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mayfools
1091 Commits
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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 |
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9e1e4e054b |
[MDB Ignore] [Catwalk] Remaps dorms, atmos, a some of engi, and several small fixes/tweaks (#94016)
## About The Pull Request ### Main changes <Details> <Summary> Lower Dorms </Summary> <img width="964" height="989" alt="image" src="https://github.com/user-attachments/assets/014fdc29-59ac-4dbc-b373-da735a284a7f" /> </Details> <Details> <Summary> Upper Dorms </Summary> <img width="871" height="968" alt="image" src="https://github.com/user-attachments/assets/9c35994a-fc28-40f5-bc26-849d3d0ce705" /> </Details> <Details> <Summary> Lower Tool Storage </Summary> <img width="500" height="637" alt="image" src="https://github.com/user-attachments/assets/373b6c78-cba5-4d23-afb8-fd4f24412ab2" /> </Details> <Details> <Summary> Upper Tool Storage </Summary> <img width="526" height="647" alt="image" src="https://github.com/user-attachments/assets/a52a4c88-51ae-4d10-b6d0-f0dc2de0e1ac" /> </Details> <Details> <Summary> Lower Atmos </Summary> <img width="1126" height="728" alt="image" src="https://github.com/user-attachments/assets/8c5e50fd-611a-4d0c-a0ff-d0b0427fdb9b" /> </Details> <Details> <Summary> Upper Atmos </Summary> <img width="1149" height="727" alt="image" src="https://github.com/user-attachments/assets/a702d5d0-a682-46f5-82d4-200fe69c3bf4" /> </Details> ### Misc changes - The CE's office was pushed out a bit to use dir-windows less. - AI sat entrance as pushed out a bit to give it some room to breathe. - Cargo-Engi upper maint saw some minor tweaks to accommodate. - Use of First Aid stations was audited, removing extras in some locations. - Generic Event landmarks were audited, removing all of them from maint and adding several around the station. - Xenobio's kill room uses a passive vent as it should. - Fixed some stray space (rather than openspace) on the upper Z. ## Why It's Good For The Game ### Dorms changes Catwalk's dorms being right aligned resulted in a bit of a roundabout path to get to the holodeck, which in turn meant it was scarcely accessed. I addressed this by left aligning it instead, allowing a straight shot from the main hallway to the holodeck. Additionally, while I really liked the luxury dorms rooms, it felt like people quickly ran out of places to log out in, given there was only 5 functional rooms. So I added a few extra rooms upstairs embedded in the opposite wall. Losing the small garden is a bit sad I cannot lie but given the room was pretty inaccessible to the crew anyways I figured repurposing it would be the way forward. Maybe it'll return as a park though, somewhere. ### Tech storage changes To fit the new dorms rooms, I had to move tech storage. I found it kind of awkward that it was just situated in a box accessible by a ladder, so I gave it a proper staircase and re-arranged the rest of the room with the new space unlocked. This does make secure tech storage a fair bit more vulnerable, so that might need to be addressed. ### Atmos changes In left-aligning the rooms I had to eat into maint, which cut up the maint access in the area. I didn't really like that so I had to do some work in engineering. Initially I wanted to get rid of the Long Hallway of Doom, but as I picked at it (and also needed a new place for the Gravity Generator) I ended up giving Atmos a full touch-up. It now feels a bit more like a proper atmos, with plenty of piping running around. I know Atmos players will certainly gripe about losing the free space but there is still plenty to go around, especially with the oft-unused engi project room. Grav Gen now sits at the end of the much-shorter upper hallway, making it easier to find. The Incinerator room is also integrated into Atmos, making it stick out a little less. Lastly, the SM saw some minor piping and wire changes to hopefully make it a bit easier to work with, but nothing major. ## Changelog 🆑 Melbert add: [Catwalk] Entirely new Dorms & Holodeck add: [Catwalk] Modified Atmos, Gravity Generator, Engineering and Tech Storage a fair bit add: [Catwalk] Event locations were updated, meaning several random events now trigger in more appropriate places del: [Catwalk] Removed duplicate First Aid stations in a few places qol: [Catwalk] Changed around maint areas (not the actual layouts but the area designations) to be a bit less monolithic fix: [Catwalk] Xenobio kill room uses a passive vent fix: [Catwalk] Fixes a few erroneous space tiles around sec /🆑 |
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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 |
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183c5af2e4 |
Adds flag for virtual areas, fixes being able to send funds from virtualspace to real accounts (#94071)
## About The Pull Request Fixes https://github.com/tgstation/tgstation/issues/90641 Fixes https://github.com/tgstation/tgstation/issues/88366 Eliminates worries over virtualspace currency being sent to real accounts. When I was looking into why there were no flags for bitrunning areas. Then I saw this mess: <img width="929" height="889" alt="Code_2we2QjDyFp" src="https://github.com/user-attachments/assets/8a807bfe-b566-4057-a8ea-2b306325687d" /> Not having enough space / being too lazy to refactor this is a silly reason to not include flags for something like these virtual areas where it can be quite helpful. Fortunately I am not too lazy ~~in this moment~~ so here we go: It was fairly logical to move over some of these to a separate flag, which I've called `area_flags_mapping` since they pertain to maploading things and terrain generation mostly. `area_flags` stays reserved for general properties and now has more room than it did before for you people to fill it with. In doing this it's also neatened up the code quit a bit, as UNIQUE_AREA was kind of everywhere and now that it's implied by default less areas need to have it defined (or explicitly un-defined). <details> <summary> Working as intended </summary> <img width="787" height="448" alt="dreamseeker_p0Qts36tG1" src="https://github.com/user-attachments/assets/25056f34-8d43-4be2-a293-e53df7a7d1db" /> <img width="383" height="59" alt="dreamseeker_Ek7TXCcpbA" src="https://github.com/user-attachments/assets/89622974-9467-4cdb-8345-d684f7c9004b" /> </details> ## Why It's Good For The Game Fixes an exploit, improves the area flags situation slightly. ## Changelog 🆑 fix: you can no longer send money from virtualspace to a real account code: adds a flag for virtual areas so they can easily be checked, as well as an easy helper proc, 'is_area_virtual(your_area)' /🆑 |
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d0ca474789 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-05 | ||
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14d2514aa9 |
[MDB IGNORE] Refactors away /area/station/ai_monitored and its subtypes (with bonus neat repathing) (#93704)
## About The Pull Request /area/station/ai_monitored's behaviour was isolated into a component, `/datum/component/monitored_area`, which itself uses `/datum/motion_group`s to query cameras. Functionally, it (should) work identically to the old implementation. I'm sure that behaviour could have been further cleaned up, camera code is quite dreadful, but it's better to focus on isolating the behaviour first. Baby steps. Areas that want to opt into monitoring can set `var/motion_monitored` to TRUE (this approach was taken to make subtyping easier). The following non-AI areas were changed: - /area/station/ai_monitored/security/armory -> /area/station/security/armory - /area/station/ai_monitored/command/nuke_storage -> /area/station/command/vault - /area/station/ai_monitored/command/storage/eva -> /area/station/command/eva All other `/area/station/ai_monitored` subtypes were repathed into `/area/station/ai` and cleaned up in a way that I thought made logical sense. It is **much** more readable now. For example: - /area/station/ai_monitored/turret_protected/aisat -> /area/station/ai/satellite - /area/station/ai_monitored/command/storage/satellite -> /area/station/ai/satellite/maintenance/storage - /area/station/ai_monitored/turret_protected/ai -> /area/station/ai/satellite/chamber |
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5e629dff04 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync | ||
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3ea7b03369 |
Accentuate the positive with **Personality**: A (soft) mood rework (#92941)
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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a66a60e711 |
1X3 ICEBOX | Wilderness Expansion (Now not extremely slow!) (#91920)
## About The Pull Request Turns the surface z-level of icebox into a 1x3 area, effectively adding 2 wilderness new z-levels surrounding the station Because it's not always clear to other people what I'm talking about, this is what I mean with making the surface level a 3x3 z-level The wilderness z-levels are gridlinked, instead of crosslinked, which just means the connections are consistent and not randomized. If you keep going right, you will always end up where you started again, eventually. This also removes the black border around the surface icebox z-level (cause you can just go there now) **Wilderness levels** I've added some Z-level templates that can be generated. They're incredibly basic, but all can spawn runes on them as well. - Snow planes (5x) - Ice planes (1x) - Forest planes (1x) - Mountain planes (1x) I've also tweaked surface generation quite a bit. It being completely covered in bones always felt weird, and the intersparsed rocks and chasms never sat right with me. The default overworldgen is now more like the Forested trait, but with more sparse trees. All of this is modular btw. You can increase the amount of z-levels, make any space z-level be unrandomized gridlinked or add your own wilderness z-levels (either to your own map or icebox) ## Why It's Good For The Game Icebox exploration is kind of depressing. We have this unique setting, but we can't really go anywhere? You can go down and find that one pool, which is about the peak of exploration of icebox. Now you can literally explore the entire round and get incredibly lost! It's also a great opportunity for mappers! (Especially since the templates I made were made rather quickly as I wasn't sure if this had merit). 2 extra z-levels isn't a lot, but it'll let us further develop planetary wilderness z-levels further without impacting load times that much. Maybe 3x3 icebox can be real in the future, but for now 1x3 icebox will have to do |
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c50c88a82a |
Icebox ruin: RoroCo glove factory (#92473)
## About The Pull Request Adds a new surface ruin to icebox, the RoroCo factory. Contains a couple of puzzles, and a small amount of loot in the form of ~~3 total pairs of insulated gloves~~ a pair of insulated gloves, two adorable roros and a cool unique labcoat. Just don't ask where the gloves come from... Puzzles can of course be avoided/brute-forced by breaking down the walls but that's for chumps. <img width="1152" height="1024" alt="Space Station 13 2025-08-06 221903" src="https://github.com/user-attachments/assets/21050aa6-9b27-494d-a949-7496aeda18cf" /> ## Why It's Good For The Game The upcoming 1x3 icebox surface calls for more ruin content to help fill that space. ## Changelog 🆑 add: A new insulated glove factory has popped up on the ice moon. add: Freezer floor tiles now come in the full range of shapes. /🆑 |
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a47835a04f |
1X3 ICEBOX | Wilderness Expansion (Now not extremely slow!) (#91920)
## About The Pull Request Turns the surface z-level of icebox into a 1x3 area, effectively adding 2 wilderness new z-levels surrounding the station Because it's not always clear to other people what I'm talking about, this is what I mean with making the surface level a 3x3 z-level The wilderness z-levels are gridlinked, instead of crosslinked, which just means the connections are consistent and not randomized. If you keep going right, you will always end up where you started again, eventually. This also removes the black border around the surface icebox z-level (cause you can just go there now) **Wilderness levels** I've added some Z-level templates that can be generated. They're incredibly basic, but all can spawn runes on them as well. - Snow planes (5x) - Ice planes (1x) - Forest planes (1x) - Mountain planes (1x) I've also tweaked surface generation quite a bit. It being completely covered in bones always felt weird, and the intersparsed rocks and chasms never sat right with me. The default overworldgen is now more like the Forested trait, but with more sparse trees. All of this is modular btw. You can increase the amount of z-levels, make any space z-level be unrandomized gridlinked or add your own wilderness z-levels (either to your own map or icebox) ## Why It's Good For The Game Icebox exploration is kind of depressing. We have this unique setting, but we can't really go anywhere? You can go down and find that one pool, which is about the peak of exploration of icebox. Now you can literally explore the entire round and get incredibly lost! It's also a great opportunity for mappers! (Especially since the templates I made were made rather quickly as I wasn't sure if this had merit). 2 extra z-levels isn't a lot, but it'll let us further develop planetary wilderness z-levels further without impacting load times that much. Maybe 3x3 icebox can be real in the future, but for now 1x3 icebox will have to do |
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d1b8145ad2 |
Icebox ruin: RoroCo glove factory (#92473)
## About The Pull Request Adds a new surface ruin to icebox, the RoroCo factory. Contains a couple of puzzles, and a small amount of loot in the form of ~~3 total pairs of insulated gloves~~ a pair of insulated gloves, two adorable roros and a cool unique labcoat. Just don't ask where the gloves come from... Puzzles can of course be avoided/brute-forced by breaking down the walls but that's for chumps. <img width="1152" height="1024" alt="Space Station 13 2025-08-06 221903" src="https://github.com/user-attachments/assets/21050aa6-9b27-494d-a949-7496aeda18cf" /> ## Why It's Good For The Game The upcoming 1x3 icebox surface calls for more ruin content to help fill that space. ## Changelog 🆑 add: A new insulated glove factory has popped up on the ice moon. add: Freezer floor tiles now come in the full range of shapes. /🆑 |
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9cbcde390d |
lobby art is mouse transparent on fade out (#91774)
(cherry picked from commit
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601654a91c | lobby art is mouse transparent on fade out (#91774) | ||
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04c09cc73b |
Fix the lobby art not fading out (#91637)
## About The Pull Request ports a fix from https://github.com/Monkestation/Monkestation2.0/pull/6991 https://github.com/tgstation/tgstation/pull/76772 accidentally broke most instances of using `/atom/movable/screen/splash`, bc now the client needs to be third instead of second argument to `new /atom/movable/screen/splash`... yeah. <details> <summary><h3>pre-fix video clip</h3></summary> https://github.com/user-attachments/assets/87015373-de72-4753-bf6e-55c3d9ffa207 </details> <details> <summary><h3>post-fix video clip</h3></summary> https://github.com/user-attachments/assets/3dc80c68-f4a5-44a7-95fe-d590affc273d </details> ## Why It's Good For The Game bugfix good ## Changelog 🆑 fix: The lobby art properly fades out during roundstart, latejoin, and server restart again. /🆑 |
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c0e63357d9 |
Fix the lobby art not fading out (#91637)
## About The Pull Request ports a fix from https://github.com/Monkestation/Monkestation2.0/pull/6991 https://github.com/tgstation/tgstation/pull/76772 accidentally broke most instances of using `/atom/movable/screen/splash`, bc now the client needs to be third instead of second argument to `new /atom/movable/screen/splash`... yeah. <details> <summary><h3>pre-fix video clip</h3></summary> https://github.com/user-attachments/assets/87015373-de72-4753-bf6e-55c3d9ffa207 </details> <details> <summary><h3>post-fix video clip</h3></summary> https://github.com/user-attachments/assets/3dc80c68-f4a5-44a7-95fe-d590affc273d </details> ## Why It's Good For The Game bugfix good ## Changelog 🆑 fix: The lobby art properly fades out during roundstart, latejoin, and server restart again. /🆑 |
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7728ca19e9 |
Adds a new expansion card to nukie base, and buffs nukie ordnance (#90967)
## About The Pull Request Rearranges some stuff in nukie base and adds a freezer line into the chamber, with a electrizer for hydrogen. Adds a pipe scrubber so nukies can clean the pipeline out faster and adds a new keycard the janitorial closet for 10 TC coming with neccesary janitor equipment and a water vapour canister!  ## Why It's Good For The Game Crew can already make hydrogen pretty fast and usually suicide bomb nukies with it, this allows nukies (who think a little out of the box to do the same with the crew, adding more setups possible with the ordnance section and some quality of life aswell like a door letting the person trough it ## Changelog 🆑 Ezel add: Nuke ops can now buy a keycard to access their new custodial closet! map: Rearranges nuke ordnance room, and adds the custodial closet /🆑 |
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03a935f939 |
Adds a new expansion card to nukie base, and buffs nukie ordnance (#90967)
## About The Pull Request Rearranges some stuff in nukie base and adds a freezer line into the chamber, with a electrizer for hydrogen. Adds a pipe scrubber so nukies can clean the pipeline out faster and adds a new keycard the janitorial closet for 10 TC coming with neccesary janitor equipment and a water vapour canister!  ## Why It's Good For The Game Crew can already make hydrogen pretty fast and usually suicide bomb nukies with it, this allows nukies (who think a little out of the box to do the same with the crew, adding more setups possible with the ordnance section and some quality of life aswell like a door letting the person trough it ## Changelog 🆑 Ezel add: Nuke ops can now buy a keycard to access their new custodial closet! map: Rearranges nuke ordnance room, and adds the custodial closet /🆑 |
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f6f4477ac5 |
CatwalkStation (#90532)
Adds CatwalkStation into the game. Also adds its associated arrival shuttle, cargo shuttle and escape shuttle. Also adds a few new floor variants: coldroom openspace and breathable air shuttle hulls. Full Catwalk FAQ, Feedback Central and Why It's Good for the Game: https://hackmd.io/@kNRZ9uxhShS3s2N9scOXxQ/BJgfF0JhR Also, I added a new tag for maps, so any Multi-Z map can opt out of having grappling hooks spawn in their bags. Catwalk was designed so the lower level is of easier access than the more restricted top access, so the problem of people falling into rooms they can't get out of is fixed, + it was giving a bunch of unintended access to places.      🆑 add: Adds CatwalkStation code: Multi-Z maps now can toggle on or off having grappling hooks in people's bags /🆑 --------- Co-authored-by: Ical <86125936+Ical92@users.noreply.github.com> Co-authored-by: Ical <wolfsgamingtips@gmail.com> Co-authored-by: EEASAS <bentoemanuelll@gmail.com> Co-authored-by: EEASAS <109891564+EEASAS@users.noreply.github.com> Co-authored-by: Rex9001 <120136161+Rex9001@users.noreply.github.com> Co-authored-by: GremlinSeeker <168238458+GremlinSeeker@users.noreply.github.com> Co-authored-by: SmArtKar <master.of.bagets@gmail.com> |
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b8adf96b37 |
CatwalkStation (#90532)
## About The Pull Request Adds CatwalkStation into the game. Also adds its associated arrival shuttle, cargo shuttle and escape shuttle. Also adds a few new floor variants: coldroom openspace and breathable air shuttle hulls. Full Catwalk FAQ, Feedback Central and Why It's Good for the Game: https://hackmd.io/@kNRZ9uxhShS3s2N9scOXxQ/BJgfF0JhR Also, I added a new tag for maps, so any Multi-Z map can opt out of having grappling hooks spawn in their bags. Catwalk was designed so the lower level is of easier access than the more restricted top access, so the problem of people falling into rooms they can't get out of is fixed, + it was giving a bunch of unintended access to places. ## Changelog      🆑 add: Adds CatwalkStation code: Multi-Z maps now can toggle on or off having grappling hooks in people's bags /🆑 --------- Co-authored-by: Ical <86125936+Ical92@users.noreply.github.com> Co-authored-by: Ical <wolfsgamingtips@gmail.com> Co-authored-by: EEASAS <bentoemanuelll@gmail.com> Co-authored-by: EEASAS <109891564+EEASAS@users.noreply.github.com> Co-authored-by: Rex9001 <120136161+Rex9001@users.noreply.github.com> Co-authored-by: GremlinSeeker <168238458+GremlinSeeker@users.noreply.github.com> Co-authored-by: SmArtKar <master.of.bagets@gmail.com> |
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753d8e5ba4 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a | ||
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b59132ad60 |
Removes Corner Smoothing (Mild Bitmask Improvements) (#90002)
<!-- 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 [Removes all remaining users of SMOOTH_CORNER + dirt automation](https://github.com/tgstation/tgstation/commit/71d120511a372501ac546b2571ef570eb4426a56) Removes all remaining instances of overlay smoothing (the deprecated system that stitches corners together IN ENGINE) from the game. This amounts to: The test smoothing wall, which I converted to just bitmask + diagonals Stationary canisters, which I've done the same to (alongside adding all the states to gags, which around doubled their gags count). These autocut now. I've also given dirt icons autocutting, for spriter convieneince (I would have done this before but I didn't know they smoothed) [Removes corner smoothing from the codebase](https://github.com/tgstation/tgstation/commit/98ebe5815223a3078c2e591fd277b9418ed03278) This code is OLD, and has been functionally deprecated for as long as I've been here. It basically does what bitmask smoothing does, but instead of prebaking connections they're formed in engine with overlays. This is... fine, and does TECHNICALLY allow for unique effects, but none's gonna use it because the details are so niche, so it just becomes a risk factor for someone fucking up and using overlays for some reason. What it does do then is clutter up our smoothing code with 2 different async systems, one of which functions SLIGHTLY differently from its brother. IMO it just works to confuse people trying to read smoothing code (already quite confusing). I've removed it, alongside its bespoke code/variables, excluding area_limited_icon_smoothing, a var on areas that prevents smoothing out of network, which I have instead integrated into bitmask smoothing. I've updated snowflake's documentation to be more up to date with modern systems, and earmarked where explanations/automation for the more... underdeveloped bits of smoothing should go in the future. ## Why It's Good For The Game I relapsed and needed something to put that energy towards. We don't really want people to use this, and none knows enough about it to take advantage of its theoretical uses. Really its only purpose right now is making understanding diagonal smoothing easier, and that's not all that hard of a task. Better to remove and integrate then to let rot and confuse. ## 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 its 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. --> 🆑 add: Smoothed objects on shuttles now will only smooth with other shuttles (added support for extensions of this system) refactor: I've funked around with our smoothing system, cutting out some older code. Lemme know if anything is weird PLEASE /🆑 <!-- 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. --> |
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013de1fb80 |
Custom Shuttle QOL tweaks (and a fix to a mild shuttle engine exploit) (#89774)
## About The Pull Request This PR adds some tweaks to make custom shuttles a bit easier to use, and more useful. - The station blueprints can be used to allow/forbid custom shuttle docking in station/custom areas. Custom areas allow shuttle docking by default, while station areas (apart from the asteroid) forbid it. - A station area that allows shuttle docking can have a shuttle built/expanded in it, as long as the area's APC isn't contained within the frame used to construct/expand the shuttle. - A shuttle frame does not need to contain the entirety of a custom area, unless that frame contains the area's APC. If the frame doesn't contain the entirety of the custom area, that section of the frame becomes part of the default area, instead of a separate area. - Custom shuttles will go off into the sunset at the end of the round, as long as they have a welded engine. - I think I saw a bug that caused engines to contribute twice the intended power to the attached shuttle, possibly creating an exploit in the case where the engine was broken while welded. I fixed that. - Custom shuttle docking computers can cross over to any z-level adjacent to the shuttle's z-level (or vertically-connected z-levels, because docking computers can traverse stacked z-levels freely). This is based on the new `zlink_range` var on all shuttle docking consoles, which can be var-edited to provide the same functionality. - Shuttle engines constructed from circuits now link to shuttles without needing to be unanchored and reanchored. ## Why It's Good For The Game The tweaks to shuttle construction and docking serve to address several gripes I heard about players not being able to build/dock custom shuttles in station areas. The means to do this have been locked behind possession of the station blueprints. I don't see what problem there would be with allowing custom shuttles to leave the station at the end of the round, but I could lock it behind a particular action (antag-exclusive or otherwise). Custom shuttles don't quite have as much utility if you have to manually travel to z-levels to drop off gigabeacons. Jumping to adjacent z-levels one at a time is a bit more useful for space exploration. ## Changelog 🆑 add: The station blueprints can be used to toggle whether custom shuttles can be built/expanded/docked within station areas. qol: Custom areas do not have to be completely contained within shuttle frames, as long as the APC isn't attached to the frame. add: Custom shuttles with functioning engines will fly off into the sunset when the emergency shuttle leaves. add: Custom shuttle navigation computers can view space levels adjacent to the one the shuttle is currently docked at. fix: Constructed shuttle engines no longer contribute twice as much engine power to shuttles, nor can they be used to add unlimited shuttle power. fix: Constructed shuttle engines now connect to shuttles when build, rather than needing to be unachored and then reanchored. /🆑 |
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f3ac412f69 |
Custom Shuttles Redux: Allows for the construction of custom shuttles. (#88493)
## About The Pull Request This incredibly detailed PR adds the ability to construct custom shuttles, which function similarly to whiteships. To construct a custom shuttle, you need the following items: - Shuttle frame rods These rods can be hand-crafted by using 5 rods on 1 sheet of titanium, or printed at a sci/engi/cargo lathe after researching the Shuttle Engineering techweb node. Lattices built with these rods, and catwalks/floors built on top of these lattices, are valid for shuttle construction. - Shuttle engines Did you know shuttle engines have boards that weren't normally obtainable? Well the board for one specific engine type is now available from the sci/engi/cargo lathe after researching Shuttle Engineering. Of course, the old options remain. You can steal engines from other shuttles, including escape pods (it's not like engines are strictly necessary for *those* shuttles anyways). Alternatively, the shuttle engine supply pack is no longer locked behind the purchase of the BYOS. - Flight Control & Navigation Console boards These boards are printed at the sci/engi/cargo lathe after researching the Shuttle Engineering techweb node. If built on a custom shuttle, it will automatically link to it, unless the shuttle already has such a console. If built on a turf that is valid for custom shuttle construction, it will automatically link to any shuttle constructed from or expanded with that turf. - Shuttle blueprints Standard shuttle blueprints can be printed at the sci/engi/cargo lathe after researching the Shuttle Engineering techweb node. A cyborg upgrade granting access to a shuttle blueprint database can be printed at the exofab after researching the aforementioned node. Crude shuttle blueprints can be crafted by hand with a sheet of paper and either a rainbow crayon or 10 uses of a blue crayon or spraycan. If Science won't research the tech, you can also buy a goody pack containing a flight control board, a docker board, two engine boards, and a set of shuttle blueprints for 1200 credits, if you have aux base access. A shuttle can be constructed atop any continuous region of turfs containing a shuttle rod lattice or a catwalk/tile built upon such. Currently, this region cannot intersect any area other than space, lavaland, the icemoon, or the station asteroid. Preexisting custom areas can be included in the construction of the shuttle, but only if every turf in the custom area is valid for shuttle construction. In the shuttle blueprint UI, you can toggle a visualizer to display which turfs fulfill all of the aforementioned conditions. The following video goes through the basic process of shuttle construction. https://github.com/user-attachments/assets/3283422e-a201-4978-972d-67527b5df4ee The blueprint used to construct the shuttle will be its master blueprint. The master blueprint can be copied to other blank shuttle blueprints (or to engiborgs with the shuttle database upgrade), and allows the holder to perform a christening ritual on the shuttle to rename it. If a shuttle's master blueprint ceases to exist, a blank blueprint can be linked to the shuttle to become the new master blueprint, or an existing blueprint associated with that shuttle can be promoted to the master blueprint. Once constructed, the following options are available from the blueprint UI to modify it: - Create Area Convert a continuous open area of the shuttle into a new area with the name written in the above text input. This operates very similarly to regular area construction. - Rename Area Change the name of the area you're currently in to the name written in the above text input. - Expand Area Add a continuous open area of the shuttle to the neighboring area selected from the dropdown to the left. This operates like regular area expansion. - Expand Shuttle Expand a shuttle with valid frame turfs as defined above. These turfs must be physically connected to the shuttle. - Remove Area Remove an area, giving its tiles to the default shuttle area. - Cleanup Empty Space (implemented after the above video was recorded) Removes all completely empty turfs from the shuttle. If all the turfs in one of the shuttle's areas were removed, that area is deleted. If absolutely no turfs of the shuttle remain, the shuttle itself is deleted. Due to the ability for this action to delete the shuttle, only the master blueprint can do it. As mentioned above, the shuttle's master blueprint can be used to christen its associated shuttle. To do this, fill a glass drink bottle with some amount of reagents, then hit it against one of the shuttle's walls from outside while holding the master blueprint. You will be prompted to enter a new name for the shuttle. The variety of things that can happen while inputting a new name can cause the christening rite to fail in one of several humorous ways. ### Optional (Unless specifically requested by a maintainer) Todo's - [x] A way for shuttle circuits to be obtainable without techweb nodes - [x] A more convenient way to carry around shuttle engines or the means to deploy them - [ ] A shuttle construction guide available as a reference book - [ ] Allow boards to be linked to shuttles before construction so they can be used outside the shuttle ## Why It's Good For The Game Shuttles have been part of the sandbox for an incredibly long time, but their limited accessibility has rendered them the exclusive territory of lucky space explorers or the few antagonists who get one off the bat (nukies and pirates). Giving players the means to construct shuttles to their liking opens up a variety of possibilities for gimmicks for antags and non-antags alike. Besides the applications for antaggery and crew-sided gimmicks, this provides side content for several departments to engage with during the relatively-frequent periods of time where they have little else to do as part of their intended roles. With respect to engineering, if the station isn't actively being damaged, the supermatter is in perfect working order, and nobody is clamoring for machine upgrades, engineers have little else to resort to other than construction projects. While the BSA station goal provides an incentive for engineers to construct dedicated rooms for the cannon, it will not necessarily be available every round. Custom shuttles not only provide such a construction project to pursue, but provide the rare opportunity, as well as a very good reason, to set up an independent power network, complete with its own power source. While atmos techs have a lot to do with gas mixing and the crystallizer, they rarely get the opportunity to set up working life support systems outside of repairing the ones that get blown up. Custom shuttles will frequently start with no air, and unless the design settled upon is an open floor plan, it will have several independent chambers that cannot so easily be profused with a proper airmix by just opening a canister. Furthermore, if the air in a custom shuttle gets messed up, a proper scrubber and distro network is a significantly less tedious method of rectifying the problem than cleaning the air manually with portable scrubbers and pumps. Scientists, it can be argued, with their access to RPDs through ordnance, have similar opportunities to atmos techs, even though the act in and of itself is not exactly part of their duties. But compared to the other job content they could be working with after they've completed most of their gameplay loop, custom shuttle construction is a substantially more active endeavor. And I know how much people complain about late-game science content just being sitting around at a console and making gamer gear. Roboticists can have a part to play in this too. They can put their mech RCDs to a use other than 2D topdown Fortnite, and with the shuttle database upgrade, they can help interested cyborgs get in on the action. Cargo is yet another department known for having significant amounts of downtime during a considerable number of rounds. If every other department has gone through their initial rounds of departmental orders, and there isn't an active need for cargo to order lots of one thing or another, cargo techs have little to do besides mail (at least on the days where there **is** mail to deliver). Usually, if cargo techs do, in fact, do something as a department when not presented with more pressing duties, they order guns and other contraband. As funny as this is, there's not a lot of variety in how this behavior manifests. With custom shuttles, cargo can use their free time to plan, and execute, a unique collective expression of design sensibilities, not limited by the size and shape constraints of the cargo bay itself. ## Changelog 🆑 Y0SH1_M4S73R (with special thanks to Vect0r, whose original PR inspired the implementation of these changes) add: Shuttle blueprints, the tool used to construct and modify custom shuttles. Print a set at a science, engineering, or cargo techfab after researching Shuttle Engineering, or craft a crude set from the crafting menu. add: Shuttle blueprint database upgrade for engineering cyborgs, printable from the Exosuit Fabricator after researching Shuttle Engineering. A version of shuttle blueprints designed for use by cyborgs. add: Shuttle frame rods, usable to construct custom shuttles. Hand-craft by using 5 rods on 1 titanium sheet, or by printing them at a science, engineering, or cargo techfab after researching Shuttle Engineering. add: Custom shuttle flight control and navigation boards, printable from a science, engineering, or cargo techfab after researching Shuttle Engineering. add: Shuttle engine boards can be printed from a science, engineering, or cargo techfab after researching shuttle engineering. add: The shuttle engine supply pack is no longer locked behind the purchase of the Build Your Own Shuttle kit. add: Shuttle Construction Starter Kit goodie pack, containing a set of shuttle blueprints, flight control and navigation console boards, and two engine boards, can be purchased from cargo for 1200 credits. Requires aux base access to purchase. refactor: Shuttles now keep track of what areas are underneath each of their individual turfs, so that the areas left behind on movement are consistent with what they were beforehand. refactor: Shuttle ceilings now place themselves down as baseturfs, instead of only appearing if the turf above is open space. /🆑 --------- Co-authored-by: vect0r <71346830+Vect0r2@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
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34310e680e |
Adds Film Studio space ruin (+ Actor/Director Space roles) (#89419)
Adds a space ruin revolving around a studio where ghost roles can provide entertainment to the station, the studio has a bunch of construction stuff and costume vendors to create any set and portray any character you'd want. Features 3 stages and a radio station (neutral aligned syndie comms agent?) there's a total of 4 ghost roles, 3 actors. 1 director.  Studio also has a sizable living quarters and a mini-medbay for basic provisions. a couple of paper fluff texts are strewn about on the noticeboards The cast:  In terms of things that can be balance-breaking, I can only name the gas masks and agent ID actors/directors spawns in. But I think its a necessary sacrifice for them to play "characters" I think too many of the ghost roles have too little interactions with the main station, this is for good reasons obviously, balance and metagrudges and all that. But, say. what if we can have a ghost role that interacts and give something to the station besides being their own little isolated game? it can't be anything material of course. so what if we have the ghost role centered around giving entertainment? which is how this PR came to be 🆑 add: After some light bit of restructuring, the local TV station, serving SPACE SECTOR 13 has opened up again! /🆑 |
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cbc3350224 |
Custom Shuttles Redux: Allows for the construction of custom shuttles. (#88493)
## About The Pull Request This incredibly detailed PR adds the ability to construct custom shuttles, which function similarly to whiteships. To construct a custom shuttle, you need the following items: - Shuttle frame rods These rods can be hand-crafted by using 5 rods on 1 sheet of titanium, or printed at a sci/engi/cargo lathe after researching the Shuttle Engineering techweb node. Lattices built with these rods, and catwalks/floors built on top of these lattices, are valid for shuttle construction. - Shuttle engines Did you know shuttle engines have boards that weren't normally obtainable? Well the board for one specific engine type is now available from the sci/engi/cargo lathe after researching Shuttle Engineering. Of course, the old options remain. You can steal engines from other shuttles, including escape pods (it's not like engines are strictly necessary for *those* shuttles anyways). Alternatively, the shuttle engine supply pack is no longer locked behind the purchase of the BYOS. - Flight Control & Navigation Console boards These boards are printed at the sci/engi/cargo lathe after researching the Shuttle Engineering techweb node. If built on a custom shuttle, it will automatically link to it, unless the shuttle already has such a console. If built on a turf that is valid for custom shuttle construction, it will automatically link to any shuttle constructed from or expanded with that turf. - Shuttle blueprints Standard shuttle blueprints can be printed at the sci/engi/cargo lathe after researching the Shuttle Engineering techweb node. A cyborg upgrade granting access to a shuttle blueprint database can be printed at the exofab after researching the aforementioned node. Crude shuttle blueprints can be crafted by hand with a sheet of paper and either a rainbow crayon or 10 uses of a blue crayon or spraycan. If Science won't research the tech, you can also buy a goody pack containing a flight control board, a docker board, two engine boards, and a set of shuttle blueprints for 1200 credits, if you have aux base access. A shuttle can be constructed atop any continuous region of turfs containing a shuttle rod lattice or a catwalk/tile built upon such. Currently, this region cannot intersect any area other than space, lavaland, the icemoon, or the station asteroid. Preexisting custom areas can be included in the construction of the shuttle, but only if every turf in the custom area is valid for shuttle construction. In the shuttle blueprint UI, you can toggle a visualizer to display which turfs fulfill all of the aforementioned conditions. The following video goes through the basic process of shuttle construction. https://github.com/user-attachments/assets/3283422e-a201-4978-972d-67527b5df4ee The blueprint used to construct the shuttle will be its master blueprint. The master blueprint can be copied to other blank shuttle blueprints (or to engiborgs with the shuttle database upgrade), and allows the holder to perform a christening ritual on the shuttle to rename it. If a shuttle's master blueprint ceases to exist, a blank blueprint can be linked to the shuttle to become the new master blueprint, or an existing blueprint associated with that shuttle can be promoted to the master blueprint. Once constructed, the following options are available from the blueprint UI to modify it: - Create Area Convert a continuous open area of the shuttle into a new area with the name written in the above text input. This operates very similarly to regular area construction. - Rename Area Change the name of the area you're currently in to the name written in the above text input. - Expand Area Add a continuous open area of the shuttle to the neighboring area selected from the dropdown to the left. This operates like regular area expansion. - Expand Shuttle Expand a shuttle with valid frame turfs as defined above. These turfs must be physically connected to the shuttle. - Remove Area Remove an area, giving its tiles to the default shuttle area. - Cleanup Empty Space (implemented after the above video was recorded) Removes all completely empty turfs from the shuttle. If all the turfs in one of the shuttle's areas were removed, that area is deleted. If absolutely no turfs of the shuttle remain, the shuttle itself is deleted. Due to the ability for this action to delete the shuttle, only the master blueprint can do it. As mentioned above, the shuttle's master blueprint can be used to christen its associated shuttle. To do this, fill a glass drink bottle with some amount of reagents, then hit it against one of the shuttle's walls from outside while holding the master blueprint. You will be prompted to enter a new name for the shuttle. The variety of things that can happen while inputting a new name can cause the christening rite to fail in one of several humorous ways. ### Optional (Unless specifically requested by a maintainer) Todo's - [x] A way for shuttle circuits to be obtainable without techweb nodes - [x] A more convenient way to carry around shuttle engines or the means to deploy them - [ ] A shuttle construction guide available as a reference book - [ ] Allow boards to be linked to shuttles before construction so they can be used outside the shuttle ## Why It's Good For The Game Shuttles have been part of the sandbox for an incredibly long time, but their limited accessibility has rendered them the exclusive territory of lucky space explorers or the few antagonists who get one off the bat (nukies and pirates). Giving players the means to construct shuttles to their liking opens up a variety of possibilities for gimmicks for antags and non-antags alike. Besides the applications for antaggery and crew-sided gimmicks, this provides side content for several departments to engage with during the relatively-frequent periods of time where they have little else to do as part of their intended roles. With respect to engineering, if the station isn't actively being damaged, the supermatter is in perfect working order, and nobody is clamoring for machine upgrades, engineers have little else to resort to other than construction projects. While the BSA station goal provides an incentive for engineers to construct dedicated rooms for the cannon, it will not necessarily be available every round. Custom shuttles not only provide such a construction project to pursue, but provide the rare opportunity, as well as a very good reason, to set up an independent power network, complete with its own power source. While atmos techs have a lot to do with gas mixing and the crystallizer, they rarely get the opportunity to set up working life support systems outside of repairing the ones that get blown up. Custom shuttles will frequently start with no air, and unless the design settled upon is an open floor plan, it will have several independent chambers that cannot so easily be profused with a proper airmix by just opening a canister. Furthermore, if the air in a custom shuttle gets messed up, a proper scrubber and distro network is a significantly less tedious method of rectifying the problem than cleaning the air manually with portable scrubbers and pumps. Scientists, it can be argued, with their access to RPDs through ordnance, have similar opportunities to atmos techs, even though the act in and of itself is not exactly part of their duties. But compared to the other job content they could be working with after they've completed most of their gameplay loop, custom shuttle construction is a substantially more active endeavor. And I know how much people complain about late-game science content just being sitting around at a console and making gamer gear. Roboticists can have a part to play in this too. They can put their mech RCDs to a use other than 2D topdown Fortnite, and with the shuttle database upgrade, they can help interested cyborgs get in on the action. Cargo is yet another department known for having significant amounts of downtime during a considerable number of rounds. If every other department has gone through their initial rounds of departmental orders, and there isn't an active need for cargo to order lots of one thing or another, cargo techs have little to do besides mail (at least on the days where there **is** mail to deliver). Usually, if cargo techs do, in fact, do something as a department when not presented with more pressing duties, they order guns and other contraband. As funny as this is, there's not a lot of variety in how this behavior manifests. With custom shuttles, cargo can use their free time to plan, and execute, a unique collective expression of design sensibilities, not limited by the size and shape constraints of the cargo bay itself. ## Changelog 🆑 Y0SH1_M4S73R (with special thanks to Vect0r, whose original PR inspired the implementation of these changes) add: Shuttle blueprints, the tool used to construct and modify custom shuttles. Print a set at a science, engineering, or cargo techfab after researching Shuttle Engineering, or craft a crude set from the crafting menu. add: Shuttle blueprint database upgrade for engineering cyborgs, printable from the Exosuit Fabricator after researching Shuttle Engineering. A version of shuttle blueprints designed for use by cyborgs. add: Shuttle frame rods, usable to construct custom shuttles. Hand-craft by using 5 rods on 1 titanium sheet, or by printing them at a science, engineering, or cargo techfab after researching Shuttle Engineering. add: Custom shuttle flight control and navigation boards, printable from a science, engineering, or cargo techfab after researching Shuttle Engineering. add: Shuttle engine boards can be printed from a science, engineering, or cargo techfab after researching shuttle engineering. add: The shuttle engine supply pack is no longer locked behind the purchase of the Build Your Own Shuttle kit. add: Shuttle Construction Starter Kit goodie pack, containing a set of shuttle blueprints, flight control and navigation console boards, and two engine boards, can be purchased from cargo for 1200 credits. Requires aux base access to purchase. refactor: Shuttles now keep track of what areas are underneath each of their individual turfs, so that the areas left behind on movement are consistent with what they were beforehand. refactor: Shuttle ceilings now place themselves down as baseturfs, instead of only appearing if the turf above is open space. /🆑 --------- Co-authored-by: vect0r <71346830+Vect0r2@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: necromanceranne <40847847+necromanceranne@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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14a1b5e1e8 |
Adds Film Studio space ruin (+ Actor/Director Space roles) (#89419)
## About The Pull Request Adds a space ruin revolving around a studio where ghost roles can provide entertainment to the station, the studio has a bunch of construction stuff and costume vendors to create any set and portray any character you'd want. Features 3 stages and a radio station (neutral aligned syndie comms agent?) there's a total of 4 ghost roles, 3 actors. 1 director.  Studio also has a sizable living quarters and a mini-medbay for basic provisions. a couple of paper fluff texts are strewn about on the noticeboards The cast:  In terms of things that can be balance-breaking, I can only name the gas masks and agent ID actors/directors spawns in. But I think its a necessary sacrifice for them to play "characters" ## Why It's Good For The Game I think too many of the ghost roles have too little interactions with the main station, this is for good reasons obviously, balance and metagrudges and all that. But, say. what if we can have a ghost role that interacts and give something to the station besides being their own little isolated game? it can't be anything material of course. so what if we have the ghost role centered around giving entertainment? which is how this PR came to be ## Changelog 🆑 add: After some light bit of restructuring, the local TV station, serving SPACE SECTOR 13 has opened up again! /🆑 |
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92a585cb3a |
new icebox ruin: outpost 31 + megafauna (technically???) (#88714)
## About The Pull Request <details> <summary> expand to spoil the fun of exploring something for yourself </summary> firstly, the new ruin: outpost 31 its layout is vaguely based off an official map of the Outpost 31 from the Thing movie but i ran out of space halfway  the boss drops a keycard for the storage room that you cant get in otherwise, containing its own special item, and other stuff probably useful for crew crusher loot: trophy that heals you on each hit the ruin is guarded by like 3 flesh blobs, very resilient (and slow) masses of flesh that deal 3 brute damage, not harmful in melee but WILL attempt to grab and devour/assimilate you which is FAR more lethal https://github.com/user-attachments/assets/542cc6d0-f4ee-4598-9677-a03170c6c1c3 Boss: The Thing (with creative liberties otherwise this thing would instakill you if it was true to source material) difficulty: medium apparently idk mining jesus beat it with 400ms or so HP: 1800 It is a much higher ranking changeling than those infiltrating SS13 It has 3 phases, 600hp each. Depleting its phase health will turn it invincible and it will heal back half in 10 seconds. In order to prevent this, the two Molecular Accelerators must be overloaded by interacting with them to blast the changeling with deadly scifi magic or whatever they do, forcing it to shed its form further and go to the next phase. Not necessary for phase 3 because it literally just dies then it focuses mostly on meleeing you and making certain tiles impassable for you with 1hp tendrils, all attacks are telegraphed so theres no dumb instakills here it alternates between aoe abilities and abilities melee behavior: - if too far, charge at target (charges twice on phase 3) - too close, shriek (unavailable in phase 1) (technically AOE but its more like a melee ability you know??) - otherwise just try to melee Shriek: if the player is too close emit a confusing shriek that makes them confused and drop items aoe behavior (phase 2, 3 only): 1: Puts 4 tendrils in a line cardinally 2: Puts tendrils around itself 3. Puts a patch of tendrils around and under the target, 3x3 in phase 3 4. Phase 3 only - spits patches of acid into the air that hurt when stepped on _(crusher is hard ok)_ https://github.com/user-attachments/assets/cbb98209-d3f0-470d-b0e8-4e310c5b709c unique megafauna loot for this boss is like 1 AI-Uplink brain its like a BORIS module but for humans i think you can figure out what that means while in a human shell they cannot roll non-malf midrounds and cannot be converted, and cannot be mindswapped the human MUST have all robotic organs (minus tongue because its not in the exosuit fab and that kinda sucks to get) will undeploy if polymorphed https://github.com/user-attachments/assets/abcc277a-995a-4fa7-b980-0549b6b7cf52 </details> ## Why It's Good For The Game icebox is severely lacking in actual good ruins (fuck that one fountain ruin) i feel that the loot given by megafauna has been and still apparently is exclusively to make the victor more powerful, which kinda sucks because thats just powergaming???? the loot of this boss is more crewsided, specifically aiding the AI in a VERY limited quantity (1), so its not anything good for powergamers, good for crew if the AI is not rogue ## Changelog 🆑 add: outpost 31, the icebox ruin. Also its associated mobs, and megafauna, and loot. Im not spoiling anything, find it yourself. /🆑 --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> |
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fca15d8b03 |
Makes Icebox ruins not count towards blob total, as well as preventing them from spawning there. (#89113)
## About The Pull Request Makes icebox ruins not count towards blob total, also stops them from spawning there. ## Why It's Good For The Game I've been seeing a decent bit of blobs spawning on icebox ruins, such as Moffuchi's, the abandoned engineering outpost, Lizard gas, almost every ruin on icebox. The intent of blob isnt to cower off station, ensure likely no one can find you, then branch out onto the station. I understand that wastes blobs exist, but if they do it in the actual wastes, it doesnt count towards their total, and they actually have to branch out into the wastes before they begin. With Z level blobs already fucking over people majorly on icebox if the blob picks the right spot, I'm sure they wont need to be able to spawn in ruins to win. They also cannot spawn in ruins on any other station, so it just seems right to me. ## Changelog 🆑 fix: Blob's can no longer place their core in ruins on Icebox. /🆑 |
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8d0e1fede3 |
Fixes shuttles leaving replaced floors behind (#88848)
## About The Pull Request The splitting of the `PlaceOnTop` proc in #79702 removed the call to `PlaceOnTopReact` that shuttle areas use to place shuttle baseturf skipovers under any plating placed on them. This is the underlying cause of repaired shuttle tiles getting left behind when the shuttle moves. This PR was originally part of #88493, but has been atomized out because if that PR ever gets merged, it's going to be many weeks before it does. ## Why It's Good For The Game Fixes #81099 ## Changelog 🆑 fix: Replaced floor tiles on shuttles no longer get left behind when the shuttle moves. /🆑 |
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8603a6ef99 |
Sound caching, maintenance ambience improvements (#88752)
## About The Pull Request ports https://github.com/DaedalusDock/daedalusdock/pull/1123 credit to kapu for the code, I just adapted some of it for us While testing this I noticed that some ambience sounds have no fades, so I added them, you can see comparisons here: <details> <summary> Click me for comparisons! </summary> https://github.com/user-attachments/assets/0a93ec2f-7600-4510-9773-e2c721f06613 https://github.com/user-attachments/assets/3328a097-5dbc-402f-9dee-ece5aa7f9479 https://github.com/user-attachments/assets/b94157d4-a8a6-4877-94f6-1f07dc6ba860 https://github.com/user-attachments/assets/dc326c0c-7c8c-46ab-8149-97fd02dcc7f7 https://github.com/user-attachments/assets/e3309d6f-6d8d-4595-8c88-172c406f577d https://github.com/user-attachments/assets/64109759-cbf6-446f-baf9-5705e1c81662 https://github.com/user-attachments/assets/28c0a112-a758-49d6-9f44-8e451a895d7a https://github.com/user-attachments/assets/fec33b2e-6704-4d97-9c73-d0e58fef52ef https://github.com/user-attachments/assets/4dc780bf-3fb4-402a-8803-7aef2968e012 https://github.com/user-attachments/assets/93d63a31-36aa-437f-95bc-840427155701 https://github.com/user-attachments/assets/59fd09d4-207d-4f7c-8355-34fb37981df4 https://github.com/user-attachments/assets/8c14e1e8-75be-4081-acac-d2cea05f8638 https://github.com/user-attachments/assets/3dac481c-62ea-4fd9-93c5-36f8cbbfab9b https://github.com/user-attachments/assets/c92dd2aa-93f8-4c2e-9e00-7dbef3146280 https://github.com/user-attachments/assets/02baae83-2e51-4d83-8d97-be15bc58c6c9 https://github.com/user-attachments/assets/fcd969ac-7f29-4bb4-873c-30874e13516e https://github.com/user-attachments/assets/24a053a3-1a71-4758-bb90-149ebc6b50b6 https://github.com/user-attachments/assets/40e7adee-d0bf-4636-b4d0-bc1c5c17688f </details> ## Why It's Good For The Game - sound caching will open possibilities for seamless sound loops and overall knowing the length of a sound file is very useful - closes https://github.com/tgstation/tgstation/issues/87054 - fade ins and fade outs prevent audio glitches on abrupt audio ends and are nicer for the ears ## Changelog 🆑 kapu and grungussuss fix: fixed ambience sounds getting cut off mid play sound: addes fades for maintenance ambiences refactor: changed the way maintenance sounds are /🆑 --------- Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com> |
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fedabb394c |
Various ashwalker fixes (#2669)
## About The Pull Request This does not fix the goliaths pushing doors issue. That one is being fixed on tg though. Fixes ashie rituals taking whole stacks, making them correctly take 1 single piece from the stack. Fixes the ashie template name Fixes ashies somehow getting a powered area as all the primitive machines seem to correctly not need power now ## Why It's Good For The Game Fixes a few minor gripes I have with ashie code. There's more but these directly affect players ## Proof Of Testing I didnt grab the runes working but they did take single items and stacks correctly. Here's the burner still working though <details> <summary>Screenshots/Videos</summary>  </details> ## Changelog 🆑 fix: ashie rituals now take only 1 from the stack fix: Ashie area is no longer magically powered /🆑 |
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f252224451 |
Nebulastation (#2585)
## About The Pull Request Adds a completely brand new multi-z station map "NebulaStation". New areas and few exclusive map shuttles (ferry, mining, arrival, evac, cargo) <details> <summary>Screenshots/Videos</summary>   </details> ## Changelog 🆑 LT3, tgstation add: NebulaStation: a nice, new station map /🆑 --------- Co-authored-by: Kiko Wen <143291881+KikoWen0@users.noreply.github.com> Co-authored-by: Vekter <TheVekter@users.noreply.github.com> Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com> |
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6da4462e14 |
Fix gravity for areas in space near station (#88176)
## About The Pull Request - Fixes #76827 This removes gravity from the following areas: - Solars - Nearstation - Space - Ordnance bomb testing ##### Note - Asteroid areas (Tram) or planet areas (Ice) are not affected. <details> <summary>Examples of outside gravity turfs</summary>  </details> Now stepping on floor plating in those areas will result in mobs drifting. (like they do inside the station when gravity is offline) Stepping on or near catwalks, lattices, or walls stills controls your movement. Also refactored a little bit of the `has_gravity` code to use defines instead of `TRUE/FALSE`. ## Why It's Good For The Game Consistency. Mag boots are highly recommended when performing EVA. ## Changelog 🆑 fix: Fix gravity for areas in space near station (solars, nearspace, bomb testing, etc.) /🆑 |
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795c23a2b5 |
New Icebox Ruin - Syndicate Biodome (#86957)
## About The Pull Request **A Dangerous Ruin Approaches!** A new high-risk, high reward ruin for icebox! Featuring some very dangerous enemies for some goodies. Small puzzle element included find the keycard to open the research directors office to lift the lockdown on the security post, from there you can lift the lockdown on the surgical rooms, all the while encountering feral gorillas. ## Why It's Good For The Game Icebox lacks some dangerous ruins with decent loot. The loot here is a WIP and I'm hoping can be discussed. I know icebox still is in need of some ruins and I had some ideas and threw this together. The map size is 45x45. I made it so you also can't just bee-line and cheese it by adding indestructable shutters, windows, and walls, along with a noteleport area flag to prevent cheesing of the area. In-game rendered screenshots:   ![Uploading image.png…]() Editor Screenshots:   Notable loot Spawns:       ## Changelog 🆑 map: New Icebox Ruin "Syndicate Biodome" added. /🆑 |
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a32700854b |
New Icebox Ruin - Hunters Lodge (#86927)
## About The Pull Request Adds a new icebox ruin. Below you can see some good pictures of it. A unique creature that can be found a "hatsune mi-go", a m1911 with a magazine, santa outfit w/ bag, and a jukebox. this is actually something I had planned for a torment nexus but chose to forego for an Icebox ruin instead. The map is 35x35.   ## Why It's Good For The Game Icebox is in need of some ruins, I was originally working on this for something else but decided to instead add it as a ruin in icebox. I added a subtype of the christmas tree that doesn't give presents. I felt like icebox lacked more dangerous ruins so I sprinkled in a few enemies and as a reward there is some notable stuff. ## Changelog :cl:ViralMilk22 map: Additional Icebox Ruin has been added "Hunters Lodge". /🆑 |
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56d037bfd4 |
Adds new station map Nebulastation (#84826)
## About The Pull Request Adds a completely brand new multi-z station map "NebulaStation". New areas and few exclusive map shuttles (ferry, mining, arrival, evac, cargo) Few example screenshots       And more... ## Why It's Good For The Game New maps are always good for the game ## Changelog 🆑 Kiko add: Nebulastation, new station map /🆑 |
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a5dfb1285b |
Update: replaces the singulo area with sm area (derelict) (#87047)
## About The Pull Request Replaces the empty singularity chamber with a usable supermatter chamber ## Why It's Good For The Game The derelict drone station since removal of singularity generators (i assume it used to have a singularity generator) most likely lacks a big goal.. other than total repair this adds a supermatter shard to the material vault and a exploded supermatter chamber ## Changelog 🆑 Nyozzl Add: SM chamber to drone derelict station /🆑     --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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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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28f775a145 |
New Icebox Ruin - Syndicate Biodome (#86957)
## About The Pull Request **A Dangerous Ruin Approaches!** A new high-risk, high reward ruin for icebox! Featuring some very dangerous enemies for some goodies. Small puzzle element included find the keycard to open the research directors office to lift the lockdown on the security post, from there you can lift the lockdown on the surgical rooms, all the while encountering feral gorillas. ## Why It's Good For The Game Icebox lacks some dangerous ruins with decent loot. The loot here is a WIP and I'm hoping can be discussed. I know icebox still is in need of some ruins and I had some ideas and threw this together. The map size is 45x45. I made it so you also can't just bee-line and cheese it by adding indestructable shutters, windows, and walls, along with a noteleport area flag to prevent cheesing of the area. In-game rendered screenshots:   ![Uploading image.png…]() Editor Screenshots:   Notable loot Spawns:       ## Changelog 🆑 map: New Icebox Ruin "Syndicate Biodome" added. /🆑 |
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679157d265 |
New Icebox Ruin - Hunters Lodge (#86927)
## About The Pull Request Adds a new icebox ruin. Below you can see some good pictures of it. A unique creature that can be found a "hatsune mi-go", a m1911 with a magazine, santa outfit w/ bag, and a jukebox. this is actually something I had planned for a torment nexus but chose to forego for an Icebox ruin instead. The map is 35x35.   ## Why It's Good For The Game Icebox is in need of some ruins, I was originally working on this for something else but decided to instead add it as a ruin in icebox. I added a subtype of the christmas tree that doesn't give presents. I felt like icebox lacked more dangerous ruins so I sprinkled in a few enemies and as a reward there is some notable stuff. ## Changelog :cl:ViralMilk22 map: Additional Icebox Ruin has been added "Hunters Lodge". /🆑 |
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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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9a3dceda26 |
Fishing in a virtual domain doesn't deplete limited loot anymore (also the treasure chest is no longer anchored) (#86625)
## About The Pull Request I've recently realized that bitrunning fishing spots can steal the limited loot from outside the virtual reality, which sucks. Also Livrah asked me why the treasure chest is anchored, to which I said it's actually an oversight. ## Why It's Good For The Game Fixing stuff. ## Changelog 🆑 fix: Bitrunning fishing spots no longer deplete limited loot from outside the virtual reality. fix: The treasure chest from the beach is no longer anchored to the floor. /🆑 |
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fb0284cee3 |
Adds Icemoon Ruin: Syndicate Lab (#86545)
## About The Pull Request Adds the Syndicate Lab to the Icemoon ruin pool. This can spawn on either the cave or deep cave layers. It's a fairly small ruin so it's easily missed, but it is packed full of danger and treasure.  The outside of the lab is mostly covered in snow. There are a few small gaps that may or may not be filled in by the cave generation algorithm. From most angles, it blends into the ice moon enviroment. However, meson glasses will reveal the structure at a glance. This lab has multiple hostiles to provide threat, there's a turret near the entrance (on the interior), a patrolling eviscerator, and two ranged syndicate agents with shotguns. The ruin is pressurised by default, so mining weapons are less effective. As loot, the lab contains a Donk Co musket (single-shot combat shotgun, like the old pipeguns), two syndicate explorer's suits, a syndeye disk, a syndicate toolbox and some small gimmick items. The agents blow up on death so you can't have their shotguns or gear. ## Why It's Good For The Game I collected feedback for a while on ruins and a common complaint is that Icebox's ruins are lacking in variety, especially in the loot and action departments. To address the loot issue, I've added a bunch of loot to this ruin that previously could not spawn on Icebox. Mostly this is the fluffy and gimmicky stuff currently exclusive to space ruins, like the Donk piñata and anomaly releasers. Nothing especially powerful or round defining, because the ruin can spawn close to the station and isn't particularly hard to clear. Threats are likewise all things that aren't usually avaliable on icebox. Prepare for lasers, buckshot, slashing damage and all relevant wounds. Without a syndicate card or agent ID the doors won't open and the ruin is powered, so miners can die to hacking the door open, then getting run over by a patrolling dedbot. Very funny. The ruin is designed not to be easily rolled by mining gear, but it remains a viable option. Lasers are designed to be particularly good here, to reward cooperation with security. ## Changelog 🆑 add: Adds the Syndicate Lab to the Icemoon ruin pool. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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e1bf793264 |
Spelling and Grammar Fixes (#86022)
## About The Pull Request Fixes several errors to spelling, grammar, and punctuation. ## Why It's Good For The Game ## Changelog 🆑 spellcheck: fixed a few typos /🆑 |
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fd2bd57059 |
Adds a botany area to the Syndicate Lavaland base (#85352)
## About The Pull Request Includes https://github.com/tgstation/tgstation/pull/85350 Adds a botany area to the syndicate lavaland base, for them to grow deadly bio plants for experimenting on monkeys or something.   ## Why It's Good For The Game The syndicate lavaland base Things To Do is often quickly exhausted, so this gives them a botany area to fuck around in while they wait for gamed up miners to come murder them. ## Changelog 🆑 Bisar add: Nanotrasen Intelligence has received reports of botanical experimentation in a Syndicate base on lavaland. What fiendish flora are taking root in their secret lair? /🆑 |