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masterfixes
371 Commits
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21b4095dfd |
[MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026 fixes https://github.com/Bubberstation/Bubberstation/issues/5549 --------- Signed-off-by: dependabot[bot] <support@github.com> Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: rageguy505 <54517726+rageguy505@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Aliceee2ch <160794176+Aliceee2ch@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Tsar-Salat <62388554+Tsar-Salat@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: Maxipat <108554989+Maxipat112@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: loganuk <fakeemail123@aol.com> Co-authored-by: Leland Kemble <70413276+lelandkemble@users.noreply.github.com> Co-authored-by: FalloutFalcon <86381784+FalloutFalcon@users.noreply.github.com> Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: siliconOpossum <138069572+siliconOpossum@users.noreply.github.com> Co-authored-by: Isratosh <Isratosh@hotmail.com> Co-authored-by: TheRyeGuyWhoWillNowDie <70169560+TheRyeGuyWhoWillNowDie@users.noreply.github.com> Co-authored-by: Neocloudy <88008002+Neocloudy@users.noreply.github.com> Co-authored-by: Alexander V. <volas@ya.ru> Co-authored-by: ElGitificador <168473461+ElGitificador@users.noreply.github.com> Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com> Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Cameron Lennox <killer65311@gmail.com> Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: Layzu666 <121319428+Layzu666@users.noreply.github.com> Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: mrmanlikesbt <99309552+mrmanlikesbt@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: John F. Kennedy <54908920+MacaroniCritter@users.noreply.github.com> Co-authored-by: Cursor <102828457+theselfish@users.noreply.github.com> Co-authored-by: Josh <josh.adam.powell@gmail.com> Co-authored-by: Josh Powell <josh.powell@softwire.com> Co-authored-by: Yobrocharlie <Charliemiller5617@gmail.com> Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com> Co-authored-by: shayoki <96078776+shayoki@users.noreply.github.com> Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> |
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f16aa650fa | fixes descending pt1 | ||
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00ccf0c6b5 |
Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
# Conflicts: # .github/CODEOWNERS # .github/workflows/compile_changelogs.yml # .github/workflows/stale.yml # SQL/database_changelog.md # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # code/__DEFINES/atom_hud.dm # code/__DEFINES/inventory.dm # code/__DEFINES/mobs.dm # code/__DEFINES/species_clothing_paths.dm # code/__DEFINES/subsystems.dm # code/__DEFINES/surgery.dm # code/__HELPERS/global_lists.dm # code/_globalvars/lists/maintenance_loot.dm # code/_globalvars/traits/_traits.dm # code/controllers/subsystem/minor_mapping.dm # code/controllers/subsystem/processing/quirks.dm # code/controllers/subsystem/shuttle.dm # code/datums/components/palette.dm # code/datums/components/surgery_initiator.dm # code/datums/diseases/advance/advance.dm # code/datums/hud.dm # code/datums/mood.dm # code/datums/mutations/chameleon.dm # code/datums/quirks/negative_quirks/nyctophobia.dm # code/datums/status_effects/debuffs/debuffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/slime/slime_leech.dm # code/datums/weather/weather.dm # code/game/data_huds.dm # code/game/objects/items.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/frog_statue.dm # code/game/objects/items/rcd/RLD.dm # code/game/objects/items/robot/items/hypo.dm # code/game/objects/items/stacks/medical.dm # code/game/objects/items/stacks/wrap.dm # code/game/objects/items/storage/garment.dm # code/game/objects/items/tools/medical/defib.dm # code/game/objects/items/weaponry.dm # code/game/objects/items/weaponry/melee/misc.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/game/objects/structures/curtains.dm # code/game/objects/structures/dresser.dm # code/game/objects/structures/girders.dm # code/game/objects/structures/maintenance.dm # code/game/objects/structures/mirror.dm # code/modules/admin/greyscale_modify_menu.dm # code/modules/admin/verbs/light_debug.dm # code/modules/antagonists/ashwalker/ashwalker.dm # code/modules/antagonists/heretic/knowledge/starting_lore.dm # code/modules/antagonists/ninja/ninjaDrainAct.dm # code/modules/art/paintings.dm # code/modules/client/preferences.dm # code/modules/client/verbs/ooc.dm # code/modules/clothing/head/wig.dm # code/modules/events/disease_outbreak.dm # code/modules/holodeck/holo_effect.dm # code/modules/jobs/job_types/head_of_security.dm # code/modules/jobs/job_types/security_officer.dm # code/modules/library/skill_learning/generic_skillchips/point.dm # code/modules/mining/lavaland/ash_flora.dm # code/modules/mining/lavaland/mining_loot/megafauna/ash_drake.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/basic/guardian/guardian.dm # code/modules/mob/living/basic/space_fauna/space_dragon/space_dragon.dm # code/modules/mob/living/carbon/carbon.dm # code/modules/mob/living/carbon/human/human.dm # code/modules/mob/living/carbon/human/human_defines.dm # code/modules/mob/living/carbon/life.dm # code/modules/mob/living/living.dm # code/modules/mob/living/living_defines.dm # code/modules/mob/mob.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mod/mod_control.dm # code/modules/mod/modules/modules_general.dm # code/modules/modular_computers/computers/item/computer_ui.dm # code/modules/paperwork/paper.dm # code/modules/paperwork/paperbin.dm # code/modules/power/lighting/light.dm # code/modules/projectiles/guns/energy/kinetic_accelerator.dm # code/modules/projectiles/projectile.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/food_reagents.dm # code/modules/reagents/chemistry/reagents/other_reagents.dm # code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm # code/modules/research/xenobiology/crossbreeding/_clothing.dm # code/modules/research/xenobiology/crossbreeding/prismatic.dm # code/modules/surgery/advanced/brainwashing.dm # code/modules/surgery/advanced/lobotomy.dm # code/modules/surgery/amputation.dm # code/modules/surgery/blood_filter.dm # code/modules/surgery/bodyparts/_bodyparts.dm # code/modules/surgery/brain_surgery.dm # code/modules/surgery/cavity_implant.dm # code/modules/surgery/coronary_bypass.dm # code/modules/surgery/gastrectomy.dm # code/modules/surgery/healing.dm # code/modules/surgery/limb_augmentation.dm # code/modules/surgery/organ_manipulation.dm # code/modules/surgery/revival.dm # code/modules/surgery/sleeper_protocol.dm # code/modules/surgery/surgery_helpers.dm # code/modules/surgery/surgery_step.dm # code/modules/unit_tests/_unit_tests.dm # code/modules/unit_tests/designs.dm # code/modules/unit_tests/icon_state_worn.dm # code/modules/unit_tests/screenshots/screenshot_antag_icons_cultist.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_headrevolutionary.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_provocateur.png # code/modules/unit_tests/screenshots/screenshot_husk_body.png # code/modules/unit_tests/screenshots/screenshot_husk_body_missing_limbs.png # icons/map_icons/clothing/head/_head.dmi # icons/map_icons/clothing/shoes.dmi # icons/map_icons/items/_item.dmi # icons/mob/huds/hud.dmi # icons/mob/inhands/64x64_lefthand.dmi # icons/mob/inhands/64x64_righthand.dmi # icons/obj/machines/computer.dmi # tgui/packages/tgui/interfaces/OperatingComputer.jsx # tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx # tgui/packages/tgui/interfaces/PreferencesMenu/types.ts # tgui/packages/tgui/interfaces/SurgeryInitiator.tsx # tools/icon_cutter/check.py |
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f58b8511f0 |
Refactors effect_system (#94999)
## About The Pull Request This PR refactors ``effect_system``s to be a bit easier to use by getting rid of ``set_up``, allowing ``attach()`` to be chained into ``start()`` and refactoring most direct system usages in our code to use helper procs. ``set_up`` was unnecessary and only existed to allow ``New``'s behavior to be fully overriden, which is not required if we split sparks/lightning/steam into a new ``/datum/effect_system/basic`` subtype which houses the effect spreading behavior. This allows us to roll all logic from ``set_up`` into ``New`` and cut down on code complexity. Chaining setup as ``system.attach(src).start()`` also helps a bit in case no helper method exists I've added ``do_chem_smoke`` and ``do_foam`` helpers, which respectively allow chemical smoke or foam to be spawned easily without having to manually create effect datums and reagent holders. Also turns out we've had some nonfunctional effect systems which either never set themselves up, or never started, so I fixed those while I was at it (mostly by moving them to aforementioned helper procs) ## Why It's Good For The Game Cleaner code, makes it significantly easier for users to work with. Also most of our effect system usage was copypasta which was passing booleans as numbers, while perfectly fine helper procs existed in our code. ## Changelog 🆑 refactor: Refactored sparks, foam, smoke, and other miscellaneous effect systems. refactor: Vapes now have consistent rigging with cigs using the new system. fix: Fixed some effects never working. /🆑 |
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15baf7873a |
Offsite Deathrattle Implants and Repathed Kheiral Cuffs (#94209)
## About The Pull Request Updates subdermal implants so that they have `implant_info` and `implant_lore` variables instead of one unchanging `get_info()`. Also rewrites/updates/tweaks/etc. lore for every implant that had get_info() blocks. Makes beacon implants (the ones you teleport onto) turn off (hide themselves on prisoner management consoles) after ten minutes, matching the tracking implant's functionality. Deathrattle implants are now `allow_multiple = TRUE`, so you can have multiple deathrattles implanted. Reworked the implant pad's UI to have collapsible sections for implant info, implant lore, and also have buttons for configuring deathrattle implants. Adds a box of expeditionary deathrattle implants to the mining vendor. For 900 points (585 points if delivered), you receive a box containing 5 expeditionary deathrattle implants, which **ONLY ALERT TO DEATHS IN MINING WASTELAND AREAS (e.g. not ruins, not space, not station) (this is important)**, an implanter, and an implant pad. The intended workflow is that you initialize one deathrattle implant, use that network for all the other deathrattles, and implant yourself, your mining buddies, your QM, and a paramedic, maybe. However since they start unset you could theoretically make one really big deathrattle network. Good luck getting people to volunteer for implanting, though, and as above, it only really works if you die outside of the station. Also, repaths kheiral cuffs to be accessories, so you can attach them to uniforms. They're still functional as suit sensor extenders and GPSes (when off-station). <details><summary>Screenshots</summary> <img width="469" height="91" alt="image" src="https://github.com/user-attachments/assets/2c88b151-e5ab-415a-8c41-0f166f439315" /><br> <img width="300" height="350" alt="image" src="https://github.com/user-attachments/assets/0764983a-1160-48ab-aa6a-d1aaf08a682e" /><br> <img width="300" height="350" alt="image" src="https://github.com/user-attachments/assets/98e84368-300b-453a-89a4-d922c80628e8" /> </details> ## Why It's Good For The Game Deathrattle implants are cool. Being able to know that your coworker exploded, after a non-negligible amount of setup and wrangling your fellow spaceman to let you implant them, is probably a good thing. Introduces a cooperative avenue of "Wait, my coworker just died" instead of "Hey, they haven't yelled something on comms, did they roll antag? (No. They died.)" Kheiral cuffs being uniform attachments is because having to sacrifice glove slot for them annoyed me a lot. ## Changelog 🆑 add: Nanotrasen has begun rolling out (unconfigured) expeditionary deathrattle implant kits for their mining teams for 900 points (585 points, if manually delivered). These only alert for deaths on raw mining wasteland, and will not work in space, ruins, or on-station. balance: Kheiral cuffs can now be attached to uniforms as accessories. They retain their suit sensor extension/GPS functionality (still only when off station Z-levels, though). fix: Beacon implants now turn off (hide themselves on prisoner management consoles) after ten minutes, matching the tracking implant's functionality. qol: Made the implant pad UI a little nicer to look at, with dropdowns and demarcated sections. code: Implants now have separated "immediately useful" information and "extended lore tidbits" information as variables instead of one unchangeable get_info() block. /🆑 --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> |
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8e0fb6ae66 |
misc explosive implant readability improvements (#94598)
## About The Pull Request - Changes a `while()` loop for a `for(var/i in 1 to x)` - Changes `round()` for `floor()` ## Why It's Good For The Game >Changes a `while()` loop for a `for(var/i in 1 to x)` - Easier to look at when looking at the code >Changes `round()` for `floor()` - `round()` with 1 var is deprecated, better to do this sooner than later ## Changelog 🆑 code: explosive implant code was made a tiny bit easier to read /🆑 |
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71faa643bf | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-12 | ||
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8ee1cd2474 |
Makes EMP logs less bad (#93841)
## About The Pull Request closes #93805 ## Why It's Good For The Game we actually have almost no emp logging at all lol, not even emp chem reaction, so you barely can track potential griefer? ## Changelog 🆑 admin: EMP logs are improved, additionally chemical EMP reactions are now logged. /🆑 |
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d0ca474789 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-05 | ||
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0234874f65 | Krav Maga > Kaza Ruk: Tail sweep criminals (#93773) | ||
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e28e9fbdba | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-23-10-2025 | ||
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348789fa8d |
The Renamening- upgrades UNIQUE_RENAME and moves a lot of renaming implementations under it (#93115)
## About The Pull Request Moves a lot of the unique renaming implementations described in #82664 to the functions given by the `obj_flag` `UNIQUE_RENAME`. `UNIQUE_RENAME` has been given new properties to account for non-standard renaming, these being the `RENAME_NO_DESC` flag that prevents changing the description, the `nameformat()` and `descformat()` procs that, when modified, allow for applying naming formats(i.e. "Body Bag - [input]"), as well as other post-renaming handling such as changing the name of the output plant of a renamed seed, the `rename_checks()` proc that allows for unique naming prevention(such as a locked personal closet), and the `rename_reset()` proc to clean up other possible renamed variables potentially changed in `nameformat()` and `descformat()`. This also adds `/datum/element/tool_renaming` to crayons, which will let them rename anything that has `UNIQUE_RENAME`. I looked through everything with that flag, and I didn't see anything that I don't think should be renameable by a crayon(except things that shouldn't be renamable with pens), so it shouldn't fuck anything up. ## Why It's Good For The Game moves all of the non-honorable mentions in #82664 to the same renaming system, and also moves all of the honorable mentions save for: - plaques, as they only get renamed once and wouldn't benefit from `UNIQUE_RENAME` imo - books, because they're far more than just renaming, and are persistent - paintings, because they're persistent - photos, because they're not normal renaming and they're persistent - endoskeletons, because they're done with a multitool in UI - cardboard IDs, because they're far more than just renaming Additionally, this fixes: - Implanter renaming didn't work because a ! was missing - Clown borg picket sign renaming didn't work because they didn't use the correct arguments This'll make it easier to make renameable objects in the future, as well. ## Changelog 🆑 fix: fixes implanter renaming not working fix: fixes clownborg picket sign renaming not working code: brought most unique renaming implementations under UNIQUE_RENAME /🆑 |
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d14e538393 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 | ||
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bbe729aef7 |
Converts more attackby's to interactions (#93106)
## About The Pull Request Converts the following: - Medical Kiosk - Implant case - Flamethrower - Chemical implant case - Pappercutter Also I've looked at some alt click procs and adjusted some of their returns |
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99be7d565e |
Merge branch 'master' of https://github.com/tgstation/tgstation into pupstream-08-19
# Conflicts: # .github/CODEOWNERS # .github/CONTRIBUTING.md # .github/workflows/auto_changelog.yml # .github/workflows/compile_all_maps.yml # .github/workflows/compile_changelogs.yml # .github/workflows/gbp.yml # .github/workflows/gbp_collect.yml # .github/workflows/stale.yml # README.md # SQL/database_changelog.md # _maps/_basemap.dm # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # _maps/map_files/KiloStation/KiloStation.dmm # _maps/wawastation.json # code/__DEFINES/combat.dm # code/__DEFINES/icon_smoothing.dm # code/__DEFINES/inventory.dm # code/__DEFINES/mobs.dm # code/__DEFINES/subsystems.dm # code/__DEFINES/surgery.dm # code/__HELPERS/roundend.dm # code/_globalvars/bitfields.dm # code/_globalvars/lists/mobs.dm # code/_globalvars/traits/_traits.dm # code/_globalvars/traits/admin_tooling.dm # code/_onclick/hud/hud.dm # code/_onclick/hud/human.dm # code/_onclick/hud/screen_objects.dm # code/controllers/subsystem/processing/quirks.dm # code/controllers/subsystem/sprite_accessories.dm # code/controllers/subsystem/statpanel.dm # code/controllers/subsystem/ticker.dm # code/datums/brain_damage/creepy_trauma.dm # code/datums/browser.dm # code/datums/components/crafting/crafting.dm # code/datums/components/echolocation.dm # code/datums/components/leanable.dm # code/datums/dna/blocks/dna_features_block.dm # code/datums/dna/dna.dm # code/datums/emotes.dm # code/datums/map_config.dm # code/datums/mutations/_mutations.dm # code/datums/mutations/chameleon.dm # code/datums/quirks/negative_quirks/allergic.dm # code/datums/records/manifest.dm # code/datums/ruins/icemoon.dm # code/datums/station_traits/_station_trait.dm # code/datums/station_traits/job_traits.dm # code/datums/station_traits/neutral_traits.dm # code/datums/status_effects/debuffs/dna_transformation.dm # code/datums/storage/storage.dm # code/datums/storage/subtypes/bags.dm # code/datums/storage/subtypes/belts.dm # code/datums/storage/subtypes/others/misc.dm # code/datums/storage/subtypes/pockets.dm # code/datums/weather/weather.dm # code/datums/weather/weather_types/ash_storm.dm # code/game/data_huds.dm # code/game/gamemodes/objective.dm # code/game/machinery/computer/communications.dm # code/game/machinery/computer/dna_console.dm # code/game/machinery/computer/orders/order_computer/mining_order.dm # code/game/machinery/computer/records/medical.dm # code/game/machinery/dish_drive.dm # code/game/machinery/dna_infuser/organ_sets/fox_organs.dm # code/game/machinery/doors/airlock.dm # code/game/machinery/doors/firedoor.dm # code/game/machinery/requests_console.dm # code/game/objects/effects/decals/cleanable/blood.dm # code/game/objects/items/climbingrope.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/dualsaber.dm # code/game/objects/items/stacks/sheets/sheet_types.dm # code/game/objects/items/storage/backpack.dm # code/game/objects/items/storage/belt.dm # code/game/objects/items/storage/boxes/clothes_boxes.dm # code/game/objects/items/storage/dufflebags.dm # code/game/objects/items/storage/medkit.dm # code/game/objects/items/storage/toolboxes/weapons.dm # code/game/objects/items/surgery_tray.dm # code/game/objects/items/tools/painter/paintable_decals.dm # code/game/objects/structures/crates_lockers/closets/utility_closets.dm # code/game/objects/structures/girders.dm # code/game/objects/structures/kitchen_spike.dm # code/game/objects/structures/mirror.dm # code/game/objects/structures/tables_racks.dm # code/game/sound/sound.dm # code/game/world.dm # code/modules/admin/admin.dm # code/modules/admin/create_mob.dm # code/modules/admin/topic.dm # code/modules/admin/verbs/admingame.dm # code/modules/admin/verbs/ert.dm # code/modules/antagonists/brother/brother.dm # code/modules/antagonists/cult/cult_armor.dm # code/modules/antagonists/fugitive/hunters/hunter.dm # code/modules/antagonists/space_ninja/space_ninja.dm # code/modules/antagonists/wizard/equipment/spellbook_entries/summons.dm # code/modules/client/preferences.dm # code/modules/client/preferences/language.dm # code/modules/client/preferences/middleware/_middleware.dm # code/modules/client/preferences/species_features/moth.dm # code/modules/client/preferences/species_features/mushperson.dm # code/modules/client/preferences/species_features/pod.dm # code/modules/client/preferences_savefile.dm # code/modules/clothing/head/hat.dm # code/modules/clothing/shoes/boots.dm # code/modules/clothing/shoes/sneakers.dm # code/modules/clothing/suits/utility.dm # code/modules/clothing/under/color.dm # code/modules/clothing/under/jobs/security.dm # code/modules/escape_menu/leave_body.dm # code/modules/hydroponics/grown/replicapod.dm # code/modules/jobs/job_types/chaplain/chaplain_nullrod.dm # code/modules/jobs/job_types/cyborg.dm # code/modules/loadout/categories/pocket.dm # code/modules/mapfluff/ruins/spaceruin_code/hilbertshotel.dm # code/modules/mining/lavaland/mining_loot/megafauna/ash_drake.dm # code/modules/mob/dead/dead.dm # code/modules/mob/living/blood.dm # code/modules/mob/living/blood_types.dm # code/modules/mob/living/carbon/carbon.dm # code/modules/mob/living/carbon/examine.dm # code/modules/mob/living/carbon/human/_species.dm # code/modules/mob/living/carbon/human/dummy.dm # code/modules/mob/living/carbon/human/human.dm # code/modules/mob/living/carbon/human/human_defense.dm # code/modules/mob/living/carbon/human/human_update_icons.dm # code/modules/mob/living/carbon/human/inventory.dm # code/modules/mob/living/carbon/human/species_types/felinid.dm # code/modules/mob/living/carbon/human/species_types/mothmen.dm # code/modules/mob/living/carbon/human/species_types/mushpeople.dm # code/modules/mob/living/living.dm # code/modules/mob/living/living_item_handling.dm # code/modules/mob/living/silicon/ai/ai_say.dm # code/modules/mob/living/silicon/robot/examine.dm # code/modules/mob/living/silicon/robot/robot.dm # code/modules/mob/living/silicon/robot/robot_model.dm # code/modules/mob/mob_say.dm # code/modules/mod/mod_activation.dm # code/modules/mod/modules/_module.dm # code/modules/modular_computers/computers/item/computer.dm # code/modules/power/smes.dm # code/modules/projectiles/gun.dm # code/modules/reagents/chemistry/holder/mob_life.dm # code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm # code/modules/reagents/chemistry/reagents/impure_reagents/impure_medicine_reagents.dm # code/modules/reagents/chemistry/reagents/medicine_reagents.dm # code/modules/religion/honorbound/honorbound_rites.dm # code/modules/shuttle/mobile_port/shuttle_move_callbacks.dm # code/modules/surgery/bodyparts/_bodyparts.dm # code/modules/surgery/bodyparts/head_hair_and_lips.dm # code/modules/surgery/organs/external/_visual_organs.dm # code/modules/surgery/organs/external/spines.dm # code/modules/surgery/organs/external/tails.dm # code/modules/surgery/organs/external/wings/moth_wings.dm # code/modules/surgery/organs/internal/ears/_ears.dm # code/modules/surgery/organs/internal/eyes/_eyes.dm # code/modules/surgery/surgery_step.dm # code/modules/tooltip/tooltip.html # code/modules/unit_tests/changeling.dm # code/modules/unit_tests/designs.dm # code/modules/unit_tests/screenshot_humanoids.dm # code/modules/unit_tests/screenshots/screenshot_airlocks_icons.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_blobinfection.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_bloodbrother.png # code/modules/unit_tests/screenshots/screenshot_antag_icons_obsessed.png # code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_human.png # code/modules/unit_tests/screenshots/screenshot_husk_body.png # code/modules/unit_tests/simple_animal_freeze.dm # code/modules/vending/medical.dm # code/modules/vending/sovietsoda.dm # config/dynamic.toml # config/maps.txt # config/spaceruinblacklist.txt # icons/map_icons/clothing/_clothing.dmi # icons/map_icons/clothing/head/_head.dmi # icons/map_icons/clothing/head/beret.dmi # icons/map_icons/clothing/mask.dmi # icons/map_icons/clothing/neck.dmi # icons/map_icons/clothing/shoes.dmi # icons/map_icons/clothing/suit/_suit.dmi # icons/map_icons/clothing/under/_under.dmi # icons/map_icons/clothing/under/costume.dmi # icons/map_icons/clothing/under/dress.dmi # icons/map_icons/items/_item.dmi # icons/map_icons/items/encryptionkey.dmi # icons/map_icons/items/pda.dmi # icons/map_icons/objects.dmi # interface/skin.dmf # modular_zubbers/code/modules/storyteller/event_defines/ghostset/alien_infestation.dm # modular_zubbers/code/modules/storyteller/event_defines/ghostset/changeling.dm # modular_zubbers/code/modules/storyteller/event_defines/ghostset/nightmare.dm # modular_zubbers/code/modules/storyteller/event_defines/ghostset/space_dragon.dm # modular_zubbers/code/modules/storyteller/event_defines/ghostset/space_ninja.dm # modular_zubbers/code/modules/storyteller/event_defines/ghostset/spider_infestation.dm # modular_zubbers/code/modules/storyteller/event_defines/major/abductor.dm # modular_zubbers/code/modules/storyteller/event_defines/major/blob.dm # modular_zubbers/code/modules/storyteller/event_defines/major/fugitives.dm # modular_zubbers/code/modules/storyteller/event_defines/major/morph.dm # modular_zubbers/code/modules/storyteller/event_defines/major/pirates.dm # modular_zubbers/code/modules/storyteller/event_defines/major/revenant.dm # modular_zubbers/code/modules/storyteller/event_defines/major/slaughter.dm # strings/pirates.json # strings/traumas.json # tgui/packages/tgfont/icons/nanotrasen_logo.svg # tgui/packages/tgfont/icons/syndicate_logo.svg # tgui/packages/tgui/index.tsx # tgui/packages/tgui/interfaces/AntagInfoBlob.tsx # tgui/packages/tgui/interfaces/AntagInfoGeneric.tsx # tgui/packages/tgui/interfaces/AntagInfoTraitor.tsx # tgui/packages/tgui/interfaces/Orbit/JobIcon.tsx # tgui/packages/tgui/interfaces/PersonalCrafting/constants.ts # tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx # tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/QuirksPage.tsx # tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/index.tsx # tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/loadout/ItemDisplay.tsx # tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/loadout/base.ts # tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/loadout/index.tsx # tgui/packages/tgui/interfaces/Vending.tsx # tgui/packages/tgui/interfaces/VotePanel.tsx # tgui/packages/tgui/styles/interfaces/NtosMessenger.scss # tgui/packages/tgui/styles/interfaces/PreferencesMenu.scss # tgui/packages/tgui/styles/main.scss # tools/ci/copy_build_output.sh # tools/maplint/lints/window_spawner.yml # tools/pull_request_hooks/autoChangelog.js |
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c51c19aae7 | Alters a significant chunk of the syndicate uplink's explosives, grenades and pyrotechnics options (#91793) | ||
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455bf20488 | Alters a significant chunk of the syndicate uplink's explosives, grenades and pyrotechnics options (#91793) | ||
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75e7ef6def |
Mutation code cleanup, mutations now have sources to avoid concurrency problems. (#91346)
This PR aims to clean or bring up to date portions of code about dna, the dna console and mutations. This includes taking care of or removing some of the awful choices like the pratically useless `datum/mutation/human` pathing, or the class variable, in favor of using sources to avoid potential issues with extraneous sources of a mutation. The files changed are over a hundred just because I removed the `datum/mutation/human` path, but the actual bulk of the code is mainly shared between the datum/dna.dm, _mutations.dm and dna_console.dm. Mutation shitcode is hurting my future plans for infusions a little. Also it's a much needed refactor. Drafted 'till I'm sure it works without issues. 🆑 refactor: Refactored mutation code backend. Report any issue. /🆑 |
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14fb86e3e8 |
Mutation code cleanup, mutations now have sources to avoid concurrency problems. (#91346)
## About The Pull Request This PR aims to clean or bring up to date portions of code about dna, the dna console and mutations. This includes taking care of or removing some of the awful choices like the pratically useless `datum/mutation/human` pathing, or the class variable, in favor of using sources to avoid potential issues with extraneous sources of a mutation. The files changed are over a hundred just because I removed the `datum/mutation/human` path, but the actual bulk of the code is mainly shared between the datum/dna.dm, _mutations.dm and dna_console.dm. ## Why It's Good For The Game Mutation shitcode is hurting my future plans for infusions a little. Also it's a much needed refactor. Drafted 'till I'm sure it works without issues. ## Changelog 🆑 refactor: Refactored mutation code backend. Report any issue. /🆑 |
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bc2215667f |
Re-refactors batons / Refactors attack chain force modifiers (#90809)
Melee attack chain now has a list passed along with it, `attack_modifiers`, which you can stick force modifiers to change the resulting attack This is basically a soft implementation of damage packets until a more definitive pr, but one that only applies to item attack chain, and not unarmed attacks. This change was done to facilitate a baton refactor - batons no longer hack together their own attack chain, and are now integrated straight into the real attack chain. This refactor itself was done because batons don't send any attack signals, which has been annoying in the past (for swing combat). 🆑 Melbert refactor: Batons have been refactored again. Baton stuns now properly count as an attack, when before it was a nothing. Report any oddities, particularly in regards to harmbatonning vs normal batonning. refactor: The method of adjusting item damage mid-attack has been refactored - some affected items include the Nullblade and knives. Report any strange happenings with damage numbers. refactor: A few objects have been moved to the new interaction chain - records consoles, mawed crucible, alien weeds and space vines, hedges, restaurant portals, and some mobs - to name a few. fix: Spears only deal bonus damage against secure lockers, not all closet types (including crates) /🆑 |
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5261efb67f |
Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request Melee attack chain now has a list passed along with it, `attack_modifiers`, which you can stick force modifiers to change the resulting attack This is basically a soft implementation of damage packets until a more definitive pr, but one that only applies to item attack chain, and not unarmed attacks. This change was done to facilitate a baton refactor - batons no longer hack together their own attack chain, and are now integrated straight into the real attack chain. This refactor itself was done because batons don't send any attack signals, which has been annoying in the past (for swing combat). ## Changelog 🆑 Melbert refactor: Batons have been refactored again. Baton stuns now properly count as an attack, when before it was a nothing. Report any oddities, particularly in regards to harmbatonning vs normal batonning. refactor: The method of adjusting item damage mid-attack has been refactored - some affected items include the Nullblade and knives. Report any strange happenings with damage numbers. refactor: A few objects have been moved to the new interaction chain - records consoles, mawed crucible, alien weeds and space vines, hedges, restaurant portals, and some mobs - to name a few. fix: Spears only deal bonus damage against secure lockers, not all closet types (including crates) /🆑 |
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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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37ec7f8054 |
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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c9a4060429 |
Makes check_teleport_valid pure & signal clean up (#90738)
- Closes #90704 The following changes were implemented for this - Moved sending signals `COMSIG_MOVABLE_TELEPORTING` & `COMSIG_ATOM_INTERCEPT_TELEPORTING` from `check_teleport_valid` into `do_teleport`. These 2 signals were causing all the side effects - Removed signals `COMSIG_ATOM_INTERCEPT_TELEPORTED` & `COMSIG_MOVABLE_TELEPORTED` as the above 2 signals can do their jobs & block the teleport if needed so these signals became obsolete - Removed define `COMPONENT_BLOCK_TELEPORT` in favour of returning a positive value if teleport was successfully blocked. Having 2 signals located in 2 separate files use this same define doesn't look great. 🆑 code: cleans up teleportation code. `check_teleport_valid` is now a pure function with no side effects /🆑 |
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11d82b7995 |
You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
People can now pet held mothroaches and pugs if they want to, or use items on them, hopefully without causing many issues. After all, it only took about a couple dozen lines of code to make... ...Oh, did the 527 files changed or the 850~ lines added/removed perhaps catch your eye? Made you wonder if I accidentally pushed the wrong branch? or skewed something up big time? Well, nuh uh. I just happen to be fed up with the melee attack chain still using stringized params instead of an array/list. It was frankly revolting to see how I'd have had to otherwise call `list2params` for what I'm trying to accomplish here, and make this PR another tessera to the immense stupidity of our attack chain procs calling `params2list` over and over and over instead of just using that one call instance from `ClickOn` as an argument. It's 2025, honey, wake up! I also tried to replace some of those single letter vars/args but there are just way too many of them. Improving old code. And I want to be able to pet mobroaches while holding them too. 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑 |
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c135b48114 |
Makes check_teleport_valid pure & signal clean up (#90738)
## About The Pull Request - Closes #90704 The following changes were implemented for this - Moved sending signals `COMSIG_MOVABLE_TELEPORTING` & `COMSIG_ATOM_INTERCEPT_TELEPORTING` from `check_teleport_valid` into `do_teleport`. These 2 signals were causing all the side effects - Removed signals `COMSIG_ATOM_INTERCEPT_TELEPORTED` & `COMSIG_MOVABLE_TELEPORTED` as the above 2 signals can do their jobs & block the teleport if needed so these signals became obsolete - Removed define `COMPONENT_BLOCK_TELEPORT` in favour of returning a positive value if teleport was successfully blocked. Having 2 signals located in 2 separate files use this same define doesn't look great. ## Changelog 🆑 code: cleans up teleportation code. `check_teleport_valid` is now a pure function with no side effects /🆑 |
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339616ae78 |
You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request People can now pet held mothroaches and pugs if they want to, or use items on them, hopefully without causing many issues. After all, it only took about a couple dozen lines of code to make... ...Oh, did the 527 files changed or the 850~ lines added/removed perhaps catch your eye? Made you wonder if I accidentally pushed the wrong branch? or skewed something up big time? Well, nuh uh. I just happen to be fed up with the melee attack chain still using stringized params instead of an array/list. It was frankly revolting to see how I'd have had to otherwise call `list2params` for what I'm trying to accomplish here, and make this PR another tessera to the immense stupidity of our attack chain procs calling `params2list` over and over and over instead of just using that one call instance from `ClickOn` as an argument. It's 2025, honey, wake up! I also tried to replace some of those single letter vars/args but there are just way too many of them. ## Why It's Good For The Game Improving old code. And I want to be able to pet mobroaches while holding them too. ## Changelog 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑 |
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753d8e5ba4 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a | ||
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52678d41b5 |
Everyone is kung fu fighting: Refactors martial arts / You can have multiple martial arts and swap between them (#89840)
## About The Pull Request Refactors martial arts off the mind. Don't worry the martial arts you learn still transfer with mindswap Instead, they are just tracked on a list on the mob, and they also independently track the datum that created them This fixes a lot of jank with martial arts, like say, having your krav maga gloves transfer across slime clones or something... But it also opens an opportunity: As we track all martial arts available, I added a verb (ic tab) that lets you swap between the ones you know  (Some don't let you swap like that one brain trauma) ## Why It's Good For The Game Aforementioned fixes a lot of jank Recently martial arts have just been up and disappearing and this was entirely spurred on by that bug Probably fixes #84710 (haven't checked) Probably fixes #89247 Probably fixes #89948 Probably fixes #90067 ## Changelog 🆑 Melbert refactor: Refactored martial arts, if you notice any oddities like managing to know two martial arts at once or having your powers disappear, report it! add: If you know multiple martial arts, such as krav maga from gloves and cqc from a book, you can now swap between them at will via a button in the IC tab! /🆑 --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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b6b8306fda | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a | ||
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9c8954cda5 |
Fix some inverted teleport validation checks (#88967)
## About The Pull Request A bunch of places in code were recently updated to use a helper proc for validating teleportation. Unfortunately a lot of them also got the return value inverted, and would only let you teleport to illegal locations. Most notably this effected the hand teleporter, but also several other items. Fixes #88966 what is a "dull universal force" supposed to be anyway |
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d7460f97d7 |
Adds a new area flag, LOCAL_TELEPORT, given to virtual domains and deathmatch arenas. (#88756)
## About The Pull Request Adds a new area flag, LOCAL_TELEPORT. This flag allows teleports ONLY in the same area that the teleport is used. This allows for short range hijinks without enabling long range exploits, and thus it's given to DMs and domains. Changed almost all area_flags & NO_TELEPORT checks to use check_teleport() (as now areas may use local_teleport instead, and this lets them check for multiple things instead) Thus I re-added Void Phase to the heretic scribe in DM and shuffled some stuff around (realizing now i neglected to doublecheck if blade breaking tps you to station. need to check just in case) ## Why It's Good For The Game It sucks you can't use teleporting abilities in temporary areas, so this is a good way to allow this to still happen without opening the way for gamebreaking exploits. ## Changelog 🆑 code: Adds a new area flag, LOCAL_TELEPORT, given to virtual domains and deathmatch arenas. code: Re-added Void Phase to Heretic Scribes in Deathmatch's Ragnarok map. /🆑 |
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0e1524c432 |
Writing sound (#87772)
## About The Pull Request completes https://github.com/orgs/tgstation/projects/19/views/1?pane=issue&itemId=85235611 https://github.com/user-attachments/assets/087c88bd-9ddd-4e57-972d-fe66084d19bc ## Why It's Good For The Game maybe now someone will notice you wrote something ## Changelog 🆑 grungussuss sound: writing something now produces sound /🆑 |
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e59d8ba64b | Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b | ||
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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 |
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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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a4328ae1f9 |
Audits tgui_input_text() for length issues (#86741)
Fixes #86784
## About The Pull Request
Although some of the issues found were a direct result from #86692
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e2c4ab9900 |
Teleport blocker security implants prevent jaunting (#86597)
## About The Pull Request This extends the teleport blocker security implant's capabilities to block jaunts. All jaunt subtypes (ethereal, ashen passage, shadow walk) are blocked and stun you upon attempting to use them. This took way more trial and error than it should have. ## Why It's Good For The Game This was my initial vision when I added these. I even marketed them as being useful for keeping a wizard or heretic contained, but that turned out to be false advertising. After being served a civil claim under Section 43(a) of the Lanham Act, I have been fined an undisclosed amount of money and am being forced to rectify this. Jokes aside, this was my intent from the get-go, and I'm only just now getting around to making it so. It also just makes sense, because jaunting is basically just teleporting with extra steps. ## Changelog 🆑 Rhials balance: Teleport blocker implants now prevent implantees from jaunting. /🆑 |
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4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
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1880003270 |
Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request Currently to check for Silicon access, we do: ``if is silicon or is admin ghost or has unlimited silicon privileges or has machine remote in hand`` What has unlimited silicon privileges? Bots, Drones, and admin ghosts. To check for AI access, it just checks for AI instead of silicon, and doesnt check for unlimited silicon privileges. This was kinda silly, so I thought I should make this a little easier to understand. Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or ``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost, since now instead of being a var on the client, we moved it to using the same trait but giving it to the client instead, but since we have to keep parity with previous functionality (admins can spawn in and not have this on, it only works while as a ghost), I kept previous checks as well. No more type checks, removes a silly var on the mob level and another on the client. Now while I was doing this, I found a lot of tgui's ``ui_act`` still uses ``usr`` and the wrong args, so I fixed those wherever I saw them, and used a mass replace for the args. Other changes: - machinery's ``ui_act`` from https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin ghosts no longer get kicked off things not on cameras. This was my fault, I overlooked this when adding Human AI. - Human AI's wand gives AI control as long as it's in your hand, you can swap to your offhand. I hope this doesn't end up going horribly, otherwise I'll revert this part. It should let human AIs not have their UI closed on them when swapping to eat food or use their door wand or whatnot. - Bots previously had special checks to scan reagents and be unobservant, I replaced this with giving them the trait. I also fixed an instance of unobservant not being used, so now statues don't affect the basic creature, whatever that is. ## Why It's Good For The Game This is an easier to understand way of handling silicon access and makes these mobs more consistent between eachother. Other than what I've mentioned above, this should have no impact on gameplay itself. ## Changelog 🆑 fix: Statues don't count as eyes to creatures. fix: Human AIs and Admin ghosts no longer get kicked off of machines that aren't on cameranets. /🆑 |
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c9e8162a8a |
[MIRROR] Abductors can no longer be converted by conversion antags (#29310)
* Abductors can no longer be converted by conversion antags (#84766) ## About The Pull Request Basically what the title says. Abductors cannot be converted by bloodbrother/revs/cult. They will NOT show up as having a mindshield, however. ## Why It's Good For The Game Abductors are, by design, incredibly strong. You are not meant to be able to win against them, and this is reflected policy-wise by the fact that they're a restricted antagonist. However, this is still a problem when conversion antags get involved. If an abductor becomes a cultist or a revolutionary, then suddenly every other player who isn't also converted has to deal with an abductor without the normal restrictions. It's not fun to play against and in general just shouldn't happen. ## Changelog 🆑 balance: Abductors (the antag, not the species) can no longer be converted by any antagonist. /🆑 * Abductors can no longer be converted by conversion antags --------- Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com> |
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f69284be5b |
Abductors can no longer be converted by conversion antags (#84766)
## About The Pull Request Basically what the title says. Abductors cannot be converted by bloodbrother/revs/cult. They will NOT show up as having a mindshield, however. ## Why It's Good For The Game Abductors are, by design, incredibly strong. You are not meant to be able to win against them, and this is reflected policy-wise by the fact that they're a restricted antagonist. However, this is still a problem when conversion antags get involved. If an abductor becomes a cultist or a revolutionary, then suddenly every other player who isn't also converted has to deal with an abductor without the normal restrictions. It's not fun to play against and in general just shouldn't happen. ## Changelog 🆑 balance: Abductors (the antag, not the species) can no longer be converted by any antagonist. /🆑 |
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aefec7cb2b |
Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request it's - conjunction of "it" and "is" its - possessive form of "it" grammar is hard, and there were a lot of places where "it's" was used where it shouldn't have been. i went and painstakingly searched the entire repository for these instances, spending a few hours on it. i completely ignored the changelog archive, and i may have missed some outliers. most player-facing ones should be corrected, though ## Why It's Good For The Game proper grammar is good ## Changelog 🆑 spellcheck: Numerous instances of "it's" have been properly replaced with "its" /🆑 |
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5f80128fa9 |
Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request it's - conjunction of "it" and "is" its - possessive form of "it" grammar is hard, and there were a lot of places where "it's" was used where it shouldn't have been. i went and painstakingly searched the entire repository for these instances, spending a few hours on it. i completely ignored the changelog archive, and i may have missed some outliers. most player-facing ones should be corrected, though ## Why It's Good For The Game proper grammar is good ## Changelog 🆑 spellcheck: Numerous instances of "it's" have been properly replaced with "its" /🆑 |
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fa2ab65f07 |
Missed mirrors (#28919)
Handful of missed mirrors (#3739) * fix duplicate traits * Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003) This PR does a few things but centrally it's all centered around mechanically enforcing what items are and are-not considered contraband in-game. Contraband items are visually indistinguishable from non-contraband. If an item is Contraband, it can only be detected in two ways: * After being scanned by an N-Spect scanner, which is a standard item security item, assuming it still has a charge to do so. * Via a scanner gate, which can now be upgraded with an N-spect scanner to allow for it to scan a person and all their contents for contraband. Contraband items are intended to be determined both logically and through other relevant examine text. However, here's the short list of items that are considered contraband, reserving the right to expand the list. <details> <summary>In hindsight it's kind of a long list.</summary> * Items that have "contraband" or "illegal" in the name or description. * Items that allow for the player to obtain other illegal items, that are NOT particularly stealthy. * This means that a syndicate uplink is NOT considered contraband, as they're typically hidden on your person as something else. * Stealth items under the syndicate uplink, the revolutionary flash, and some mapped in dangerous items that can come from both syndicate and company-aligned resources are not considered dangerous. * Items that are purchased from cargo after emagging or switching to extended cargo range. * Items purchased FROM syndicate uplinks, the wizard knowledge scroll, or other antagonist shops. * Cursed artifacts/tools magically produced by cultists or heretics. * Items purchased from the blackmarket. * Items purchased from the contraband section of vending machines. * Some drugs and overtly dangerous or criminal byproducts. </details> Well, primarily, this is an aid for in-game enforcement of space law. Based on the length of the above list, we have a LONG, LONG list of items in-game that are technically considered, in one way or another, illegal to have on the station, and yet without either metaknowledge of what those items are, or how they're used, security officers lack some of the certainty of how to deal with these kinds of encounters. Additionally to the knowledge aspect of this trait, security officers may now receive a new civilian bounty to collect items that are considered contraband, also giving them an incentive to look for and confiscate contraband that's been found across the station while upholding space law. Security has a bounty for 3 different rechargers, and considering access limitations, most security players aren't going to make this exchange, so I've lowered the required amount down to 1. Adjusted the N-spect scanner's description to match it's new functionality. The Civilian bounty TGUI now has an additional 1 point of padding to make it feel less cramped. https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d **Updated as of 6/19/2024:** Additionally, some storage items will block the presence of contraband when going through a contraband aligned scanning gate. These items include the infiltrator modsuit core, storage implant, void cloak, the aptly named smuggler's satchel, and the chameleon kit's backpack. **Updated as of 6/23/2024:** N-spect scanner now has contextual screentips. **Updated as of 6/29/2024:** Scanner gates are now available in all lathes that have a feature specific to how scanner gates function. So, includes cargo (contraband), security (weapons), and medbay (diseases). Originally, this started out as a way to be able to provide more in-character and in-flavor bounties for security officers, because they suck! Most security bounties as they exist right now do the worst possible things from all respective bounties: * They detract away from a job's actual responsibilities as opposed to working with them. * They're best completed while sitting next to your lathe and running items back to the bounty pad. * They exist with such esoteric rarity of high quantity of items that it's miserable to fulfil. As a result, I started work on this as a framework to allow security officers to be further incentivized to collect contraband across the station, either as a result of the gamemode or just through routine patrols across the station. Implementing it as a learning tool for security as well just happened to work out as an additional bonus, and having a function in-game allowing newer or less experienced players to know if an item is considered dangerous or conspicuous also works as a particularly good way to provide information where a player may not know what they're up against. If nothing else, this might be interesting to try, and if not, I'll just snip out the QOL changes from it and we'll see how it goes. Going forward, I am a bit hesitant about the contraband scanner gate mode, and as such, will try working with the admin team to determine if that's a good feature to keep around for game health, while hoping to give it a chance in the fullness of time. 🆑 add: Items spawned via traitor uplinks or are known illegal contraband on the station can now be scanned and identified as such by the N-spect scanners in security. These only applies to overt traitor or antagonist items, and "stealth" items will not be seen as such. add: Scanner gates can now be upgraded by using an N-spect scanner on it to unlock "contraband scanning" mode. add: Security officers can now be offered a bounty to turn in pieces of contraband. add: Some stealthy storage items like storage implants, smuggler's satchels, void cloaks, the infiltrator modsuit, and the chameleon backpack will block the presence of contraband on your person when placed inside. qol: N-spect scanner contextual screentips. balance: Recharger security bounties ask for a quantity of 1, down from 3. qol: security, cargo, and medbay have access to scanner gate boards. /🆑 --------- * Adds six new strange object powers! (#84775) DESIGN CONCEPT: Strange Devices are at their best when they're odd tools which can help a department out, with some strange drawbacks that make them interesting and unique. Foam for the Janitor, Flashbang for Security, Teleporter for tiders, Corgimaker for the chef. They're also ambiguous enough that they can really be used by anyone for silly hijinks. Drink Dispenser: Creates a glass, then fills it up with a random drink. Bioscrambler: After a noticeable warning, bioscrambles people nearby. 33% chance to be used up on use. Recharger: Shocks you, but recharges one random item to max battery. Hugger: Hugs everyone in range as if you had the friendly trait. DImensional: Converts the surroundings to a random material-theme. Each use increases cooldown by two seconds. Disguiser: Drops your clothing to the ground and replaces it with a delete-on-drop costume and a randomly assigned cardboard ID. Removed an unused and unusable shock flag. Removed an unused dumb ghost item. Added a proc that returns a hex color with the # attached. > DESIGN CONCEPT: Strange Devices are at their best when they're odd tools which can help a department out, with some strange drawbacks that make them interesting and unique. Foam for the Janitor, Flashbang for Security, Teleporter for tiders, Corgimaker for the chef. They're also ambiguous enough that they can really be used by anyone for silly hijinks. Request by ArcaneMusic! He wanted new abilities to go along with the new sprites, and approved these. > Removed an unused dumb ghost item. please stop using costume subtypes for OP items. whats the damn point of the subtype if youre just going to screw with it > Added a proc that returns a hex color with the # attached. idk why it didnt have this tbh 🆑 add: Adds six new strange object powers! Drink dispenser, bioscrambler, recharger, hugger, dimensional, disguiser. code: Removed some unused code and items, and added a proc that returns a random #colorstring. /🆑 * [NO GBP] the random spawner loot weight config is not an integer (#84814) Sets `integer` to false. Also a tidbit about the `skew_loot_weight` proc, though loot lists with uneven weights all tend to add a value to all entries so it isn't an issue. The config isn't an integer. N/A * The techweb no longer erroneously refers to MODsuits as exosuits (#84800) At some point, some of the techweb node descriptions were changed, so that it referred to certain modsuits as exosuits. This just changes it back. The term "exosuit" is generally used for mechs, not modsuits. The techweb descriptions should refer to modsuits as modsuits. 🆑 spellcheck: The techweb no longer erroneously refers to MODsuits as exosuits. /🆑 * Adds new hairstyle - Short Bangs 2 (#84804) Adds a new hairstyle called Short Bangs 2. The hairstyle is basically an edit of the existing double buns, except the hair buns themselves are removed. https://github.com/tgstation/tgstation/assets/66234359/38fe3b09-c42b-43e6-9e30-949428aab506 More customization, variety and character flavor is great. Double buns itself is a good hairstyle but some may not like the hair buns out of personal preference or that it can look weird on non-human species like felinids. 🆑 Hardly3D add: Added new hairstyle: Short Bangs 2 /🆑 * Offset render relays for non-offsetting planes to match highest matching render plane (#84184) **Alternate title: "Fix blind people getting so blind they become deaf when going down a flight of stairs"** So 'bout half a week to a week ago I overheard a friend complaining about blind people not seeing runechat on lower multi-z levels. Asked a bit, apparently they'd reported this about half a year ago, and it's still an issue. So in my never-ending hubris I decided to just go and fix it! Now, admittedly? I really _really_ do not get the rendering system we use. The simple options were right out: we can't allow the fullscreens plane to be offset, as this causes issues with looking up/down, or disallow runechat from being offset, which causes issues with runechat from other levels. After poking our very cool and smart rendering guy several times over the course of the last week, this is what we got to: We simply make the rendering relays for non-offsetting plane masters point to the highest rendering plane that matches the target. We do this by offsetting the rendering relays in place, by adjusting their plane and layer values to match the new offset, with a new `offset_relays_in_place(new_offset)` proc called in `/datum/plane_master_group/proc/transform_lower_turfs(...)`. Importantly, we compare the current layer values to what they should've been, so we don't accidentally override relays with custom-set layers. This fixes our issue (as tested on wawastation): <details> <summary>Images</summary>    </details> Fixes #80376. 🆑 fix: You can see runechat above fullscreen overlays on lower multi-z levels again. Rejoice, blind players. Please report any weird rendering layering issues. /🆑 * illegal tech flag got changed * Automatic changelog for PR #84003 [ci skip] * Automatic changelog for PR #84775 [ci skip] * Automatic changelog for PR #84800 [ci skip] * Automatic changelog for PR #84804 [ci skip] * Automatic changelog for PR #84184 [ci skip] * Makes the smoking pipe sprite not give you a phantom stache. (#84898) The smoking pipe currently gives you a phantom stache. Observe, note the black background and know this character has no facial hair.  I basically adjusted the pixels so it'd look better from different directions. This is the new look - approximately.  Smoking pipe is cool for RP but the sprite's fucked. 🆑 image: the smoking pipe's directional looks have been altered to make it less ugly /🆑 (cherry picked from commit |
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43e62163fe |
Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003)
## About The Pull Request This PR does a few things but centrally it's all centered around mechanically enforcing what items are and are-not considered contraband in-game. ### What does something being contraband MEAN? Contraband items are visually indistinguishable from non-contraband. If an item is Contraband, it can only be detected in two ways: * After being scanned by an N-Spect scanner, which is a standard item security item, assuming it still has a charge to do so. * Via a scanner gate, which can now be upgraded with an N-spect scanner to allow for it to scan a person and all their contents for contraband. ### What items ARE contraband? Contraband items are intended to be determined both logically and through other relevant examine text. However, here's the short list of items that are considered contraband, reserving the right to expand the list. <details> <summary>In hindsight it's kind of a long list.</summary> * Items that have "contraband" or "illegal" in the name or description. * Items that allow for the player to obtain other illegal items, that are NOT particularly stealthy. * This means that a syndicate uplink is NOT considered contraband, as they're typically hidden on your person as something else. * Stealth items under the syndicate uplink, the revolutionary flash, and some mapped in dangerous items that can come from both syndicate and company-aligned resources are not considered dangerous. * Items that are purchased from cargo after emagging or switching to extended cargo range. * Items purchased FROM syndicate uplinks, the wizard knowledge scroll, or other antagonist shops. * Cursed artifacts/tools magically produced by cultists or heretics. * Items purchased from the blackmarket. * Items purchased from the contraband section of vending machines. * Some drugs and overtly dangerous or criminal byproducts. </details> ### How does this interact with the round? Well, primarily, this is an aid for in-game enforcement of space law. Based on the length of the above list, we have a LONG, LONG list of items in-game that are technically considered, in one way or another, illegal to have on the station, and yet without either metaknowledge of what those items are, or how they're used, security officers lack some of the certainty of how to deal with these kinds of encounters. Additionally to the knowledge aspect of this trait, security officers may now receive a new civilian bounty to collect items that are considered contraband, also giving them an incentive to look for and confiscate contraband that's been found across the station while upholding space law. ### Other minor changes that I rolled into this Security has a bounty for 3 different rechargers, and considering access limitations, most security players aren't going to make this exchange, so I've lowered the required amount down to 1. Adjusted the N-spect scanner's description to match it's new functionality. The Civilian bounty TGUI now has an additional 1 point of padding to make it feel less cramped. https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d **Updated as of 6/19/2024:** Additionally, some storage items will block the presence of contraband when going through a contraband aligned scanning gate. These items include the infiltrator modsuit core, storage implant, void cloak, the aptly named smuggler's satchel, and the chameleon kit's backpack. **Updated as of 6/23/2024:** N-spect scanner now has contextual screentips. **Updated as of 6/29/2024:** Scanner gates are now available in all lathes that have a feature specific to how scanner gates function. So, includes cargo (contraband), security (weapons), and medbay (diseases). ## Why It's Good For The Game Originally, this started out as a way to be able to provide more in-character and in-flavor bounties for security officers, because they suck! Most security bounties as they exist right now do the worst possible things from all respective bounties: * They detract away from a job's actual responsibilities as opposed to working with them. * They're best completed while sitting next to your lathe and running items back to the bounty pad. * They exist with such esoteric rarity of high quantity of items that it's miserable to fulfil. As a result, I started work on this as a framework to allow security officers to be further incentivized to collect contraband across the station, either as a result of the gamemode or just through routine patrols across the station. Implementing it as a learning tool for security as well just happened to work out as an additional bonus, and having a function in-game allowing newer or less experienced players to know if an item is considered dangerous or conspicuous also works as a particularly good way to provide information where a player may not know what they're up against. If nothing else, this might be interesting to try, and if not, I'll just snip out the QOL changes from it and we'll see how it goes. Going forward, I am a bit hesitant about the contraband scanner gate mode, and as such, will try working with the admin team to determine if that's a good feature to keep around for game health, while hoping to give it a chance in the fullness of time. ## Changelog 🆑 add: Items spawned via traitor uplinks or are known illegal contraband on the station can now be scanned and identified as such by the N-spect scanners in security. These only applies to overt traitor or antagonist items, and "stealth" items will not be seen as such. add: Scanner gates can now be upgraded by using an N-spect scanner on it to unlock "contraband scanning" mode. add: Security officers can now be offered a bounty to turn in pieces of contraband. add: Some stealthy storage items like storage implants, smuggler's satchels, void cloaks, the infiltrator modsuit, and the chameleon backpack will block the presence of contraband on your person when placed inside. qol: N-spect scanner contextual screentips. balance: Recharger security bounties ask for a quantity of 1, down from 3. qol: security, cargo, and medbay have access to scanner gate boards. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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81f3db19f8 |
[MIRROR] Adds pen clicking, changes most pen typechecks into writing implement checks (#28356)
* Adds pen clicking, changes most pen typechecks into writing implement checks (#84186) ## About The Pull Request Fixes #84170 Adds pen clicking and changes some of edagger and pendriver code to use it instead. Also replaces most pen typechecks to writing implement checks where it makes sense, so now you can rename things with everything you can write with (crayons)  Twisting pen caps (for traitor uplinks) has been moved to ctrl + click instead. * Adds pen clicking, changes most pen typechecks into writing implement checks --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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4ac4375faf |
Adds pen clicking, changes most pen typechecks into writing implement checks (#84186)
## About The Pull Request Fixes #84170 Adds pen clicking and changes some of edagger and pendriver code to use it instead. Also replaces most pen typechecks to writing implement checks where it makes sense, so now you can rename things with everything you can write with (crayons)  Twisting pen caps (for traitor uplinks) has been moved to ctrl + click instead. |
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df90e547cc |
[MIRROR] Mouse drag & drop refactored attack chain (#28156)
* Mouse drag & drop refactored attack chain * fex --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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b540aaf8ab |
[MIRROR] Afterattack is dead, long live Afterattack (#28128)
* Afterattack is dead, long live Afterattack * wew * fixes --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |