## About The Pull Request
Projectile refactor pulled armor check above the pre-hit comsig, this
fixes that. No need to check armor before you're hit when you
potentially will not be.
## Changelog
🆑
fix: Sleeping Carp and Cain & Abel no longer tell you about armor
penetration when you reflect projectiles with them
/🆑
## About The Pull Request
Holy constructs are now part of a new Holy faction, that all Chaplains
get once they choose a sect.
Wizard constructs are now part of the Wizard faction
Juggernaut's Gaunlet Echo spell now respects factions (so ignores cult
as cult, wizards as wizard, and their creator as holy)
https://github.com/user-attachments/assets/e56f958d-fffa-4534-8b39-a95f9d160865
## Why It's Good For The Game
Makes constructs less likely to friendly fire and makes holy constructs
able to use their spells to fight Cult.
## Changelog
🆑 Ezel/Improvedname, JohnFulpWillard
fix: Constructs now have their proper factions, so Wizard constructs
can't hit Wizard Apprentices.
fix: Juggernaut's Gauntlet echo spell now respects factions.
/🆑
## About The Pull Request
Commit messages should be descriptive of all changes.
The "incorrect `\The` macro capitalization" was intentional when it was
added, but as far as I know TG says "the supermatter" rather than "The
Supermatter," so it's incorrect now.
This is completely untested. I don't even know how you'd go about
testing this, it's just a fuckton of strings.
Someday I want to extract them and run NLP on it to catch grammar
problems...
## Why It's Good For The Game
Basic grammar pass for name strings. Should make `\the` work better and
avoid cases like `the John Smith`.
## About The Pull Request
<details>
- renamed ai folder to announcer
-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer
- separated the ambience folder into ambience and instrumental
-- ambience --
- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it
-- instrumental --
- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)
-- items --
- moved secdeath to hailer
- moved surgery to handling
-- effects --
- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects
-- vehicles --
- moved mecha into vehicles
created mobs folder
-- mobs --
- moved creatures folder into mobs
- moved voice into mobs
renamed creatures to non-humanoids
renamed voice to humanoids
-- non-humanoids--
created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg
-- humanoids --
-- misc --
moved ghostwhisper to misc
moved insane_low_laugh to misc
I give up trying to document this.
</details>
- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc
- [X] mobs
- [X] runtime
- [X] vehicles
- [ ] attributions
## Why It's Good For The Game
This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.
## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
## About The Pull Request
- Deletes `spec_attacked_by`
- Elements simple/basic mob attack threshold
- There was a skeleton mob that "mimics armor" but didn't use the actual
mimicing armor thing we have, so I changed that.
- Moves `check_shields` down to the living level, renames it to
`check_block`
- Martial art blocking is now signalized (only CQC uses it anyways)
- Cleaned up a bit of `attack_x` procs, but not a lot. Should have an
entire PR dedicated to this .... mess.
- Deprecates `/obj/item/melee`
## Why It's Good For The Game
Second verse, same as the first.
- Less bad species related procs.
- Largely brings a lot of code in line, making combat more consistent
across types.
- Makes it a lot easier to add new code relating to blocking or taking
damage.
## Changelog
🆑 Melbert
refactor: Refactored another large chuck of attack code, primarily
involving melee item attacks and non-human mob attacks. Report if you
see anything weird
fix: Pacifists clicking on simple robots or silicons no longer causes
sparks
fix: Blocked thrown batons are now properly... blocked
/🆑
## About The Pull Request
Makes shades into basic mobs. As they are solely player-controller and
have no AI, this was a very simple conversion.
Things of note:
- I've made shades use the same "theme" system as constructs, to
determine their drops and coloration - as opposed to these things being
manually set by the type of soulstone they're held in.
- I've reorganized files slightly, putting both constructs and shades in
a new "cult" basic mob folder.
That's more or less it. As I said, shades are simple.
## Why It's Good For The Game
Basic-izes another mob and cleans up the code a little. Removes the last
cult-related simplemob, too.
## Changelog
🆑
refactor: Shades now use the basic mob framework. Please report any
bugs.
/🆑