![new command
intercom](https://github.com/tgstation/tgstation/assets/42353186/8537a81a-db41-4ffb-ab82-2e5661d5c229)
![prison
intercom](https://github.com/tgstation/tgstation/assets/42353186/73d899ba-69da-412c-81d6-ca2642291ceb)

Now Station Intercom and Command Intercom descriptions are changed to
tell more about their real functionality.
Command Intercom now has High-Volume settings like heads headsets.

There is now a memo with frequencies of every channel on the station,
the memo is placed near the Command Intercom and in the
Telecommunications Room.
## Why It's Good For The Game

Intercoms are part of the "old wall-mount" sprites that were never
touched, besides the brief addition of overlays.
Replacing them to design more familiar of other wall-mounts will make it
less ancient.

Making the Command Intercom and Prison Intercom look unique ensures
players (especially new ones) can distinguish them by just glancing
without needing to examine them.
The Command Intercom having a High-Volume setting makes it even more
unique as an item that is only met in one room at the station, also
makes any Command orders given through an intercom (during
Telecomunnications outages) more noticeable.

The description change gives more useful information about Station
Intercom and Command Intercom. Now players (especially new ones) can
understand that Station Intercoms are usable during telecommunications
outages, and Command Intercoms can be set to any frequency.

The memo will help players (especially new ones) understand what numbers
they should input to access certain channels using Command Intercom, as
right now, the only way to find out the frequencies is through wiki or
directly checking servers.

<!-- 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
🆑
qol: The Command intercom now has a High-Volume setting like command
headsets
qol: A memo telling frequencies of station radio channels are now
present near the Command intercom and T-Comms room
image: Station, Command, and Prison intercoms have received new sprites
spellcheck: Station and Command intercom descriptions have been changed
to tell about their functionality
/🆑

* Intercom Resprite and Tweaks

* Update intercom.dmi

---------

Co-authored-by: DrTuxedo <42353186+DrDiasyl@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-10-23 08:04:34 -07:00
DrTuxedo 0de1982756 Intercom Resprite and Tweaks (#78366)
## About The Pull Request

Changes the sprites of the Station Intercom, Command Intercom, and
Prison Intercom to the next ones:
![new
intercom](https://github.com/tgstation/tgstation/assets/42353186/0fc0a0e7-911c-47cb-8ba9-7663b07891da)
![new command
intercom](https://github.com/tgstation/tgstation/assets/42353186/8537a81a-db41-4ffb-ab82-2e5661d5c229)
![prison
intercom](https://github.com/tgstation/tgstation/assets/42353186/73d899ba-69da-412c-81d6-ca2642291ceb)


Now Station Intercom and Command Intercom descriptions are changed to
tell more about their real functionality.
Command Intercom now has High-Volume settings like heads headsets.

There is now a memo with frequencies of every channel on the station,
the memo is placed near the Command Intercom and in the
Telecommunications Room.
## Why It's Good For The Game

Intercoms are part of the "old wall-mount" sprites that were never
touched, besides the brief addition of overlays.
Replacing them to design more familiar of other wall-mounts will make it
less ancient.

Making the Command Intercom and Prison Intercom look unique ensures
players (especially new ones) can distinguish them by just glancing
without needing to examine them.
The Command Intercom having a High-Volume setting makes it even more
unique as an item that is only met in one room at the station, also
makes any Command orders given through an intercom (during
Telecomunnications outages) more noticeable.

The description change gives more useful information about Station
Intercom and Command Intercom. Now players (especially new ones) can
understand that Station Intercoms are usable during telecommunications
outages, and Command Intercoms can be set to any frequency.

The memo will help players (especially new ones) understand what numbers
they should input to access certain channels using Command Intercom, as
right now, the only way to find out the frequencies is through wiki or
directly checking servers.

<!-- 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
🆑
qol: The Command intercom now has a High-Volume setting like command
headsets
qol: A memo telling frequencies of station radio channels are now
present near the Command intercom and T-Comms room
image: Station, Command, and Prison intercoms have received new sprites
spellcheck: Station and Command intercom descriptions have been changed
to tell about their functionality
/🆑
2023-10-23 13:45:55 +02:00
SkyratBot cd1ccb23d9 [MIRROR] Renames prison intercoms [MDB IGNORE] (#24168)
* Renames prison intercoms (#78781)

## About The Pull Request

This renames prison intercoms to "receive-only intercom"

## Why It's Good For The Game

It's rare a day goes by that I don't see someone confused about why
these intercoms "aren't working.", and if it comes up in conversation,
most sec players don't seem to be aware either. There's already a note
about the intercoms being receive-only in the examine text, but
apparently it largely goes unnoticed.

This change should make it very clear, at a glance, that players should
not expect to be able to transmit using these intercoms.

It'd probably also be a good to grey out or hide the transmit button but
this is what I can do and makes it obvious to everyone.

## Changelog

🆑
qol: "prison" intercoms have been renamed to "receive-only" intercoms to
make it clearer they cannot transmit.
/🆑

* Renames prison intercoms

---------

Co-authored-by: YehnBeep <86855173+YehnBeep@users.noreply.github.com>
2023-10-06 20:44:41 -07:00
YehnBeep 659d6df676 Renames prison intercoms (#78781)
## About The Pull Request

This renames prison intercoms to "receive-only intercom"

## Why It's Good For The Game

It's rare a day goes by that I don't see someone confused about why
these intercoms "aren't working.", and if it comes up in conversation,
most sec players don't seem to be aware either. There's already a note
about the intercoms being receive-only in the examine text, but
apparently it largely goes unnoticed.

This change should make it very clear, at a glance, that players should
not expect to be able to transmit using these intercoms.

It'd probably also be a good to grey out or hide the transmit button but
this is what I can do and makes it obvious to everyone.

## Changelog

🆑
qol: "prison" intercoms have been renamed to "receive-only" intercoms to
make it clearer they cannot transmit.
/🆑
2023-10-07 02:47:47 +02:00
SkyratBot 22090011f3 [MIRROR] Adds a new component so that items that are "attached" to walls will now drop/deconstruct on turf destruction. [MDB IGNORE] (#23722)
* Adds a new component so that items that are "attached" to walls will now drop/deconstruct on turf destruction. (#77417)

## About The Pull Request

Adds a new component, called wall_mounted, which applies on the
wallframe objects on construction, as well as a number of wall frame
objects and structures to cover mapped in, roundstart objects of the
like.
I might have forgotten a few, but this covers the vast majority that
players will run into in a given round.

This will cover wall destruction, turf explosion, the whole nine yards,
and call that object/structure/machine's deconstruct proc. We have some
special handling for intercoms as well since they're apparently items.

So most basic case is this: You have a wall. that wall holds a sign. If
you examine the wall, it tells you that the wall is currently supporting
the **Example Sign**. It tells you that if the wall is damaged or
destroyed, the sign will **fall off the wall.** So, if you were to
welder, bomb, or hulk your way through that wall, it would call the
deconstruct() proc on that sign, and fall off the wall, leaving an item
sign at the foot of the wall.

## To-Do

- [x] Stop breaking all wallmounts when operating shuttles (Signal
conflict with COMSIG_TURF_CHANGED 😔)
- [x] Confirm that the ~~deconstruct~~ designated proc of each wallmount
falling is sane for the intended object
- [x] Clean up the contents of the wall_mounted component to reduce
copy-paste on object init.
- [x] Add it to more stuff that may just not have a directional helper?
- [x] ~~Change how APC construction is handled to make it easier!~~
- [x] ~~Don't accidently nerf malf AI into the ground I guess~~

## Why It's Good For The Game

Closes #22283.
Helps close more of #47526.
Closes #54983.
Closes https://github.com/wall-nerds/wallening/issues/90.

All of these objects are "wall mounts". It stands to reason that they're
mounted to the walls they appear to be attached to. This attempts to
rectify them by giving them a turf link to the turf they're mounted to,
and then upon changes to that turf, dropping or breaking that object.
It'll need a little more polish to get to 100%, since I can see a few
more issues to iron out first, but I'm dropping this here for now to get
some feedback and put some fire under me to get this completed.

## Changelog

🆑
add: Wall mounted objects (Things like APCs, Air Alarms, Light switches,
Signs, Posters, Newscasters, you name it) will now fall to the ground
and break or deconstruct when their attaching wall is changed or broken.
/🆑

* Adds a new component so that items that are "attached" to walls will now drop/deconstruct on turf destruction.

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2023-09-17 14:38:26 -04:00
ArcaneMusic a77ac3e4f1 Adds a new component so that items that are "attached" to walls will now drop/deconstruct on turf destruction. (#77417)
## About The Pull Request

Adds a new component, called wall_mounted, which applies on the
wallframe objects on construction, as well as a number of wall frame
objects and structures to cover mapped in, roundstart objects of the
like.
I might have forgotten a few, but this covers the vast majority that
players will run into in a given round.

This will cover wall destruction, turf explosion, the whole nine yards,
and call that object/structure/machine's deconstruct proc. We have some
special handling for intercoms as well since they're apparently items.

So most basic case is this: You have a wall. that wall holds a sign. If
you examine the wall, it tells you that the wall is currently supporting
the **Example Sign**. It tells you that if the wall is damaged or
destroyed, the sign will **fall off the wall.** So, if you were to
welder, bomb, or hulk your way through that wall, it would call the
deconstruct() proc on that sign, and fall off the wall, leaving an item
sign at the foot of the wall.

## To-Do

- [x] Stop breaking all wallmounts when operating shuttles (Signal
conflict with COMSIG_TURF_CHANGED 😔)
- [x] Confirm that the ~~deconstruct~~ designated proc of each wallmount
falling is sane for the intended object
- [x] Clean up the contents of the wall_mounted component to reduce
copy-paste on object init.
- [x] Add it to more stuff that may just not have a directional helper?
- [x] ~~Change how APC construction is handled to make it easier!~~
- [x] ~~Don't accidently nerf malf AI into the ground I guess~~

## Why It's Good For The Game

Closes #22283.
Helps close more of #47526.
Closes #54983.
Closes https://github.com/wall-nerds/wallening/issues/90.

All of these objects are "wall mounts". It stands to reason that they're
mounted to the walls they appear to be attached to. This attempts to
rectify them by giving them a turf link to the turf they're mounted to,
and then upon changes to that turf, dropping or breaking that object.
It'll need a little more polish to get to 100%, since I can see a few
more issues to iron out first, but I'm dropping this here for now to get
some feedback and put some fire under me to get this completed.

## Changelog

🆑
add: Wall mounted objects (Things like APCs, Air Alarms, Light switches,
Signs, Posters, Newscasters, you name it) will now fall to the ground
and break or deconstruct when their attaching wall is changed or broken.
/🆑
2023-09-16 00:17:38 +00:00
SkyratBot 2f552919c1 [MIRROR] Icons folder cleaning wave two [MDB IGNORE] (#22454)
* Icons folder cleaning wave two

* Merge conflict resolution

* Modular path hell

* hmm

* Update 2022-10.yml

* Another modular thing

---------

Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-16 00:41:18 -04:00
SkyratBot e264ee3644 [MIRROR] Adds an extra malf AI ability: Remote emagging. Also tidies up emag code and coverts a lot of things to balloon alerts [MDB IGNORE] (#22469)
* Adds an extra malf AI ability: Remote emagging. Also tidies up emag code and coverts a lot of things to balloon alerts

* Update communications.dm

* Modular override

* Some modular adjustments, removes 'emagged' vars in favor of obj_flags

* whoops, mobs don't have obj_flags.

---------

Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: Giz <vinylspiders@gmail.com>
2023-07-15 16:46:17 -04:00
nikothedude ccf547c142 Adds an extra malf AI ability: Remote emagging. Also tidies up emag code and coverts a lot of things to balloon alerts (#76669)
## About The Pull Request

New malf AI upgrade

Remote safety overrides: Mid-cost, Mid-supply. Allows the AI to remotely
emag things it can see and can access.
1. Very useful for psychological warfare (Emagging APCs to throw the
crew off their trail)
2. Logically makes sense - why, of all things, can the AI not emag
anything when it's fundumentally integrated with the station's
electronics?
3. Generally speaking can only access things that make sense for it to
access - it cannot emag ethereals, sadly

In order for this to work, emag_act now returns a boolean, designating
if the emag had any effect.
While I was in there, I also added args to every single emag_act I could
find and added far more feedback/converted a lot of things to balloon
alerts to allow the AI to see if its emag had any effect.
## Why It's Good For The Game

It just makes sense that the AI, the most electronically-sensitive
entity in the game, would be able to emag things. Plus, more options
given to malf that aren't strictly MURDER KILL MURDER are always a plus,
especially if they allow for fancier plays.
## Changelog
🆑
add: New malf ability: Remote safety overrides. Allows the AI to
remotely emag things it has access to.
code: emag_act() now returns a boolean designating it's success in
emagging
code: All instances of emag_act() now have the proper arguments
qol: Most usecases of emagging now have some kind of feedback, and
existing feedback has been sanity checked and converted to balloon
alerts.
/🆑
2023-07-15 15:35:14 +01:00
YesterdaysPromise fb10121022 Icons folder cleaning wave two (#76788)
## About The Pull Request

Further continous organizing and cleaning the Icons folder. There are
still some minior nitpicks left to do, but I reached my daily sanity
expenses limit again, and the faster these get in the less issues for
both me and others later. Also cleans some mess I caused by my blindness
last PR.

## Why It's Good For The Game

Saner spriters = better sprites
2023-07-14 18:36:41 +00:00
SkyratBot c4d4e1da63 [MIRROR] Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. [MDB IGNORE] (#20916)
* Minerals have been refactored so costs and minerals in items are now in terms of mineral defines.

* AI GEN RUN ONE

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-05-03 22:48:10 +01:00
ArcaneMusic f2fd69a49a Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. (#75052)
Ladies, Gentlemen, Gamers. You're probably wondering why I've called you
all here (through the automatic reviewer request system). So, mineral
balance! Mineral balance is less a balance and more of a nervous white
dude juggling spinning plates on a high-wire on his first day. The fact
it hasn't failed after going on this long is a miracle in and of itself.

This PR does not change mineral balance. What this does is moves over
every individual cost, both in crafting recipes attached to an object
over to a define based system. We have 3 defines:

`sheet_material_amount=2000` . Stock standard mineral sheet. This being
our central mineral unit, this is used for all costs 2000+.
`half_sheet_material_amount=1000` . Same as above, but using iron rods
as our inbetween for costs of 1000-1999.
`small_material_amount=100` . This hits 1-999. This covers... a
startlingly large amount of the codebase. It's feast or famine out here
in terms of mineral costs as a result, items are either sheets upon
sheets, or some fraction of small mats.

Shout out to riot darts for being the worst material cost in the game. I
will not elaborate.

Regardless, this has no functional change, but it sets the groundwork
for making future changes to material costs much, MUCH easier, and moves
over to a single, standardized set of units to help enforce coding
standards on new items, and will bring up lots of uncomfortable balance
questions down the line.

For now though, this serves as some rough boundaries on how items costs
are related, and will make adjusting these values easier going forward.

Except for foam darts.

I did round up foam darts.

Adjusting mineral balance on the macro scale will be as simple as
changing the aforementioned mineral defines, where the alternative is a
rats nest of magic number defines. ~~No seriously, 11.25 iron for a foam
dart are you kidding me what is the POINT WHY NOT JUST MAKE IT 11~~

Items individual numbers have not been adjusted yet, but we can
standardize how the conversation can be held and actually GET SOMEWHERE
on material balance as opposed to throwing our hands up or ignoring it
for another 10 years.
2023-05-03 14:44:51 +00:00
SkyratBot 0fd25257a9 [MIRROR] Fix blood overlays on energy daggers [MDB IGNORE] (#18682)
* Fix blood overlays on energy daggers

* CLANG

* has this ever worked?

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
2023-01-13 21:56:37 -08:00
Tim 8d67f614b5 Fix blood overlays on energy daggers (#72624)
## About The Pull Request
Fixes #72338 (again)

Energy blades had blood splatters on them and it looked very funky.  


![dreamseeker_wtugxswIzj](https://user-images.githubusercontent.com/5195984/211640855-f7c3e3fa-8a41-4bca-acc9-75a4c6397b4b.png)

Items now have a `NO_BLOOD_ON_ITEM` flag for to ignore the blood
overlay.

## Why It's Good For The Game


![dreamseeker_dOgOlhLEoU](https://user-images.githubusercontent.com/5195984/211640899-ab577045-9324-456a-ac6a-2cce8119e749.png)

## Changelog
🆑
fix: Fix blood overlays on energy daggers
code: Add `NO_BLOOD_ON_ITEM` bitfield for items
/🆑

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2023-01-13 04:31:53 +00:00
SkyratBot a388d294a6 [MIRROR] Saycode refactor, unit tests, and fixes [MDB IGNORE] (#18032)
* Saycode refactor, unit tests, and fixes

* parrot

* SR tweaks

* say tests from pstream/71873

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-12-15 15:00:29 -05:00
Tim 48e36ef2c7 Saycode refactor, unit tests, and fixes (#69799)
<!-- 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

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

Fixes #69798
Fixes #71621

When using hypnosis on a victim, the language should be accounted for
and whether the victim can properly hear it. Before the hearing code
would magically translate any message, this is no longer the case.

This also fixes the language barrier involving hearing for:
- Mind echo trauma
- Phobia trauma
- Hypnotic trigger trauma
- Split Personality brainwashing trauma
- Codeword hearing
- Hypnotize status effect
- Impure Inacusiate reagent

## Why It's Good For The Game

<!-- 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. -->

Better consistency, improved readability, and less bugs in the future.

## 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 it's 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: Fix hypnosis, mind echo trauma, phobia trauma, hypnotic trigger
trauma, split personality brainwashing trauma, codeword hearing, and
impure inacusiate reagent all bypassing language and hearing checks. If
you try to give commands to a victim in a language they don't
understand, they will no longer magically understand the words.
fix: Fix sign language having accent modifications
refactor: Refactored saycode to be more robust, readable, and have more
unit tests.
/🆑

<!-- 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. -->

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-12-09 20:28:17 +01:00
SkyratBot 24fbd712a9 [MIRROR] Overlays for notifying when radios are on broadcast [MDB IGNORE] (#17630)
* Overlays for notifying when radios are on broadcast (#71006)

## About The Pull Request
Adds overlays for when the radios are on broadcast snd speaker

Theres 4 overlay settings, an "idle" (broadcasting or speaker enabled)
and "active" (flicked when recieving or sending a radio msg)

### SBR
The base icon is the screen being off, and the bars are seperated into
ovelays with the top one being broadcasting. The idle overlay displays
the bar short, while the active will make the bars animate like the
current animation)

having both off will make the antenna go down since its "not being used"

### Intercoms
Intercoms are simpler, just having lights on the speaker flash green if
the corresponding mode is active

### Headsets
Headsets are unaffected because of the small sprites.

except miner and explo headsets where the antenna will go down if both
are disabled bc its "not being used"

## Why It's Good For The Game
Helps you tell whether somone (like ai) is spying, makes it easier to
notice whether youee in broadcasting range of an intercom, and its a
cool immersion thing to ""see"" the mic readings on a sbr
## Changelog
🆑
add: radios have overlays for showing broadcasting settings
/🆑

Co-authored-by: candycanes <eastereggman@ nothing.com>
Co-authored-by: etherware-novice <candy@ notarealaddr.com>
Co-authored-by: Candycaneannihalator <candycane@ thisisnotarealaddr.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Overlays for notifying when radios are on broadcast

* SR sprite updates

Co-authored-by: texan-down-under <73374039+etherware-novice@users.noreply.github.com>
Co-authored-by: candycanes <eastereggman@ nothing.com>
Co-authored-by: etherware-novice <candy@ notarealaddr.com>
Co-authored-by: Candycaneannihalator <candycane@ thisisnotarealaddr.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-12-01 10:26:56 -05:00
texan-down-under 49ede0973f Overlays for notifying when radios are on broadcast (#71006)
## About The Pull Request
Adds overlays for when the radios are on broadcast snd speaker

Theres 4 overlay settings, an "idle" (broadcasting or speaker enabled)
and "active" (flicked when recieving or sending a radio msg)

### SBR
The base icon is the screen being off, and the bars are seperated into
ovelays with the top one being broadcasting. The idle overlay displays
the bar short, while the active will make the bars animate like the
current animation)

having both off will make the antenna go down since its "not being used"

### Intercoms
Intercoms are simpler, just having lights on the speaker flash green if
the corresponding mode is active

### Headsets
Headsets are unaffected because of the small sprites.

except miner and explo headsets where the antenna will go down if both
are disabled bc its "not being used"

## Why It's Good For The Game
Helps you tell whether somone (like ai) is spying, makes it easier to
notice whether youee in broadcasting range of an intercom, and its a
cool immersion thing to ""see"" the mic readings on a sbr
## Changelog
🆑
add: radios have overlays for showing broadcasting settings
/🆑

Co-authored-by: candycanes <eastereggman@nothing.com>
Co-authored-by: etherware-novice <candy@notarealaddr.com>
Co-authored-by: Candycaneannihalator <candycane@thisisnotarealaddr.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-21 11:43:36 -08:00