926 Commits
Author SHA1 Message Date
necromanceranneandGitHub 3f46e2f0d0 Fixes MOD holster having required slots which prevent it from working without basically fully deploying anyway (#89239)
## About The Pull Request

Originally, this module could be activated while the core was inactive.
Now, it doesn't because it needs you to deploy the vast majority of your
modsuit even while inactive. Kind of lame.

This corrects that so you can still deploy your firearm without the suit
being more or less deployed.

## Why It's Good For The Game

Looks like a copy-paste job to me. Or not understanding what this module
was. Hard to say.

## Changelog
🆑
fix: Allows MOD holsters to once again activate while the modsuit is
inactive and undeployed.
/🆑
2025-02-03 01:47:59 +00:00
SmArtKarandGitHub cb1bf1431e Springlock MODule now only activates when you have at least a single sealed piece (#89222)
## About The Pull Request

Springlocks no longer trigger when you only have a back piece deployed,
only damages bodyparts covered by deployed pieces, and prevents you from
retracting them when it's been set off

Closes #89218

## Changelog
🆑
fix: Springlock MODule now only activates when you have at least a
single sealed piece
fix: Springlock MODule no longer damages bodyparts not covered by your
MODsuit
/🆑
2025-01-29 17:56:55 +01:00
Penelope HazeandGitHub 4c2a76ede3 Fix a large number of typos (#89254)
Fixes a very large number of typos. A few of these fixes also extend to
variable names, but only the really egregious ones like "concious".
2025-01-28 22:16:16 +01:00
SmArtKarandGitHub e6aa18531a Tether improvements and fixes (#89174)
## About The Pull Request

Fixes tether stacking via beacons, you can freely cut your tether while
moving, and cutting/snapping MODsuit tethers now also snaps the beacon
they're connected to if said beacon was generated by a MODsuit
projectile. Retracting the gloves or deactivating your MODsuit also
snaps MODtethers you've created using it.

Closes #88869
Closes #88866
Closes #89170

## Changelog
🆑
qol: Snapping tethers now also removes their beacons
qol: You can now cut tethers that you're attached to while in motion
qol: Tethers now snap when you retract your gloves or disable your
MODsuit
fix: Fixed tether stacking issues
/🆑
2025-01-23 19:14:30 +01:00
PaxilmaniacandGitHub a0473dc9b5 makes the plasma visor overlay a lighter color and also actually work for modsuits (#88751)
## About The Pull Request

the module doesn't actually show the visor thanks to the fact that the
module is not actually active at any point, which the visor attempts to
check for

also the color of purple was like WAY too dark it was practically black
on every modsuit
## Why It's Good For The Game

it'd be cool if it actually worked and you could actually see it
## Changelog
🆑
fix: fixes plasma stabilizer module not showing a visor on modsuits
fix: makes the plasma stabilizer module actually visible
fix: makes rave module grey by default as it was meant to be
/🆑
2025-01-13 17:49:23 +01:00
BloopMosleyTime-GreenGhomSmArtKarklorpa_0Steventgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>FlufflesGoldenAlpharex
6df77ad80d [MIRROR] Death of mutant bodyparts AND external organs (#85137) (#4335)
* Death of mutant bodyparts AND external organs (#85137)

Removes mutant bodyparts and external organs from the game completely
Digitgrade behaviour was mutant bodypart for no reason

Cat ears now work with the bodyparts overlay system, same as all the
other external organs (since all their behaviour is now just on /organ

It doesn't remove all the /external types, but moves all behaviour to
/organ. I'll follow up with a PR wiping all the /external organ types,
but it's just conflict heaven so not this PR

I've also streamlined a lot of duplicate/weird species regeneration code

Melbert did the same PR as well but due to a lack of time (?) I have
absorbed his PR to double nuke mutant bodyparts

Frees us from the chain of unmodular code, and kills my greatest nemesis
(after the shuttle meteor murder bug)

🆑 Time-Green and MrMelbert
Refactor: External organ behaviour has been moved to /organ, ears now
use the same system as the other organs
Refactor: Mutant bodyparts are dead! This likely does not mean much to
the average person but it's very dear to me
code: Improves digitgrade handling in preference code
/🆑

I have absorbed #85126, using Melberts code to improve and add some
missing changes. Mainly improving the functioning of preferences and
digitgrade legs. I didn't take over the hairstyle improvements.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>

* Fixes missing felinid ear preference (#86553)

Closes #86452

🆑
fix: Fixed missing felinid ear preference
/🆑

* Spelling Fixes (#86056)

Fixes several errors to spelling, grammar, and punctuation.
Improves readability and user experience.
🆑
spellcheck: fixed a few typos
/🆑

* Fix plasmamen having all feature preferences (#86682)

Fixes #86622

Plasmamen relevant_external_organ is null, and it then checks if
relevant_external_organ is in a list containing nulls
I cleared the nulls from get_mut_organs to fix it

🆑
fix: Fixes plasmamen having all external organ species preferences
/🆑

* Fixes cat ear layering, makes getFlatIcon account for RESET_COLOR on under/overlays (#86757)

After the external organ removal pr, cat ears stopped being as weirdly
specialcased, and instead just used a `/datum/bodypart_overlay/mutant`
subtype. However, this was set up in a way where the inner ears were put
on a different layer from the outer ears, leading to wonky layering.

In this pr, we revert their layers and instead apply the inner ears as
an overlay onto the base ears, fixing this.

Thank you Melbert for the idea. o7

Additionally, as this pr tripped the screenshot tests, makes the
`getFlatIcon(...)` proc account for `RESET_COLOR` on under/overlays.

We do this by making it stop applying the colour after merging all the
under/overlays, and instead apply it and the parent color _before_
merging any under/overlays, while proxying the parent color as a new
parameter `parentcolor` to any new `getFlatIcon(...)` calls.

This coincidentally also fixes usage of `getFlatIcon(...)` on husked
bodies, as those also used `RESET_COLOR` for their blood overlay. The
screenshot tests had to be updated for this.

Fixes #86453.

🆑
fix: Fixed cat ears not layering properly.
fix: Husked bodies show their blood with the right colours in
photographs.
/🆑

* Automatic changelog for PR #86757 [ci skip]

* Fish infusion (#87030)

I'm adding a new infusion ~~(actually four, but two of them are just
holders for specific organs tied to a couple fish traits)~~ to the game.
As the title says, it's about fish.

The infusion is composed of three primary organs, plus another few that
can be gotten from fish with specific traits.

The primary organs are:
- Gills (lungs): Instead of breathing oxygen, you now need to stay wet
or breathe water vapor.
- fish-DNA infused stomach: Can safely eat raw fish.
- fish tail: On its own, it only speeds you up on water turfs, but it
has another effect once past the organ set threshold. It also makes you
waddle and flop like a fish while crawling (I still gotta finish sprites
on this one)

Other organs are:
- semi-aquatic lungs: A subtype of gills from fish with the 'amphibious'
trait, falls back on oxygen if there's no water. Can also be gotten from
frogs, axolotl and crabs.
- fish-DNA infused liver: From fish with the 'toxic' trait. Uses
tetrodotoxin as a healing chem instead of a toxin. Also better tolerance
to alcohol if you want to drink like a fish (ba dum tsh).
- inky tongue: From fish with the 'ink production' trait. Gives mobs the
ability to spit ink on a cooldown, blinding and confusion foes
temporarily.

The main gimmick of this infusion revolves around being drenched in
water to benefit from it, In the case you get the gills organ, this also
becomes a necessity, to not suffocate to death (alternatively, you can
breathe water vapor, without any benefit). To enable the bonus of the
organs set, three organs need to be infused. They can be gills, stomach,
tail and/or liver, while the inky tongue doesn't count towards it.

Once the threshold is reached, the following bonus are enabled:
- Wetness decays a lot slower and resists fire a bit more.
- Ink spit becomes stronger, allowing it to very briefly knock down
foes.
- Fishing bonuses and experience
- Resistance to high pressures
- Slightly expanded FOV
- drinking water and showers mildly heal you over time.
- for felinids: You won't hate getting sprayed by water or taking a
shower.
- While wet:
- - If the fish tail is implanted, crawling speed is boosted.
- - You no longer slip on wet tiles.
- - You also become slippery when lying on the floor.
- - You get a very mild damage resistance and passive stamina
regeneration, and cool down faster.
- - You resist grabs better.
- - get a very weak positive moodlet.
- However, being dry will make you quite squisher, especially against
fire damage, slower and give you a modest negative moodlet.

While working on it, I've also noticed a few things that explained why
tetrodotoxin (TTX) did jackshit at low doses, because livers have a set
toxin tolerance value, below which, any amount of toxin does nothing.
Also I've felt like reagents like multiver & co were a bit too strong
against a reagent that's supposed to work at very low doses, with slow
metabolization, so I've added a couple variables to buff TTX a bit,
making it harder to purge and resistant to liver toxin tolerance (also
added a bit of lungs damage).

I wanted to take a shot at coding a DNA infusion and see how chock-full
I could make it. DNA infusions are like a middle point between "aha,
small visual trinket" and organs with generally ok effects. I seek to
make something a bit more complex ~~(also tied to fishing ofc because
that's more or less the recurrent gag of my recent features)~~ primaly
focused around the unique theme of being strong when wet and weaker when
dry.

EDIT: The PR is now ready, have a set of screenshots of the (fairly mid)
fish tails (and gills, barely visible) on randomly generated spessman
and one consistent joe:

![immagine](https://github.com/user-attachments/assets/a4965508-22e2-4d3a-8523-29fec6bce91e)

🆑
add: Added a new infusion to the game: Fish. Its main gimmick revolves
around being stronger and slippery when wet while weaker when dry.
balance: Buffed tetrodotoxin a little against liver tolerance and
purging reagents.
/🆑

* Eye wounds, scars and a new ~Pirate~ RP quirk (#87209)

Upon getting stabbed in your eyes or having a bullet fly through your
head there's a chance (minor for stabbing, extremely low for headshots)
you'll receive a new "Eye Puncture" wound which causes profuse bleeding
out of your now-empty eye hole. Once healed you'll have to deal with a
scar on your eye which cannot be cured and requires surgical
replacement. Eye scarring will reduce your eyes' max health by 15, give
you a minor screen tint and a fancy visual on your character sprite.
Getting scarring on both eyes will turn you completely blind.

![image](https://github.com/user-attachments/assets/c1ae4ff3-6844-405d-819b-9c390511e321)

This PR also introduces a new quirk which gives you eye scarring on the
eye of your choice and an eyepatch to go alongside it, just make sure
that it sits on the right eye.

Also added medical(white) subtype of eyepatches to loadout for those who
want that version instead. Credits to AnturK on discord for the idea.

Its a neat lil' feature that makes the game more immersive, and unlocks
more roleplay opportunities for players. New quirk gives access to this
feature for players who want to make it a part of their character's
backstory (or maybe as a part of permanent scar roleplaying).

🆑
add: Getting stabbed or shot in the eyes has a chance of giving you a
new wound and a semi-permanent scar, blinding you on one side
add: Added new "Scarred Eye" quirk which blinds you on one eye but gives
you a fancy eyepatch
add: Medical eyepatches have been added to loadout
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>

* Resprited tails from fish infusion. (#87298)

Back when I made #87030 I got a bit lazy when it came to spriting the
fish tails and just ported a few ones from furry servers and made them
inherit the hair color. Let me tell you, those sprites kinda look bad,
and the fact that they've the same colors of hair is kinda... fuzzy, and
doesn't sit well with me, like some hairball stuck in a cat's throat.

So I took upon myself to actually make them better (and also give gill
overlays a couple extra pixels), at the cost of some of my free time and
their wagginess, because fuuuuuck wagging animations for anything that
isn't a somewhat amorphous fluffy tail. Fish don't wag their tail.

They also get one of several blue/grey tints if the owner of the part
doesn't have a peculiar skin tone like lizards or ethereals or moffs.

Anyway, comparison time:

OLD:

![immagine](https://github.com/user-attachments/assets/a4965508-22e2-4d3a-8523-29fec6bce91e)

NEW:

![immagine](https://github.com/user-attachments/assets/0f8e80cd-d11f-4fd4-a919-acb7237fa927)

Both from byond screenshots but I cut and pasted them in paint instead
of asesprite because old habits die hard.

Better sprites. Perhaps the selection of blues could be improved a bit
idk.

🆑
image: resprited fish tails from fish infusion.
/🆑

* Makes the game compile, first.

* Removes a duplicate loadout entry added by /tg/ (to avoid people's loadouts getting messed up)

* Fixed an issue with on_mob_insert() for /datum/bodypart_overlay/mutant

* Fixed an issue with the burn datum of the moth wings bodypart_overlay

* Fixing digitigrade legs not behaving as they should be

* A bunch of Insert->mob_insert and Remove->mob_remove

* Okay, now stuff gets colored properly

Also ears work properly too!

Only thing is that mutant organs on the preferences dummy don't seem to change between character, at least for most of them, which is really annoying.

* Properly returns ears to being internal organs

* Makes it so preferences can use relevant_mutant_bodyparts again!

* Makes organs properly update when changing species

* Markings now get removed when they don't need to be there on a limb

* Fully renives update_mutant_bodyparts(), as it was basically just update_body_parts() anyway at this point

* fix charging implant

* Restores the usage of simple bodypart_overlay for the sensory_enhancer and the hackerman_deck, as that was otherwise causing a bunch of runtimes

* Returns legs to being a sprite accessory, just for simplicity's sake (I don't want to have to refactor it on our end again)

* Fixes xenos not getting their mutant organs because I accidentally nulled the list for no reason 💀

* Makes it so certain organs (in this case, ears) can't be replaced when changing visual preferences, meaning Tesharis/Synths/Slimepeople will get their respective ears, regardless of what visuals they choose for them

* Fixes a small mistake with spines in the code

* Adds some mutant_bodyparts for the results of the infuser unit test. This might be a hack, but we'll cross that bridge when we get to it in the future.

* Adds a "None" option to tail_spines

* Allows ears to not constantly runtime because they don't have an accessory_name sometimes, which is a sad consequence of many species not setting their ear sprite sometimes

* Should fix CI, hopefully should be the last thing needed for this to work flawlessly from now on (crossing fingers)

* This ACTUALLY fixes the changeling transform and transform sting! Hurray!

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: klorpa <30924131+klorpa@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2025-01-12 21:42:00 -05:00
LexandGitHub 28ed213197 [PORT] [TGUI] Color picker (#2670)
## About The Pull Request
Port of the color selection TGUI interface from
BeeStation/Artea-Station.
https://github.com/BeeStation/BeeStation-Hornet/pull/9417
https://github.com/Artea-Station/Artea-Station-Server/pull/525

This implementation includes a port and adaptation to React, as TG has
discontinued the use of Inferno.

If the Input: Enable TGUI parameter is disabled in the UI Tab, the old
color selection mechanism will be used instead. The new interface
supports copying the color value in the #343231 format and allows
entering a 6-character hexadecimal color code.
Additionally, a color palette for selection is available.
## Why It's Good For The Game
The TGUI color picker is more adaptable and prettier.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>


![image](https://github.com/user-attachments/assets/55f56807-7c76-41a1-8c75-7ed293d581e9)

![image](https://github.com/user-attachments/assets/7742e741-a16b-4708-8e7b-7891f426de32)

![image](https://github.com/user-attachments/assets/6e22e138-af41-447d-95e6-fb6ca7d067af)


</details>

## Changelog
🆑 itsmeow (original), RimiNosha, Phoenix404 (port)
add: Added TGUI-based color palette and replaced all usages of BYOND
color palettes with it (TGUI input preferences are still respected).
/🆑
2025-01-11 11:38:00 -08:00
JacquerelandGitHub 9c8954cda5 Fix some inverted teleport validation checks (#88967)
## About The Pull Request

A bunch of places in code were recently updated to use a helper proc for
validating teleportation.
Unfortunately a lot of them also got the return value inverted, and
would only let you teleport to illegal locations. Most notably this
effected the hand teleporter, but also several other items.

Fixes #88966 

what is a "dull universal force" supposed to be anyway
2025-01-09 13:50:02 -06:00
_0StevenandGitHub ed5b045ce8 Fixes rave visor deleting its music player on deactivation (and spamming runtimes) (#88925) 2025-01-07 18:32:03 +01:00
PaxilmaniacandGitHub ff713680d3 uses the nt frequency define for loaded modlinks instead of just "NT" (#88813)
## About The Pull Request

see title
## Why It's Good For The Game

if the frequency is ever changed from NT by default for any reason,
pre-loaded scryers wont be able to call normal modsuits because they
dont use the define without this
## Changelog
🆑
code: modlink scryers use the nt frequency define rather than just plain
text doing it themselves
/🆑
2025-01-06 17:11:59 +01:00
carlarctgandGitHub d7460f97d7 Adds a new area flag, LOCAL_TELEPORT, given to virtual domains and deathmatch arenas. (#88756)
## About The Pull Request

Adds a new area flag, LOCAL_TELEPORT.

This flag allows teleports ONLY in the same area that the teleport is
used. This allows for short range hijinks without enabling long range
exploits, and thus it's given to DMs and domains.

Changed almost all area_flags & NO_TELEPORT checks to use
check_teleport() (as now areas may use local_teleport instead, and this
lets them check for multiple things instead)

Thus I re-added Void Phase to the heretic scribe in DM and shuffled some
stuff around

(realizing now i neglected to doublecheck if blade breaking tps you to
station. need to check just in case)
## Why It's Good For The Game

It sucks you can't use teleporting abilities in temporary areas, so this
is a good way to allow this to still happen without opening the way for
gamebreaking exploits.
## Changelog
🆑
code: Adds a new area flag, LOCAL_TELEPORT, given to virtual domains and
deathmatch arenas.
code: Re-added Void Phase to Heretic Scribes in Deathmatch's Ragnarok
map.
/🆑
2025-01-06 08:55:58 -05:00
SmArtKarandGitHub 3499727a6d Implements datumized embedding handlers in place of element-component-datum triad (#88511)
## About The Pull Request

This PR completely rewrites our embedding system in favor of embedding
datum handlers which acts as containers for all embedding-related data
and logic.

Currently embedding logic relies on an element-component-datum triad,
where elements on the items handle embedding logic, singleton datums
store embedding data and components (which get assigned to ***mobs*** in
whom the item embedded) handle pain and the item being ripped out. How
do we access all the procs? By using comsigs as procs, which is really
bad. This code was written back in 2020 when DCS was hot stuff but in
hindsight this implementation was a mistake, as it heavily restricts
custom embedding behaviors unless you're willing to constantly run
GetComponent (bad, ugly, incarnation of evil)

This PR rewrites all that logic to be handled by lazyloaded
``/datum/embedding``, which is stored similarly to current
``/datum/embed_data``. Upon being requested, it is initialized and
assigned to a parent from whom all the logic is handled, from being
embedded to pain and having the item ripped out. On projectiles this
only handles one proc, after which it copies itself down to the shrapnel
item instead and runs the chain further from there.
Ideally, most embedding-related logic now should be handled purely
datum-side - in most cases items should not be hooking up to themselves
like they did before (unless said logic is for when the item is made
sticky or smth) and instead the code should be handled by the embedding
datum (see sholean grapes implementation in this PR). This should allow
us to do fancy stuff like syringe guns embedding syringes into targets
and injecting them that way, and fix some bugs along the way.

Closes #88115
Closes #87946

Also fixed a bug with scars not displaying when examined closely from
#86506 because i was in the area anyways
2025-01-02 23:18:27 +00:00
LemonInTheDarkandGitHub 91719a400a 516 Compile Compatibility (#88611)
Renames all uses of caller, as they (currently) shadow the new byond var
and will in future error
Ups our "wan if compiled after" experiement compile version to 516
Adds an alternate 516 unit test
2024-12-27 01:04:50 +00:00
RoxyandGitHub 1305ab885a Skyrat jukebox code cleanup (#2762)
## About The Pull Request

And by cleanup I mean rip literally all of it out because it turns out
tg's jukebox code basically has feature parity with what we have now
while also being better code-wise.

## Why It's Good For The Game

Less code to maintain.

## Proof Of Testing

It compiled and it plays music properly and the rave visor also plays
music properly

## Changelog

🆑
refactor: ripped out all the skyrat jukebox code in favor of tg's.
/🆑
2024-12-24 11:06:36 -08:00
SmArtKarandGitHub d4d106c97d Rave and plasma stabilizer MODules now utilize theme-specific visors (#88369)
## About The Pull Request

Rave and plasma stabilizer MODules now use per-theme visors so they no
longer look like an ugly blob (because their sprite only works with the
"standard" MODsuit theme)


![dreamseeker_gav0TXaQOF](https://github.com/user-attachments/assets/15f5a7e5-eb6e-4d03-b2fd-40181d199a78)

Armor booster modules use a signal to change the visor when they're
activated

## Why It's Good For The Game

Currently they use the base helmet visor sprite which doesn't look very
good on non-standard MODsuits

## Changelog
🆑
add: Rave and plasma stabilizer MODules now utilize theme-specific
visors
/🆑
2024-12-15 13:15:37 +00:00
SmArtKarandGitHub a27949d5f5 Advanced Color Shifting: Spraypaint Edition (#88201)
## About The Pull Request

"If GAGS is such a good system, why isn't there GAGS 2?" - Sun Tzu

GAGS is very neat but it has one glaring issue: it needs sprites to be
greyscaled in advance to be used. On the other hand we have color
matrices, but they're hard to use and even harder to get good results
from. The logical solution grew out of a discord argument about colors
this morning after @LemonInTheDark decided to toy around with HSL
matrices using filters on live servers.

This PR implements Color Transition Filters as an additional option for
atom colors - passing a transition filter matrix into
``add_atom_colour`` will "recolor" the atom into the passed color by
using an HSL filter (since color only supports RGB values and matrices).
Normal color matrices are now also supported in atom colors, in case
anyone needs to use them there. ``color_transition_filter`` has 2 modes:
``SATURATION_MULTIPLY`` which only changes the hue and shifts saturation
of the original icon, and ``SATURATION_OVERRIDE`` which changes
saturation and light values to more correctly fit the passed color.
Multiply mode does a far better job at recoloring clothing or objects
with obvious highlights, but fails to color pale or white objects, while
Override mode is closer to what we have right now (just doesn't produce
rancid blobs of color nearly as much)

Here are some examples of colored clothes, mechs, items and tiles using
the new system.

Green RD? Sure.

![image](https://github.com/user-attachments/assets/6d79cac3-15a5-4850-abae-19219e1d4bdb)

Atmos MODsuit colored with a speed potion

![4cTKpeu](https://github.com/user-attachments/assets/9106e74c-8d60-489a-9ef7-4d154ddbbdf9)

Why override mode exists in the first place

![dreamseeker_fAKn811LXT](https://github.com/user-attachments/assets/3d3bea8c-5e27-4390-a924-0c243265fa6a)

Aftermath of a colorful reagent grenade.

![image](https://github.com/user-attachments/assets/ba4c78c5-cba5-42da-ac4d-7861bb329b68)

As you can see, the colors are far brighter and significantly less
acidic, since they're no longer just used as multipliers for existing
colors but instead shift the palette of the sprite towards themselves.

In order to bypass the main downside of "default" Multiply mode,
spraycans have received a new right click function "coat with paint",
which will color the item using the Override mode. Left Click mode lost
its coloring restrictions (RMB still has them), and color
sampling/prosthetic recoloring has been moved to Ctrl Click instead.
Here's the full list of all systems/items that now use color transition
filters:
 * Drying items
 * Deep frying items
 * Slime blueprints/potions/coloring crossbreeds
 * Colorful reagent
 * Spraycans
 * Paint buckets

## Why It's Good For The Game

Our coloring system is ***really*** bad, to the point where we're
preventing players from using any dark colors because item icons become
unintelligible when colored into them.

## Changelog
🆑 SmArtKar, LemonInTheDark
add: Changed how spraycans color items - "old" mode is still availible
via right click.
refactor: Refactored how some items and effects color things so that
they look prettier.
/🆑
2024-12-13 00:12:14 -08:00
SmArtKarandGitHub c1129369c7 [NO GBP] Fixes moths only being able to fly if they spawn in zero gravity (#88450)
## About The Pull Request
Moth wings prevent you from flying in gravity -> same check is used for
activation -> they're activated upon implanting -> unless you spawn or
get wings in zero-g you're screwed
Closes #88460
Closes #88457

## Changelog
🆑
fix: Fixed moths only being able to fly if they spawn in zero gravity
/🆑
2024-12-12 19:33:08 +01:00
jimmylandGitHub 43e5ad44e1 janitor modsuit space cleaner mister (#87973)
## About The Pull Request
![2024-11-17
10_33_43-Window](https://github.com/user-attachments/assets/93f3f0f4-9475-4537-9a75-a973a9886eea)

generates 2u of space cleaner per second if active
it shoots space cleaner
janitor ert gets it

## Why It's Good For The Game

at long last janitors get some actually useful modsuit module

## Changelog
🆑
add: janitor modsuit space cleaner mister module
/🆑
2024-12-06 23:24:36 +01:00
SmArtKarandGitHub 00ab18a3b1 [NO GBP] Fixes atrocinator not yeeting you up (#88350)
## About The Pull Request
Closes #88338

## Changelog
🆑
fix: Fixed atrocinator not yeeting you up
/🆑
2024-12-05 02:21:27 +01:00
Time-GreenandGitHub a0d47d999e Fixes harddels, reduces unneccessary update body calls (#88300)
Closes #88283
Closes https://github.com/tgstation/tgstation/issues/88320

Fixes a harddel caused by the limp status effect not being properly
deleted

Reduces update-body calls in:
- Initialize from 4 to 1
- On z-level change from 2 to 1
- On move with bloody shoes from 1 to 0

Mostly by just passing along the proper argument and removing seemingly
unnecessary update body calls
2024-12-04 01:34:57 +01:00
SmArtKarandGitHub 7c01aea7dc Modsuits no longer horrifically screech when taken off (#88326)
## About The Pull Request
Closes #87979
***FSZZHHHH***

## Changelog
🆑
sound: Modsuits no longer horrifically screech when taken off
/🆑
2024-12-04 01:11:00 +01:00
e174b5b6d6 [NO GBP] Nerfs The Wraith MODule. (#88010)
## About The Pull Request

The recloaking timer of the Wraith module has been bumped from 5 to 20
seconds.

It now decloaks the user on any type of bump, or if you shoot your gun.

The module is now incompatible with armor booster module (Blood red and
Elite)

## Why It's Good For The Game

I originally created this to provide traitors a tool to better setup
ambushes and engage in stealth play.

It was never really meant to be used as Combat camo like Ling darkness
adaptation.

Lastly the combination of full Eva + stealth is a bit bloated; fighting
an invisible man in space is not fun.

## Changelog

🆑
balance: Wraith Module recloaking timer bumped from 5 to 20 seconds.
balance: The Wraith Module's cloak now dissipates on ranged attacks and
any type of bump.
balance: Wraith Module can no longer be installed In suits with the
armor booster module .
/🆑

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
2024-12-02 22:15:32 +01:00
Soupyandlessthanthree 10af492c70 Fixes oversight of the Springlock MOD module and its interaction with water vapor (#87169)
## About The Pull Request
Adds the interaction between the Springlock MOD module and the Gas Water
Vapor so that it snaps shut upon being exposed to the Gas.
Fixes #85666.
Specifically the oversight mentioned in the comments.
## Why It's Good For The Game
Adds consistency to the Springlock MOD module so it properly interacts
with water as intended.
## Changelog
🆑
fix: Springlock MOD module properly interacts with Water Vapor
/🆑
2024-12-01 12:06:18 -08:00
SmArtKarandGitHub e1f41fc807 [NO GBP] Decthulufies tethers to stop players from turning themselves into MODsuit bodyhorror (#88289)
## About The Pull Request
Not adding a limit on how many you can have attached at once was a
mistake. MODsuits can only attach one tether at a time and they're
*slightly* slower to cut. You still can attach yourself to more than one
anchor manually (or mob via embedding), but this prevents you from being
attached to more than one machine/structure at a time. Tether anchors
now also only support one link at most.
Tethers no longer require you to click on a specific tile and have a
couple of transparent pixels to the side to make them easier to cut in a
hurry.
Closes #88057

## Why It's Good For The Game


![image](https://github.com/user-attachments/assets/4702e57c-4366-45db-99e8-099b4d9c500d)


![image](https://github.com/user-attachments/assets/3808633b-43c0-49ee-8ef6-9b06f29d1ff1)

## Changelog
🆑
fix: You cannot have more than one MODtether (excluding manual
connections)
qol: Tethers are easier to cut (require less pixelhunting)
/🆑
2024-12-01 14:28:40 +01:00
carlarctgandGitHub f198a55364 Added 'loose hat' functionality to the hat stabilizing component, used in modsuist (#88030)
## About The Pull Request

You can now wear a hat on any modsuit, even w/o the stabilizing module.

However:
- It will always sit slightly askew, at an angle.
- Involuntarily falling to the ground for any reason will cause the hat
to fall to the ground.
- Being thrown, slapped, or slipped will send it flying off.

Added the Atrocinator, Hat Stabilizer, and Tanning modules to the black
market.

Added the loose hat component to bio/bomb/rad hoods and space helmets.

## Why It's Good For The Game

> You can now wear a hat on any modsuit, even w/o the stabilizing
module.

I think the notion of, say, the Head of Security putting his cap on his
modsuit and then being slipped by the clown, who then steals the cap, is
really funny.


https://github.com/user-attachments/assets/3ad8a74d-0cb8-4118-8beb-d2ce9c76b358

The module is fairly rare and sometimes I just want to wear a silly hat
alongside the modsuit without badgering the captain for his hat module.
The downsides are rather plentiful so it's not like the hat module is
made irrelevant - if anything it makes it more notable.

This will add a bunch of enjoyable silliness to rounds, so I think it's
worth it.

> Added the Atrocinator, Hat Stabilizer, and Tanning modules to the
black market.

> Added the loose hat component to bio/bomb/rad hoods and space helmets.

It sucks losing your iconic drip when you need to venture out to space
for whichever reason - this lets you keep it without taking up space in
your bag, while having the throw downside.

They just feel perfect for the vibes of the black market. More
miscellaneous completely useless fancy stuff that has exorbitant prices
please!

## 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 it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
add: You can now wear a hat on any modsuit, even w/o the stabilizing
module. But it may easily fall off...
add: Added the Atrocinator, Hat Stabilizer, and Tanning modules to the
black market.
add: Added the loose hat component to bio/bomb/rad hoods and space
helmets.
/🆑

~~I'm having a bit of an issue. Somewhere I fugged up and now the worn
overlay on the mod helmet sprite doesn't work properly...~~ Turns out
that code was never used and nonfunctional to begin with so I removed it
entirely yay
2024-11-29 01:28:09 +01:00
BoviroandGitHub 74b59e2733 Allows Atmospherics MODsuits store extinguishers on their suit storage slot (#88208) 2024-11-27 00:25:45 +01:00
SmArtKarandGitHub 7962376362 Stops atrocinator module footstep spam when you're moving on a tram (#88129)
## About The Pull Request
Closes #87981
Also respects silent footsteps and lagswitch now

## Changelog
🆑
fix: Fixed atrocinator module footstep spam when you're moving on a tram
/🆑
2024-11-24 04:45:56 -08:00
4fde078f23 Refactors projectile dampeners and adds some new visuals (#87913)
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-11-23 14:50:58 +01:00
SmArtKarandGitHub bbb7a41743 Guncode Agony 4: The Great Projectile Purge (#87740)
## About The Pull Request
~~Kept you waitin huh!~~
The projectile refactor is finally here, 4 years later. This PR (almost)
completely rewrites projectile logic to be more maintainable and
performant.

### Key changes:
* Instead of moving by a fixed amount of pixels, potentially skipping
tile corners and being performance-heavy, projectiles now use
raymarching in order to teleport through tiles and only visually animate
themselves. This allows us to do custom per-projectile animations and
makes the code much more reliable, sane and maintainable. You (did not)
serve us well, pixel_move.
* Speed variable now measures how many tiles (if SSprojectiles has
default values) a projectile passes in a tick instead of being a magical
Kevinz Unit™️ coefficient. pixel_speed_multiplier has been retired
because it never had a right to exist in the first place. __This means
that downstreams will need to set all of their custom projectiles' speed
values to ``pixel_speed_multiplier / speed``__ in order to prevent
projectiles from inverting their speed.
* Hitscans no longer operate with spartial vectors and instead only
store key points in which the projectile impacted something or changed
its angle. This should similarly make the code much easier to work with,
as well as fixing some visual jank due to incorrect calculations.
* Projectiles only delete themselves the ***next*** tick after impacting
something or reaching their maximum range. Doing so allows them to
finish their impact animation and hide themselves between ticks via
animation chains. This means that projectiles no longer disappear ~a
tile before hitting their target, and that we can finally make impact
markers be consistent with where the projectile actually landed instead
of being entirely random.

<details>

<summary>Here is an example of how this affects our slowest-moving
projectile: Magic Missiles.</summary>


Before:


https://github.com/user-attachments/assets/06b3a980-4701-4aeb-aa3e-e21cd056020e

After:


https://github.com/user-attachments/assets/abe8ed5c-4b81-4120-8d2f-cf16ff5be915

</details>


<details>

<summary>And here is a much faster, and currently jankier, disabler
SMG.</summary>


Before:


https://github.com/user-attachments/assets/2d84aef1-0c83-44ef-a698-8ec716587348

After:


https://github.com/user-attachments/assets/2e7c1336-f611-404f-b3ff-87433398d238

</details>

### But how will this affect the ~~trout population~~ gameplay?

Beyond improved visuals, smoother movement and a few minor bugfixes,
this should not have a major gameplay impact. If something changed its
behavior in an unexpected way or started looking odd, please make an
issue report.
Projectile impacts should now be consistent with their visual position,
so hitting and dodging shots should be slightly easier and more
intuitive.

This PR should be testmerged extensively due to the amount of changes it
brings and considerable difficulty in reviewing them. Please contact me
to ensure its good to merge.

Closes #71822
Closes #78547
Closes #78871
Closes #83901
Closes #87802
Closes #88073

## Why It's Good For The Game

Our core projectile code is an ungodly abomination that nobody except
me, Kapu and Potato dared to poke in the past months (potentially
longer). It is laggy, overcomplicated and absolutely unmaintaineable -
while a lot of decisions made sense 4 years ago when we were attempting
to introduce pixel movement, nowadays they are only acting as major
roadblocks for any contributor who is attempting to make projectile
behavior that differs from normal in any way.

Huge thanks to Kapu and Potato (Lemon) on the discord for providing
insights, ideas and advice throughout the past months regarding
potential improvements to projectile code, almost all of which made it
in.

## Changelog
🆑
qol: Projectiles now visually impact their targets instead of
disappearing about a tile short of it.
fix: Fixed multiple minor issues with projectile behavior
refactor: Completely rewrote almost all of our projectile code - if
anything broke or started looking/behaving oddly, make an issue report!
/🆑
2024-11-23 04:02:35 -08:00
GhomandGitHub 6272b3680c You can use a fishing rod to snatch organs during organ manipulation surgery (feat organs sanity fix) (#87774)
## About The Pull Request
This allows you to use a fishing rod during the "manipulate organs" step
of the aforementioned surgery to snatch organs from a target.

Unlike other fish sources, this one has a negative fishing difficulty of
-20, which when summed with the default minigame difficulty should still
result in a negative difficulty. In layman terms, this means the
minigame is skipped here (unless you're wearing some clunky stuff like
insulated or boxing gloves). It also has a wait time of 8 to 13 seconds
versus the more random standard 3 to 25 seconds.

A small side-effect of this is that explosions during the "manipulate
organs" step will basically disembowel you, but it kinda fits anyway.

By the by, because of this, there is a tiny chance bluespace fishing
rods can yield you random organs. Worry not, they're newly generated, so
you won't be snatching it from another player by accident (at least for
now).

## Why It's Good For The Game
It adds more possible weird and rare shenanigans involving surgery.

## Changelog

🆑
Add: You can use a fishing rod to snatch organs during organ
manipulation surgery
/🆑
2024-11-20 22:13:18 +00:00
grungussussandGitHub 6a45daded9 MODsuits will not play the glove pickup sound when undeployed (#88023)
## About The Pull Request
title
## Why It's Good For The Game
it doesn't fit and doesn't make sense
## Changelog
🆑 grungussuss
sound: the glove pickup sound will no longer play for modsuits
undeploying
/🆑
2024-11-20 21:26:46 +02:00
ee271daf46 clickable alerts glow + the slimed status effect now actually tells you how to get it off without water in the description (#87902)
## About The Pull Request

 clickable alerts glow (regex: /atom/movable/screen/alert/.*/Click)

## Why It's Good For The Game

people are much more likely to look at the chat or anywhere else than
the status effect (really, its usually never worth reading 99% of them
so they end up ignored)

## Changelog
🆑
qol: alerts that do stuff when clicked glow gold
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-11-20 02:07:05 +01:00
Penelope HazeandGitHub b67a0901f2 Fix issues discovered via TypeMaker (#87596)
## About The Pull Request
Fixes issues with var typing and proc arguments, discovered using
OpenDream's WIP TypeMaker feature (using improvements I haven't PR'd
upstream yet).

## Why It's Good For The Game
Codebase maintenance.
2024-11-19 15:24:52 -05:00
carlarctgandGitHub 31459b4883 Buffs the Anomalock modules (#87743)
## About The Pull Request

Significantly buffed the anomalock modules.

Anomalock modules can be used with eachother.

Antigravity module costs 2 complexity.

Teleporter module is thrice as fast at teleporting with a slightly
reduced cooldown, but has a much larger power cost.

Changed how teleporter tracks maximum range to be less painful to the
end user.

Kinesis module's default range has been extended to 8.

Kinesis module can drag around people in critical condition or worse.
## Why It's Good For The Game

These modules have historically been, well, kind of a complete joke.
They seem to have been crippled out of fear of them being overpowering
with the end result of being unusable.

Anomaly items are allowed and meant to be fun, strong, and wild, so I
really don't see why these need to be so weak. The amount of times I'd
rather make a teleporter that takes 3 seconds to get you anywhere
instead of an instant portal gun or a bag of holding is roughly zero.

People hate modsuits, and in part that hate is because of modules which
do very, very little due to severe undertuning. Let's fix that with the
anomaly ones here.

> Anomalock modules can be used with eachother.

Let people get a buncha anomaly modulse together if they want to. An
antigravity user with teleporting and kinesis could be something to
fear, but not so much as to strike it from existence altogether without
even letting people mess around with it first.

> Antigravity module costs 2 complexity.

Antigravity module is glorified wittel -> gravitum, but it takes a core
and 3 complexity. At least let it be somewhat cheap.

> Teleporter module is thrice as fast at teleporting with a slightly
reduced cooldown, but has a much larger power cost.

Teleporter module is a big damn joke ATM, as stated above being
effectively overshadowed in every way by the portal gun. This now gives
it a fun niche instead, of being able to teleport around everywhere at
the cost of a massive power draw.

> Changed how teleporter tracks maximum range to be less painful to the
end user.

view() was working weirdly when I was using it. It was failing to
register tiles somewhat near the end of the screen, so I just ditched it
for a get_dist check that I threw 9 in as a somewhat arbitrary value
for.

> Kinesis module's default range has been extended to 8.

There's this bug on live where when you kinesis someone it flies all the
way to the SW corner of the screen for seemingly no reason. I don't know
why it happens but it drives me mad.

Even without that bug, 5 tiles is extremely frustrating to handle - it's
super, super annoying to find a middleground between 'not slapping you
in the face', 'not losing your grip'. 8 tiles is a lot more forgiving
and makes the module actually fun to use.

> Kinesis module can drag around people in critical condition or worse.

This one might be a bit nuts, but I really want to see this ingame, it's
kind of the best part of the module yet is unobtainable. Maybe some
stuff would need to be tuned for it, like making human throws flimsy.
## Changelog
🆑

balance: Significantly buffed the anomalock modules.
balance: Anomalock modules can be used with eachother.
balance: Antigravity module costs 2 complexity.
balance: Teleporter module is thrice as fast at teleporting with a
slightly reduced cooldown, but has a much larger power cost.
code: Changed how teleporter tracks maximum range to be less painful to
the end user.
refactor: Refactored LoS checks to be a proc on atom, los_check
balance: Kinesis module's default range has been extended to 8.
balance: Kinesis module can drag around people in critical condition or
worse.
/🆑
2024-11-14 19:56:30 +01:00
FikouandGitHub 0f26f6e9ee modsuit given traits use refs + fixes their deletion not working right + need boot out for ai to move (#87726)
## About The Pull Request
so there is a problem of:
if 2 modsuit modules were to apply the same trait and 1 were removed,
shit would break
so now all instances of mod_trait applied to the modsuit wearer are refs
instead, with mod_trait used for stuff added to items as that isnt
likely to have the same thing
also qdeleted modsuits delete their parts apparently accidentally
removed at some point. the previous time they did it caused qdel loops
but this time it doesnt
makes boots need to be out for an ai to move someone in a modsuit
improves the ui, non-standard cores now have unique colors for the
charging bar, and you can extend/retract things from ui, also adds a
configurable button to config menu so that the tether doesnt repurpose
the pin function made for circuits
redoes modsuit balloon alerts to use simpler language
makes the weapon recall module make you pick up the weapon if its on
your tile as throws dont work on same tile

![image](https://github.com/user-attachments/assets/97a0eb85-8127-4297-b679-3e5488ce73be)


## Why It's Good For The Game
futureproofing (also technically presentproofing, if you wear something
like infiltrator and normal back modsuit and both have ai control they
both will give you a trait)
also ai movement doesnt have any checks currently, i think it makes
sense that it would require your boots to be out so that the ai has
something to move
fix stuff change break boom wack
2024-11-13 12:29:35 -06:00
SmArtKarandMajkl-J f58bf45991 [NO GBP] Makes MODtethers quicker to cut, adds a rapid cut action to MODsuits and some examine hints (#86984)
## About The Pull Request
Tethers will now take only 1 second to cut, tether anchors have a line
about how to lengthen/shorten and cut tethers, and MODsuit tether module
now can quickly snap all tethers attached to you in case of an
emergency.

I'm not a fan of MOD tether quick cutting code but its the best we can
do to avoid GetComponent usage.

## Why It's Good For The Game
Tethers aren't very comfortable to use and a lot of people get confused
and stuck with them, this should help a ton.

## Changelog
🆑
qol: Added an explanation of how to change tether length and cut them to
tether anchors
qol: MODsuits can now quickly snap all tethers attached to you
balance: Tethers can now be cut significantly quicker
/🆑
2024-11-11 00:41:53 -08:00
GhomandGitHub dfb5d07b88 Fixed fishing rod duping with poly belts and shapeshift spells. (#87706)
## About The Pull Request
It turns out the "shapeshifted from spell" status ejects everything
inside the shapeshifted mob when removed. That's been causing a little
issue with the fishing rod from the profound_fisher component, which a
few mobs have. This PR fixes just that.

## Why It's Good For The Game

![immagine](https://github.com/user-attachments/assets/b664ffa6-567f-4332-b7dc-a5d2badb43d3)

![immagine](https://github.com/user-attachments/assets/4c453f91-2852-40c0-8f54-c5d66f28fdb1)


## Changelog

🆑
fix: Fixed fishing rod duping with poly belts and shapeshift spells.
spellcheck: Fixed a small typo when examining fishing rods.
/🆑
2024-11-09 03:07:55 +00:00
ArchieandGitHub d85fc255b4 RD modsuit advanced reagent scanner fix (#87710)
## About The Pull Request
Makes the Research Director's modsuit advanced reagent scanner actually
detect reagents, also changes descriptions to mention its explosion
sensor and research scanner.
## Why It's Good For The Game
Currently the research director's modsuit has an unremovable advanced
reagent scanner module that does not scan reagents and can't be replaced
with a working reagent scanner, this fixes that.

It is also good to mention its explosion sensor ability and research
scanner as it lets research directors know what the module does.
## Changelog
🆑
fix: Made the Research Director's Modsuit's Advanced Reagent Scanner
scan reagents.
spellcheck: Changes description of the Advanced Reagent Scanner to
mention its explosion sensor and research scanner.
/🆑
2024-11-07 05:55:19 +01:00
jimmylandGitHub 76f007a3cf the mod skin applier actually works now + honkeratives waddle (#87704) 2024-11-06 19:40:38 +02:00
SmArtKarandGitHub 4e54abc6ef Fixes MODsuit deactivation not disabling modules (#87649)
## About The Pull Request

Closes #87618
Technically either part of this fix (moving the active check in
seal_part and removing the parts check in control_activation) is enough
to fix this particular issue but I'm doing both for sanity reasons (and
possibly edge cases with modules that modify their required parts? not
sure if we have those)

also yeah it didn't call deactivate()

## Changelog
🆑
fix: Fixed MODsuit deactivation not disabling modules
/🆑
2024-11-05 18:01:08 +01:00
FikouandGitHub 0b9732b1f8 removes 0.5 cooldown time from togglable modsuit modules (#87613)
## About The Pull Request
why did you say your pr was merge ready when you didnt do the main thing
the review said you should carlarc
and why did i not look and still merge it

## Why It's Good For The Game
redundant

## Changelog
not player facing
2024-11-02 14:03:02 +01:00
carlarctgandGitHub 90331b02f6 Modsuit actions no longer go on cooldown when selected (#87396)
## About The Pull Request

Modsuit actions no longer go on cooldown when selected, only when
actually used. So you can select an action and use it
## Why It's Good For The Game

I don't even know why this was a thing it just makes modsuits more
uncomfortable and unpleasant to use. I see no reason for it to exist so
i'm removing it. @Fikou
## Changelog
🆑
qol: Modsuit actions no longer go on cooldown when selected
balance: microwave beam module is on a 4s cooldown not 10s
/🆑
2024-10-31 20:10:07 +01:00
FikouandGitHub 0f684bd7db fixes issues with the separate modsuit part activation (#87482)
## About The Pull Request

generally cleans up the code a bit. fixes the issue where if you had
clothing on yourself already and you tried extending when active it
still went through the sealing process even though it didnt extend the
part, causing weird desyncs. fixes the issues with part enabled modules
that would not activate, makes stealth and radproof modules require the
whole suit to be out cause thinking about it they wouldnt really work
without that i think
reverts quick activation to try put parts on you instead of removing
them as priority, i think that plays nicer with separate part activation

fixes #87413
2024-10-31 12:12:49 -05:00
GhomandGitHub 778ed9f1ab The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request
This PR kills the abstract internal and external typepaths for organs,
now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds.

This PR also fixes fox ears (from #87162, no tail is added) and
mushpeople's caps (they should be red, the screenshot is a tad
outdated).

And yes, you can now use a hair dye spray to recolor body parts like
most tails, podpeople hair, mushpeople caps and cat ears. The process
can be reversed by using the spray again.

## Why It's Good For The Game
Time-Green put some effort during the last few months to untie functions
and mechanics from external/internal organ pathing. Now, all that this
pathing is good for are a few typechecks, easily replaceable with
bitflags.

Also podpeople and mushpeople need a way to recolor their "hair". This
kind of applies to fish tails from the fish infusion, which colors can't
be selected right now. The rest is just there if you ever want to
recolor your lizard tail for some reason.

Proof of testing btw (screenshot taken before mushpeople cap fix, right
side has dyed body parts, moth can't be dyed, they're already fabolous):

![immagine](https://github.com/user-attachments/assets/2bb625c9-9233-42eb-b9b8-e0bd6909ce89)

## Changelog

🆑
code: Removed internal/external pathing from organs in favor of a bit
flag. Hopefully this shouldn't break anything about organs.
fix: Fixed invisible fox ears.
fix: Fixed mushpeople caps not being colored red by default.
add: You can now dye most tails, podpeople hair, mushpeople caps etc.
with a hair dye spray.
/🆑
2024-10-30 08:03:02 +01:00
7247928ec4 MODules don't create visual overlays when their required part isn't deployed (#87452)
## About The Pull Request
#86825 allowed MODsuits to only have a few of their parts deployed but
didn't change MODule overlay code, resulting in modules like welding
visor showing up even if you only have your gloves active.

## Why It's Good For The Game

Glitchy visuals begone.

## Changelog
🆑
fix: MODules don't create visual overlays when their required part isn't
deployed
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2024-10-27 22:01:45 +00:00
SmArtKarandGitHub a633cde1ef [NO GBP] Fixes deathsquad commandos not getting their berets (#87494)
## About The Pull Request
Outfit was directly assigning the attached hat and i forgor to remove
the var which is how it compiled in the first place

## Changelog
🆑
fix: Fixed deathsquad commandos not getting their berets
/🆑
2024-10-27 18:36:04 +01:00
grungussussandGitHub 0a2a13658f shoes handling and equip sounds (#87483)
## About The Pull Request
completes
https://github.com/orgs/tgstation/projects/19/views/1?filterQuery=shoes&pane=issue&itemId=84410941


https://github.com/user-attachments/assets/1fb3fc62-06ce-4930-a709-830d00c79eb7
## Why It's Good For The Game
sounds are good I think
## Changelog
🆑 grungussuss
sound: shoes have handling and equip sounds
/🆑
2024-10-27 15:20:58 +01:00
3d100fb48c (bounty) you no longer need ALL parts deployed to use a modsuit (limbless welcome!) (#86825)
## About The Pull Request

you no longer need all parts deployed to activate a modsuit
in order to use a module it needs its required part deployed, eg
magnetic attachment = boots needed
passive effects from a module dont work unless the relevant parts are
deployed

video todo

## Why It's Good For The Game

fikou wants this and uhh i guess its better that the legless and the
armless are capable of using modsuits
however wearing a modsuit onearmed or onelegged properly still needs a
seperate PR

## Changelog
🆑
balance: you no longer need all parts deployed to activate a modsuit,
you can use them limbless
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-10-25 00:09:06 +00:00
larentounandGitHub 692540a7b9 Singularity_pull() standartize (#87304)
## About The Pull Request
Previous attempt - https://github.com/tgstation/tgstation/pull/87227

`/atom/proc/singularity_pull(obj/singularity/singularity, current_size)`
has first arg typed, but other procs were just referencing it as a
un-typed variable.

Since args are not standartized AND
`atom/proc/singularity_pull(obj/singularity/singularity, current_size)`
is out-dated, since it can be called by things that has
`/datum/component/singularity` - not just by
`obj/singularity/singularity` - This PR just adds args to every
`proc/singularity_pull()` as follows:
`proc/singularity_pull(atom/singularity, current_size)`

## Why It's Good For The Game
Standartization

## Changelog
No changelog needed
2024-10-25 02:08:26 +02:00
SmArtKarandGitHub 73029775e8 Removes MOD chestplate and glove equip/drop sounds (#87403)
## About The Pull Request

Closes #87401

## Changelog
🆑
sound: Removed MOD chestplate and glove equip/drop sounds
/🆑
2024-10-24 20:01:24 +02:00