Commit Graph
327 Commits
Author SHA1 Message Date
Alexis 88e84645b1 Merge commit '6b52b564a50e4f3091470529c683587e5de15d49' into upstream-sync-7-22-2026 2026-07-22 13:39:09 -04:00
RoxyandGitHub 56c76bca38 Equpiment and linbs (#96958)
## About The Pull Request

Fix some typos I remembered existed

## Why It's Good For The Game

Words spell good

## Changelog

No
2026-07-14 22:31:18 -06:00
Roxy de4c3b255d Merge branch 'master' of github.com:tgstation/tgstation into upstream-2026-06-23 2026-06-23 15:51:55 -04:00
John F. KennedyandGitHub 494d2ace5b The Alt Jester Suit is Now Grayscaled and Buyable (#96306) 2026-06-02 22:28:41 -04:00
+37 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

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2026-05-16 00:56:00 +02:00
John F. KennedyandGitHub d598448aad Sweater Vest (#95681)
## About The Pull Request
Adds the sweater vest as an accessory in the autodrobe and loadout menu.
## Why It's Good For The Game
An alternative to the waistcoat.
<img width="704" height="82" alt="Screenshot 2026-04-07 140058"
src="https://github.com/user-attachments/assets/3ca13953-3866-4f35-9cb6-87e8c75348a8"
/>

## Changelog
🆑 Macaroni
add: Added the sweater vest
/🆑
2026-04-15 10:39:51 +12:00
TwaticusandGitHub 16d7023da4 Hoodies (#95582)
## About The Pull Request

Adds 2 hoodie variants, the pullover and the zip-up.
Both recolorable via GAGs.
Both available in the clothesmate and in loadout.

(90% "vibe-coded" ((SORRY!!)) but thoroughly tested with no issues*)
*ok one little issue being recoloring a hoodie with a spraycan does not
recolor the hood and you need to also spray the hood itself to color it.
a problem that has already existed in the codebase and i was unable to
find a fix for.


###### Pullover hood-down / Pullover hood-up with random recolors
underneath.
<img width="192" height="192" alt="dreamseeker_3DwQU9FPb2"
src="https://github.com/user-attachments/assets/fce54ba7-138f-4961-ad87-de072fa1ab55"
/>

###### Zipup unzipped hood-down / Zipup unzipped hood-up / Zipup zipped
hood-down / Zipup zipped hood-up with random colors underneath.
<img width="320" height="192" alt="dreamseeker_COJPWnFa84"
src="https://github.com/user-attachments/assets/b91ba86f-36cc-4c89-99aa-c6848554ea1c"
/>

## Why It's Good For The Game

Hoodies are a staple to many and have been requested frequently over the
years.
## Changelog
🆑
image: Hoodies! Both pullover and zip-up hoodies are available in the
clothesmate and in loadouts!
/🆑
2026-04-11 13:49:02 -04:00
MrMelbertandGitHub af27eda051 Adds support for gags underclothing / Uses it to make them look less jank on lizards (#95454)
## About The Pull Request

1. Underclothes have all been repathed as
`/datum/sprite_accessory/clothing`

2. Underclothes now have support for GAGS. Currently it ONLY supports
static GAGS colors, ie only preset colors, however prefs support could
easily be added in the future

3. Uses the GAGS support to implement the existing digitigrade
templating system for some undergarmants - lizards will use a generic
template for their underclothings when applicable

Example

<img width="169" height="124" alt="image"
src="https://github.com/user-attachments/assets/30b6689b-13a4-4cf9-811c-0d5d0bd5da59"
/>

## Why It's Good For The Game

Existing undergarmants look really jank on lizards

<img width="170" height="140" alt="image"
src="https://github.com/user-attachments/assets/de0704e0-d403-4bdb-a4c5-432d704b9c99"
/>

<img width="118" height="102" alt="image"
src="https://github.com/user-attachments/assets/7ec47327-c2a9-4a90-aab5-fb57105d5111"
/>

I would like to solve this, and well... the two solutions are "we force
lizards to run around naked" or "we use the cool templating system". The
latter seemed preferable


<img width="165" height="125" alt="image"
src="https://github.com/user-attachments/assets/6a8e4225-10a4-4044-9a12-c220713cd613"
/>

I did yoink the template from the jumpsuit template so it might look too
similar, might need to tweak it

## Changelog

🆑 Melbert
add: Some undergarmants will now use a generic replacement on lizard
body shapes that fit more appropriately
refactor: Refactored how undergarmants generate their icons, report any
oddities with that
/🆑
2026-03-23 20:06:58 -07:00
nevimer 00ccf0c6b5 Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
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#	icons/mob/inhands/64x64_lefthand.dmi
#	icons/mob/inhands/64x64_righthand.dmi
#	icons/obj/machines/computer.dmi
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#	tools/icon_cutter/check.py
2026-02-12 23:50:09 -05:00
SmArtKarandGitHub 71a232f03b Makes lizard skin and lizardskin items inherit their "donor's" skin color (#94751)
## About The Pull Request

As title says, skin butchered from humans (currently only applies to
lizardskin) now inherits their owner's skin color, and so do items
(lizardskin boots and hats) made from it.

Also this PR gagsifies lizardskin hats and boots for this very reason.

## Why It's Good For The Game

Consistency, when you butcher a purple lizard you should get purple
lizard boots.

## Changelog
🆑
add: Made lizard skin and lizardskin items inherit their "donor's" skin
color
/🆑
2026-01-12 00:29:35 +00:00
3799968eb3 feat: new floppy disk sprites; most disks are now under the /item/disk type; adds disk stacking, uqinue styling and wrapping (#94112)
## About The Pull Request

Floppy disks received a sprite upgrade, as well as unique wraps:

<img width="364" height="150" alt="image"
src="https://github.com/user-attachments/assets/0ac433e3-7432-4c06-bec2-aeae00b6852f"
/>

<img width="786" height="527" alt="image"
src="https://github.com/user-attachments/assets/0f36bd0d-0362-4431-8131-49060a2fe348"
/>

You can now stack floppy disks! They also scatter around when thrown.
The video also showcases new styling options with a selection of
stickers! You can also write something on the disk instead of selecting
an icon:


https://github.com/user-attachments/assets/ff0a8542-9d79-4108-ae46-672ca5d620a2

MOST disks now inherit the `/item/disk` type to properly stack and do...
stuff. An updatepaths script included.

## Why It's Good For The Game

Old school is cool. Stacking disks makes them feel more authentic, while
styling allows for more crearivity!

## Changelog

🆑
add: New unique wraps for floppy disks
qol: Floppy disks can now be stacked
image: New sprites and stickers for floppy disks
map: Added and ran an updatepaths script
refactor: Most disks are now under the base disk item type
/🆑

---------

Co-authored-by: The-Tyrant <tyrantofgaming@gmail.com>
2026-01-04 08:52:18 +13:00
arbuzik456andGitHub f0601b2a34 sagging (#94645)
## About The Pull Request

adds sagging, casual way of wearing pants and expressing your rebellious
nature

the only visual i've got


https://github.com/user-attachments/assets/1aad23e5-cc35-49ef-a7b3-31ff842048c5

## Why It's Good For The Game

mmmmm yes yes space station 13 is roleplay game indeed so it is just
mmmmnatural to give players more ways of mmmmm expressing themself and
their mmmculture 🧐🧐🧐🧐🧐

## Changelog

🆑
add: Added casual way of wearing jeans and different pants.
/🆑
2025-12-29 21:36:56 -05:00
MaoandGitHub 1cd0702938 Ushanka Hat, more fur! (#94468) 2025-12-16 17:49:33 -05:00
Roxy 71faa643bf Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-12 2025-11-12 16:44:13 -05:00
Matrix (Selena Rohrmann)andGitHub 79e6d18464 New recolorable cape in the ClothesMate (#93795)
## About The Pull Request

A new recolorable cape in the clothesmate, called the robe cape.
<img width="398" height="241" alt="cape"
src="https://github.com/user-attachments/assets/68d51edd-93b3-4038-a444-b187aa29dc9d"
/>

<img width="157" height="156" alt="detective"
src="https://github.com/user-attachments/assets/3200d77f-ee3d-472a-8432-74999d3fd3e0"
/>

## Why It's Good For The Game

Capes and cloaks look incredible and the only one we have right now is
an owl cloak. This cape exposes one arm and shows off more of your
suit/arms than other capes do, and it's also colorable so you can adjust
it to suit your style. It's the best one I've seen and if people like
it, I might port more capes and accessories.

It was tough to track down the original spriter, I believe the cape was
brought from Nova to Monke.

## Changelog

🆑
add: Added a recolorable cape to the ClothesMate accessories section
/🆑
2025-11-11 22:00:55 +01:00
xPokee 9b282a850e Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-09-17 11:45:44 -04:00
CursorandGitHub 236982b1ec Ports GAGS Ushankas from Nova (#92981) 2025-09-17 08:44:11 +02:00
c58ad4fb34 Maid Uniform Resprited and GAGsified (#91885)
## About The Pull Request

Resprites the maid uniform and maid headband using GAGs.
Combines maid neckpiece, gloves, and corset into the main outfit.
Removes standalone maid neckpiece, gloves, and corset.
Adds maid uniform and headband inhands.

stock option in black
custom colors as example

![dreamseeker_rz3t2ZDTyr](https://github.com/user-attachments/assets/e3505b4f-5d81-47e2-a470-c5453de80d6d)
## Why It's Good For The Game

Updates the sprite to be more inline with our current clothes.
Makes the sprite in-game player customizable.
## Changelog
🆑
image: resprites the maid uniform and headband using GAGs
del: removes standalone maid neckpiece, gloves, and corset
/🆑

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2025-07-04 16:33:34 -04:00
TwaticusandRoxy be6f8bf042 Schoolgirl Outfit Resprited Renamed and GAGsified (#91871)
## About The Pull Request

Renames the schoolgirl costume to seifuku, the japanese name for sailor
style uniforms.
Resprites the uniform using GAGs.
Adds an 'adjust' style for the uniforms(rolled sleeves).
Tweaks the stock uniform colors from blue, red, green, and orange to
blue, red, teal, and tan.

stock options
blue, red, teal, tan. long sleeve/short sleeve

![dreamseeker_SZEV1Ql3XP](https://github.com/user-attachments/assets/5e183af5-816d-454c-b20b-353d849f3c91)

custom colors as example
+anyone sad about the sailor moon reference being replaced with more
basic colors dont worry you can still make them :)

![dreamseeker_ECcQewtUaI](https://github.com/user-attachments/assets/defb90a2-0c78-4119-a7b6-2f830b82b23e)
## Why It's Good For The Game

Updates the sprite to be more inline with our current clothes.
Makes the sprite in-game player customizable.
## Changelog
🆑
image: resprites the schoolgirl outfit using GAGs
/🆑
2025-07-04 16:33:04 -04:00
2427db409e Maid Uniform Resprited and GAGsified (#91885)
## About The Pull Request

Resprites the maid uniform and maid headband using GAGs.
Combines maid neckpiece, gloves, and corset into the main outfit.
Removes standalone maid neckpiece, gloves, and corset.
Adds maid uniform and headband inhands.

stock option in black
custom colors as example

![dreamseeker_rz3t2ZDTyr](https://github.com/user-attachments/assets/e3505b4f-5d81-47e2-a470-c5453de80d6d)
## Why It's Good For The Game

Updates the sprite to be more inline with our current clothes.
Makes the sprite in-game player customizable.
## Changelog
🆑
image: resprites the maid uniform and headband using GAGs
del: removes standalone maid neckpiece, gloves, and corset
/🆑

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2025-06-29 19:42:46 -07:00
TwaticusandGitHub 8d08fc6c53 Schoolgirl Outfit Resprited Renamed and GAGsified (#91871)
## About The Pull Request

Renames the schoolgirl costume to seifuku, the japanese name for sailor
style uniforms.
Resprites the uniform using GAGs.
Adds an 'adjust' style for the uniforms(rolled sleeves).
Tweaks the stock uniform colors from blue, red, green, and orange to
blue, red, teal, and tan.

stock options
blue, red, teal, tan. long sleeve/short sleeve

![dreamseeker_SZEV1Ql3XP](https://github.com/user-attachments/assets/5e183af5-816d-454c-b20b-353d849f3c91)

custom colors as example
+anyone sad about the sailor moon reference being replaced with more
basic colors dont worry you can still make them :)

![dreamseeker_ECcQewtUaI](https://github.com/user-attachments/assets/defb90a2-0c78-4119-a7b6-2f830b82b23e)
## Why It's Good For The Game

Updates the sprite to be more inline with our current clothes.
Makes the sprite in-game player customizable.
## Changelog
🆑
image: resprites the schoolgirl outfit using GAGs
/🆑
2025-06-28 21:43:28 -07:00
BloopandRoxy 9ef0768b1c Removes a couple of duplicate gag map_icons + fixes the gags_recolorable component + most lootpanel gags previews (#91341)
## About The Pull Request

Turns out there were a couple of black mask subtypes that I missed as
well as a prisoner uniform subtype.

Also fixes some bugs that are not related to the map icon pr to further
improve the situation with GAGS previews.

## Why It's Good For The Game

Smaller .dmis, working previews

## Changelog

🆑
fix: spraycan can now be used to recolor the gi, glow shoes, striped
dress, H.E.C.K. suit
fix: most GAGS items should now be showing up in the lootpanel again
/🆑
2025-06-05 20:05:18 -04:00
JeremiahandRoxy a5a4b83a25 Sets prettier to run on the repo (#91379)
Prettier (an auto formatter) is set to only run within the tgui folder
currently. This removes that limitation, allowing it to automatically
format all supported files in the repo (.js, .html, .yml
[etc](https://prettier.io/docs/))

I made a few exceptions for bundled and generated files
I'm of the opinion that code should look uniform and am lazy enough to
want CTRL-S to format files without having to think beyond that
2025-06-05 19:13:02 -04:00
BloopandGitHub 4250ecb14c Removes a couple of duplicate gag map_icons + fixes the gags_recolorable component + most lootpanel gags previews (#91341)
## About The Pull Request

Turns out there were a couple of black mask subtypes that I missed as
well as a prisoner uniform subtype.

Also fixes some bugs that are not related to the map icon pr to further
improve the situation with GAGS previews.

## Why It's Good For The Game

Smaller .dmis, working previews

## Changelog

🆑
fix: spraycan can now be used to recolor the gi, glow shoes, striped
dress, H.E.C.K. suit
fix: most GAGS items should now be showing up in the lootpanel again
/🆑
2025-06-01 19:44:15 -07:00
JeremiahandGitHub 9db2f6916b Sets prettier to run on the repo (#91379)
## About The Pull Request
Prettier (an auto formatter) is set to only run within the tgui folder
currently. This removes that limitation, allowing it to automatically
format all supported files in the repo (.js, .html, .yml
[etc](https://prettier.io/docs/))

I made a few exceptions for bundled and generated files
## Why It's Good For The Game
I'm of the opinion that code should look uniform and am lazy enough to
want CTRL-S to format files without having to think beyond that
## Changelog
2025-05-29 21:23:59 -07:00
655b66bdd0 Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
Revival of https://github.com/tgstation/tgstation/pull/86482, which is
even more doable now that we have rustg iconforge generation.

What this PR does:

- Sets up every single GAGS icon in the game to have their own preview
icon autogenerated during compile. This is configurable to not run
during live. The icons are created in `icons/map_icons/..`
- This also has the side effect of providing accurate GAGS icons for
things like the loadout menu. No more having to create your own
previews.

![FOuGL6ofxC](https://github.com/user-attachments/assets/e5414971-7f13-4883-9f7f-a8a212b46fe8)

<details><summary>Mappers rejoice!</summary>

![StrongDMM_1oeMSoRHXT](https://github.com/user-attachments/assets/83dcfe4c-31be-4953-98f3-dff90268bbc4)

![StrongDMM_uyqu3CggPn](https://github.com/user-attachments/assets/7896f99e-2656-40e1-a9da-3a513882365a)

</details>

<details><summary>Uses iconforge so it does not take up much time during
init</summary>

![dreamdaemon_u4Md3Dqwge](https://github.com/user-attachments/assets/17baaff8-5d5e-4a4d-ba8f-9dd548024155)

</details>

---

this still applies:

Note for Spriters:

After you've assigned the correct values to vars, you must run the game
through init on your local machine and commit the changes to the map
icon dmi files. Unit tests should catch all cases of forgetting to
assign the correct vars, or not running through init.

Note for Server Operators:

In order to not generate these icons on live I've added a new config
entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in
the config.txt

No more error icons in SDMM and loadout.

🆑
refactor: preview icons for greyscale items are now automatically
generated, meaning you can see GAGS as they actually appear ingame while
mapping or viewing the loadout menu.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2025-05-29 16:14:43 -04:00
cb51a652a9 Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
## About The Pull Request

Revival of https://github.com/tgstation/tgstation/pull/86482, which is
even more doable now that we have rustg iconforge generation.

What this PR does:

- Sets up every single GAGS icon in the game to have their own preview
icon autogenerated during compile. This is configurable to not run
during live. The icons are created in `icons/map_icons/..`
- This also has the side effect of providing accurate GAGS icons for
things like the loadout menu. No more having to create your own
previews.


![FOuGL6ofxC](https://github.com/user-attachments/assets/e5414971-7f13-4883-9f7f-a8a212b46fe8)

<details><summary>Mappers rejoice!</summary>


![StrongDMM_1oeMSoRHXT](https://github.com/user-attachments/assets/83dcfe4c-31be-4953-98f3-dff90268bbc4)


![StrongDMM_uyqu3CggPn](https://github.com/user-attachments/assets/7896f99e-2656-40e1-a9da-3a513882365a)

</details>

<details><summary>Uses iconforge so it does not take up much time during
init</summary>


![dreamdaemon_u4Md3Dqwge](https://github.com/user-attachments/assets/17baaff8-5d5e-4a4d-ba8f-9dd548024155)

</details>

---

### Copied from https://github.com/tgstation/tgstation/pull/86482 as
this still applies:

Note for Spriters:

After you've assigned the correct values to vars, you must run the game
through init on your local machine and commit the changes to the map
icon dmi files. Unit tests should catch all cases of forgetting to
assign the correct vars, or not running through init.

Note for Server Operators:

In order to not generate these icons on live I've added a new config
entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in
the config.txt


## Why It's Good For The Game

No more error icons in SDMM and loadout.

## Changelog

🆑
refactor: preview icons for greyscale items are now automatically
generated, meaning you can see GAGS as they actually appear ingame while
mapping or viewing the loadout menu.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2025-05-24 15:21:02 -07:00
Y0SH1M4S73RandRoxy aafe8b52a3 Adds the craftable MOD soul shard core. (#91023)
## About The Pull Request

If you examine a soul shard closely, you can learn to craft the MOD soul
shard core. It takes the same basic ingredients as other MOD cores, but
uses a soul shard. It is powered by your own soul, which drains your
sanity to provide charge (if mood is disabled in the config, it's
practically equivalent to an infinite core).

Crafting one ejects any shades in the shard (because that's the simplest
behavior that doesn't require a substantial refactor to crafting or
modsuit code).

Depending on the kind of shard used, certain roles get negatively
impacted by using a modsuit with such a core.
- Cult soul shards wrack non-magical roles (anyone that isn't a cultist,
heretic, heretic minion, or wizard) with horrible agony (a -20 moodlet
that expires 10 seconds after turning the suit off)
- Holy soul shards wrack cultists and heretics with horrible agony,
while wizards are put at unease (-3 mood)
- Wizard soul shards have no negative impact on anyone
- If someone were to VV a soul shard to have the heretic theme (only
used by rusted harvesters), it would be functionally identical to the
cult shard

Soulless mobs (liches, people who lost with the cursed russian revolver,
and people who died from casting Soul Tap too many times) have no soul
for the core to draw power from.

Also gives the wizard modsuit a soul core.

## Why It's Good For The Game

Provides a neat but caveat-rich way to utilize soul shards, especially
for players who have no way to obtain construct shells absent a cult or
wizard to create them.
2025-05-22 21:17:27 -04:00
Y0SH1M4S73RandGitHub 429a3bbf04 Adds the craftable MOD soul shard core. (#91023)
## About The Pull Request

If you examine a soul shard closely, you can learn to craft the MOD soul
shard core. It takes the same basic ingredients as other MOD cores, but
uses a soul shard. It is powered by your own soul, which drains your
sanity to provide charge (if mood is disabled in the config, it's
practically equivalent to an infinite core).

Crafting one ejects any shades in the shard (because that's the simplest
behavior that doesn't require a substantial refactor to crafting or
modsuit code).

Depending on the kind of shard used, certain roles get negatively
impacted by using a modsuit with such a core.
- Cult soul shards wrack non-magical roles (anyone that isn't a cultist,
heretic, heretic minion, or wizard) with horrible agony (a -20 moodlet
that expires 10 seconds after turning the suit off)
- Holy soul shards wrack cultists and heretics with horrible agony,
while wizards are put at unease (-3 mood)
- Wizard soul shards have no negative impact on anyone
- If someone were to VV a soul shard to have the heretic theme (only
used by rusted harvesters), it would be functionally identical to the
cult shard

Soulless mobs (liches, people who lost with the cursed russian revolver,
and people who died from casting Soul Tap too many times) have no soul
for the core to draw power from.

Also gives the wizard modsuit a soul core.

## Why It's Good For The Game

Provides a neat but caveat-rich way to utilize soul shards, especially
for players who have no way to obtain construct shells absent a cult or
wizard to create them.
2025-05-16 21:49:23 -05:00
OrionTheFoxandShadow-Quill 5696056c06 Adds Greyscale Trenchcoats/Blazers (+ toggleable trenchcoats) (#90563) 2025-04-29 17:51:09 -06:00
OrionTheFoxandGitHub a2b1854d5e Adds Greyscale Trenchcoats/Blazers (+ toggleable trenchcoats) (#90563) 2025-04-13 08:21:50 -04:00
Waterpig 753d8e5ba4 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a 2025-04-08 18:58:45 +02:00
fab5943719 Some minor Big Manipulator refactors (#90240)
## About The Pull Request

guh

I accidentally broke the manipulator while refactoring the UI because
ALL OF A SUDDEN, one of three options is actually two options that are
not in any way connected although they should be. And also there are
three variables for storing action delays (???). I believe it's not
about GBP in the first place, it's about taking responsibility for your
own fuck-ups, so here I am.

Removed some reused value variables, better autodoc readability, renamed
some procs and variables, made more things into constants.

## Why It's Good For The Game


![image](https://github.com/user-attachments/assets/e850b3e5-441e-45c6-a25e-2bf28c958885)

## Changelog

🆑
refactor: Minor Big Manipulator code refactoring
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-03-26 10:44:54 +01:00
OrionTheFoxandGitHub 38dc2369ef Adds GAGS fedoras, updates all other fedora sprites to match the Detective's (+ other related tweaks) (#90132)
## About The Pull Request
First just to get it out of the way, yippee, greyscale fedoras.
Available in the Clothesmate. Now you can make a hat to match those
custom buttondowns+suitjackets we already have.

![image](https://github.com/user-attachments/assets/98f1c53b-058e-4244-ac04-45197da6ccba)

However, because so many of the fedoras pair with other sprites, I
couldn't just make all of them greyscale. Then they wouldn't quite
match!
So I've updated them all - most of the on-mobs are just slight tweaks to
shading so they (as mentioned) match the detective fedora.
The obj sprites were also changed - most are the newer sprite (again,
detective's) but I opted to keep the Reporter and Curator fedoras as
slightly updated old ones because those in particular feel cooler to
have the wide-brims and the angle.


![image](https://github.com/user-attachments/assets/904a0da8-a134-4629-b8ea-56ee07b6ed18)


**Additional changes you might notice in the screenshot:**
- Beige Suit had its contrast just _barely_ tweaked to match the fedora.
- Carpskin hat has like 3px changed because they were stray/inconsistent
- Curator's `treasure hunter jacket` had its color changed to pair with
the hat. As it was, the hat being the same color would have been near
identical to the detective's, and this actually matches up with the
intended reference better too. (Plus it inadvertently matches the boots)
- All the hats are down 1px to match the detective. With hair masks, it
looks a **lot** better over hair now...
<details><summary>However, for spritetainer's curiosity, this is the
comparison of how it'd look if they were all up 1px</summary>


![image](https://github.com/user-attachments/assets/36a99466-05ab-4474-ae40-19ec190a0b1b)

</details>

<details><summary>I also had to slightly alter the mask because it
originally cut off 1px too much.
No visual change on the only other hat that uses it (the sec helmet)
</summary>


![image](https://github.com/user-attachments/assets/13d95e08-87aa-4bce-9c8b-bb5420f0f3b1)

</details>
## Why It's Good For The Game

**Greyscale Fedoras**
We #love customization. Players can already make their own suits, why
not their own hats to match?

**All the resprites**
Having all of the fedoras looking similar is nice, especially with the
onmob sprites' shading and obj sprites' shapes. Helps players associate
the items with each other better. Plus, the curator's was _really_
soulful.

As for the curator's jacket, I feel having it not be as similar to the
detective's palette will make it stand out more as the unique item it
is. It's a treasure hunter. Give them the admiration they deserve.

**Height/Hairmask**
The height is consistency - one fedora being lower than the other is
confusing and almost looks like a bug.
The hairmask solves the issue that lowering them previously caused - no
more severe clipping with hair.
## Changelog
🆑
add: Added greyscale Fedoras, available in the Clothesmate!
image: Resprited most of the Fedoras - now they'll all be much more
consistent with the detective's updated and sleek ones. They also all
have a hairmask now, so hair will no longer clip with them!
image: To pair with this, the Beige suit has been just slightly tweaked
and the Curator's "Treasure Hunter Jacket" entirely recolored to better
match their fedoras.
/🆑
2025-03-22 03:24:19 -04:00
LemonInTheDarkandGitHub b59132ad60 Removes Corner Smoothing (Mild Bitmask Improvements) (#90002)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

[Removes all remaining users of SMOOTH_CORNER + dirt
automation](https://github.com/tgstation/tgstation/commit/71d120511a372501ac546b2571ef570eb4426a56)

Removes all remaining instances of overlay smoothing (the deprecated
system that stitches corners together IN ENGINE) from the game.

This amounts to:
The test smoothing wall, which I converted to just bitmask + diagonals 
Stationary canisters, which I've done the same to (alongside adding all
the states to gags, which around doubled their gags count). These
autocut now.

I've also given dirt icons autocutting, for spriter convieneince (I
would have done this before but I didn't know they smoothed)

[Removes corner smoothing from the
codebase](https://github.com/tgstation/tgstation/commit/98ebe5815223a3078c2e591fd277b9418ed03278)

This code is OLD, and has been functionally deprecated for as long as
I've been here. It basically does what bitmask smoothing does, but
instead of prebaking connections they're formed in engine with overlays.

This is... fine, and does TECHNICALLY allow for unique effects, but
none's gonna use it because the details are so niche, so it just becomes
a risk factor for someone fucking up and using overlays for some reason.

What it does do then is clutter up our smoothing code with 2 different
async systems, one of which functions SLIGHTLY differently from its
brother. IMO it just works to confuse people trying to read smoothing
code (already quite confusing).

I've removed it, alongside its bespoke code/variables, excluding
area_limited_icon_smoothing, a var on areas that prevents smoothing out
of network, which I have instead integrated into bitmask smoothing.

I've updated snowflake's documentation to be more up to date with modern
systems, and earmarked where explanations/automation for the more...
underdeveloped bits of smoothing should go in the future.

## Why It's Good For The Game

I relapsed and needed something to put that energy towards.

We don't really want people to use this, and none knows enough about it
to take advantage of its theoretical uses.
Really its only purpose right now is making understanding diagonal
smoothing easier, and that's not all that hard of a task.
Better to remove and integrate then to let rot and confuse.

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
add: Smoothed objects on shuttles now will only smooth with other
shuttles (added support for extensions of this system)
refactor: I've funked around with our smoothing system, cutting out some
older code. Lemme know if anything is weird PLEASE
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
2025-03-20 15:42:16 +13:00
itsmeowandGitHub 93a2b723da IconForge: rust-g GAGS (250x faster edition) (#89590)
## About The Pull Request

Offloads GAGS generation to rust-g IconForge.

**Key Notes**

- The builtin GAGS editor still uses the 'legacy' generation to allow
for debugging.
- Does not support `color_matrix` layer type, which is currently not
used by any GAGS configs. Will do nothing if used.
- Does not support `or` blending mode, which is currently not used by
any GAGS configs. Will error if used.
- Has some 'quirks' compared to BYOND when it comes to mixing icon
states with different dir/frame amounts. BYOND will just silently handle
these and it's basically undefined behavior because what should you
expect BYOND to do? IconForge will spit errors out instead. So this PR
also fixes a few of those cases.

Functions by writing output to `tmp/gags/gags-[...].dmi`, copying that
output into the RSC and assigning the file object to `icon`.

Saves ~1.7s init by reducing worst-case GAGS icon generation from 250ms
to 1ms.

Also optimizes `icon_exists` by using `rustg_dmi_icon_states` for file
icons, saving ~60ms. Would have more savings if not for json_decode as
well as DMI parsing in rust being somewhat slow. Perhaps having
`rustg_dmi_icon_states` share a cache with IconForge could reduce this
cost, however I'd still recommend limiting these tests to unit tests
(https://github.com/tgstation/dev-cycles-initiative/issues/34),
especially for GAGS configs. I'm not sure they're worth 700ms.

Saves another ~400ms by replacing `md5asfile` with `rustg_hash_file` in
`/datum/greyscale_config/proc/Refresh`

Savings are likely even higher when combined with #89478, due to
spritesheets sharing a parsed DMI cache with GAGS. This means GAGS will
spend less time parsing icons synchronously and can generate output
faster. Tracy tests with this combo seem to yield ~2sec savings instead
of ~1.7sec

Total savings: ~2.16sec to ~2.46sec

- Ports https://github.com/BeeStation/BeeStation-Hornet/pull/10455
- Resolves https://github.com/tgstation/dev-cycles-initiative/issues/9



## Why It's Good For The Game

GAGS go zoooom

<details>
<summary>GAGS Working Ingame</summary>


![image](https://github.com/user-attachments/assets/28df25a5-bdf0-4a63-a6cf-b15f85467b23)


![image](https://github.com/user-attachments/assets/6a9dab46-5814-47ea-ad9b-f5ec84a6333d)

</details>

<details>
<summary>GetColoredIconByType</summary>


![image](https://github.com/user-attachments/assets/1698729f-1101-4413-bfb3-0922b389c347)

</details>

<details>
<summary>icon_exists</summary>


![image](https://github.com/user-attachments/assets/9e72c6aa-287f-4ce3-8dbe-9d3bebf3a762)

</details>


<details>
<summary>Refresh</summary>


![image](https://github.com/user-attachments/assets/18c15073-a294-4db6-bdd0-cdc7d8682221)

</details>


## Changelog
🆑
tweak: Optimized GAGS using rust-g IconForge, reducing worst-case
generation time to 1ms
/🆑
2025-03-13 20:59:12 -04:00
itsmeowandRoxy 9ebcabb077 IconForge: rust-g Spritesheet Generation (#89478)
Replaces the asset subsystem's spritesheet generator with a rust-based
implementation (https://github.com/tgstation/rust-g/pull/160).

This is a rough port of
https://github.com/BeeStation/BeeStation-Hornet/pull/10404, but it
includes fixes for some cases I didn't catch that apply on TG.

(FWIW we've been using this system on prod for over a year and
encountered no major issues.)

![image](https://github.com/user-attachments/assets/53bd2b44-9bb5-42d2-b33f-093651edebc0)

`/datum/asset/spritesheet_batched`: A version of the spritesheet system
that collects a list of `/datum/universal_icon`s and sends them off to
rustg asynchronously, and the generation also runs on another thread, so
the game doesn't block during realize_spritesheet. The rust generation
is about 10x faster when it comes to actual icon generation, but the
biggest perk of the batched spritesheets is the caching system.

This PR notably does not convert a few things to the new spritesheet
generator.

- Species and antagonist icons in the preferences view because they use
getFlatIcon ~~which can't be converted to universal icons~~.
- Yes, this is still a *massive* cost to init, unfortunately. On Bee, I
actually enabled the 'legacy' cache on prod and development, which you
can see in my PR. That's why I added the 'clear cache' verb and the
`unregister()` procs, because it can force a regeneration at runtime. I
decided not to port this, since I think it would be detrimental to the
large amount of contributors here.
- It is *technically* possible to port parts of this to the uni_icon
system by making a uni_icon version of getFlatIcon. However, some
overlays use runtime-generated icons which are ~~completely unparseable
to IconForge, since they're stored in the RSC and don't exist as files
anywhere~~. This is most noticeable with things like hair (which blend
additively with the hair mask on the server, thus making them invisible
to `get_flat_uni_icon`). It also doesn't help that species and antag
icons will still need to generate a bunch of dummies and delete them to
even verify cache validity.
- It is actually possible to write the RSC icons to the filesystem
(using fcopy) and reference them in IconForge. However, I'm going to
wait on doing this until I port my GAGS implementation because it
requires GAGS to exist on the filesystem as well.

IconForge generates a cache based on the set of icons used, all
transform operations applied, and the source DMIs of each icon used
within the spritesheet. It can compare the hashes and invalidate the
cache automatically if any of these change. This means we can enable
caching on development, and have absolutely no downsides, because if
anything changes, the cache invalidates itself.

The caching has a mean cost of ~5ms and saves a lot of time compared to
generating the spritesheet, even with rust's faster generation. The main
downside is that the cache still requires building the list of icons and
their transforms, then json encoding it to send to rustg.

Here's an abbreviated example of a cache JSON. All of these need to
match for the cache to be valid. `input_hash` contains the transform
definitions for all the sprites in the spritesheet, so if the input to
iconforge changes, that hash catches it. The `sizes` and `sprites` are
loaded into DM.

```json
{
	"input_hash": "99f1bc67d590e000",
	"dmi_hashes": {
		"icons/ui/achievements/achievements.dmi": "771200c75da11c62"
	},
	"sizes": [
		"76x76"
	],
	"sprites": {
		"achievement-rustascend": {
			"size_id": "76x76",
			"position": 1
		}
	},
	"rustg_version": "3.6.0",
	"dm_version": 1
}
```

Universal icons are just a collection of DMI, Icon State, and any icon
transformation procs you apply (blends, crops, scales). They can be
convered to DM icons via `to_icon()`. I've included an implementation of
GAGS that produces universal icons, allowing GAGS items to be converted
into them. IconForge can read universal icons and add them to
spritesheets. It's basically just a wrapper that reimplements BYOND icon
procs.

Converts some uses of md5asfile within legacy spritesheets to use
rustg_hash_file instead, improving the performance of their generation.

Fixes lizard body markings not showing in previews, and re-adds eyes to
the ethereal color preview. This is a side effect of IconForge having
*much* better error handling than DM icon procs. Invalid stuff that gets
passed around will error instead of silently doing nothing.

Changes the CSS used in legacy spritesheet generation to split
`background: url(...) no-repeat` into separate props. This is necessary
for WebView2, as IE treats these properties differently - adding
`background-color` to an icon object (as seen in the R&D console) won't
work if you don't split these out.

Deletes unused spritesheets and their associated icons (condiments
spritesheet, old PDA spritesheet)

If you press "Character Setup", the 10-13sec of lag is now approximately
0.5-2 seconds.

Tracy profile showing the time spent on get_asset_datum. I pressed the
preferences button during init on both branches. Do note that this was
ran with a smart cache HIT, so no generation occurred.

![image](https://github.com/user-attachments/assets/3efa71ab-972b-4f5a-acab-0892496ef999)

Much lower worst-case for /datum/asset/New (which includes
`create_spritesheets()` and `register()`)

![image](https://github.com/user-attachments/assets/9ad8ceee-7bd6-4c48-b5f3-006520f527ef)

Here's a look at the internal costs from rustg - as you can see
`generate_spritesheet()` is very fast:

![image](https://github.com/user-attachments/assets/e6892c28-8c31-4af5-96d4-501e966d0ce9)

**Before**

![image](https://github.com/user-attachments/assets/cbd65787-42ba-4278-a45c-bd3d538da986)

**After**

![image](https://github.com/user-attachments/assets/d750899a-bd07-4b57-80fb-420fcc0ae416)

🆑
fix: Fixed lizard body markings and ethereal feature previews in the
preference menu missing some overlays.
refactor: Optimized spritesheet asset generation greatly using rustg
IconForge, greatly reducing post-initialization lag as well as reducing
init times and saving server computation.
config: Added 'smart' asset caching, for batched rustg IconForge
spritesheets. It is persistent and suitable for use on local, with
automatic invalidation.
add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for
spritesheets.
fix: Fixed R&D console icons breaking on WebView2/516
/🆑
2025-03-12 17:10:20 -04:00
itsmeowandGitHub cc335e7e9e IconForge: rust-g Spritesheet Generation (#89478)
## About The Pull Request

Replaces the asset subsystem's spritesheet generator with a rust-based
implementation (https://github.com/tgstation/rust-g/pull/160).

This is a rough port of
https://github.com/BeeStation/BeeStation-Hornet/pull/10404, but it
includes fixes for some cases I didn't catch that apply on TG.

(FWIW we've been using this system on prod for over a year and
encountered no major issues.)

### TG MAINTAINER NOTE


![image](https://github.com/user-attachments/assets/53bd2b44-9bb5-42d2-b33f-093651edebc0)

### Batched Spritesheets

`/datum/asset/spritesheet_batched`: A version of the spritesheet system
that collects a list of `/datum/universal_icon`s and sends them off to
rustg asynchronously, and the generation also runs on another thread, so
the game doesn't block during realize_spritesheet. The rust generation
is about 10x faster when it comes to actual icon generation, but the
biggest perk of the batched spritesheets is the caching system.

This PR notably does not convert a few things to the new spritesheet
generator.

- Species and antagonist icons in the preferences view because they use
getFlatIcon ~~which can't be converted to universal icons~~.
- Yes, this is still a *massive* cost to init, unfortunately. On Bee, I
actually enabled the 'legacy' cache on prod and development, which you
can see in my PR. That's why I added the 'clear cache' verb and the
`unregister()` procs, because it can force a regeneration at runtime. I
decided not to port this, since I think it would be detrimental to the
large amount of contributors here.
- It is *technically* possible to port parts of this to the uni_icon
system by making a uni_icon version of getFlatIcon. However, some
overlays use runtime-generated icons which are ~~completely unparseable
to IconForge, since they're stored in the RSC and don't exist as files
anywhere~~. This is most noticeable with things like hair (which blend
additively with the hair mask on the server, thus making them invisible
to `get_flat_uni_icon`). It also doesn't help that species and antag
icons will still need to generate a bunch of dummies and delete them to
even verify cache validity.
- It is actually possible to write the RSC icons to the filesystem
(using fcopy) and reference them in IconForge. However, I'm going to
wait on doing this until I port my GAGS implementation because it
requires GAGS to exist on the filesystem as well.

#### Caching

IconForge generates a cache based on the set of icons used, all
transform operations applied, and the source DMIs of each icon used
within the spritesheet. It can compare the hashes and invalidate the
cache automatically if any of these change. This means we can enable
caching on development, and have absolutely no downsides, because if
anything changes, the cache invalidates itself.

The caching has a mean cost of ~5ms and saves a lot of time compared to
generating the spritesheet, even with rust's faster generation. The main
downside is that the cache still requires building the list of icons and
their transforms, then json encoding it to send to rustg.

Here's an abbreviated example of a cache JSON. All of these need to
match for the cache to be valid. `input_hash` contains the transform
definitions for all the sprites in the spritesheet, so if the input to
iconforge changes, that hash catches it. The `sizes` and `sprites` are
loaded into DM.

```json
{
	"input_hash": "99f1bc67d590e000",
	"dmi_hashes": {
		"icons/ui/achievements/achievements.dmi": "771200c75da11c62"
	},
	"sizes": [
		"76x76"
	],
	"sprites": {
		"achievement-rustascend": {
			"size_id": "76x76",
			"position": 1
		}
	},
	"rustg_version": "3.6.0",
	"dm_version": 1
}
```

### Universal Icons

Universal icons are just a collection of DMI, Icon State, and any icon
transformation procs you apply (blends, crops, scales). They can be
convered to DM icons via `to_icon()`. I've included an implementation of
GAGS that produces universal icons, allowing GAGS items to be converted
into them. IconForge can read universal icons and add them to
spritesheets. It's basically just a wrapper that reimplements BYOND icon
procs.

### Other Stuff

Converts some uses of md5asfile within legacy spritesheets to use
rustg_hash_file instead, improving the performance of their generation.

Fixes lizard body markings not showing in previews, and re-adds eyes to
the ethereal color preview. This is a side effect of IconForge having
*much* better error handling than DM icon procs. Invalid stuff that gets
passed around will error instead of silently doing nothing.

Changes the CSS used in legacy spritesheet generation to split
`background: url(...) no-repeat` into separate props. This is necessary
for WebView2, as IE treats these properties differently - adding
`background-color` to an icon object (as seen in the R&D console) won't
work if you don't split these out.

Deletes unused spritesheets and their associated icons (condiments
spritesheet, old PDA spritesheet)

## Why It's Good For The Game

If you press "Character Setup", the 10-13sec of lag is now approximately
0.5-2 seconds.

Tracy profile showing the time spent on get_asset_datum. I pressed the
preferences button during init on both branches. Do note that this was
ran with a smart cache HIT, so no generation occurred.


![image](https://github.com/user-attachments/assets/3efa71ab-972b-4f5a-acab-0892496ef999)

Much lower worst-case for /datum/asset/New (which includes
`create_spritesheets()` and `register()`)


![image](https://github.com/user-attachments/assets/9ad8ceee-7bd6-4c48-b5f3-006520f527ef)

Here's a look at the internal costs from rustg - as you can see
`generate_spritesheet()` is very fast:


![image](https://github.com/user-attachments/assets/e6892c28-8c31-4af5-96d4-501e966d0ce9)

### Comparison for a single spritesheet - chat spritesheet:

**Before**


![image](https://github.com/user-attachments/assets/cbd65787-42ba-4278-a45c-bd3d538da986)

**After**


![image](https://github.com/user-attachments/assets/d750899a-bd07-4b57-80fb-420fcc0ae416)

## Changelog

🆑
fix: Fixed lizard body markings and ethereal feature previews in the
preference menu missing some overlays.
refactor: Optimized spritesheet asset generation greatly using rustg
IconForge, greatly reducing post-initialization lag as well as reducing
init times and saving server computation.
config: Added 'smart' asset caching, for batched rustg IconForge
spritesheets. It is persistent and suitable for use on local, with
automatic invalidation.
add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for
spritesheets.
fix: Fixed R&D console icons breaking on WebView2/516
/🆑
2025-03-03 14:58:27 +01:00
Majkl-J b6b8306fda Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a 2025-02-20 00:00:19 -08:00
344d3b6266 Optimizes /proc/icon_exists() (#89357)
## About The Pull Request
This PR reimplements https://github.com/tgstation/tgstation/pull/71538
atop `master`. Quoting the original PR:

> Every `icon_exists()` call will cache the entire file. Past me didn't
realise _why_ file opts were so expensive, but I do now. This is
immeasurably slower on a single call, and _significantly_ faster on
subsequent calls to the same file.

I attempted to handle some of the review comments that were posted
there, by splitting screaming functionality into its own proc.

* `if(icon_state in icon_states(file))` and `if(!(icon_state in
icon_states(file)))` were refactored to use `icon_exists(file,
icon_state)`.
* Where screaming was seemingly wanted (and where there wasn't a more
descriptive error inside the `if` block), I refactored them to use
`icon_exists_or_scream(file, icon_state)`
* The exception to the above was under
`/datum/unit_test/turf_icons/Run()` and
`/datum/unit_test/worn_icons/Run()`, where `icon_states()` was being
passed a mode flag. Given that this is only used in unit tests (where
performance isn't a priority), I opted to leave these be.

Additionally, I revised the documentation comment for
`/proc/icon_exists()`, as I felt it was a bit vague currently.

## Why It's Good For The Game
https://youtu.be/Z9G1Mf6TZRs

## Changelog
No player-facing changes (hopefully).

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2025-02-05 20:00:27 +01:00
8b9da265ba Digitigrade code refactor and shoes + explorer suit (Using GAGS and zero sprite bloat) (#88096)
## About The Pull Request
Refactors and extends the existing [digitigrade clothing
system](https://github.com/tgstation/tgstation/pull/85406) to also
support oversuits and shoes (only enabled for sneakers, specific boots,
and shaft miner's explorer suit). All digitigrade-specific clothes are
generated by GAGS by color sampling the base sprite and applying it to a
greyscale template.


![image](https://github.com/user-attachments/assets/c4ce5996-9373-4d76-a0e5-a6b094dd10b4)

More up to date boots:

![image](https://github.com/user-attachments/assets/8ead8056-25a3-42dd-9fde-e838e2a810b9)


![image](https://github.com/user-attachments/assets/783a1201-8a77-45a0-af85-8a63b41b63a8)


Credit to MrMelbert for prototype code and Junkgle for new sprites

## Why It's Good For The Game
Looks good, doesn't introduce maintainability issues or sprite bloat

## Changelog
🆑
add: digitigrade lizards can wear certain shoes and suits
image: added digitigrade shoes & oversuit templates
refactor: improved digi clothing generator code
/🆑

---------

Co-authored-by: MrMelbert <kmelbert4@gmail.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
2024-11-28 16:17:18 +01:00
Ben10Omintrixandlessthanthree f380bd4c6e Bring your pet to work day! (#86879)
## About The Pull Request
Adds a new neutral station trait where people are able to bring their
personal pets to show off to the rest of the crew (or to donate to the
chef). Before joining, players will be able to customize their pets



https://github.com/user-attachments/assets/5a5cda18-e551-4f87-b649-67a6940ffc6a

u can set their name, gender, pet carrier color, and teach them give
them a unique dance sequence trick. if players dont wish to opt in, they
also have the choice not to

## Why It's Good For The Game
adds a new station trait which people can RP around, whether its by
competitively comparing pets, or resolving conflicts around pets being
killed/kidnapped. Ive also GAGsified pet carriers, so people can now
have the option to recolor those too

## Changelog
🆑
add: adds a new station trait, "bring your pet to work" day
/🆑
2024-11-14 15:35:33 -08:00
2531d69ff4 refactoring how materials effects are added to atoms (#86901)
## About The Pull Request
I'm "cooking" the materials system a bit, specifically the code
responsible for applying and removing effects. My goal is to move most
of the code to the objects-side, split it in smaller procs that can be
more easily overriden or called for object-specific modifiers and
effects, while also revamping things all around to better support items
made from multiple materials (the cleric mace will most likely be one in
this PR, with the handle and tip made of different materials).

PR NO LONGER WIP, TESTED AND ALL, CLERIC MACES CAN NOW BE MADE OF TWO
MATERIALS.

## Why It's Good For The Game
One of the nastiest flaws with the materials system is that it's just
unfeasable to have items made of multiple mats (with effects enabled)
right now, as they easily tend to override each other, where some of the
modifiers and effects should only be applied the main material.

Beside, the system's starting to show signs of its time, from the
several type checks used to apply different effects, the one letter
variables to the the material flags that are still being passed down as
arguments when you can access them from the atom/source arg anyway. It
would be disonhest of me if I went ahead and coded material fishing rods
or whatever fish fuckery with materials without ensuring it won't
further the technical debt the feature currently has.

## Changelog
🆑
refactor: Refactored materials code. report any issue.
add: Cleric maces (The autolathe-printable weapon design from outer
space) can now be made of two different materials.
balance: Buffed cleric maces a little.
fix: toolboxes' stats are now affected by materials again.
/🆑

---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
2024-11-11 00:43:40 -08:00
Majkl-J e59d8ba64b Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b 2024-10-23 23:27:16 -07:00
Majkl-J f8faccd70a Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-10a 2024-10-20 04:12:02 -07:00
WaterpigandMajkl-J 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
2024-10-19 08:04:33 -07:00
GhomandGitHub 96c0c0b12c Fish infusion (#87030)
## About The Pull Request
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).



## Why It's Good For The Game
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)


## Changelog

🆑
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.
/🆑
2024-10-09 02:03:50 +02:00
Ben10OmintrixandGitHub 34a15c690c Bring your pet to work day! (#86879)
## About The Pull Request
Adds a new neutral station trait where people are able to bring their
personal pets to show off to the rest of the crew (or to donate to the
chef). Before joining, players will be able to customize their pets



https://github.com/user-attachments/assets/5a5cda18-e551-4f87-b649-67a6940ffc6a

u can set their name, gender, pet carrier color, and teach them give
them a unique dance sequence trick. if players dont wish to opt in, they
also have the choice not to

## Why It's Good For The Game
adds a new station trait which people can RP around, whether its by
competitively comparing pets, or resolving conflicts around pets being
killed/kidnapped. Ive also GAGsified pet carriers, so people can now
have the option to recolor those too

## Changelog
🆑
add: adds a new station trait, "bring your pet to work" day
/🆑
2024-10-08 09:57:19 +13:00
cdebe98a17 refactoring how materials effects are added to atoms (#86901)
## About The Pull Request
I'm "cooking" the materials system a bit, specifically the code
responsible for applying and removing effects. My goal is to move most
of the code to the objects-side, split it in smaller procs that can be
more easily overriden or called for object-specific modifiers and
effects, while also revamping things all around to better support items
made from multiple materials (the cleric mace will most likely be one in
this PR, with the handle and tip made of different materials).

PR NO LONGER WIP, TESTED AND ALL, CLERIC MACES CAN NOW BE MADE OF TWO
MATERIALS.

## Why It's Good For The Game
One of the nastiest flaws with the materials system is that it's just
unfeasable to have items made of multiple mats (with effects enabled)
right now, as they easily tend to override each other, where some of the
modifiers and effects should only be applied the main material.

Beside, the system's starting to show signs of its time, from the
several type checks used to apply different effects, the one letter
variables to the the material flags that are still being passed down as
arguments when you can access them from the atom/source arg anyway. It
would be disonhest of me if I went ahead and coded material fishing rods
or whatever fish fuckery with materials without ensuring it won't
further the technical debt the feature currently has.

## Changelog
🆑
refactor: Refactored materials code. report any issue.
add: Cleric maces (The autolathe-printable weapon design from outer
space) can now be made of two different materials.
balance: Buffed cleric maces a little.
fix: toolboxes' stats are now affected by materials again.
/🆑

---------

Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
2024-10-06 21:56:20 +02:00
Hardly3DandGitHub cc0ccd7599 Resprites kitsune masks and makes them adjustable (#86950)
## About The Pull Request
Resprites the kitsune mask, making it so it looks more foxy and fixing
some consistency issues with the mob sprite such as the addition of the
top stripe while making the color scheme consistent with other GAGS
items.
Kitsune masks are also now adjustable by using them in-hand

![image](https://github.com/user-attachments/assets/fb01fc38-7434-4e87-9cbc-8ed4edbc5633)

![dreamseeker_VQKSlC8mM8](https://github.com/user-attachments/assets/40681ca8-d949-4b4d-afe9-f3ac64ad676e)

![dreamseeker_9hDiKmeBzY](https://github.com/user-attachments/assets/ffe5f28c-7368-4552-9f13-7e2b622582b5)



## Why It's Good For The Game
Makes the mask look cleaner, consistent and better looking while giving
players an option to adjust the mask at will, allowing for more
customization options.


## Changelog
🆑 Hardly
image: Resprited kitsune masks
image: Kitsune masks are now adjustable. Use it in-hand!
/🆑
2024-10-01 13:39:17 -04:00