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)
/🆑
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.
/🆑
commit cb550ab79badae3ffd493dcee24d96f7ad146ed6
Merge: 732416f01d8 2fac5d45a6
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Mon Apr 14 14:40:04 2025 -0400
Merge branch 'master' into upstream-25-04a
commit 2fac5d45a6
Author: Arturlang <24881678+Arturlang@users.noreply.github.com>
Date: Mon Apr 14 01:11:47 2025 +0100
bring back heretic mute ghoul maxhp to 135 HP (#3464)
## About The Pull Request
bring back heretic mute ghoul maxhp to 135 HP, these are the changes
made in
https://github.com/Bubberstation/Bubberstation/pull/2972
## Why It's Good For The Game
otherwise flesh heretic is really sad
## Proof Of Testing
numbers change, no need
## Changelog
no cl
---------
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
commit e9c4522c27
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 14 01:59:19 2025 +0200
Automatic changelog for PR #3453 [ci skip]
commit 2d595eba4f
Author: shellspeed1 <46614774+shellspeed1@users.noreply.github.com>
Date: Sun Apr 13 16:58:54 2025 -0700
Fixes bitrunning sim having cybersun comms and also makes sure persistence borgs have correct key (#3453)
## About The Pull Request
What it says on the tin
## Why It's Good For The Game
Its best to not let bitrunners ghost spawns talk on comms
## Proof Of Testing
I just did my last cpa today, I'll test this later. Besides its 3 lines
with just an item swaped.
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: Bitrunning sims no longer have comms access
fix: Borgs given the persistence access upgrade no longer default to
interdyne and get cybersun comms instead
/🆑
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
commit 394e8d64d4
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 23:24:50 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit 49141446bf
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 14 00:18:15 2025 +0200
Automatic changelog for PR #3497 [ci skip]
commit 0332c060a8
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sun Apr 13 18:17:52 2025 -0400
Xenoarch Machine QOL (#3497)
<!-- 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
A little treat for xenoarch
- The xenoarch bag can now hold broken items and useless relics in
addition to strange rocks
- You can use the bag on both the researcher and the recoverer to dump
the contents in
- The digger and the researcher make a sound now
## Why It's Good For The Game
A bag that holds only one type of item is annoying, you get a lot of the
other two items too
## Proof Of Testing
<!-- Compile and run your code locally. Make sure it works. This is the
place to show off your changes! We are not responsible for testing your
features. -->
<details>
<summary>Screenshots/Videos</summary>

</details>
## 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. -->
🆑
qol: the xenoarch bag can now hold broken items and useless relics
qol: you can use the bag on the researcher and the recoverer to dump
items in
sound: the digger and researcher now make a sound when they complete a
cycle
/🆑
<!-- 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. -->
<!-- By opening a pull request. You have read and understood the
repository rules located on the main README.md on this project. -->
commit 2b8c074406
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 19:47:30 2025 +0200
Automatic changelog for PR #3498 [ci skip]
commit e613940ada
Author: nevimer <77420409+nevimer@users.noreply.github.com>
Date: Sun Apr 13 13:47:04 2025 -0400
restores RCD vending, moves RCD's to lockers (#3498)
## About The Pull Request
moves RCD's from engineers backpacks to their lockers roundstart - to
accommodate the stowaway change aswell as keep a tab on infinite station
resources.
## Why It's Good For The Game
Above point
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
balance: reenabled the RCD vendors and moved RCD's from spawning in
backpacks to lockers.
/🆑
commit 732416f01d8ccc6e082cbdbeb60b30c461d8e965
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sun Apr 13 03:03:20 2025 -0400
these use GMM prices and thus fluctuate
commit 99f097d67faf17569711d670d5891103d96932b1
Merge: 790b64602cd 945479a622
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sun Apr 13 02:12:01 2025 -0400
Merge branch 'master' into upstream-25-04a
commit 945479a622
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sun Apr 13 00:59:23 2025 -0400
Fix hot spring runtime related to duplicate elements (#90555)
If something is mapped to spawn in on a hot spring tile, the tile will
add the immerse element in `/turf/open/water/Entered` before
`Initialize` runs, and when it does there's no check if the element has
already been added, unlike other spots where the immerse element is
added. This fixes that by adding a check on the call in `Initialize`.
commit 3472fddc11
Author: github-actions[bot] <41898282+github-actions[bot]@users.noreply.github.com>
Date: Sun Apr 13 04:16:19 2025 +0000
Automatic TGS DMAPI Update (#2743)
This pull request updates the TGS DMAPI to the latest version. Please
note any changes that may be breaking or unimplemented in your codebase
by checking what changes are in the definitions file:
code/__DEFINES/tgs.dm before merging.
Full changelog can be found
[here](https://raw.githubusercontent.com/tgstation/tgstation-server/gh-pages/changelog.yml).
- Added compatibility with SpacemanDMM's `redefined_proc` lint. (#2058
Cyberboss)
#tgs-dmapi-release
Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
commit e5630753ae
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 05:53:13 2025 +0200
Automatic changelog for PR #3481 [ci skip]
commit ac3fea9660
Author: chestlet <98193039+chestlet@users.noreply.github.com>
Date: Sat Apr 12 20:52:34 2025 -0700
Nova Port: RB-MK2 GUI Rework (#5136) (#3481)
## About The Pull Request
A significant [rework of the RB-MK2
GUI](https://github.com/NovaSector/NovaSector/pull/5136) that I did over
on Nova. The one you guys have now is painful to use in comparison so
let's get it up to snuff.
## Why It's Good For The Game
More information makes the RB-MK2 easier to use and teach in character.
With how the GUI is currently, it gives no intuitive explanation for
what it's doing. You can't tell what's going on with it.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
https://github.com/user-attachments/assets/7a178ac2-df8e-40d3-a6f3-b6aa617b69fd
</details>
## Changelog
🆑 Chestlet
admin: Improved RB-MK2 logging so admins have a full trace of exactly
what happened with it.
fix: Corrected 'tritium usage' math in the RB-MK2.
code: We've noticed that the Radioscopical Bluespace Reactor Mark Two
blueprints provided to our stations came with antiquated firmware. This
issue has been rectified. (Significant rework of the RB-MK2 GUI)
/🆑
commit 071fcd84a8
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 05:48:58 2025 +0200
Automatic changelog for PR #3495 [ci skip]
commit 0a5f60a36c
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 23:48:24 2025 -0400
Xenoarch machines cleanup (#3495)
## About The Pull Request
Clean up the code for xenoarch machines some because it made me sad.
- Changes `attackby`'s to `item_interaction`
- Keep a list of xenoarch items in contents instead of storing them in
**an instance of `/obj/item` (yes the abstract concept of an item)**
- Add context tips for all item interactions and removes that info from
examine text
- Switched a list to `static`
- Add assoc list of `broken_item` types to reward pools instead of
having a nightmare ladder of `istype` checks
## Why It's Good For The Game
Fixes#3442
## Proof Of Testing
Scout's honor
## Changelog
🆑
qol: xenoarch machines have context tooltips now
fix: fixed xenoarch diggers not working
/🆑
commit 16f02c756b
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 05:34:54 2025 +0200
Automatic changelog for PR #3441 [ci skip]
commit ede9fc1646
Author: Bombermansam <Bombermansam@yahoo.com>
Date: Sat Apr 12 23:34:09 2025 -0400
[Modular] Adds crowbars to standard borg models that do not have them (#3441)
## About The Pull Request
Adds crowbars to standard borg models that do not have them.
## Why It's Good For The Game
This is a QOL addition, it should not affect balance.
Half the borg models in the game do not have crowbars and can get stuck
behind doors if the power fails which is no fun for anyone. This fixes
it.
## Proof Of Testing
It compiles and was tested locally.
<details>
<summary> Screenshots </summary>




</details>
## Changelog
🆑
add: Adds Crowbars to Service, Medical, Clown, Sec and Peacekeeper borgs
/🆑
commit 8e4d6f7052
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 05:32:18 2025 +0200
Automatic changelog for PR #3491 [ci skip]
commit 0cdf875cec
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 03:32:09 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit c6f88a026e
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 23:31:16 2025 -0400
Fix HEV armor not fully initializing (#3491)
## About The Pull Request
`ADD_TRAIT`/`REMOVE_TRAIT` don't take lists you need to use a proc for
that
## Why It's Good For The Game
Fixes#3484
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑
fix: fixed HEV suit not turning on properly
/🆑
commit f93466e6ab
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 05:18:39 2025 +0200
Automatic changelog for PR #3486 [ci skip]
commit 952a110077
Author: ariaworld <143797359+ariaworld@users.noreply.github.com>
Date: Sun Apr 13 05:18:04 2025 +0200
[FIX?] - Brings robotic brain surgery in line with organic brain sugery/lobotomy after the recent update (#3486)
## About The Pull Request
As title!
## Why It's Good For The Game
I originally opened this as an issue because I wasn't sure if this was
intended, it's why I labeled it as [FIX?]
Currently organic brain surgery heals the previous tiers of traumas as
well which makes sure there's no leftover traumas left and also removes
the RNG re-roll, applying a status effect instead. This PR brings the
robotic surgery/lobotomy in line with the organic one in a few ways:
1. Robotic blessed lobotomy now requires holy water as well (just like
organic)
2. Fix posibrain surgery now cures TRAUMA_RESILIENCE_SURGERY traumas as
well
3. Reticulate splines surgery now cures TRAUMA_RESILIENCE_SURGERY and
TRAUMA_RESILIENCE_LOBOTOMY traumas as well
4. Replaced RNG prob(75) roll with the 15-minute status effect that was
added to organic brain surgery.
This should balance/fix the robotic brain surgery to the recent change
that was done to the organic brain surgery. Only issue is the fact how
the original surgery was coded: there was no RNG roll for fix posibrain
surgery, while the normal organic surgery did.
Please feel free to close this PR if this was an intended feature/there
are issues with potential balance arguments.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
(It compiles, very simple code just handles surgery steps)
</details>
## Changelog
🆑 Goku
balance: Robotic blessed lobotomy now also requires holy water (just
like the organic surgery)
balance: Robotic blessed lobotomy requires liquid solder instead of
Palladium Synthate Catalyst
fix: Fix posibrain surgery now also cures surgery-tier brain traumas
balance: Reticulate splines surgery now also cures lower tier brain
traumas (surgery and lobotomy)
balance: Replaced advanced robotic brain surgery RNG roll with the
15-minute vulnerability status effect that was added to organic brain
surgery
/🆑
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
commit 790b64602cd2e59b8397c4fe2451d2c14bddb546
Merge: 7d39bddbcb2 5e1b40cf89
Author: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Date: Sat Apr 12 20:13:11 2025 -0700
Merge branch 'master' into upstream-25-04a
commit 5e1b40cf89
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 05:08:22 2025 +0200
Automatic changelog for PR #3492 [ci skip]
commit 5e94554873
Author: ariaworld <143797359+ariaworld@users.noreply.github.com>
Date: Sun Apr 13 05:07:55 2025 +0200
[FIX] Fixes Wooden shelves turning into metal racks when broken. (#3492)
## About The Pull Request
Title!
## Why It's Good For The Game
Bugfix, my immersion was ruined
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
:cl:Goku
fix: Fix wooden shelves turning into metal rack parts when broken.
/🆑
commit 7fed3cb7e4
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 05:07:00 2025 +0200
Automatic changelog for PR #3493 [ci skip]
commit 2d38b200a0
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Sat Apr 12 20:06:37 2025 -0700
Allow hypospray in medical pouch (#3493)
## About The Pull Request
Adds hypospray and cable to the allowed list of items in the medical
pouch
## Why It's Good For The Game
Commonly held items, other reagent containers are accepted but hypo is
missing.
## Changelog
🆑 LT3
qol: The medical pouch can now hold hyposprays and cable coil
/🆑
commit 7d39bddbcb2e775207a4a3e72a3940f9fbf3b0f1
Merge: fde55e27444 bb642474217
Author: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Date: Sat Apr 12 17:25:22 2025 -0700
Merge branch 'upstream-25-04a' of https://github.com/Bubberstation/Bubberstation into upstream-25-04a
commit fde55e2744421b10f115724f70f3db8339b13df0
Author: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Date: Sat Apr 12 17:25:20 2025 -0700
screenshots
commit cfa0c20656
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 13 01:39:06 2025 +0200
Automatic changelog for PR #3478 [ci skip]
commit 0397536620
Author: CatoChristopherMrow <johnmaddentickeledmyrear@gmail.com>
Date: Sat Apr 12 19:38:42 2025 -0400
Makes tackle gloves reskinnable (#3478)
## About The Pull Request
Makes tackle gloves reskinnable to their blue, red, and black variants.
## Why It's Good For The Game
Stops basic sec gear forcing you to either wear clashing colors or not
get the benefit of standard equipment. Viva la matching colors.
## Proof Of Testing
Works on my machine
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑 UvvU
add: Tackle gloves are now reskinnable.
/🆑
---------
Co-authored-by: Ian Yanik <Iwantpornspam@gmail.com>
commit 42b725836a
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sat Apr 12 23:24:45 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit bb642474217244fd233372d9c68cb4bab5f871f7
Merge: 72beef087ea c872e81588
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Sat Apr 12 16:10:29 2025 -0700
Merge branch 'master' into upstream-25-04a
commit 72beef087ea8a1b291e286b09a0eb5a6713ba255
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 15:26:15 2025 -0400
this now returns an icon path not an icon object
commit 4e85c985ee77a37b44dcef393b815a04421463b7
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 15:08:12 2025 -0400
broken dmi
commit c872e81588
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sat Apr 12 07:45:40 2025 +0200
Automatic changelog for PR #3490 [ci skip]
commit 27801b991c
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 01:45:17 2025 -0400
Fix admin chat buttons to cancel/refund storyteller events not working (#3490)
## About The Pull Request
The chat messages that get sent when a storyteller event is about to run
try to call `Topic` on the scheduled event datum but there isn't
actually a `Topic` proc defined for them
## Why It's Good For The Game
It's mean to trick admins with fake buttons
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑
admin: the cancel and refund buttons in storyteller event notifications
will actually do something now
/🆑
commit bb14605128db2b1b5390d60b28665ed0ceae154a
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 01:06:39 2025 -0400
im tired
commit 1245d5145e4f41d63dbe983355ef4619b6441655
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 00:40:09 2025 -0400
what if the world was made of pudding
commit 7011b910d3bfaa0dba4a3d118721ad1d42a7625c
Merge: b8c00cbd266 e9ede320c9
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 00:31:56 2025 -0400
Merge branch 'master' into upstream-25-04a
commit b8c00cbd2660017d578f07ce20c3732dcfcdb60f
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 00:31:01 2025 -0400
silence linters
commit 3a3ea510ed12812fba0d97f545bf87749c16831a
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sat Apr 12 00:00:12 2025 -0400
the economy is in shambles
commit 0a3e17e897b270dc19a63038b8e99e15ff9242ce
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 23:43:06 2025 -0400
missing icons
commit fefc1348f722cf26bb407e6f7a5ba98184867fba
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 23:24:46 2025 -0400
no override for this
commit 952f2a7502d972093e1f86bd9fa20bf3ea9788bf
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 23:16:07 2025 -0400
shotgun icon states
commit 8e256d21c2bdfd2136f60705a3b5f7600ca6c9e7
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 23:02:28 2025 -0400
no icon
commit 60164e1a4c038661d41bbb25a1e0e536147455a2
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 22:39:35 2025 -0400
fucking capital letters?
commit 1e395535db671e61ce6514c35928a900d61a3570
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 22:28:06 2025 -0400
GRRRRRR
commit 68e35b0068388eb94d1c9ec5b865787b1cdc300a
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 21:19:15 2025 -0400
wrong
commit 9f8c9499f2890fad3c479d42c12888b1e0c55a3a
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 20:59:17 2025 -0400
just put your icons anywhere who gives a shit
commit f6bc1091867a3b234f2634e8cb120eae5b0053d9
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 19:58:40 2025 -0400
buh
commit edc876bff750ddce0593e917f5a68de02383c55e
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 19:49:32 2025 -0400
added our GAGS configs to deploy
commit e9ede320c9
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 11 23:23:21 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit c726e4ee2d231d48334d43b8ce42d8b4e70b52b0
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 18:50:04 2025 -0400
fixed recipe foodtypes
commit 9e23291b14371e4703a38ae1711b1fe5b75cbf37
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 18:24:53 2025 -0400
Fix changelogs
commit bb8477826614c6e81285c5586de07ee26686c6b1
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 17:59:23 2025 -0400
number of args changed for inject
commit f00ed38c1d
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 11 11:03:02 2025 +0200
Automatic changelog for PR #3456 [ci skip]
commit 29b3c8daba
Author: aKromatopzia <94389683+aKromatopzia@users.noreply.github.com>
Date: Fri Apr 11 17:02:38 2025 +0800
Smolraptor Updates (#3456)
## About The Pull Request
Adds blue and red sec smolraptors, makes janitor an alt of service

## Proof Of Testing
it works
## Changelog
🆑
add: sec smolraptors
image: fixes some errors in smolraptors
/🆑
commit 7c0978a47f
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 11 08:21:22 2025 +0200
Automatic changelog for PR #3463 [ci skip]
commit 04fd2b0a8a
Author: ArrisFairburne <arrisfairburne@gmail.com>
Date: Fri Apr 11 02:20:59 2025 -0400
Synth brain PDAs now have departmental PDA apps pre-installed (#3463)
## About The Pull Request
Synth brains now start with your department's apps pre-installed. For
example, Scientist synths now start with NT Science Hub. They also now
have double the storage space compared to the basic PDA.
## Why It's Good For The Game
Convenience.
Also, synth PDAs have sort of existed in a weird limbo where (at least,
from my point of view having talked to some others) most synth players
just don't actually use one of the defining features of their race
because normal PDAs are largely better and more convenient, hopefully
this change emphasizes their abilities.
The doubled brain storage space is just so that synth brain PDAs can
comfortably house whatever programs come with being a dept. head.
Balance wise, I doubt it will affect anything (what could you even do
with the extra storage space, short of the dept. head apps? basic crew
apps fit comfortably on the basic PDA limit, synths can't be emagged for
expensive syndie apps, and synths can't store files on their brain via
disks).
## Proof Of Testing
(image taken after I spawned as RD; this is the synth brain PDA)

## Changelog
🆑
qol: Synthetic crew now spawn in with PDA apps relevant to their work
station.
bal: Synthetic crew brain PDAs now have 128 max capacity points (was
previously 64)
/🆑
commit eaa6352aff
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 11 08:20:28 2025 +0200
Automatic changelog for PR #3471 [ci skip]
commit 02f3cfdb00
Author: ariaworld <143797359+ariaworld@users.noreply.github.com>
Date: Fri Apr 11 08:20:05 2025 +0200
[MAPPING]: Change Kilo Station dorms area type from Locker to Dorms. (#3471)
## About The Pull Request
Makes sure Kilo Station's dorms area actually is a Dorms area.
## Why It's Good For The Game
Other stations' dorms are inside actual Dorms areas, effectively
granting protection from events like sudden brain trauma/heart attack,
but Kilo Station didn't have this, they were classified as lockers
instead.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
:cl:Goku
map: Kilo Station's Dormitories area type is now classified as
dormitories, not as a Locker room.
/🆑
commit 5266275bc4
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 11 07:03:33 2025 +0200
Automatic changelog for PR #3485 [ci skip]
commit 0a38cf2824
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 01:03:07 2025 -0400
Fix examine menu character preview being tiny (#3485)
## About The Pull Request
Upstream fixed the tiny character preview but it requires a little tweak
on implementations
## Why It's Good For The Game
I can't see the blorbo
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑
fix: fixed character preview in the examine window being tiny
/🆑
commit 3fc7296b82
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 11 06:23:15 2025 +0200
Automatic changelog for PR #3483 [ci skip]
commit 1d52e91fd0
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Fri Apr 11 00:22:51 2025 -0400
Fix double box on vote results chat message (#3483)
## About The Pull Request
There's a redundant override in `vote.dm` to enclose the vote results in
a purple examine box, this is the default way votes are displayed now so
it's making vote results appear as a box within a box
## Why It's Good For The Game
Looks wrong
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>
Before:

After:

</details>
## Changelog
🆑
fix: fixed vote results in chat having an extra box around them
/🆑
commit ab74044fc6
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 11 06:20:31 2025 +0200
Automatic changelog for PR #3363 [ci skip]
commit cb06f207d3
Author: Kepteyn <94123167+Kepteyn@users.noreply.github.com>
Date: Fri Apr 11 05:20:07 2025 +0100
Just a couple more hotel rooms (#3363)
## About The Pull Request
This adds four (and a half) new infinidorm hotel rooms -- A bar themed
one, for when you want bar RP that's less public; a nightclub themed
one; an space themed one for the spaceophilliacs who want to bang in
space (or an airlock), and finally an oasis themed one, with a day and a
night version.
It also fixes the lights in the Library room, given we're no longer
downstreaming from Skyrat, and it adds a template dmm that should make
it easier for people to add new rooms should they wish - the plaque on
the floor represents the spawn point.
## Why It's Good For The Game
This adds even more variety to the infinidorm room options for people to
roleplay in as a ghost. Or to _roleplay_ in. The bar one in particular
provides an option for people who want to do a bar RP with some friends
without getting pesky interruptions from their fellow human beings who
feel the need to start a gunfight in the bar.
## Proof Of Testing
All the new hotel rooms and the library have been tested in game, and
are working quite nicely! The template map does not show up as an option
in-game, as it exists to help mappers.
## Screenshots
<details>
<summary>Foxbar</summary>

</details>
<details>
<summary>Nightclub</summary>

</details>
<details>
<summary>EVA</summary>

_The floor is, infact, fake space, and is surrounded by a fake-space
wall. You will survive nude in space here. Spacesuits still provided._
</details>
<details>
<summary>Oasis</summary>

_Only one is shown for brevity's sake, as the only difference between
day and night versions is the strength of the external lighting_
</details>
<details>
<summary>Template</summary>

_The template room. The bluespace border must be indestructible solid in
some form, while the dark grey flooring represents the wall's location
on the defautl Hilbert room. The door is located where the default door
is on it, and the plaque on the ground shows where the player will
spawn_
</details>
## Changelog
🆑
add: Added infinidorms: Fox Bar; The Nightclub; EVA; and Oasis (day and
night versions)
add: Added a mapping template for creating new infinidorms at
modular_skyrat\modules\hotel_rooms
fix: modified the lights of the Library infinidorm so it's not so damn
dark.
/🆑
commit 700856e3c5
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 10 23:25:40 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit 02353b9ec2
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 11 01:05:38 2025 +0200
Automatic changelog for PR #3475 [ci skip]
commit f1722bb1c6
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Thu Apr 10 16:05:12 2025 -0700
Disable lean reset on direction change (#3475)
## About The Pull Request
Edits TG's lean component to perform the same as the pixel shift
component
## Why It's Good For The Game
Consistent shifting movement
## Changelog
🆑 LT3
qol: Leaning no longer resets with directional change
/🆑
commit 4a5c80e1813ecaf7d26ddeabf2593d2b44c86dcb
Merge: b908b32d387 ada9345244
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Thu Apr 10 10:46:20 2025 -0700
Merge branch 'master' of https://github.com/Bubberstation/Bubberstation into upstream-25-04a
commit ada9345244
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 10 19:16:21 2025 +0200
Automatic changelog for PR #2896 [ci skip]
commit 472893ae5e
Author: Manatee <74586965+MajManatee@users.noreply.github.com>
Date: Thu Apr 10 12:15:56 2025 -0500
Tarkon Tweaks and Xeno Changes (#2896)
## About The Pull Request
Update as of 01/26
So that was a lie
Anyways I completely remade tarkon, which is what I ORIGNIALLY wanted to
do, but used a lot of the pre-existing tarkon assets to do so, to
maintain the same feel.
Some NEW NEW features (as the project grew in scope) include:
Med/RND/Engineering are now separate "Islands" like charlie (tarkon was
always meant to be like that anyhow
Each one has a few xenos, and a new "Emergency power generator"
Scanning this with the new (not a ripoff) Hack-C tool will call in a
repair drone (Original content) to repair it, and it needs to be
defended from the xenos it alerts.
Sucsesfully completing a defence will reward sickass weapons and gear
you wouldn't normally ever get to see, making further areas easier, and
a key for the final area.
Once all 3 keys are obtained, and the areas are re-secured, you can go
to the boss area and clear out the AI sat / command zone.
A bitrunning server to allow them to make their own bitden (it's the
first prototype, and the rest must be researched so it's not
shift-start)
more floor safes with various things like some ore thumpers and two
bluespace beakers
Crates! Someone misfiled a crate of goodies and it got sent here! These
orders should be delivered to their owners! I'm sure they would
appreciate it! Probably...
A Recycler (Amazing)
A produce order console! Now you can actually cook whatever you want!
And it gives you a reason to sell stuff for money!
more stuff, lots more stuff. things keep getting added the longer it
takes for this to be looked at.
Also adds three new variants of xenobio, and two new variants of the
cargo bay. One cult (we miss you cult), one carp, and a monkey themed
xenobio.
## Why It's Good For The Game
Part 1 of my attempt to make tarkon feel better to play. The overall
gameplay was very "Meta" and didn't really give you any reason to clear
out xenos or the threats. Who knows what might come next.
Tarkon was pretty stale. A bit of new stuff might be nice. plus a reason
to use their shuttle is good.
Furthermore, tarkon WILL run on solar, so if you REALLY don't want to,
you don't HAVE to go and clear everything out.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>










I did test it, and run the wave defense, it DOES work.
</details>
## Changelog
🆑
add: BUNCH of new tarkon things!
map: Tarkon QOL changes
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Co-authored-by: Arturlang <24881678+Arturlang@users.noreply.github.com>
commit b908b32d387ffe9a2b40d2d25a03cd04c2e62868
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Thu Apr 10 08:35:37 2025 -0700
Compiletimes done
commit a9601004a82714a72f62e9b5db07d2adde27c0c3
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Thu Apr 10 08:35:26 2025 -0700
We are so comically stupid
commit 0f8d37991f
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 10 00:05:02 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit 31897a95e9
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 10 01:54:47 2025 +0200
Automatic changelog for PR #3468 [ci skip]
commit 385b734424
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 10 01:54:32 2025 +0200
Automatic changelog for PR #3470 [ci skip]
commit 0903ee683e
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Wed Apr 9 19:54:20 2025 -0400
Fix shuttles no longer making sounds or (un)bolting doors (#3468)
## About The Pull Request
The code for these things got lost in an upstream because shuttle code
got split into multiple files
## Why It's Good For The Game
Fixes#3251
## Proof Of Testing
I tested it and the shuttle went bwwwwrrmmmmm pshewww and the door bolts
went chk
## Changelog
🆑
fix: fixed shuttles missing landing/take off engine sounds
fix: fixed shuttles not bolting/unbolting their doors when moving
/🆑
commit e5b57bc08c
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Wed Apr 9 16:54:09 2025 -0700
Fix meow emote for cat tongues (#3470)
## About The Pull Request
Fixes the meow emote to use the correct emote if you have a cat tongue
## Why It's Good For The Game
MEOW.
## Changelog
🆑 LT3
fix: Mobs with cat tongue get their alternate meow sound back
/🆑
commit 204ea57363
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Wed Apr 9 23:23:16 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit ce5944e0733f4c5985e2e48878a02c0c35463d0a
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 9 08:19:09 2025 -0700
6 compiletime errors left
commit d1905c44f5
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Wed Apr 9 14:03:13 2025 +0200
Automatic changelog for PR #3461 [ci skip]
commit 6c3bc53604
Author: Odairu <39929315+Odairu@users.noreply.github.com>
Date: Wed Apr 9 08:02:51 2025 -0400
Deathmatch now stores and reapplies your respawn timer prior to being spawned (#3461)
## About The Pull Request
Title
## Why It's Good For The Game
item number TWO on the list
## Proof Of Testing

<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
code: deathmatch doesn't reset your respawn timer
/🆑
commit f890cb36b9265f011a187b4f332812590838292c
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 9 01:45:20 2025 -0700
some color stuff
commit fb849a2a8ebc2166915cfbec1e850510678b2f22
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 9 01:38:18 2025 -0700
Fixes
commit 381d77fa68707cc5315b698474df026c2103166c
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 9 01:20:20 2025 -0700
We love guncode and refactors!!!!
commit f30bb6ca01319218795e4004219938aa3d976eb3
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 9 01:00:40 2025 -0700
I love cherry picking!!!
commit 6677a4c7bbe3c7536276178c841290a489d0a4a9
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 9 01:00:27 2025 -0700
so apparently some dumbass on nova reused the turret flag bitfield and it only now runtimes
commit 7acc721baadbdea3d3795a45b9837cfeb4fd4fd0
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 9 00:58:48 2025 -0700
Martials and arcade rework updates
commit bf9f393204fe7d40d5e57e76db870eb1a32aed25
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 9 00:47:58 2025 -0700
This might break taur icons, remember to test once we compile
commit 3bc256cb16ca2e85b78830345bba0a487f49fc17
Author: Majkl-J <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 9 00:41:03 2025 -0700
Several varchanges from tg
commit 76f5dc1b5f
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Tue Apr 8 23:23:40 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit 538049c4cd4960d2c81c43f2e387896049fb02c7
Author: Waterpig <wtryoutube@seznam.cz>
Date: Tue Apr 8 20:00:59 2025 +0200
reagent applicators fixes
commit df43e50d68419d2f24bd62eef0432bda8394cc7d
Author: Waterpig <wtryoutube@seznam.cz>
Date: Tue Apr 8 19:56:27 2025 +0200
Some missed merge fixes
commit 0f0838bb35
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Tue Apr 8 09:27:36 2025 +0200
Automatic changelog for PR #3399 [ci skip]
commit 234a410586
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Tue Apr 8 09:27:29 2025 +0200
Automatic changelog for PR #3397 [ci skip]
commit 722b51eb07
Author: Iamgoofball <iamgoofball@gmail.com>
Date: Tue Apr 8 02:27:12 2025 -0500
[MODULAR] Removes the 60 round Sol drum from being printable in Security (#3399)
## About The Pull Request
Removes the 60 round Sol drum from being printable in Security
## Why It's Good For The Game
After discussing magazine size standardization, this came up and to be
100% honest, the crew does not need LMG ammo capacity on any of their
guns. Even though it's illegal contraband to use(yes, Illegal Tech is
still fuckin' Illegal lol), it's still a lot of ammo capacity that we
don't really want the crew to have.
## Proof Of Testing
Just deleting a research design.
## Changelog
🆑
del: Removes the 60 round Sol drum from being printable in Security
/🆑
---------
Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
commit 3e7223b959
Author: Iamgoofball <iamgoofball@gmail.com>
Date: Tue Apr 8 02:27:06 2025 -0500
[MODULAR] Puts the Sol/Carwo/Romulus/Szot/Trappiste gun magazine sizes in line with /tg/ standards (tiny for everything but rifles which are normal) (#3397)
## About The Pull Request
Puts the Sol/Carwo/Romulus/Szot/Trappiste gun magazine sizes in line
with /tg/ standards (tiny for everything but rifles which are normal)
## Why It's Good For The Game
Size inconsistencies between items results in confused players; it's
good to keep this sort of thing synced up so that we're not having
players ask why one pistol magazine fits in a box while another pistol
magazine doesn't fit in a box when the air tank that's bigger than both
of them does fit in the box.
If I find other guns with weird weight classes I'll fix those too.
## Proof Of Testing
Single-line changes, weight classes is a proven working system already.
## Changelog
🆑
qol: Puts the Sol/Carwo/Romulus/Szot/Trappiste gun magazine weight
classes in line with /tg/ standards for magazine weight classes (tiny
for everything but rifles or larger which are normal)
/🆑
commit 7b420bb680
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 7 22:16:23 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit f30b0d5df0
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Tue Apr 8 00:12:44 2025 +0200
Automatic changelog for PR #3452 [ci skip]
commit aa4901b571
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Mon Apr 7 15:11:59 2025 -0700
Map vote is called automatically on blob/nukies/etc. round end (#3452)
## About The Pull Request
Triggers the automatic map vote when the round is about to end due to a
station threat, if it hasn't happened.
## Why It's Good For The Game
Saves it delaying the next round if no admin catches it in time, causing
a delay as the vote and another restart needs to occur.
## Changelog
🆑 LT3
admin: Map vote is automatically triggered near the conclusion of
station ending threats
fix: Only a single announcement is sent when the shuttle is called,
fixing the overlapping sounds
/🆑
commit a6845577bd
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 7 21:55:15 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit bf8c0ef85f
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 7 23:49:40 2025 +0200
Automatic changelog for PR #3459 [ci skip]
commit 28e4e2cd42
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Mon Apr 7 17:49:12 2025 -0400
Refactor changelog handling to separate files (#3459)
## About The Pull Request
This rewrites how our actions handle changelogs, and rewrites a bunch of
the changelog TGUI (in a separate file cause I don't feel like
massacring the upstream one). The gist of it is that our actions will
now create autochangelog files with bubber in the name, our changelog
compile will only compile those autochangelogs (not upstream ones if
they happen to be in there), and the compile will be done into separate
bubber changelog files in `html/changelogs/bubber_archive`. In game, the
UI will pull both archive files (upstream and ours) and combine them in
the changelog list, putting the codebase logo next to each change to
distinguish which one it's from.
~~NOTE: I'm opening this as a draft because I'm going to try and reset
our tg changelogs and then reapply all our historical changelogs into
the new bubber archive files, I'm just putting this up now so the code
can be reviewed and shit~~ done
## Why It's Good For The Game
For players this makes it easier to distinguish where a change came
from, and for developers this means we don't need to worry about
breaking the changelog when we do an upstream pull, we can completely
ignore it and just pull everything, and our tg archive files will be 1:1
with upstream with no shit from us added in.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑 TealSeer, LT3
refactor: refactored how changelogs are generated and displayed
/🆑
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
commit 7de99181db
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Mon Apr 7 17:44:07 2025 -0400
Rename Autochangelog (#3462)
the refactor is about to merge this isnt gonna be included otherwise
commit 0ed680f2aa
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 7 23:36:02 2025 +0200
Automatic changelog for PR #3457 [ci skip]
commit 0f13b89457
Author: Odairu <39929315+Odairu@users.noreply.github.com>
Date: Mon Apr 7 17:35:25 2025 -0400
30 minute grace period to respawn (world time, not round time) (#3457)
## About The Pull Request
from when the server starts to 30 minutes after, respawning is free of
charge
## Why It's Good For The Game
item #1 on the list
## Proof Of Testing
it works dude trust me
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
code: respawn enabled until 30 min (world time)
/🆑
commit 99cb23f3c5
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 7 18:30:45 2025 +0200
Automatic changelog for PR #3434 [ci skip]
commit 697d89abf3
Author: pixelkitty286 <78038207+pixelkitty286@users.noreply.github.com>
Date: Mon Apr 7 11:30:19 2025 -0500
Cleans up and reorganizes some of the borg code (#3434)
## About The Pull Request
This PR reorganizes and cleans up some of the borg code and separates
sprite defines and borg defines once more but this time correctly.
Also fixes some small bugs with foot steps with chameleon module.
Moved some borg model specific trait procs into their own file.
## Why It's Good For The Game
Makes it more organized so we don't have one HUGE file containing all
the sprite defines and borg model code
## Proof Of Testing
It's all back end. Compile test was last done late march.
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
fix: chameleon model foot steps
code: moved many of the borg defines to their correct _defines file and
folder
/🆑
commit 74985f40fc
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 7 10:28:15 2025 +0200
Automatic changelog for PR #3447 [ci skip]
commit d58cf909af
Author: Jinshee <96621959+Jinshee@users.noreply.github.com>
Date: Mon Apr 7 01:27:49 2025 -0700
Change podperson eye color (Again (Thanks Upstream)) (#3447)
commit cb3052e6ea
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 7 02:04:52 2025 +0200
Automatic changelog for PR #3448 [ci skip]
commit c29d36ada5
Author: sippykot <sippythekot@outlook.com>
Date: Mon Apr 7 02:04:27 2025 +0200
Fish Ass: ports over large shark tails from CHOMP (#3448)
## About The Pull Request
see title
if you want to see who made the sprites, follow the accreditation chain:
https://github.com/CHOMPStation2/CHOMPStation2/pull/9926
it doesn't fully use all the sprites, because our system here is so much
clunkier to use - if someone wants they can probably bash out several
more tail variants by copying and rearranging the existing sprites
## Why It's Good For The Game
people wanted them, gushed over them in #suggestions, and then no one
did anything, so...
also, 🦈
## Proof Of Testing
yeah i compiled it, they finally showed up in game, thanks #coder-longue
## Changelog
🆑
add: 4 new tail options
image: new tail sprites
/🆑
---------
Co-authored-by: Roxy <75404941+TealSeer@users.noreply.github.com>
commit fa6845f9e6
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 6 23:22:10 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit 55fd8dd1f7
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Mon Apr 7 01:01:20 2025 +0200
Automatic changelog for PR #3426 [ci skip]
commit 16f6d07548
Author: Odairu <39929315+Odairu@users.noreply.github.com>
Date: Sun Apr 6 19:00:55 2025 -0400
Shadekin NV and movespeed rebalance (#3426)
## About The Pull Request
title + nerf movespeed in the light
## Why It's Good For The Game
still can't see shit (nv trait is 4.5, bumping it up to 15)
## Proof Of Testing
it werks
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
balance: shadekin nv buffed from 4.5/100 to 15/100
balance: shadekin move a bit slower in the light
/🆑
commit d2f96730ba
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 6 22:16:10 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit c7def946b6
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 6 17:39:00 2025 +0200
Automatic changelog for PR #3450 [ci skip]
commit f833f3edc4
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sun Apr 6 11:38:26 2025 -0400
Fix persistence medbots speaking on syndicate frequency (#3450)
## About The Pull Request
Make them speak on cybersun frequency
## Why It's Good For The Game
Fixes#3446
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑
fix: fixed persistence medbots speaking on wrong radio frequency
/🆑
commit 17b620b48e
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 6 10:19:15 2025 +0200
Automatic changelog for PR #3438 [ci skip]
commit bfb9c9e2b5
Author: pixelkitty286 <78038207+pixelkitty286@users.noreply.github.com>
Date: Sun Apr 6 03:18:52 2025 -0500
Nerfs super syndicat and makes it no longer a freedom implant. (#3438)
## About The Pull Request
- This PR makes the new syndicat ears item have a 1 minute cool down
when used and the normal ears have the same thing.
- This also ports a fix that was done on monkey station:
https://github.com/Monkestation/Monkestation2.0/pull/6017
## Why It's Good For The Game
- After watching a round on here and getting complaints about this from
SPLURT I understand now why 20 seconds is too short for such a item like
this if your gonna be a cat your gonna be a cat for a long while.
- Also to quote monkey station:
"It will make the cat not able to bypass any security non-lethal means,
which in turns mean security won't be forced to lethal them everytime
they see it."
## Proof Of Testing
Should work only changed the time values.
Edit: Compiled and tested locally
<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
balance: Super cat ear cool downs are longer and removed the freedom
implant function.
/🆑
commit 4ed70fa4c7
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 6 10:18:17 2025 +0200
Automatic changelog for PR #3451 [ci skip]
commit 65331b085f
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Sun Apr 6 04:17:45 2025 -0400
Fix invisible sprites on security HUD nightvision goggles (#3451)
## About The Pull Request
Upstream changed NV goggles to have different icon states for on and off
and we dont have that so I reverted it to the tg sprite
## Why It's Good For The Game
Fixes#3383
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

</details>
## Changelog
🆑
fix: fixed sechud nv goggles being invisible when off
/🆑
commit 8aad924f76
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 6 10:16:18 2025 +0200
Automatic changelog for PR #3443 [ci skip]
commit 3bd5803844
Author: Swift <jackwars4@gmail.com>
Date: Sun Apr 6 03:15:53 2025 -0500
Removes tackle buff for having cat ears (#3443)
## About The Pull Request
Title, manual revert of #1513
## Why It's Good For The Game
Tackle chance could be brought to 100% and people have reportedly been
exploiting this fact.
## Proof Of Testing
I think it will complie
## Changelog
:cl:Swiftfeather
balance: Cat ears no longer provide a tackle bonus
/🆑
commit 89594c8547
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 6 00:56:59 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit b4af64b182
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sun Apr 6 02:25:40 2025 +0200
Automatic changelog for PR #3370 [ci skip]
commit 0e684db68a
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Sat Apr 5 17:24:44 2025 -0700
Update various sound prefs for 516 compatibility (#3370)
## About The Pull Request
Updates our various sound prefs to be functional post upstream/516.
## Why It's Good For The Game
We can control sound as expected again.
## To-Do
- [x] Conditional preference sounds
- [x] Jukebox sound toggle
- [x] Jukebox volume override
## Changelog
🆑 LT3
fix: Sound prefs that went missing post-516 are restored
add: Jukebox volume slider in game preferences
/🆑
---------
Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
commit 60e73702c6
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sat Apr 5 07:14:09 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit 9a36823173
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sat Apr 5 09:02:26 2025 +0200
Automatic changelog for PR #3425 [ci skip]
commit 1ab85fd206
Author: Odairu <39929315+Odairu@users.noreply.github.com>
Date: Sat Apr 5 03:02:02 2025 -0400
Spices up vulpkanin [bounty] (#3425)
## About The Pull Request
Changes vulpkanin in several ways:
- Peanutbutter gives a mood buff
- Chocolate deals toxin damage while inside you
- innate hardened soles
- innate night vision
- hunger will drain twice as fast
- higher sensitivity to flashes
## Why It's Good For The Game
vulpkanin are literally human but fluffy, they don't even have lore in
the species selector (lol) also I'm being paid
## Proof Of Testing



<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
add: several vulpkanin species buffs/debuffs
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
commit 4da0397b16
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sat Apr 5 08:54:22 2025 +0200
Automatic changelog for PR #3396 [ci skip]
commit 1ed1187fca
Author: Jinshee <96621959+Jinshee@users.noreply.github.com>
Date: Fri Apr 4 23:53:57 2025 -0700
Slug Scream! (#3396)
## About The Pull Request
Adds a new scream, "Slug". Sound file ripped from Splurt
## Why It's Good For The Game
Expression is the best thing that this video game medium can offer.
## Proof Of Testing
https://github.com/user-attachments/assets/147be9dc-98c2-4ee4-bc76-762331710143
## Changelog
🆑
sound: Slug Scream sound added to *scream choices
/🆑
commit 66e28121d4
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sat Apr 5 08:53:15 2025 +0200
Automatic changelog for PR #3431 [ci skip]
commit 88a238b93c
Author: Bombermansam <Bombermansam@yahoo.com>
Date: Sat Apr 5 02:52:48 2025 -0400
Allows players to be sad like raptors (#3431)
## About The Pull Request
Adds a Sad Kweh emote from the two unused raptor sound files.
## Why It's Good For The Game
You can now sad birdly.
## Proof Of Testing
It compiles and was tested locally.
https://github.com/user-attachments/assets/bc5f31fb-ad12-4026-be94-d28d2db542df
## Changelog
🆑
add: *skweh emote to be sad
/🆑
commit 4a93b42977
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sat Apr 5 08:51:43 2025 +0200
Automatic changelog for PR #3432 [ci skip]
commit f51c4d7942
Author: Bombermansam <Bombermansam@yahoo.com>
Date: Sat Apr 5 02:51:18 2025 -0400
Silicons can now Yip (#3432)
## About The Pull Request
Silicons can now emit a singular yip so they can express their inner
kobold but not too much.
## Why It's Good For The Game
Silicons can yipyip but not yip. This fixes it.
## Proof Of Testing
It compiles and was tested locally.
</details>
## Changelog
🆑
fix: Silicons can now yip.
/🆑
commit 14ec8a0440
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sat Apr 5 08:43:03 2025 +0200
Automatic changelog for PR #3437 [ci skip]
commit e05fe31faa
Author: Odairu <39929315+Odairu@users.noreply.github.com>
Date: Sat Apr 5 02:42:41 2025 -0400
Adds more flavor to shadekin empathy (#3437)
## About The Pull Request
BASED ON SANITY SHADEKIN EMPATHY WILL:
-Take more or less time to send
-At lowest levels of sanity the message starts to break down some
-Be a different color in chat
## Why It's Good For The Game
Shadekin empathy is communication through FEELINGS so it being
better/worse based on how you're FEELING makes sense (to me)
## Proof Of Testing

<details>
<summary>Screenshots/Videos</summary>
</details>
## Changelog
🆑
balance: shadekin empathy is better/worse based on mood
/🆑
---------
Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
commit 457754c461
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Sat Apr 5 06:38:05 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit c3fe3d31ba
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Fri Apr 4 23:16:53 2025 -0700
You can cuff people to the tram rails #90293 (#3445)
## About The Pull Request
https://github.com/tgstation/tgstation/pull/90293

Handcuffed people can be buckled to the tram rails.
If the tram hits them then they will die badly.
If they're not shockproof and are buckled to a powered rail, it will zap
them repeatedly for a little bit of damage (but not a lot because you
probably want them to die from something else).
Unbuckling someone from a powered rail is also pretty dangerous.
While doing this I fucked around a bit with how the "is the tram deadly"
calculation worked because I didn't like how a deadly tram cuts your
head off but does literally no other damage. Now it pulverises and
beheads you.
## Why It's Good For The Game

---------
Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
commit 3c1c05052f
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 4 23:23:13 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit 0287fe4d0b
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Fri Apr 4 21:54:53 2025 +0200
Automatic changelog for PR #3440 [ci skip]
commit 6d081fe0da
Author: Bombermansam <Bombermansam@yahoo.com>
Date: Fri Apr 4 15:54:30 2025 -0400
[Modularized] Nugget Boxes and Foodpacks can now be placed into paper sacks. (#3440)
## About The Pull Request
Nugget Boxes and Foodpacks can now be placed into paper sacks.
## Why It's Good For The Game
You can now live out your minimum wage dreams as a fast food worker a
Chick'fil'a. To quote someone that wanted this "I can now fastfoodmax as
a chef".
Food packs can also be placed into paper sacks because it makes sense.
## Proof Of Testing
It compiles and was tested locally.

I would like to praise [lessthnthree](https://github.com/lessthnthree)
for their remarkable patience in teaching me how to properly modularize
code. Really, thank you so much!
</details>
## Changelog
🆑
add: Makes Nugget Boxes and Food packs small
/🆑
---------
Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com>
commit 0824cb07ba
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 3 20:19:08 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit 9d8a54be49
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 3 22:14:42 2025 +0200
Automatic changelog for PR #3433 [ci skip]
commit 45477353d2
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 3 22:14:33 2025 +0200
Automatic changelog for PR #3403 [ci skip]
commit b6b6fbfba4
Author: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date: Thu Apr 3 14:14:17 2025 -0600
Job Spawn borgs prioritize linking to the malf AI (#3433)
## About The Pull Request
So there's this little quirk where late join cyborgs will auto link to
whatever AI has the least cyborgs. This changes that.
This adds a priority: Malf AI > AI cores
Also this deletes an unused file I noticed.
## Why It's Good For The Game
Every cyborg that spawns in the game during an active malf round should
always connect to the malf AI if it's available.
## Proof Of Testing
It works
## Changelog
🆑
balance: Cyborgs now auto link in a priority system. Malf > AI cores >
Suit AIs / Cards
/🆑
commit 1f3aedc6c1
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Thu Apr 3 13:14:07 2025 -0700
Fix brain trauma surgery (#3403)
## About The Pull Request
Fixes the highest level of trauma surgery leaving leftover traumas.
Applies a status effect instead of the random roll of a new trauma.
## Why It's Good For The Game
Having to do lobotomy surgery over and over until you hit the 25% RNG to
make it successfully go away isn't a good gameplay experience. Better to
just apply a status effect for a while instead.
## Changelog
🆑 LT3
fix: Lobotomy/blessed lobotomy should correctly remove all surgery based
traumas
balance: Lobotomy/blessed lobotomy now provides a predictable status
effect instead of a trauma RNG roll
/🆑
commit 95d97cf4a2
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 3 18:50:51 2025 +0200
Automatic changelog for PR #3429 [ci skip]
commit 3c30dfbaff
Author: Jinshee <96621959+Jinshee@users.noreply.github.com>
Date: Thu Apr 3 09:50:24 2025 -0700
Shadekin Ear Gradient (#3429)
## About The Pull Request
Adds a new ear type: Shadekin Gradient
## Why It's Good For The Game
Makes Healer happy
## Proof Of Testing


## Changelog
🆑
add: Added new ear type: Shadekin Gradient
/🆑
---------
Co-authored-by: Jinshee <manastra2536@gmail.com>
commit 3dd8af584e
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 3 06:33:08 2025 +0200
Automatic changelog for PR #3415 [ci skip]
commit c83b14b15d
Author: Jinshee <96621959+Jinshee@users.noreply.github.com>
Date: Wed Apr 2 21:32:45 2025 -0700
Porting New Bug Customization + IPC Screens (#3415)
commit d9d40def4c
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Thu Apr 3 02:35:34 2025 +0200
Automatic changelog for PR #3387 [ci skip]
commit a154dd9d97
Author: Jinshee <96621959+Jinshee@users.noreply.github.com>
Date: Wed Apr 2 17:35:10 2025 -0700
Fixes Waggingtail Sprite for Shadekin tails + Ringtail (#3387)
## About The Pull Request
All of the shadekin tails, ringtail included, had incorrectly assigned
dmi files for their wagging state, causing them to go invisible. This,
simply, fixes that.
## Why It's Good For The Game
I love fixing sprites!
## Proof Of Testing
https://github.com/user-attachments/assets/186f7dc6-4b78-4e9e-968e-fcbdae40bf2f
## Changelog
🆑
fix: fixed wagging state for all shadekin tails and ring tail (long)
/🆑
commit ba3fa0684c
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Wed Apr 2 21:56:26 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit 70143cdadb
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Wed Apr 2 23:52:41 2025 +0200
Automatic changelog for PR #3419 [ci skip]
commit ad62db6f9b
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Wed Apr 2 14:52:18 2025 -0700
Adds pipe carp (#3419)
## About The Pull Request
A Ferocious, highly aggressive fish that thrives in the depths of shoddy
engineering work. Drawn to poorly sealed pipes, mismatched connectors,
and hastily patched atmospherics, these creatures feast on structural
incompetence with alarming efficiency.
## Changelog
🆑 LT3
add: Added new carp variant: carpmospheric technician
/🆑
commit dab0ff6a09
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Wed Apr 2 11:40:26 2025 +0200
Automatic changelog for PR #3423 [ci skip]
commit 27027d5ceb
Author: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date: Wed Apr 2 03:40:00 2025 -0600
take two: Reverts the disaboot apirl fools (#3423)
## About The Pull Request
Apirl fools code cleanup. Was a funny meme, but I don't think they
should happen next year.
## Changelog
🆑
del: Disaboots have been removed from apirl fools.
/🆑
commit 1c08269f2a
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Wed Apr 2 03:08:41 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit c43c9d01ed
Author: LT3 <83487515+lessthnthree@users.noreply.github.com>
Date: Tue Apr 1 19:38:12 2025 -0700
[TM ONLY] let me send long ass subtler messages to my heart's content (TGUI payload chunking) (#3406)
## About The Pull Request
(https://github.com/tgstation/tgstation/pull/90295)
## Changelog
🆑 Y0SH1M4S73R
code: Any tgui message that would be too big to send to the server is
now split into chunks and sent in sequence. This fixes several issues,
such as...
fix: It is once again possible to save large amounts of text on paper at
once.
/🆑
---------
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
Co-authored-by: Y0SH1M4S73R <y0sh1m4s73r@gmail.com>
Co-authored-by: Lucy <lucy@absolucy.moe>
commit c96d028562
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Wed Apr 2 04:35:29 2025 +0200
Automatic changelog for PR #3420 [ci skip]
commit e22c174b35
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Wed Apr 2 04:35:09 2025 +0200
Automatic changelog for PR #3407 [ci skip]
commit 43a4b964b1
Author: plsleavemealon <106043510+plsleavemealon@users.noreply.github.com>
Date: Tue Apr 1 21:35:04 2025 -0500
Ethereal Powercell Bugfix (#3420)
## About The Pull Request
Fixes ethereal powercells from 20kj back to 220kj which is what they
used to be.
## Why It's Good For The Game
It is what it used to be, and with the present vanilla values you have
to recharge yourself once every ~5 minutes or so or suffer a huge mood
debuff. And if you are entombed, you will suffer death after ~10 minutes
if you do not recharge.
## Proof Of Testing
## Changelog
🆑
fix: fixed ethereals powercell back to bubbers values
/🆑
commit 3068303ae3
Author: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
Date: Tue Apr 1 20:34:46 2025 -0600
Reverts "Adds crew monitors to Advanced biotech and lathes" (#3407)
## About The Pull Request
This removes the handheld crew monitor from the medical lathe.
## Why It's Good For The Game
Alright, I just want to start out with all sources of the handheld crew
monitor after this PR
- Paramedics spawn with them
- Blueshield (command only)
- The medical vendor premium section.
- Borg upgrades
Overall while there's been a lot of QOL to the crew monitor which I
enjoy, it's all gradually made it so deaths are very noticable and often
times with someone in medical 1 second later running towards an active
fight to drag corpses away.
- I think overall we have a sort of medical omnipresence issue,
especially with an easy research destroying a level of scarcity with the
hand held crew monitor.
Anyone can print it if they have the materials and access to the lathe
versus only a few existing outside of the paramedic starting with them.
This PR of course is not going to fully tackle it. It's not going to
stop a paramedic constantly staring at sensors or the medical console
beeping when someone's in crit. But this aims to get less eyes on
sensors, mostly the ability for everyone in medical to have a little
screen to pull out and see the live feed without actively moving to a
console.
Overall I think we have this issue (a lot of it being administrative)
where every single death must be immedietly found and the person revived
in 10 minutes. This won't fully tackle that, but if the solution is we
must bloat a ton of antag abilities and items to combat sensors then I
think we have too many eyes on sensors.
## Proof Of Testing

## Changelog
🆑
del: Removes the handheld crew monitor from the medical lathes.
/🆑
commit c9cca3fbef
Author: Bubberbot <151680451+Bubberbot@users.noreply.github.com>
Date: Tue Apr 1 23:24:18 2025 +0000
Bubberstation automatic changelog compile [ci skip]
commit de81adcb6d
Author: Waterpig <49160555+Majkl-J@users.noreply.github.com>
Date: Wed Apr 2 00:55:25 2025 +0200
Makes the roundend mapvote not rerun after it gets called the first time (#3418)
## About The Pull Request
See name
## Why It's Good For The Game
Fixes#3395
## Proof Of Testing
It worked I did test it
## Changelog
Nothing player facing, basically allows us to cancel the vote once it
initializes
commit b36c477460
Author: Roxy <75404941+TealSeer@users.noreply.github.com>
Date: Tue Apr 1 18:35:54 2025 -0400
Fix every fucking piece of maint loot being skub (#3412)
## About The Pull Request
the override should append to the global maint loot list not replace it
## Why It's Good For The Game
I'm anti-skub
## Proof Of Testing
I did this PR from my phone in bed because there's no power
## About The Pull Request
Vents/scrubbers look a bit weird as their pipes still go above
catwalks/glass floors but I need my stuff from #89702 and it should be
atomized from this PR.
Closes#87022Closes#88823
## Changelog
🆑
fix: Fixed spiderwebs, alien weeds, kudzu, and other stuff layering
below catwalks and glass floors
/🆑
Hello everybuddy, your number three rated coder-failure here to clean up
some mess. This PR accomplishes some of the more major structural clean
up changes I wanted to do with /obj/ folder, but decided to wait on
until wallening gets merged, and so, time has come. Several things to
still be done, although I know these cleaning PR's are quite a load, so
will wait for this one to get done with first.
## Why It's Good For The Game
Saner spriters, better sprites, less annoyance. Also deleted a whole
load of redundancy this time around, a lot of sprites which existed
simultaniously in two places now got exit their quantum superposition.
## What's going on here
Kept you waitin huh!
This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).
If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.
Most of the rest of it is pipelining done to accommodate how icons are
cut.
## Path To Merge
Almost* all sprites and code is done at this point.
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily
This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.
Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.
Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.
## What does it look like?






## Credits
<details>
<summary>Historical Mumbojumbo</summary>
I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.
This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.
Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.
This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.
The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.
Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.
Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.
The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.
</details>
<details>
<summary>Detailed Credits</summary>
Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.
Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother
And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>
## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
## About The Pull Request
Ok so like, side map right? It makes things higher up in the world
render above things lower down in the world.
Most of the time this is what we want, but it is NOT what we want for
floors.
Floors are allowed to be larger then 32x32, and if they are we want them
to render based off JUST their layer.
If we don't allow this grass turfs and others get cut off on their
bottom edge, which looks WEIRD.
In order to make this happen, we can add TOPDOWN_LAYER to every layer on
the floor plane and disable sidemap.
I've added documentation for this to VISUALS.md, and have also
implemented unit test errors to prevent mixing TOPDOWN layers with non
topdown planes (or vis versa).
This new test adds ~1 second to tests, which is I think a perfectly
scrumpulent number.
EDIT:
I nerd sniped myself and implemented sidemap layering and lighting for
cameras (also larger then 32x32 icon support for getflat)
The lighting isn't perfect, we don't handle things displaying in the
void all that well (I am convinced getflat blending is broken but I have
no debugger so I can't fix it properly), but it'll do.
This came up cause I had to fix another layering issue in cameras and
thought I might as well go all in.

## Why It's Good For The Game
Old:

New:

## Changelog
🆑
fix: Grass turfs will render properly now. Reworked how floors render,
please report any bugs!
fix: Cameras now properly capture lighting
fix: The layering seen in photos should better match the actual game
/🆑
## About The Pull Request
Turns the varedited fluff item into its own item so it no longer has a
varedited icon & icon state.
## Why It's Good For The Game
We're varediting this fluff item 17 times on current tg master and it's
pretty bad. Varediting icon/icon state in maps should be discouraged and
hopefully banned later, it's not hard to make a subtype of an item so we
should be able to expect mappers to do that rather than this.
## Changelog
Nothing player-facing.
## About The Pull Request
adds a new gateway map, the Nanotrasen Museum it is filled with
""""Mannequins"""" and Common Core lore
im not putting the preview here because you really should explore it
yourself but if youre that curious i think the Checks tab in mapdiffbot
would have it
this gateway map contains no combat unless you count falling into chasms
because you did not carry a light
or going into the boarded room with no loot or any incentive with
obvious signs that there is the sole enemy on the map in there
the loot is the lore ok thanks
also makes mines detonate if theyre detonated by a non-mob im pretty
sure this couldnt have been intentional
trams stop chasms
and also the relevant items
<details>
<summary>on second thought if you want spoilers check this</summary>

</details>
## Why It's Good For The Game
more gateway maps = good
## Changelog
🆑
add: nanotrasen museum gateway map
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
FOV as it is currently implemented is incompatible* with wallening.
I'm doin wallening, so we gotta redo things here.
The issue is the masking of mobs. Wallening relies on sidemap (layering
based off physical position), which only works on things on the same
plane (because planes are basically sheets we render down onto)
So rather then masking mobs, let's reuse the masking idea from old fov,
and use it to cut out a bit of the game render plane, and
blur/over-saturate the bit that's masked out.
My hope is this makes things visible in light, but not as much in
darkness, alongside making more vivid shit more easily seen (just like
real life)
Here's some videos, what follows after is the commits I care about
(since I had to rip a bunch of planes to nothing, so the files changed
tab might be a bit of a mess)
Oh also I had to remove the darkness pref since the darkness is doing a
lot of the heavy lifting now. I'm sorry.
Edit:
NEW FOV SPRITES! Thanks dongle your aviator glasses will guide us to a
better future.
https://github.com/tgstation/tgstation/assets/58055496/afa9eeb8-8b7b-4364-b0c0-7ac8070b5609https://github.com/tgstation/tgstation/assets/58055496/0eff040c-8bf1-47e4-a4f3-dac56fb2ccc8
## Commits I Care About
[Implements something like fov, but without the planes as layers
hell](https://github.com/tgstation/tgstation/commit/a604c7b1c8d74cd27af4d806d85892c1f7e35ba8)
Rather then masking out mobs standing behind us, we use a combo color
matrix and blur filter to make the stuff covered by fov harder to see.
We achive this by splitting the game plane into two, masking both by fov
(one normally and one inversely), and then applying effects to one of
the two.
I want to make the fov fullscreens more gradient, but as an effect this
is a good start
[Removes WALL_PLANE_UPPER by adding a WALL_PLANE overlay to material
walls (init cost comes
here)](https://github.com/tgstation/tgstation/commit/25489337392f708cb337fbf05a2329eacdfc5346)
@Mothblocks see this. comment in commit explains further but uh, we need
to draw material walls to the light mask plane so things actually can be
seen on them, but we can't do that and also have them be big, so they
get an overlay. Sorry, slight init time bump, about 0.5 seconds. I can
kill it with wallening.
[Moves SEETHROUGH_PLANE above
ABOVE_GAME_PLANE](https://github.com/tgstation/tgstation/commit/beec4c00e01d34a04fba7c2bb98a9b70d27ead82)
I don't think it actually wants to draw here
@Time-Green I think this was you so pinging for opinion
[Resprites FOV masks to be clean (and more
consistent)](https://github.com/tgstation/tgstation/pull/80062/commits/f02ad13696b3b17658af612c62848b48609d785d)
[f02ad13](https://github.com/tgstation/tgstation/pull/80062/commits/f02ad13696b3b17658af612c62848b48609d785d)
This is 100% donglesplonge's work, he's spent a week or so going back
and forth with me sharpening these to a mirror shine, real chill
## Why It's Good For The Game
Walls are closing in
## Changelog
🆑 LemonInTheDark, Donglesplonge
image: Redoes fov "mask" sprites. They're clean, have a very pleasant
dithering effect, and look real fuckin good!
del: Changed FOV, it no longer hides mobs, instead it blurs the hidden
area, and makes it a bit darker/oversaturated
/🆑
###### * It's technically possible if we start using render targets to
create 2 sets of sources but that's insane and we aren't doing it
## About The Pull Request
A torn apart canister. It looks like some metal can be salvaged with a
wrench.
## Why It's Good For The Game
It fixes a part of #79003, the rest seems like balance or qol changes.
## Changelog
🆑
spellcheck: Broken canisters now have a description
/🆑
## About The Pull Request
In https://github.com/tgstation/tgstation/pull/66210 we removed canister
tiers, but didn't change the construction code. Currently you still have
to build an unfinished frame with 5 iron, 'upgrade' it to tier 1 with
another 5 iron, then complete it.
This combines it all into a single 10 iron recipe.
## Why It's Good For The Game
Eliminates the extra steps in canister construction, since you can't
upgrade above tier 1 any more anyways.
## Changelog
🆑 LT3
qol: Canisters can now be built in one step, no upgrading required
/🆑
## About The Pull Request
Further continous organizing and cleaning the Icons folder. There are
still some minior nitpicks left to do, but I reached my daily sanity
expenses limit again, and the faster these get in the less issues for
both me and others later. Also cleans some mess I caused by my blindness
last PR.
## Why It's Good For The Game
Saner spriters = better sprites
## About The Pull Request
Due to a mental breakdown caused by unfathomable abomination that is
icons folder, I swore to myself to one day clean it. Today is kind of
that day. Been at it for around 6, you gotta understand I need a rest. I
tracked most changes in descriptions of commits if you are looking for
details.
## Why It's Good For The Game
Saner spriters make better sprites. And also, just helps keep track of
things.
## Changelog
🆑
image: added sprites for different variants of scrolls.
image: modified couple posters with ghost pixels.
/🆑
---------
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>

## About The Pull Request
The current broken tiles have some visual issues:
- There is an ambient occlusion shade when it touches normal tile
- It has a layer higher than it should be which leads to things that are
normally above the floor layer, render below it. Such as atmos
machinery, cleanable overlays, etc.
This PR makes the render on a proper layer and work like a partially
destroyed floor tile that can be reclaimed with crowbar.
Also, the cleanables are now on FLOOR_CLEAN_LAYER to make dirt appear
above catwalks and these new tiles.
And the flat dirt now has 4 variants of sprites, while dust uses the old
dirt sprite. It seems like dust was just dirt with different description
before.
## Why It's Good For The Game
A broken tiling with no visual bugs and proper floor-like logic.
## Changelog
🆑 MTandi, Borbop
fix: Dust now has dust icon, instead of dirt icon. Dust on all maps
replaced with dirt
image: Flat dirt now picks from 4 new sprites
refactor: Made broken tiling work more like tiling and have
corresponding visuals. Added directional mapping variants.
fix: Cleanables now use FLOOR_CLEAN_LAYER to make sure that trash is
visible above catwalks
/🆑
## About The Pull Request
That's about it. It being on the game plane sadly had the inherent issue
of "no more ambient occlusion for anything that goes in it", which made
it look jarring.
Sadly, because of this, I had to put regular iron floor tiles over the
pipes/wires/disposals pipes on those crossings, but that's just further
motivation for LT3 and I to work on some new glass plating and actual
glass tiles so we can make this work properly again.
## Why It's Good For The Game
Muh ambient occlusion.
Seriously, it just looks *SO* much better.
## Changelog
🆑 GoldenAlpharex
fix: Everything that goes on the tram should look a lot less flat now!
/🆑
## About The Pull Request
-Fixes the layering of the tram rail so that it doesn't end up below the
reinforced glass.
-Replaces the last remaining vault platform turfs with proper tram
turfs.
-Removes an un-needed layer define for turf transparency.

## Why It's Good For The Game
The tram rail becoming disconnected when it travels over glass, in
reality that'd probably derail it. So let's fix it!
## Changelog
🆑 LT3
fix: Tram platform is now entirely built with tram tiles.
fix: All the parts of the tram are now on a correct layer/plane.
remove: Removed the openspace layer on the transparency plane.
/🆑
## About The Pull Request
giant chains used to go under mobs
they no longer do that
## Why It's Good For The Game
tall vertical objects look garbage when going under mobs
## Changelog
🆑
qol: giant chains now go above mobs
/🆑
and also moves them over to the sprite repo
there were still some used, so the fluff pieces got added to obj/fluff.dmi, and also there was one sprite for the wall girder, the toy wrist watch and the null rod, so those got moved into their respective files.
moved the clothing to their respective files aswell.
Why It's Good For The Game
almost all of these sprites are completely unused, aswell as the gamemode being removed from the code anyways, so they can rest in sprite purgatory
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.
Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.
(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
Fixes an incorrectly-shifted sprite for floor tram rails and adds some missing tram-rail fluff objects
Also does some minor renaming (railing -> rail)
cl
fix: Nanotrasen railroad engineers have done some minor repairs to their in-station tram rails.
/cl
Converts many proc overrides to properly use list/modifiers, fixes some spots where modifiers should have been passed, calls modifiers what it is, a lazy list, and cleans up some improper arg names like L, M, C, and N. Oh and I think there was a spot where someone was trying to pass M.name in as a string, but forgot to wrap it in []. I fixed that too.
Replaces one of the rainbow seeds in the exotic seeds crate with a pack of shrub seeds.
Adds a new, growable seed species for shrubs. Shrubs, when planted (similar to kudzu!) plants a solid, weak barrier in hedges.
These hedges block vision, unless trimmed. Thankfully, we already have a hedge trimming skillchip, so using a sharp implement on the hedge will make it non-opaque.
Moves all opacity var manipulation to a proc which sends a signal.
light_blocker element for movable opaque atoms made, which tracks its movement and updates the affected turfs for proper lighting updates.
has_opaque_atom boolean replaced by the opacity_sources lazylist to keep track of the sources, and a directional_opacity which serves a similar function but also allows for future expansion with on-border opaque objects (not yet implemented).
Some opacity-related sight procs optimized as a result of this.
Some variables moved to the object's definition.
A define or two added into the mix for clarity.
Some code cleaning, like turning booleans into their defines.
One file renamed for clarity.
Changelog
cl
balance: Mechs no longer block sight. It's a non-trivial cost for the lighting system with little to no gain.
/cl
bitflag list construct added: an associative list of bitflags for cheap and quick element comparison between two lists using the same system.
canSmoothWith list turned into a bitflag list.
smoothing_groups list added to substitute the type path list.
smoothing procs turned into atom procs, refactored and optimized a bit.
smooth directions redefined in order to fit in 8 bits for a future smoothing system
some variable names changed, foreseeing a second smoothing system
SMOOTH_OBJ flag added, for things that need to scan turfs for smoothing. The old locate() optimization has the risk of returning false negatives by finding a child and returning null while there might be one of the wanted type as well, as it doesn't match the type exactly.
SMOOTH_TRUE and SMOOTH_MORE condensed into SMOOTH_CORNERS. The old behavior can be replicated using smoothing groups without loss.
Does very minor code cleanup.
Processing-wise didn't find a noticeable difference. The system loses on init a bit by setting the bitflag_lists, and by scanning whole turf contents for object smoothing (increasing accuracy), and gains by making less checks per target to smooth, through the same bitflag_lists.
Memory-wise there should be a small improvement, given that on the old system we had 63512 canSmoothWith lists (a few typelists, most unique), and on this new system canSmoothWith + smoothing_groups are both bitflag_lists from the same pool, totaling 46 in number.
Could be tested a bit to see if I missed any icons not properly smoothing.
About The Pull Request
Makes rails functional in that they can be vaulted from either side, moved, and repaired. Still doesn't add a way to make them.
Why It's Good For The Game
make multiz great
Waiting/working on a few things for the map so I'm just atomizing the few things I'm sitting on so other map makers can take advantage of in the meantime.
* Nanotrasen fires the Wave Motion Gun at the Clock Cult
* Fixes a random changelog appearing from the reebe void.
* Fixes a wrong type reference regarding the bronze sheets in the Lavaland Ruin for it.
* Fixes redundant cells after CC removal in ruin by populating them with varied ore chunks, or destruction clutter.
* why is it /obj/item/stack/sheet/metal but not /obj/item/stack/sheet/iron
* Fixes the lavaland ratvar ruin to have fluff variant structures of deleted shit it referenced instead what I thought was reasonable.
About The Pull Request
Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls
This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE
I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game
Code usability
* wrah wah wah waaaah
* fences, new mountain turfs, sprites, top-side finished, misc stuff
* quick fix
* cut my life into pieces, this is my last resort
* lots of work done to the underground segment, more fluff bits and topside work
* removing depreciated bits and tgm conversion
* step_off
* damn these dirty VARS
* changes n stuff
* wanna build a plasmaman?
* decals commit fix
* map detailing, loot spawns, plasma miners, cyberboss changes, plasma lava turning people into plasmamen
* tgm conversion
* new barricade sprites, final map edits before testing
* mountain wall fix
* Update snow_storm.dm
i ate too mucha pasta