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
## About The Pull Request
This PR reintroduces #85759, #85892 and #85894.
#85892 has post-wallening arrows, but it isn't a big deal because they
fit the top-down or 3/4 style we've for a lot of things.
## Why It's Good For The Game
Reintroducing lost features and improvements. Remember to remove the
'Lost in the wallening revert' label from those PRs when this is merged.
## Changelog
N/A
* Fish
* Revert "[MIRROR] Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). (#29461)"
This reverts commit e6e2af8b4c.
* asset protection fix
Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip).
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Certain ID trims affect secbot response (#79980)
## About The Pull Request
A prior refactor of how ID cards worked removed (without commentary?)
the long-previously-existing behaviour that Agent IDs cause a
subtraction from the level of suspicion that security bots see from you.
I have not only restored this behaviour, but applied it to a handful of
other ID cards (based on trim).
When Beepsky looks at you he will make an assessment based on various
factors controlled by his bot settings:
- If Beepsky is set to check ID and your identity is concealed (you
appear as "Unknown") add 4 points.
- If Beepsky is set to check Weapons and you are holding a restricted
weapon without a permit, add 4 points.
- If Beepsky is set to check Weapons and you are wearing a restricted
weapon on your belt or back without a permit, add 2 points.
- If Beepsky is set to check records and you are set to Arrest, add 5
points.
- If Beepsky is set to check records and you have some other
non-innocent status, add 2 points.
- If you are wearing a wizard's hat, add 2 points.
- If you are not human, add 1 point (police are racist).
- If you are loyalty implanted, subtract 1 point.
Factors added or restored in this PR based on your ID now are:
- If you are wearing an Agent ID, subtract 5 points.
- If you are wearing a Cybercop ID, subtract 1 point.
- If you are wearing a Centcomm ID, subtract 10 points.
- If you are wearing an Admin ID, subtract infinite points.
- If you are wearing a prisoner ID, add 1 point.
- If you are wearing a Syndicate or Battlecruiser ID, add 5 or 10
points.
If Beepsky is _emagged_ then he will view all targets as having 10
threat, regardless of their ID card.
If you complete this process with >4 points he will attempt to arrest
you.
The upshot of my changes are:
Wearing an Agent ID card will cause Beepsky to overlook the fact that
you are carrying a gun in your hands without a permit, unless you are
also set to arrest.
Wearing an Agent ID card will cause Beepsky to overlook the fact that
you are set to arrest, unless you are carrying a gun in your hands.
Wearing a prisoner ID while not human will cause Beepsky to try and
arrest you if you have a weapon on your belt or back (if he is set to
care about weapons permits or unless you have one).
Wearing a centcomm ID card will cause Beepsky to treat you as above the
law in basically all circumstances, up to and including when you try and
beat him to death. He will simply sit there and take it.
In addition to this, this information forwarded to AI is now also
available to player secbots upon examine.
Players can't become secbots very easily because you can't upload PAIs
into them or enable their sentience in the panel, but it sometimes
happens via random event or admin intervention.
## Why It's Good For The Game
I think this was removed by mistake? It wasn't included in the changelog
and everyone I talked to thought it was still true.
It's a fun feature which makes agent IDs marginally more useful.
I think Beepsky and pals judging you based on your job makes sense, even
if it is mostly applied to fluff roles.
## Changelog
🆑
add: Agent IDs once more trick Beepsky into treating you more leniently.
add: Prisoner IDs make Beepsky treat you somewhat more suspiciously, as
do Syndicate IDs. Wearing a Centcomm ID means that Beepsky is aware that
you are above the law.
add: Player-controlled security bots can view someone's assessed threat
level by examining them.
/🆑
* Certain ID trims affect secbot response
* Quick pass on Skyrat based ID_trims
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
## About The Pull Request
A prior refactor of how ID cards worked removed (without commentary?)
the long-previously-existing behaviour that Agent IDs cause a
subtraction from the level of suspicion that security bots see from you.
I have not only restored this behaviour, but applied it to a handful of
other ID cards (based on trim).
When Beepsky looks at you he will make an assessment based on various
factors controlled by his bot settings:
- If Beepsky is set to check ID and your identity is concealed (you
appear as "Unknown") add 4 points.
- If Beepsky is set to check Weapons and you are holding a restricted
weapon without a permit, add 4 points.
- If Beepsky is set to check Weapons and you are wearing a restricted
weapon on your belt or back without a permit, add 2 points.
- If Beepsky is set to check records and you are set to Arrest, add 5
points.
- If Beepsky is set to check records and you have some other
non-innocent status, add 2 points.
- If you are wearing a wizard's hat, add 2 points.
- If you are not human, add 1 point (police are racist).
- If you are loyalty implanted, subtract 1 point.
Factors added or restored in this PR based on your ID now are:
- If you are wearing an Agent ID, subtract 5 points.
- If you are wearing a Cybercop ID, subtract 1 point.
- If you are wearing a Centcomm ID, subtract 10 points.
- If you are wearing an Admin ID, subtract infinite points.
- If you are wearing a prisoner ID, add 1 point.
- If you are wearing a Syndicate or Battlecruiser ID, add 5 or 10
points.
If Beepsky is _emagged_ then he will view all targets as having 10
threat, regardless of their ID card.
If you complete this process with >4 points he will attempt to arrest
you.
The upshot of my changes are:
Wearing an Agent ID card will cause Beepsky to overlook the fact that
you are carrying a gun in your hands without a permit, unless you are
also set to arrest.
Wearing an Agent ID card will cause Beepsky to overlook the fact that
you are set to arrest, unless you are carrying a gun in your hands.
Wearing a prisoner ID while not human will cause Beepsky to try and
arrest you if you have a weapon on your belt or back (if he is set to
care about weapons permits or unless you have one).
Wearing a centcomm ID card will cause Beepsky to treat you as above the
law in basically all circumstances, up to and including when you try and
beat him to death. He will simply sit there and take it.
In addition to this, this information forwarded to AI is now also
available to player secbots upon examine.
Players can't become secbots very easily because you can't upload PAIs
into them or enable their sentience in the panel, but it sometimes
happens via random event or admin intervention.
## Why It's Good For The Game
I think this was removed by mistake? It wasn't included in the changelog
and everyone I talked to thought it was still true.
It's a fun feature which makes agent IDs marginally more useful.
I think Beepsky and pals judging you based on your job makes sense, even
if it is mostly applied to fluff roles.
## Changelog
🆑
add: Agent IDs once more trick Beepsky into treating you more leniently.
add: Prisoner IDs make Beepsky treat you somewhat more suspiciously, as
do Syndicate IDs. Wearing a Centcomm ID means that Beepsky is aware that
you are above the law.
add: Player-controlled security bots can view someone's assessed threat
level by examining them.
/🆑