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mayfools
1006 Commits
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71faa643bf | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-12 | ||
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8ee9b8c61d |
Diode disks now change the color of the light on the emitter when turned on. Emitter lights have been changed to an overlay. (#93605)
## About The Pull Request Title <img width="465" height="464" alt="emittercolors" src="https://github.com/user-attachments/assets/e6b6cb88-9483-45d0-abac-652ced9111fc" /> <img width="139" height="517" alt="emittercolors" src="https://github.com/user-attachments/assets/2609a833-5e38-4eb5-b11d-3c6dec148694" /> Please, please please tell me how I can improve the code, I'm not confident in it ## Why It's Good For The Game It looks nice! Also fixes #93593 ## Changelog 🆑 add: Emitters now change their light color depending on the diode disk inserted. fix: Emitters can light up with their panel open. /🆑 |
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a38652aa4d |
OUGH: fixes improper \improper. (#92581)
ough ## About The Pull Request diode disk fucky mc wucky ## Why It's Good For The Game bugg ## Changelog 🆑 fix: Diode Disks are no longer improperly /improper. /🆑 |
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6bc67d2bc6 |
Emitter: The Emitting (#92327)
## About The Pull Request Adds Diode Disks, installable disks that when fitted into an emitter can change its function. * Healing * Stamina damage, and heals the SM slightly at the cost of internal energy * Traitor engi only explosive that damages and supercharges the SM if used that way. Firerate is halved. * Incendiary that slightly damages the SM but has lots of energy * Sanity damaging one that improves SM psi coeff * Magnetic item attracting one that improves SM mol absorption. ## Why It's Good For The Game Fun and unique ways for Engi to use excess power or improve their SM setups. Could also lead to neat engi inventions such as, say, a circuit device that aims and fires a healing emitter at anyone nearby who is damaged. Should also incentivize the researching of useful techs, hence why important medium tier techs are what lock the different disks. ## Changelog 🆑 add: New Diode Disks which allow you to configurate emitters with special functions. add: New Engi & CE exclusive traitor item, a diode disk that causes an emitter to create low radius explosions when it hits things. Note that this will reduce the fire-rate of your emitter. /🆑 --------- Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
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bc5fb226d1 |
Fixes spam-clicking on Nar'Sie destroying eardrums (#92470)
<!-- 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 Fixes #92454 by making it so Nar'Sie can't be spam-clicked at the speed of light to spawn infinite cult shells and blow up your ears. Instead, clicking on Nar'Sie will now give you an input box asking if you want to become a harvester or not. Additionally, cultbanned individuals can no longer interact with her either.  <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Nar'Sie no longer escapes into the real world and does grievous bodily harm to your ears when some joker decides to spam-click her. Additionally, it feels smoother to click Nar'Sie and be able to immediately become a harvester, versus clicking Nar'sie and then having to twiddle your thumbs for 10 seconds waiting for the ghost query to end. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## 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. --> 🆑 fix: Nar'Sie can no longer be spam-clicked as a ghost and destroy ears via infinite shell creation. fix: Cult-banned players can no longer interact with Nar'Sie qol: Interacting with Nar'Sie as a ghost no longer creates a ghost query and instead allows you to immediately become a harvester after confirming you wish to become a harvester. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
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b697439f45 |
OUGH: fixes improper \improper. (#92581)
ough ## About The Pull Request diode disk fucky mc wucky ## Why It's Good For The Game bugg ## Changelog 🆑 fix: Diode Disks are no longer improperly /improper. /🆑 |
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2a7921d436 |
Emitter: The Emitting (#92327)
## About The Pull Request Adds Diode Disks, installable disks that when fitted into an emitter can change its function. * Healing * Stamina damage, and heals the SM slightly at the cost of internal energy * Traitor engi only explosive that damages and supercharges the SM if used that way. Firerate is halved. * Incendiary that slightly damages the SM but has lots of energy * Sanity damaging one that improves SM psi coeff * Magnetic item attracting one that improves SM mol absorption. ## Why It's Good For The Game Fun and unique ways for Engi to use excess power or improve their SM setups. Could also lead to neat engi inventions such as, say, a circuit device that aims and fires a healing emitter at anyone nearby who is damaged. Should also incentivize the researching of useful techs, hence why important medium tier techs are what lock the different disks. ## Changelog 🆑 add: New Diode Disks which allow you to configurate emitters with special functions. add: New Engi & CE exclusive traitor item, a diode disk that causes an emitter to create low radius explosions when it hits things. Note that this will reduce the fire-rate of your emitter. /🆑 --------- Co-authored-by: ThrowawayUseless <notarealemail@emailservice.fake> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
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eb669bf0c1 |
Fixes spam-clicking on Nar'Sie destroying eardrums (#92470)
<!-- 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 Fixes #92454 by making it so Nar'Sie can't be spam-clicked at the speed of light to spawn infinite cult shells and blow up your ears. Instead, clicking on Nar'Sie will now give you an input box asking if you want to become a harvester or not. Additionally, cultbanned individuals can no longer interact with her either.  <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Nar'Sie no longer escapes into the real world and does grievous bodily harm to your ears when some joker decides to spam-click her. Additionally, it feels smoother to click Nar'Sie and be able to immediately become a harvester, versus clicking Nar'sie and then having to twiddle your thumbs for 10 seconds waiting for the ghost query to end. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## 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. --> 🆑 fix: Nar'Sie can no longer be spam-clicked as a ghost and destroy ears via infinite shell creation. fix: Cult-banned players can no longer interact with Nar'Sie qol: Interacting with Nar'Sie as a ghost no longer creates a ghost query and instead allows you to immediately become a harvester after confirming you wish to become a harvester. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
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cc651eac83 |
corrects some loop syntax (#92252)
## About The Pull Request spacemandmm, and byond, did not used to error on using `for init; test, inc`. spacemandmm now does, and i think it's bad syntax to keep around anyway ## Why It's Good For The Game this syntax was mad ## Changelog no playerfacing changes Co-authored-by: harryob <55142896+harryob@users.noreply.github.com> |
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be89f131f1 |
corrects some loop syntax (#92252)
## About The Pull Request spacemandmm, and byond, did not used to error on using `for init; test, inc`. spacemandmm now does, and i think it's bad syntax to keep around anyway ## Why It's Good For The Game this syntax was mad ## Changelog no playerfacing changes Co-authored-by: harryob <55142896+harryob@users.noreply.github.com> |
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04054a9ff6 |
Removes un-needed calls to RefreshParts() (#91564)
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6edc6d616a |
Removes un-needed calls to RefreshParts() (#91564)
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bc2215667f |
Re-refactors batons / Refactors attack chain force modifiers (#90809)
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) /🆑 |
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5261efb67f |
Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request 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). ## Changelog 🆑 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) /🆑 |
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f6acbb38d6 |
Weapons that cannot fit into turrets also cannot fit into emitters. (#90960)
## About The Pull Request fixes https://github.com/tgstation/tgstation/issues/90260 Weapons that cannot fit into turrets can not fit into emitters. This only affects the dueling pistol as of writing. ## Why It's Good For The Game Sorry everyone, this is TOO fun, we have to turn it around. ## Changelog 🆑 fix: Weapons that cannot fit into turrets also cannot fit into emitters. /🆑 |
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c82686f46f |
Weapons that cannot fit into turrets also cannot fit into emitters. (#90960)
## About The Pull Request fixes https://github.com/tgstation/tgstation/issues/90260 Weapons that cannot fit into turrets can not fit into emitters. This only affects the dueling pistol as of writing. ## Why It's Good For The Game Sorry everyone, this is TOO fun, we have to turn it around. ## Changelog 🆑 fix: Weapons that cannot fit into turrets also cannot fit into emitters. /🆑 |
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11d82b7995 |
You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
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. /🆑 |
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339616ae78 |
You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request 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. ## Why It's Good For The Game Improving old code. And I want to be able to pet mobroaches while holding them too. ## Changelog 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑 |
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b6b8306fda | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a | ||
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d0a7f955f8 |
Fix various issues with names in string interpolation (#89246)
## 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`. |
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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. |
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b4b210428e |
Fixes Dark Matter singularity getting stuck on other z levels. (#87113)
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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9b40e13f8b |
Makes dust animation look less 2006 (#87435)
## About The Pull Request This was inspired by an effect I saw on Paradise but I sprited my own https://github.com/user-attachments/assets/2130053c-a6ea-48e6-8b62-4c08563fd154 (Todo, make the skeleton appearing less jank) ## Why It's Good For The Game 1. Looks less 2006. 2. The dust sprite will reflect the mob being dusted, since it's literally just Your Sprite. Your clothes, species, etc. 3. All species and all mob types now animate being dusted - from corgi to xenos, from borgs to lizards -, and we can even reuse this effect for items being dusted if we so desire ## Changelog 🆑 Melbert image: The animation for being dusted now takes into account your sprite, rather than being a normal nude spaceman /🆑 |
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933f4697ce |
Add No Escape Final Traitor Objective (aka Singularity Shuttle Event) (#86796)
## About The Pull Request This is a remake of: - #77188 - #86655 Both were DNM'd due to a lack of difficulty requirements for spawning a singularity as a shuttle event. --- **No Escape - Final Traitor Objective:** - Spawns a special singularity beacon, syndicate inducer, and wrench. - The beacon must be powered with an inducer and planted on the shuttle to work. - The beacon slowly increases the chance of a massive STAGE SIX (11x11) singularity to appear (1% every 8 seconds) - The beacon can be turned on at any time, but will only increase the chance while on the shuttle and if it is in transit - After 5 seconds the crew gets an announcement that a singularity is approaching and has an extra minute of transit time due to time dilation - If the beacon is turned off or destroyed it decreases the probability by the same rate. (-1% every 8 seconds) - If the beacon is spaced while active it decreases the probability by x2 rate. (-2% every 8 seconds) - If the singularity is spawned while the beacon is disabled or spaced, there is a chance for it to not directly hit the shuttle (but since it's so big it will likely brush against the side) To prevent the singularity from instantly appearing and to give the crew a chance to react, it starts with a negative probability that takes 15 seconds to reach 0%. Deactivating, destroying, or spacing the beacon will slowly reverse the chance but it's not an instant guarantee. So the longer you wait to act, the worse your chances are! I cleaned up quite a bit of the singularity code while I was working on this. CC @Time-Green @MrMelbert ## Why It's Good For The Game There have been several attempts to add a singularity shuttle event that could be triggered but it was deemed too chaotic or the requirements too easy so they were restricted to admin-only events. Making it a final traitor objective, sets a high requirement that must be achieved before activating it as a doomsday event. It also gives the crew a chance to intervene and stop the event before disaster strikes. It's similar to a syndicate bomb ticking down while on the shuttle that serves to be climatic. ## Changelog 🆑 add: Add no escape final traitor objective that spawns a stage six (11x11) singularity shuttle event. /🆑 |
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feb89c3771 |
Fixes level 1 singularity eating containment field and being able to move (#87717)
## About The Pull Request Fixes: https://github.com/tgstation/tgstation/issues/87716 Fixes this https://github.com/user-attachments/assets/d31c5f97-1576-404b-8427-a4089446fd5f ## Why It's Good For The Game Its a fix pr ## Changelog 🆑 Rengan fix: fixes singularity eating containtment field /🆑 |
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c093237609 |
Renames characters in dark matter singulo description (#87673)
## About The Pull Request The dark matter singularity and its toy have long quotes in the examine text. This doesn't change the quotes themselves, but changes the name of the characters in the attributions. "Miles O'Brien" is now "Tenshin Nakamura", that surname implies a connection to the ingame faction Nakamura Engineering. "Jadzia Dax" if now "Huey Knorr" because it sounds a bit like 'who knows'. ## Why It's Good For The Game These were changed in #75133 to remove references to player names. I don't disagree with the reasons for changing them, but the replacements were half-assed. Just names of characters from Star Trek. Muh immersion. ## Changelog 🆑 spellcheck: Changed names in the description of dark matter singularities and their toy version. /🆑 |
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e59d8ba64b | Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b | ||
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bb70889f6e |
TG Upstream Part 1
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff |
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0a1e241b03 |
Fixes Dark Matter singularity getting stuck on other z levels. (#87113)
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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9c98096d50 |
Add No Escape Final Traitor Objective (aka Singularity Shuttle Event) (#86796)
## About The Pull Request This is a remake of: - #77188 - #86655 Both were DNM'd due to a lack of difficulty requirements for spawning a singularity as a shuttle event. --- **No Escape - Final Traitor Objective:** - Spawns a special singularity beacon, syndicate inducer, and wrench. - The beacon must be powered with an inducer and planted on the shuttle to work. - The beacon slowly increases the chance of a massive STAGE SIX (11x11) singularity to appear (1% every 8 seconds) - The beacon can be turned on at any time, but will only increase the chance while on the shuttle and if it is in transit - After 5 seconds the crew gets an announcement that a singularity is approaching and has an extra minute of transit time due to time dilation - If the beacon is turned off or destroyed it decreases the probability by the same rate. (-1% every 8 seconds) - If the beacon is spaced while active it decreases the probability by x2 rate. (-2% every 8 seconds) - If the singularity is spawned while the beacon is disabled or spaced, there is a chance for it to not directly hit the shuttle (but since it's so big it will likely brush against the side) To prevent the singularity from instantly appearing and to give the crew a chance to react, it starts with a negative probability that takes 15 seconds to reach 0%. Deactivating, destroying, or spacing the beacon will slowly reverse the chance but it's not an instant guarantee. So the longer you wait to act, the worse your chances are! I cleaned up quite a bit of the singularity code while I was working on this. CC @Time-Green @MrMelbert ## Why It's Good For The Game There have been several attempts to add a singularity shuttle event that could be triggered but it was deemed too chaotic or the requirements too easy so they were restricted to admin-only events. Making it a final traitor objective, sets a high requirement that must be achieved before activating it as a doomsday event. It also gives the crew a chance to intervene and stop the event before disaster strikes. It's similar to a syndicate bomb ticking down while on the shuttle that serves to be climatic. ## Changelog 🆑 add: Add no escape final traitor objective that spawns a stage six (11x11) singularity shuttle event. /🆑 |
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2cf34ec44e | Reduces volume of the nuke sound (#86888) | ||
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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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8486f2f7e2 |
Storage / table interactions at the bottom of the interaction chain (#85512)
Because the wings were in fact made of wax ## About The Pull Request Storage goes to the very bottom of the interaction chain, hardcoded in on `/atom`. This is not preferred, obviously, but it ends up being a lot less snowflaking overall. Tables also go at the very bottom by extending `base_item_interaction`. Fixes #83742 Fixes #84434 Fixes #83982 Fixes #85516 Fixes #84990 Fixes #84890 Closes #85036 Closes #84025 (RMB places it on the table.) Closes #86616 Other changes: Refactored pod storage to be less jank. Patches some exploits around it. ## Why It's Good For The Game Should make a lot more interactions a lot more reliable... hopefully ## Changelog 🆑 Melbert refactor: Storage and Tables are now a lower priority action, meaning some uses of items on storage should work... better, now. Here's hoping at least, report any oddities. refactor: Note: For an overwhelming majority of items, **combat mode** will attempt to attack/insert into the target, while **non-combat-mode** will attempt to use on a target. This means screwdrivering or emagging a MODsuit must be done on non-combat-mode, as combat mode will simply put the screwdriver or emag into its storage. Same applies to tables, though when in doubt, RMB may help (for things which are also weapons, like mops). refactor: Refactored escape pod storage, now they actually properly show as unlocked on red alert and above. /🆑 |
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4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
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91baa94ac5 |
event based incapicated and able_to_run (#86031)
## About The Pull Request this is a revival of #82635 . i got permission from potato to reopen this, he did almost all the work. i only just solved the conflicts and fixed all the bugs that were preventing the original from being merged (but it should be TMed first) ## Why It's Good For The Game slightly improves the performance of basic mob AI ## Changelog 🆑 LemonInTheDark refactor: able_to_run and incapacitated have been refactored to be event based /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: ZephyrTFA <matthew@tfaluc.com> |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## 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> |
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aefec7cb2b |
Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request it's - conjunction of "it" and "is" its - possessive form of "it" grammar is hard, and there were a lot of places where "it's" was used where it shouldn't have been. i went and painstakingly searched the entire repository for these instances, spending a few hours on it. i completely ignored the changelog archive, and i may have missed some outliers. most player-facing ones should be corrected, though ## Why It's Good For The Game proper grammar is good ## Changelog 🆑 spellcheck: Numerous instances of "it's" have been properly replaced with "its" /🆑 |
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5f80128fa9 |
Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request it's - conjunction of "it" and "is" its - possessive form of "it" grammar is hard, and there were a lot of places where "it's" was used where it shouldn't have been. i went and painstakingly searched the entire repository for these instances, spending a few hours on it. i completely ignored the changelog archive, and i may have missed some outliers. most player-facing ones should be corrected, though ## Why It's Good For The Game proper grammar is good ## Changelog 🆑 spellcheck: Numerous instances of "it's" have been properly replaced with "its" /🆑 |
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c4ebe3da2a |
[MIRROR] APC and SSmachines hotfixes [NO GBP] (#28930)
* APC and SSmachines hotfixes [NO GBP] * Update apc_main.dm * Update apc_main.dm * Update apc_main.dm * Update machines.dm --------- Co-authored-by: Andrew <mt.forspam@gmail.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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5aa4604bce |
APC and SSmachines hotfixes [NO GBP] (#85043)
## About The Pull Request Fixed an issue with APC icon not turning green from #84983  Also changed the implementation of the way the emitters are prioritized. Now there are separate lists for early and late processing machines. ## Why It's Good For The Game Bug fixes, better power distribution, power monitors showing reliable data ## Changelog 🆑 fix: APC icon properly turns green on full charge fix: APC shows correct charging rate in UI code: Added early machine process for shield generators and emitters to prioritize power draw code: Added late machine process for power monitors to gather accurate powernet load /🆑 |
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64a12bde28 |
[MIRROR] some deathmatch fixes (#28594)
* some deathmatch fixes (#84472) ## About The Pull Request firstly and most importantly polymorphing works now fixes field gens in OSHA Violator map names are sorted alphabetically binary chat may not be used in deathmatch arenas Chef and Clown final destination loadout names were renamed to avoid confusion with loadouts of the same name ## Why It's Good For The Game fixes #82791 fixes #82802 a feature of a deathmatch map working is good loadout confusion = bad also i guess sorting the list looks cool ## Changelog 🆑 fix: deathmatch OSHA Violator map has actually functioning field gens now fix: being polymorphed in deathmatch does not count you dead fix: deathmatch cyborgs may not talk in binary qol: deathmatch map names are sorted alphabetically spellcheck: deathmatch final destination clown and chef loadouts have been renamed to avoid confusion /🆑 * some deathmatch fixes --------- Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> |
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539bc1bf8d |
some deathmatch fixes (#84472)
## About The Pull Request firstly and most importantly polymorphing works now fixes field gens in OSHA Violator map names are sorted alphabetically binary chat may not be used in deathmatch arenas Chef and Clown final destination loadout names were renamed to avoid confusion with loadouts of the same name ## Why It's Good For The Game fixes #82791 fixes #82802 a feature of a deathmatch map working is good loadout confusion = bad also i guess sorting the list looks cool ## Changelog 🆑 fix: deathmatch OSHA Violator map has actually functioning field gens now fix: being polymorphed in deathmatch does not count you dead fix: deathmatch cyborgs may not talk in binary qol: deathmatch map names are sorted alphabetically spellcheck: deathmatch final destination clown and chef loadouts have been renamed to avoid confusion /🆑 |
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a69e8ddc13 |
[MIRROR] Event Horizon Anti-Existential Beam Rifle. The ultimate conclusion to the arms race and the sniper's art. (#28285)
* Event Horizon Anti-Existential Beam Rifle. The ultimate conclusion to the arms race and the sniper's art. (#83934) ## About The Pull Request Replaces the Particle Acceleration Rifle, or the Beam Marksman Rifle, with the Event Horizon Anti-Existential Beam Rifle. In short, it shoots black holes. It takes five cores to make. It pretty much kills everything you point it at and their immediate bystanders as well. You can do this from the relative safety of a whole four screens away thanks to it having a scope. There can only ever be one vortex anomaly made in the round. The recipe, however, always requires the maximum number of cores that can be made in a round. If the number goes up for some reason (maybe someone wants to add more vortex items), so does the total number of cores needed to make an AEBR. ## Why It's Good For The Game Firstly; the beam rifle? Awful. Jank code. Bad performance. Ancient balancing considerations. Just too strong to bring out regularly against specifically blobs, but completely fucking useless against anyone else. So I'm hitting all these problems at once. I reduced a 600 line file to less than 60. I've removed all that bad code. I've also made it specifically unable to combat blobs at all because singularities send blobs off to safety. Secondly; this is maybe the first example of 'more cores = bigger power'. The rifle was already utterly trash to have around, and I just didn't think the way it worked currently could really excite anyone enough to go on a big ol' quest to get it. Solution? You will cause a shuttle call if you get this weapon. ## Changelog 🆑 add: Replaces the Particle Acceleration Rifle with the Event Horizon anti-existential beam rifle. It shoots black holes. You can make this in-game. That's right, YOU! balance: Only one vortex anomaly can be made in a round. /🆑 --------- Co-authored-by: Jacquerel <hnevard@ gmail.com> * Event Horizon Anti-Existential Beam Rifle. The ultimate conclusion to the arms race and the sniper's art. * Fix linter --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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4739cedebc |
Event Horizon Anti-Existential Beam Rifle. The ultimate conclusion to the arms race and the sniper's art. (#83934)
## About The Pull Request Replaces the Particle Acceleration Rifle, or the Beam Marksman Rifle, with the Event Horizon Anti-Existential Beam Rifle. In short, it shoots black holes. It takes five cores to make. It pretty much kills everything you point it at and their immediate bystanders as well. You can do this from the relative safety of a whole four screens away thanks to it having a scope. There can only ever be one vortex anomaly made in the round. The recipe, however, always requires the maximum number of cores that can be made in a round. If the number goes up for some reason (maybe someone wants to add more vortex items), so does the total number of cores needed to make an AEBR. ## Why It's Good For The Game Firstly; the beam rifle? Awful. Jank code. Bad performance. Ancient balancing considerations. Just too strong to bring out regularly against specifically blobs, but completely fucking useless against anyone else. So I'm hitting all these problems at once. I reduced a 600 line file to less than 60. I've removed all that bad code. I've also made it specifically unable to combat blobs at all because singularities send blobs off to safety. Secondly; this is maybe the first example of 'more cores = bigger power'. The rifle was already utterly trash to have around, and I just didn't think the way it worked currently could really excite anyone enough to go on a big ol' quest to get it. Solution? You will cause a shuttle call if you get this weapon. ## Changelog 🆑 add: Replaces the Particle Acceleration Rifle with the Event Horizon anti-existential beam rifle. It shoots black holes. You can make this in-game. That's right, YOU! balance: Only one vortex anomaly can be made in a round. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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749ef43840 |
[MIRROR] Re-adds bagulo (remastered), 3 max bluespace cores, singulos may collapse if a third BoH is added (#28181)
* Re-adds bagulo (remastered), 3 max bluespace cores, singulos may collapse if a third BoH is added * auto --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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b540aaf8ab |
[MIRROR] Afterattack is dead, long live Afterattack (#28128)
* Afterattack is dead, long live Afterattack * wew * fixes --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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bea0930a18 |
Re-adds bagulo (remastered), 3 max bluespace cores, singulos may collapse if a third BoH is added (#83892)
## About The Pull Request - BoH + BoH = Singulo - This time it has a unique animation associated with it spawning, it starts off as a tear and then becomes a singulo after a short time. - Max number of bluespace cores available to the crew reduced from 8 to 3 - Chucking a BoH into a singulo causes it to collapse in on itself. (Supermatter charged singulos are immune.) ## Why It's Good For The Game BoH is generally harder to acquire now which means we can bring back soul The max core number was reduced just to make sure it doesn't get spammed too much. Four's a crowd. It also might be the first time we actually hit a core limit I thought it would be fun to make it so you can do something to stop it, so if you're a bad enough dude and can make a third BoH, you can chuck it into the bagulo to cause it to collapse. Singuloose generally ends the round regardless so I thought letting people have hero moments would be fun. ## Changelog 🆑 Melbert balance: Re-adds Bagulo balance: The max number of bluespace cores available to the crew has been reduced to 3 (was: 8) balance: Chucking a BoH into an uncharged singulo may save the station. /🆑 |
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ff6b41aa07 |
Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request - Afterattack is a very simple proc now: All it does is this, and all it's used for is for having a convenient place to put effects an item does after a successful attack (IE, the attack was not blocked)  - An overwhelming majority of afterattack implementations have been moved to `interact_with_atom` or the new `ranged_interact_with_atom` I have manually tested many of the refactored procs but there was 200+ so it's kinda hard ## Why It's Good For The Game Afterattack is one of the worst parts of the attack chain, as it simultaneously serves as a way of doing random interactions NOT AT ALL related to attacks (despite the name) while ALSO serving as the defacto way to do a ranged interaction with an item This means careless coders (most of them) may throw stuff in afterattack without realizing how wide reaching it is, which causes bugs. By making two well defined, separate procs for handing adjacent vs ranged interactions, it becomes WAY WAY WAY more easy to develop for. If you want to do something when you click on something else and you're adjacent, use `interact_with_atom` If you want to do something when you click on something else and you're not adjacent, use 'ranged_interact_with_atom` This does result in some instances of boilerplate as shown here:  But I think it's acceptable, feel free to oppose if you don't I'm sure we can think of another solution ~~Additionally it makes it easier to implement swing combat. That's a bonus I guess~~ ## Changelog 🆑 Melbert refactor: Over 200 item interactions have been refactored to use a newer, easier-to-use system. Report any oddities with using items on other objects you may see (such as surgery, reagent containers like cups and spray bottles, or construction devices), especially using something at range (such as guns or chisels) refactor: Item-On-Modsuit interactions have changed slightly. While on combat mode, you will attempt to "use" the item on the suit instead of inserting it into the suit's storage. This means being on combat mode while the suit's panel is open will block you from inserting items entirely via click (but other methods such as hotkey, clicking on the storage boxes, and mousedrop will still work). refactor: The detective's scanner will now be inserted into storage items if clicked normally, and will scan the storage item if on combat mode /🆑 |
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16c66010c9 |
[MIRROR] /icons/ folder cleansing crusade part 3 (#27859)
* /icons/ folder cleansing crusade part 3 * fixes --------- Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |