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1222 Commits
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6e9f2ccfc0 |
Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts: # .github/workflows/compile_all_maps.yml # .github/workflows/run_integration_tests.yml # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # code/_onclick/hud/credits.dm # code/controllers/subsystem/networks/id_access.dm # code/datums/diseases/advance/advance.dm # code/datums/diseases/advance/symptoms/heal.dm # code/game/machinery/doors/door.dm # code/game/objects/structures/crates_lockers/closets/secure/medical.dm # code/game/objects/structures/crates_lockers/closets/secure/security.dm # code/modules/antagonists/malf_ai/malf_ai_modules.dm # code/modules/jobs/job_types/_job.dm # code/modules/loadout/categories/accessories.dm # code/modules/loadout/loadout_helpers.dm # code/modules/loadout/loadout_items.dm # code/modules/loadout/loadout_preference.dm # code/modules/mob/living/silicon/robot/robot_defense.dm # code/modules/mod/mod_theme.dm # code/modules/projectiles/ammunition/energy/laser.dm # code/modules/reagents/reagent_containers/cups/drinks.dm # code/modules/shuttle/mobile_port/variants/supply.dm # code/modules/surgery/organs/internal/eyes/_eyes.dm # code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png # icons/hud/screen_full.dmi |
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c83a070266 |
First new gateway in a year. (#93894)
## About The Pull Request This PR adds a new gateway with not too much threat a, a little bit of reward more often in the form of gimmicky items or armor. credit to https://github.com/NovaSector/NovaSector/pull/4880 For the gun and sfx sprite ## Why It's Good For The Game The gateway system is about as decrepit and old, the last gateway that was added was the museum which was made by somebody who would short after receive a rule 8 ban and plus that away mission is a neat scenery and has a lot of cool locations to look at but it has no loot, and you know what? that's okay and it achieves what it sets out to do beautifully, but if we discount that one for that reason alone (which for the record is a bad reason to discount something) then the last gateway that was added and that stuck was added in 2018? and it was snowdin? I dont actually know, correct me on this. But basically, more content good. ## Changelog <details> <summary>Screenshots/Videos</summary> <img width="862" height="431" alt="image" src="https://github.com/user-attachments/assets/d56add04-4b8c-4cd0-be7f-36d895e43868" /> <img width="654" height="665" alt="image" src="https://github.com/user-attachments/assets/1ccd15c4-5c31-4b00-b5f8-9a662efa3436" /> <img width="651" height="571" alt="image" src="https://github.com/user-attachments/assets/08ab4c1d-d9d0-413c-bc02-a3c51eda8761" /> <img width="1177" height="172" alt="image" src="https://github.com/user-attachments/assets/8df5e28d-5041-4676-8370-b8ab351f5b52" /> <img width="850" height="586" alt="image" src="https://github.com/user-attachments/assets/c03e6cbe-b290-421e-bbed-80a203221de4" /> <img width="1248" height="912" alt="image" src="https://github.com/user-attachments/assets/aa3c415d-52de-46b9-b317-e397b481b1b7" /> <img width="885" height="697" alt="image" src="https://github.com/user-attachments/assets/dd96d364-deae-4c56-9fc1-68b5e738ef4a" /> <img width="1284" height="646" alt="image" src="https://github.com/user-attachments/assets/b433f591-d92f-4bea-921c-b231fce2e7d9" /> also NO you cannot make the sm sword using the slow recharge shrink ray <img width="621" height="240" alt="image" src="https://github.com/user-attachments/assets/75f7d235-33c2-424e-9260-a3cc8c931ab9" /> </details> <details> <summary>Documentation of all notable loot 11/8/2025</summary> /obj/item/clothing/shoes/gunboots/disabler /obj/item/gun/energy/shrink_ray/one_shot (A shrink way that has a long recharge time and can only shoot once) /obj/item/slimepotion/lovepotion x 2 /obj/item/slimepotion/genderchange x 1 /obj/item/slimepotion/slime/mutator /obj/item/gun/energy/disabler/smoothbore /obj/item/gun/energy/alien/zeta /obj/item/gun/magic/midas_hand /obj/item/autosurgeon/xeno (A autosurgeon that only allows xenomorph organs, here because it looks unique) /obj/item/organ/heart/gland (abductor organs, random.) /obj/item/organ/eyes/corrupt /obj/item/organ/appendix/corrupt /obj/item/clothing/suit/utility/radiation/cbrnsuit x 2 /obj/item/clothing/head/utility/radiation/cbrnhood x 2 /obj/item/clothing/gloves/combat x 4 /obj/item/clothing/shoes/combat/swat x 2 /obj/item/clothing/mask/gas/atmos/glass x 2 /obj/item/clothing/under/rank/engineering/atmospheric_technician/nova/utility/advanced /obj/item/gun/ballistic/automatic/wt550/p90 x 2 /obj/item/ammo_box/magazine/p90_mag x 14 /obj/item/gun/energy/modular_laser_rifle/carbine x 2 /obj/effect/spawner/random/armory/laser_gun /obj/item/grenade/c4 x 3 /obj/machinery/deployable_turret/hmg x 3 (you think these are good, but they're not, they are really not, they're only good if you hit somebody with them when they're not expecting it, otherwise people will simply just avoid it, or if your being defensive of an area this thing will have you just be a beast.) /obj/machinery/mounted_machine_gun x 8 (But with no ammo, so theyre only setpieces, okay well there IS ammo on the map but its anchored, and theres no way to unanchor anchored items, if fallout thirteen players cant do it over the course of 4 years then tg players sure cant.) Also hello there it looks like you actually read this section, if you have dont worry, this PR wont get merged, why? I dont want to salt about that here. </details> 🆑 map: added the "heretic" gateway map (it has nothing related to heretics) /🆑 |
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baf3837ae8 |
Merge remote-tracking branch 'tgstation/master' into upstream-2025-11-29
# Conflicts: # _maps/RandomRuins/SpaceRuins/derelict_sulaco.dmm # _maps/RandomRuins/SpaceRuins/garbagetruck2.dmm # _maps/map_files/CatwalkStation/CatwalkStation_2023.dmm # _maps/map_files/tramstation/tramstation.dmm # code/_onclick/hud/new_player.dm # code/datums/components/squashable.dm # code/datums/diseases/advance/symptoms/heal.dm # code/datums/diseases/chronic_illness.dm # code/datums/status_effects/buffs.dm # code/datums/status_effects/debuffs/drunk.dm # code/datums/status_effects/debuffs/stamcrit.dm # code/game/machinery/computer/crew.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/game/objects/items/wall_mounted.dm # code/game/turfs/closed/indestructible.dm # code/modules/admin/view_variables/filterrific.dm # code/modules/antagonists/heretic/influences.dm # code/modules/cargo/orderconsole.dm # code/modules/client/preferences.dm # code/modules/events/space_vines/vine_mutations.dm # code/modules/mob/dead/new_player/new_player.dm # code/modules/mob/living/carbon/human/death.dm # code/modules/mob/living/carbon/human/species_types/jellypeople.dm # code/modules/mob/living/damage_procs.dm # code/modules/mob/living/living.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # code/modules/mob_spawn/mob_spawn.dm # code/modules/projectiles/ammunition/energy/laser.dm # code/modules/projectiles/guns/ballistic/launchers.dm # code/modules/projectiles/guns/energy/laser.dm # code/modules/reagents/chemistry/machinery/chem_dispenser.dm # code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm # code/modules/reagents/chemistry/reagents/drinks/alcohol_reagents.dm # code/modules/reagents/chemistry/reagents/medicine_reagents.dm # code/modules/surgery/healing.dm # code/modules/unit_tests/designs.dm # icons/mob/inhands/items_lefthand.dmi # icons/mob/inhands/items_righthand.dmi # tgui/packages/tgui/interfaces/ChemDispenser.tsx |
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183c5af2e4 |
Adds flag for virtual areas, fixes being able to send funds from virtualspace to real accounts (#94071)
## About The Pull Request Fixes https://github.com/tgstation/tgstation/issues/90641 Fixes https://github.com/tgstation/tgstation/issues/88366 Eliminates worries over virtualspace currency being sent to real accounts. When I was looking into why there were no flags for bitrunning areas. Then I saw this mess: <img width="929" height="889" alt="Code_2we2QjDyFp" src="https://github.com/user-attachments/assets/8a807bfe-b566-4057-a8ea-2b306325687d" /> Not having enough space / being too lazy to refactor this is a silly reason to not include flags for something like these virtual areas where it can be quite helpful. Fortunately I am not too lazy ~~in this moment~~ so here we go: It was fairly logical to move over some of these to a separate flag, which I've called `area_flags_mapping` since they pertain to maploading things and terrain generation mostly. `area_flags` stays reserved for general properties and now has more room than it did before for you people to fill it with. In doing this it's also neatened up the code quit a bit, as UNIQUE_AREA was kind of everywhere and now that it's implied by default less areas need to have it defined (or explicitly un-defined). <details> <summary> Working as intended </summary> <img width="787" height="448" alt="dreamseeker_p0Qts36tG1" src="https://github.com/user-attachments/assets/25056f34-8d43-4be2-a293-e53df7a7d1db" /> <img width="383" height="59" alt="dreamseeker_Ek7TXCcpbA" src="https://github.com/user-attachments/assets/89622974-9467-4cdb-8345-d684f7c9004b" /> </details> ## Why It's Good For The Game Fixes an exploit, improves the area flags situation slightly. ## Changelog 🆑 fix: you can no longer send money from virtualspace to a real account code: adds a flag for virtual areas so they can easily be checked, as well as an easy helper proc, 'is_area_virtual(your_area)' /🆑 |
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416dea02aa |
[MDB IGNORE] isolates signpost teleporting into new component /datum/component/houlihan_teleport (#93810)
## About The Pull Request Isolates signpost teleport code into a component `/datum/component/houlihan_teleport`, which takes a question argument and a list of zlevels. Removes `/obj/structure/no_effect_signpost` and turns existing mapped-in instances into `/obj/structure/signpost`s Adds/documents/fixes some attack signals that were added to the element ## Jebediah <img width="100%" alt="image" src="https://github.com/user-attachments/assets/b227e5bd-1c93-41b3-b87f-1a559cf81112" /> ## Changelog 🆑 refactor: Signposts have had their code improved internally. Please make an issue if a signpost that should teleport you no longer can. /🆑 |
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71faa643bf | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-2025-11-12 | ||
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aaead63f36 |
Cleans up /proc/find_safe_turf(), documenting and improving code (#93848)
## About The Pull Request `/proc/find_safe_turf()` was cleaned up so that it did not have two arguments that accomplished the same thing, removing opportunities for user errors when calling the proc. Additionally, since I was here, I decided to clean up some of the code and document it. Some thresholds were changed in this PR (the max temperature threshold was dropped from 360K to 340K), but I believe that it's better to keep them consistent instead of using arbitrary values. ## Uncomfortably large gap <br> <br> <br> <br> <br> <br> <br> <br> <br> <br> <br> <br> <br> <br> <br> <br> <br> <br> <br> <br> ## Changelog No user facing changes. <!-- 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. --> --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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dbbf8eda75 |
[MDB Ignore] Removes the strange 4 second density delay that security barricades have after spawning. Refactors barricade item interaction code. (#91918)
## About The Pull Request Removes the quite weird 4 second density delay from security barriers. That's kind of what the grenade timer is for. Refactors barricade interactions to use tool acts and item_interaction(), rather than attackby. Also makes it so that wooden barricades don't....delete themselves and spawn a new one instead when repaired? ## Why It's Good For The Game > Security Barrier I think this was potentially depreciated code that was grandfathered forward in new forms. Very few places seem to explain WHY it has that but I think that might have been how barrier grenades used to spawn in their barrier from the grenade itself. Totally inexplicable really. > Refactors This codes old as hell, some of it nearly a decade. ## Changelog 🆑 qol: Security barrier grenades no longer have an arbitrary 4 second delay on becoming tangible. refactor: Barricades now use tool act and item interactions, and behave sanely. Looking at you wooden barricade. /🆑 |
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6fb59f6aa9 |
[MDB Ignore] Removes the strange 4 second density delay that security barricades have after spawning. Refactors barricade item interaction code. (#91918)
## About The Pull Request Removes the quite weird 4 second density delay from security barriers. That's kind of what the grenade timer is for. Refactors barricade interactions to use tool acts and item_interaction(), rather than attackby. Also makes it so that wooden barricades don't....delete themselves and spawn a new one instead when repaired? ## Why It's Good For The Game > Security Barrier I think this was potentially depreciated code that was grandfathered forward in new forms. Very few places seem to explain WHY it has that but I think that might have been how barrier grenades used to spawn in their barrier from the grenade itself. Totally inexplicable really. > Refactors This codes old as hell, some of it nearly a decade. ## Changelog 🆑 qol: Security barrier grenades no longer have an arbitrary 4 second delay on becoming tangible. refactor: Barricades now use tool act and item interactions, and behave sanely. Looking at you wooden barricade. /🆑 |
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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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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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753d8e5ba4 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a | ||
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2afc7d660e |
Fix ByondUI small map preview (#90277)
## About The Pull Request This PR should fix the problem of small previews in TGUI once and for all (I hope). What was causing it? Because TGUI takes a long time to open, that's why previews were generated broken (small). On Byond 515 this problem was not so noticeable as the interfaces opened faster, but with the release of 516 it became much worse. Previews were generated inside a window that was not yet open, so the scale was broken, sometimes the window would open before the preview was done and sent, usually with small interfaces, or when reopening. I'm not very good at working with signals, and to tell the truth this is my second experience with them, so I hope I did it right. ## Why It's Good For The Game No more small map previews <details> <summary> Video </summary> https://github.com/user-attachments/assets/834f3820-cc6a-4f65-90e5-d6bb2a118bcf </details> ## Changelog 🆑 fix: Fixed small character preview, color matrix preview, mech preview, and other previews with uses ByondUI map /🆑 --------- Co-authored-by: Gaxeer <44334376+Gaxeer@users.noreply.github.com> |
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1d7b326bf1 |
Change hardcoded ice/snow temperatures values to use ICEBOX_MIN_TEMPERATURE define (#90228)
## About The Pull Request Several variables in the code had hardcoded temperature vars set to 180 when it should just use the `ICEBOX_MIN_TEMPERATURE` define that is used to indicate a 180 temp. ## Why It's Good For The Game No hardcoded values. ## Changelog 🆑 code: Change some hardcoded ice/snow temperature variables that were set to 180 to use `ICEBOX_MIN_TEMPERATURE` instead. /🆑 |
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2df73da53e |
Fix ByondUI small map preview (#90277)
## About The Pull Request This PR should fix the problem of small previews in TGUI once and for all (I hope). What was causing it? Because TGUI takes a long time to open, that's why previews were generated broken (small). On Byond 515 this problem was not so noticeable as the interfaces opened faster, but with the release of 516 it became much worse. Previews were generated inside a window that was not yet open, so the scale was broken, sometimes the window would open before the preview was done and sent, usually with small interfaces, or when reopening. I'm not very good at working with signals, and to tell the truth this is my second experience with them, so I hope I did it right. ## Why It's Good For The Game No more small map previews <details> <summary> Video </summary> https://github.com/user-attachments/assets/834f3820-cc6a-4f65-90e5-d6bb2a118bcf </details> ## Changelog 🆑 fix: Fixed small character preview, color matrix preview, mech preview, and other previews with uses ByondUI map /🆑 --------- Co-authored-by: Gaxeer <44334376+Gaxeer@users.noreply.github.com> |
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0ac282f03f |
Fixes spiderwebs, alien weeds, kudzu, and other stuff layering below catwalks and glass floors (#89893)
## About The Pull Request Vents/scrubbers look a bit weird as their pipes still go above catwalks/glass floors but I need my stuff from #89702 and it should be atomized from this PR. Closes #87022 Closes #88823 ## Changelog 🆑 fix: Fixed spiderwebs, alien weeds, kudzu, and other stuff layering below catwalks and glass floors /🆑 |
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b6b8306fda | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a | ||
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7e20627406 | Fixes things being statistically weighted to drop in security (#88788) | ||
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6da4462e14 |
Fix gravity for areas in space near station (#88176)
## About The Pull Request - Fixes #76827 This removes gravity from the following areas: - Solars - Nearstation - Space - Ordnance bomb testing ##### Note - Asteroid areas (Tram) or planet areas (Ice) are not affected. <details> <summary>Examples of outside gravity turfs</summary>  </details> Now stepping on floor plating in those areas will result in mobs drifting. (like they do inside the station when gravity is offline) Stepping on or near catwalks, lattices, or walls stills controls your movement. Also refactored a little bit of the `has_gravity` code to use defines instead of `TRUE/FALSE`. ## Why It's Good For The Game Consistency. Mag boots are highly recommended when performing EVA. ## Changelog 🆑 fix: Fix gravity for areas in space near station (solars, nearspace, bomb testing, etc.) /🆑 |
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25c616e353 |
fixes the museum cafeteria puzzle and some other things related to the museum (#88287)
## About The Pull Request the dotted color board was missing a color for the 10th digit, and orange and brown were not valid byond colors (damn you ghommie) fake scrubbers and vents use the correct layer and plane you may no longer deconstruct indestructible windows you can no longer push indestructible grilles and robust windows if you have a strong move force step teleporters may not teleport abstract objects or mirage holders (due to init shenanigans this sometimes teleported a mirage holder messing the visuals up) ## Why It's Good For The Game bug bad also i didnt make these bugs ok ## Changelog 🆑 fix: fixed the museum password puzzle (to the cafeteria), and the scrubbers and vents there now look correctly (also fixed a rare visual bug) fix: it is now harder to bypass indestructible windows and grilles (those are placed there for a reason, you know!) /🆑 |
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0b66ab80e4 |
Let borgs into gateway (#2463)
## About The Pull Request Some borg players complained about this so I made a PR ## Why It's Good For The Game ## Proof Of Testing <details> <summary>Screenshots/Videos</summary> </details> ## Changelog 🆑 balance: Borgs can go into gateway now /🆑 |
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778ed9f1ab |
The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request This PR kills the abstract internal and external typepaths for organs, now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds. This PR also fixes fox ears (from #87162, no tail is added) and mushpeople's caps (they should be red, the screenshot is a tad outdated). And yes, you can now use a hair dye spray to recolor body parts like most tails, podpeople hair, mushpeople caps and cat ears. The process can be reversed by using the spray again. ## Why It's Good For The Game Time-Green put some effort during the last few months to untie functions and mechanics from external/internal organ pathing. Now, all that this pathing is good for are a few typechecks, easily replaceable with bitflags. Also podpeople and mushpeople need a way to recolor their "hair". This kind of applies to fish tails from the fish infusion, which colors can't be selected right now. The rest is just there if you ever want to recolor your lizard tail for some reason. Proof of testing btw (screenshot taken before mushpeople cap fix, right side has dyed body parts, moth can't be dyed, they're already fabolous):  ## Changelog 🆑 code: Removed internal/external pathing from organs in favor of a bit flag. Hopefully this shouldn't break anything about organs. fix: Fixed invisible fox ears. fix: Fixed mushpeople caps not being colored red by default. add: You can now dye most tails, podpeople hair, mushpeople caps etc. with a hair dye spray. /🆑 |
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e59d8ba64b | Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b | ||
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f8faccd70a | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-10a | ||
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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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d33660e716 |
Ragnarok/Lattice/Species post-merge tune-up (#86606)
## About The Pull Request ### Ragnarok - Uncomplicated the arena. The center area's river has been muddied over, the bonfires have been made dense, the ants on the ground everywhere have been removed. - The Warrior's loadout has been simplified, removing any Ash aspects and making it more concise and understandable. - The Scribe's loadout has also been simplified, and given an additional rifle clip. (Yes, it's a clip.) It lost cosmic expansion and the pacifism mansus, but gained mind gate and some formerly bugged labyrinth handbooks. - The Crusader should be able to adjust their nullrod now. - The Rat'var Apostate's beakers are now named so people other than me can get the joke. ### Lattice - Unbreakable lattices are now actually unbreakable and can't be snipped into nothingness. - Added true invis walls to the edges. - Moved spare rods to the pockets. ### Species - Added no_smoothing to the funny, so it's actually hidden now. ## Why It's Good For The Game Time playing these ingame has shown some oversights and imbalances. Ragnarok in particular was far too overcomplicated and indulgent to the detriment of gameplay. Too many things - ants, rivers, bonfires, spells, it was cloying. I toned this down a lot here to make the arena more fun. We still do need a way to pre-bind spells but out of scope. ## Changelog 🆑 balance: - Uncomplicated the Ragnarok arena. The center area's river has been muddied over, the bonfires have been made dense, the ants on the ground everywhere have been removed. The Warrior and Scribe have had their loadouts simplified. qol: - The Rat'var Apostate's beakers are now named so people other than me can get the joke. fix: - Unbreakable lattices are now actually unbreakable and can't be snipped into nothingness. fix: - Added true invis walls to the edges of Lattice Battles. Moved spare rods to the pockets. fix: - Species Warfare: Added no_smoothing to the funny, so it's actually hidden now. /🆑 |
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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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69176298ed |
Spelling Fixes (#86056)
## About The Pull Request Fixes several errors to spelling, grammar, and punctuation. ## Why It's Good For The Game Improves readability and user experience. ## Changelog 🆑 spellcheck: fixed a few typos /🆑 |
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4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
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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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0f637c8360 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-08d | ||
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4e167856aa |
[MIRROR] Adds a treasure chest to the ocean/beach fishing spot. (#29398)
* Adds a treasure chest to the ocean/beach fishing spot. (#85276) ## About The Pull Request This PR adds a treasure chest that can be fished from the ocean if you're lucky enough (or have enough explosives or lobstrosities to do it for you). The treasure chest is basically a mystery box (like the ones from the deathmatch) with a couple catches; the treasure chest can be opened up to 18 times in total before breaking down, however, it can only be opened up to 3 times per spaceman, encouraging the player to share it with others. Here the possible loot by the by: - A toolbox containing a master fishing rod, all the hooks and reels, fish feed, an experi-scanner, an aquarium kit and a can of super baits - A box containing a lazarus injector, a cup and a bottle of strange reagent which you can use to revive fish now - A circuit board for a pre-emagged fishing portal generator - A master fishing rod - A can of super fishing baits - A fish case containing Tiziran fish - A fish case containing Syndicate fish - An old, yet fairly strong cutlass - An old laser gun which fires only 5 shots before running out - A crank laser musket - A smoothbore disabler - A surplus bolt action rifle - A ration pack - A can of squid ink - A bottle of aged rum that forces you to switch to the piratespeak language - A money bag with some doubloons inside - A piratespeak manual - Pirate armored coat - Pirate armored hat - A pre-loaded cannon - Four trash cannon balls - Four cannon balls ## Why It's Good For The Game Mystery boxes are fun, from the little fanfare they play to the potential loot they can give, and I had an old treasure chest I had sprited for fun years ago around so I've come up with an entertaining idea. If you think the loot list is a bit too hot, I can cool it down a bit. Also yeah, I wanted to make fish revivable with strange reagent, since you can already do it with lazarus injectors even though using a lazarus injector for this would be a severe waste of mining points. ## Changelog 🆑 add: Added a treasure chest you can rarely fish from the ocean/beach, with loot being a mix of fishing and piratey stuff. add: You can revive fish with strange reagent now. /🆑 * Adds a treasure chest to the ocean/beach fishing spot. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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1880003270 |
Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request Currently to check for Silicon access, we do: ``if is silicon or is admin ghost or has unlimited silicon privileges or has machine remote in hand`` What has unlimited silicon privileges? Bots, Drones, and admin ghosts. To check for AI access, it just checks for AI instead of silicon, and doesnt check for unlimited silicon privileges. This was kinda silly, so I thought I should make this a little easier to understand. Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or ``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost, since now instead of being a var on the client, we moved it to using the same trait but giving it to the client instead, but since we have to keep parity with previous functionality (admins can spawn in and not have this on, it only works while as a ghost), I kept previous checks as well. No more type checks, removes a silly var on the mob level and another on the client. Now while I was doing this, I found a lot of tgui's ``ui_act`` still uses ``usr`` and the wrong args, so I fixed those wherever I saw them, and used a mass replace for the args. Other changes: - machinery's ``ui_act`` from https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin ghosts no longer get kicked off things not on cameras. This was my fault, I overlooked this when adding Human AI. - Human AI's wand gives AI control as long as it's in your hand, you can swap to your offhand. I hope this doesn't end up going horribly, otherwise I'll revert this part. It should let human AIs not have their UI closed on them when swapping to eat food or use their door wand or whatnot. - Bots previously had special checks to scan reagents and be unobservant, I replaced this with giving them the trait. I also fixed an instance of unobservant not being used, so now statues don't affect the basic creature, whatever that is. ## Why It's Good For The Game This is an easier to understand way of handling silicon access and makes these mobs more consistent between eachother. Other than what I've mentioned above, this should have no impact on gameplay itself. ## Changelog 🆑 fix: Statues don't count as eyes to creatures. fix: Human AIs and Admin ghosts no longer get kicked off of machines that aren't on cameranets. /🆑 |
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d9168e7254 |
Adds a treasure chest to the ocean/beach fishing spot. (#85276)
## About The Pull Request This PR adds a treasure chest that can be fished from the ocean if you're lucky enough (or have enough explosives or lobstrosities to do it for you). The treasure chest is basically a mystery box (like the ones from the deathmatch) with a couple catches; the treasure chest can be opened up to 18 times in total before breaking down, however, it can only be opened up to 3 times per spaceman, encouraging the player to share it with others. Here the possible loot by the by: - A toolbox containing a master fishing rod, all the hooks and reels, fish feed, an experi-scanner, an aquarium kit and a can of super baits - A box containing a lazarus injector, a cup and a bottle of strange reagent which you can use to revive fish now - A circuit board for a pre-emagged fishing portal generator - A master fishing rod - A can of super fishing baits - A fish case containing Tiziran fish - A fish case containing Syndicate fish - An old, yet fairly strong cutlass - An old laser gun which fires only 5 shots before running out - A crank laser musket - A smoothbore disabler - A surplus bolt action rifle - A ration pack - A can of squid ink - A bottle of aged rum that forces you to switch to the piratespeak language - A money bag with some doubloons inside - A piratespeak manual - Pirate armored coat - Pirate armored hat - A pre-loaded cannon - Four trash cannon balls - Four cannon balls ## Why It's Good For The Game Mystery boxes are fun, from the little fanfare they play to the potential loot they can give, and I had an old treasure chest I had sprited for fun years ago around so I've come up with an entertaining idea. If you think the loot list is a bit too hot, I can cool it down a bit. Also yeah, I wanted to make fish revivable with strange reagent, since you can already do it with lazarus injectors even though using a lazarus injector for this would be a severe waste of mining points. ## Changelog 🆑 add: Added a treasure chest you can rarely fish from the ocean/beach, with loot being a mix of fishing and piratey stuff. add: You can revive fish with strange reagent now. /🆑 |
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fec946e9c0 |
/Icon/ Folder cleansing crusade part, I think 4; post-wallening clean-up. (#85823)
Hello everybuddy, your number three rated coder-failure here to clean up some mess. This PR accomplishes some of the more major structural clean up changes I wanted to do with /obj/ folder, but decided to wait on until wallening gets merged, and so, time has come. Several things to still be done, although I know these cleaning PR's are quite a load, so will wait for this one to get done with first. ## Why It's Good For The Game Saner spriters, better sprites, less annoyance. Also deleted a whole load of redundancy this time around, a lot of sprites which existed simultaniously in two places now got exit their quantum superposition. |
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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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132f9363e4 |
Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into fuck-fuck-fuck
# Conflicts: # _maps/map_files/Birdshot/birdshot.dmm # _maps/map_files/NorthStar/north_star.dmm # _maps/map_files/VoidRaptor/VoidRaptor.dmm # code/datums/status_effects/debuffs/debuffs.dm # code/game/objects/items/devices/scanners/health_analyzer.dm # code/modules/cargo/packs/imports.dm # html/changelogs/archive/2024-07.yml |
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3a2d8cbe7c |
[MIRROR] Added a config to override the def gateway delay for specific start points. (#29125)
* Added a config to override the def gateway delay for specific start points. (#85341) ## About The Pull Request I've a few gripes with start points and the gateway delay. First of all, there's no way to discriminate peaceful away locations that do not need a with a 30 minutes timegate from the rest. Places like the beach and the museum hardly have anything OP that could tip the scales. Second, none of the awaystart landmarks have identifiers of their own, which means all awaystart landmarks from all away missions are linked under the same destination point datum. This is hardly an issue in the current state where only one map is ever loaded and all maps have only one way in that directs you to one of several locations at least until the gateways are linked, but it's nevertheless something that I have to take care of, since the config requires it. ## Why It's Good For The Game See above. ## Changelog 🆑 config: Added a config for specific gateway delays so locations like the beach and the museum don't have to take 30 minutes to become available like the rest. /🆑 * Added a config to override the def gateway delay for specific start points. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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e00eb5ec6a |
Added a config to override the def gateway delay for specific start points. (#85341)
## About The Pull Request I've a few gripes with start points and the gateway delay. First of all, there's no way to discriminate peaceful away locations that do not need a with a 30 minutes timegate from the rest. Places like the beach and the museum hardly have anything OP that could tip the scales. Second, none of the awaystart landmarks have identifiers of their own, which means all awaystart landmarks from all away missions are linked under the same destination point datum. This is hardly an issue in the current state where only one map is ever loaded and all maps have only one way in that directs you to one of several locations at least until the gateways are linked, but it's nevertheless something that I have to take care of, since the config requires it. ## Why It's Good For The Game See above. ## Changelog 🆑 config: Added a config for specific gateway delays so locations like the beach and the museum don't have to take 30 minutes to become available like the rest. /🆑 |
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38c3a6336d | Merge branch 'master' of https://github.com/skyrat-ss13/skyrat-tg into upstream-7-24/204 | ||
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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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a3b79bb3b3 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-2407c | ||
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474ffe50ef |
[MIRROR] Flattens The Floor Plane (Camera Update Too) (#28632)
* Flattens The Floor Plane (Camera Update Too) (#84350) ## About The Pull Request Ok so like, side map right? It makes things higher up in the world render above things lower down in the world. Most of the time this is what we want, but it is NOT what we want for floors. Floors are allowed to be larger then 32x32, and if they are we want them to render based off JUST their layer. If we don't allow this grass turfs and others get cut off on their bottom edge, which looks WEIRD. In order to make this happen, we can add TOPDOWN_LAYER to every layer on the floor plane and disable sidemap. I've added documentation for this to VISUALS.md, and have also implemented unit test errors to prevent mixing TOPDOWN layers with non topdown planes (or vis versa). This new test adds ~1 second to tests, which is I think a perfectly scrumpulent number. EDIT: I nerd sniped myself and implemented sidemap layering and lighting for cameras (also larger then 32x32 icon support for getflat) The lighting isn't perfect, we don't handle things displaying in the void all that well (I am convinced getflat blending is broken but I have no debugger so I can't fix it properly), but it'll do. This came up cause I had to fix another layering issue in cameras and thought I might as well go all in.  ## Why It's Good For The Game Old:  New:  ## Changelog 🆑 fix: Grass turfs will render properly now. Reworked how floors render, please report any bugs! fix: Cameras now properly capture lighting fix: The layering seen in photos should better match the actual game /🆑 * Flattens The Floor Plane (Camera Update Too) * modular things * Update fluff.dm --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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e90a9b4b68 |
Flattens The Floor Plane (Camera Update Too) (#84350)
## About The Pull Request Ok so like, side map right? It makes things higher up in the world render above things lower down in the world. Most of the time this is what we want, but it is NOT what we want for floors. Floors are allowed to be larger then 32x32, and if they are we want them to render based off JUST their layer. If we don't allow this grass turfs and others get cut off on their bottom edge, which looks WEIRD. In order to make this happen, we can add TOPDOWN_LAYER to every layer on the floor plane and disable sidemap. I've added documentation for this to VISUALS.md, and have also implemented unit test errors to prevent mixing TOPDOWN layers with non topdown planes (or vis versa). This new test adds ~1 second to tests, which is I think a perfectly scrumpulent number. EDIT: I nerd sniped myself and implemented sidemap layering and lighting for cameras (also larger then 32x32 icon support for getflat) The lighting isn't perfect, we don't handle things displaying in the void all that well (I am convinced getflat blending is broken but I have no debugger so I can't fix it properly), but it'll do. This came up cause I had to fix another layering issue in cameras and thought I might as well go all in.  ## Why It's Good For The Game Old:  New:  ## Changelog 🆑 fix: Grass turfs will render properly now. Reworked how floors render, please report any bugs! fix: Cameras now properly capture lighting fix: The layering seen in photos should better match the actual game /🆑 |
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e96f29d4a5 |
Merge remote-tracking branch 'Skyrat-SS13/master' into upstream-2024-06-16
# Conflicts: # _maps/_basemap.dm # _maps/map_files/IceBoxStation/IceBoxStation.dmm # _maps/skyrat/automapper/automapper_config.toml # code/__DEFINES/surgery.dm # code/datums/weather/weather_types/radiation_storm.dm # code/modules/antagonists/changeling/changeling.dm # code/modules/clothing/neck/_neck.dm # code/modules/events/_event.dm # code/modules/jobs/job_types/_job.dm # code/modules/mining/equipment/kinetic_crusher.dm # code/modules/mob/living/basic/vermin/frog.dm # modular_skyrat/modules/borgs/code/robot_upgrade.dm |
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9efdb4f8bb |
[MIRROR] Wawastation (#27992)
* Wawastation * Update _basemap.dm * Update gateway.dm --------- Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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19e80c32c7 |
[MIRROR] Tweaks some instances of get_safe_turf so things like the nuclear disk doesn't accidentally teleport to the Icebox Syndicate Base (#28184)
* Tweaks some instances of get_safe_turf so things like the nuclear disk doesn't accidentally teleport to the Icebox Syndicate Base (#83012) Yes, I know preventing the nuke disk teleporting to the icebox syndicate base (or possibly the wendigo arena) is removing soul. Please don't kill me :( ## About The Pull Request Adds some missing variables to instances of get_safe_turf() so they will only teleport to the given z-level. Replaces some instances of get_safe_turf() with get_safe_random_station_turf(). ## Why It's Good For The Game First, the differences between get_safe_turf() and get_safe_random_station_turf(): ### get_safe_turf() - gets a random safe turf on a z-level (usually any of the staiton z-levels), not accounting for the /area/ - should be used if you don't care if it spawns on the station or not, or if you need to specifically teleport to a z-level - not very expensive performance wise ### get_safe_random_station_turf() - gets a random safe turf that will always be a station area, ignoring z-level. - should be used if you NEED the turf to be on a station's area - slightly more expensive performance wise than get_safe_turf, but still very cheap Some code was using get_safe_turf() when it should've been using get_safe_random_station_turf(), and some code that should be using get_safe_turf() were incorrectly using the zlevels arg instead of zlevel arg (Yes, there is a difference), or didn't include it at all. All the changes were made to my best judgement. If you're curious about a change, please ask and I will explain why I did it. ## Changelog 🆑 BurgerBB fix: Tweaks some instances of get_safe_turf so things like the nuclear disk doesn't accidentally teleport to the Icebox Syndicate Base /🆑 --------- Co-authored-by: Jacquerel <hnevard@ gmail.com> * Tweaks some instances of get_safe_turf so things like the nuclear disk doesn't accidentally teleport to the Icebox Syndicate Base --------- Co-authored-by: BurgerLUA <8602857+BurgerLUA@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> |