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088409bbe376a7adcd4d1fb747cf4a5e4f257c5b
711 Commits
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d2ab513332 |
Reintroducing my PRs that were lost in the wallening revert. (#86439)
## About The Pull Request This PR reintroduces #85759, #85892 and #85894. #85892 has post-wallening arrows, but it isn't a big deal because they fit the top-down or 3/4 style we've for a lot of things. ## Why It's Good For The Game Reintroducing lost features and improvements. Remember to remove the 'Lost in the wallening revert' label from those PRs when this is merged. ## Changelog N/A |
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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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00a0d0b890 |
Special radio channels now use bitflags instead of individual vars (#85150)
## About The Pull Request Radios/encryption keys now use a `RADIO_SPECIAL_XXXXX` bitflag for behaviors related to "special" radio channels (Binary, Centcom, Syndie). I decided to do this because I wanted to add a radio channel for pirates and hunters (hence the branch name), but it felt weird adding two more variables. The more I look at the changes I've made here the more I realize that the effort was probably not worth the utility but whatever. This also subtypes some varedited intercoms and makes them their own objects. ## Why It's Good For The Game Compresses a whopping three (3!) variables into a single one. Easier to scale (I guess?). I felt like adding a fourth/fifth variable and just moving on with the original project, but decided "lets do this the unnecessarily hard way instead". ## Changelog 🆑 Rhials code: Radios/encryption keys now use a single variable for "special" frequencies. Please report if you experience any strangeness with accessing/being unable to access the Centcom, Syndicate, or Cyborg radio. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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f47b175fad |
Makes the Start Screen Look Better (#85928)
## About The Pull Request I think it's been related to the recent DDOS's but looking at the non-connected wall turf overlay while loading into the game and waiting for the config-loaded start screen to load is just ugly as hell on production servers. So, let's fix this in a way that we really should have done pre-wallening: using cordons. Cordons just give us a fully solid white background and are probably faster to load than the indestructible turfs (claim unverified), but visually it just looks better if an admin deletes the start screen for a laugh or just having a nice solid black background while the lobby screen loads in instead of the weird noncongruous turf type we made. <details> <summary> Photos </summary> This is what the lobby screen looks like if the image is deleted/while it's loading in:  This is what it looks like when zoomed out on the map after deleting the sprite. will just appear as world border to any mobs that venture out into the wastes.  </details> ## Why It's Good For The Game Looks way cleaner than the current solution, can discard a needless turf type for something that looks nice. We were already punching a hole in the CentCom z-level so why not just make it fully more obvious. I left the `misc/start` area as-is in case admins still want to plop down schenanigan meme buildings in the lobby. I also made it so that deleting the lobby screen baseturfs to the cordon type, so you aren't left with an ugly hole to space in the title screen. ## Changelog 🆑 fix: The area of the CentCom Z-Level dedicated to the Lobby Screen should look far better now, with a solid black title screen should the lobby image not load in/get deleted. /🆑 |
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c8f0841fb3 |
Manually aligns Centcom's airlocks (#85882)
## About The Pull Request Manually aligns centcom's airlocks ## Why It's Good For The Game Because it manually aligns centcom's airlocks ## Changelog 🆑 fix: Fixes the rotation of Centcom's Airlocks /🆑 |
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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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e635121d87 |
Added physical references for special fax networks (#84910)
<!-- 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 Now there are fax machines that receive and send messages on behalf of the special networks of NT and syndicate Also added centcom stamps to centcom (funny, they weren’t there)  <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Faxes sent from the CC will have the correct sender name. Also, there will be no unnecessary faxes in the fax panel <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 code: сhanges for a fax located on the CC qol: added centcom stamps to centcom /:cl <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
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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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8233d67bbd |
Separates tabletop/wallmounted ID authorisation panels (#85124)
## About The Pull Request We have an ID authorisation panel machine used for things like red alert, where you need to swipe a card in two different places to validate it. _Normally_ this is mounted on a wall in an office, but sometimes it is on a table. We use the same machine code and sprite for both, This _mostly_ works but is going to become problematic after the Wallening. Resultingly, I've added a sprite and typepath for a desktop version.  Wow! (We need desktop buttons too now that I look at this, I hope the wallening branch already has that!) This sprite is secretly the wall-mounted version from the Wallening (made by Imaginos), but flipped upside down so it looks like it is on a table not a wall. Delightfully devious (and proposed by "Kok0nut" on discord). Also as a result of doing this, I've made wallmounted ID card auth devices _actually_ attach to the wall in terms of "If the wall goes, they go too". This may or may not be a good idea given that as far as I can tell they aren't constructible (and probably shouldn't be given that then you'd just activate both with one ID card all the time) but seems broadly sensible to me? ## Why It's Good For The Game Wallmounted devices should generally deconstruct when associated walls are destroyed. Tablemounted devices are going to need different visuals to the wall-mounted versions. ## Changelog 🆑 Jacquerel, Kok0nut, Imaginos image: Wall-mounted and Table-mounted ID card authorisation machines now use different sprites fix: Wall-mounted ID card authorisation devices will now be destroyed if their wall is destroyed /🆑 |
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232a9fe18a |
Centcom fax (#84885)
## About The Pull Request Adds a Fax machine to Central Command, which will only print upon admin request. ## Why It's Good For The Game The fax panel is a bit clunky to use compared to actually being able to write a fax the old-fashioned way. Admins may still use it to write faxes, or they can now write faxes from Central Command. (Also, I really like CC have actually in-game utility) ## Changelog 🆑 admin: Nanotrasen has brought Central Command kicking and screaming into the 20th Century by providing them with a real fax machine. 🆑 |
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b6234d2c13 |
[MDB IGNORE] Map lints the layer var and scrubs it off our maps (#84385)
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35484728f1 |
Cigarettes and vapes are no longer subtypes of masks. (#82942)
## About The Pull Request Since non-clothing items can also be worn on several slots, there's no need for cigarettes/vapes to be subtypes of masks anymore, since that comes with a few oddities like #82870. ## Why It's Good For The Game This should fix #82870, with about no side-effect aside them no longer being edible by moths 🤢. |
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e3cc97d3de |
[MDB IGNORE] Gives telescreens mapping directionals + adds a map lint for them (#84261)
## About The Pull Request Title. ## Why It's Good For The Game The telescreens that are used primarily in head offices are.. a mess. The parent of all telescreens is also a gigantic mess. *I've opted AGAINST making an updatepaths here and decided to hand fix all of these. There's not a lot, but I can't make an edge case for everything. Some of their nudges are a bit wonky too, and I want to make sure noting looks off. Theres also a handful of prefabs on the parent telescreen that I want to individually look at.* Updatepaths or not, this is going to be a "smaller" one of "those" PRs that I've done thusfar, or so I think. Prevents more mapping sin like this (THERE ARE SUBTYPES WHY ARE YOU MAKING "NEW" ONES ON THE PARENT?? STOPPPP)  The sprite edits are necessary to make sure the mapping helper macro works, otherwise they'll be inverted. ## Changelog N/A |
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084f56938c |
[MDB IGNORE] Adds a map lint against using dir-var and icon-var edited windoors (#81272)
## About The Pull Request Title. Another big updatepaths PR thats been on my radar for awhile. The dir banned var edit is self explanatory. However, I banned icon_state from them as well as there are a big handful of windoors that are either regular, and look like security doors, OR are their mirrored counter part (a south right door var edited to look like a south left door). ## Why It's Good For The Game Avoid mapping sins like this  ## Changelog N/A to players |
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2893b7fb97 | TGUI for Safes and Secure briefcases (Safes are now a structure, too) (#79594) | ||
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306f540bbc |
Replace error spaghetti in thunderdome kitchen (#79183)
## About The Pull Request Thunderdome kitchen had the base spaghetti type in its fridges, which caused it to appear as "food" and with an error sprite. I replaced it with regular cooked spaghetti. ## Why It's Good For The Game The base type for spaghetti is not intended to be used anywhere directly ## Changelog 🆑 fix: Replaced error spaghetti in thunderdome kitchen with regular cooked spaghetti /🆑 |
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ebde893e82 |
Improves many areas of CentCom (#78687)
## About The Pull Request Centcom is better ## Why It's Good For The Game It's because because, as we all know, the better something is, the better it is. ## Changelog 🆑 Fazzie qol: NT's logo on Centcom's landing pad looks better qol: Centcom's Cargo and other rooms had their items rearanged to look marginally better. Like you're every gonna see them! fix: The Thunderdome on Centcom now has up-to-date cooking machinery /🆑 |
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a446ac7166 |
Adds craftable surgery trays. (#78364)
## About The Pull Request Surgery trays can now be crafted in the crafting menu for two rods and one silver, while having a screwdriver. (Same cost as a table.) Out of necessity, the preloaded variants of surgery trays have been re-pathed to a full subtype, though maps have already been updated to use the preloaded variant. The morgue tray and the (new!) advanced trays have been re-pathed to `.../full/morgue` and `.../full/advanced`, respectively Additionally, surgery trays can now be deconstructed by secondary click with a screwdriver. Woo! ## Why It's Good For The Game If you want more surgery trays, build 'em! If you want less surgery trays, unbuild 'em! ## Changelog 🆑 qol: Surgery trays can now be crafted via the crafting menu (two rods, one silver), and deconstructed via secondary click with a screwdriver! /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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3594c3d1fb |
Medical/roller beds (#78078)
## About The Pull Request 'medical beds' in the game were just varedited survival pod beds. This creates a proper medical bed subtype plus its own sprite for regular and roller beds. Cleans up little bits of the bed code and adds context helpers. - Medical/roller bed is now constructable with titanium and plastic after research - Bed will face the correct direction when pulled - Movable beds can have 'brakes' toggled with alt-click   ## Why It's Good For The Game Medical gets their own bed, new sprites, cleans up varedits on maps. ## Changelog 🆑 LT3 image: New medical bed and emergency roller bed code: Added context hints for beds /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
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3c0159b143 |
replaces surgical and coroner duffels with surgery trays and medical carts, resprites razor (#77975)
## About The Pull Request replaces all instances of surgical duffels with surgery trays, and all coroner duffels with morgue surgical trays. they contain about the same items, with surgical trays/carts also having bone gel and tape, since their list of holdable items is much more limited. the surgery tray is a diagetic storage unit that displays any surgery tool it's holding in a small, almost world-state esque form on top of it. it can be carried around by dragging it on to yourself, but it will slow you down like an unzipped duffel would. it can also be deployed by activating it, and pulled around, but it will roll noisily in the process. currently, all tool tiers are supported - from alien, to advanced, to cruel, to normal.  here you can see just a few of the possible combinations of tools - default, default morgue, advanced, and alien. but any combination of these tools should work together somewhat cleanly, as you can see here:  also adds a medical razor variant, because otherwise they wouldn't fit with the look of the other tools on the tray, before and after here:  ## Why It's Good For The Game having constantly visible tool storage like this means you don't have to worry about the one tool you need from the bag being stolen - if it is, you can see it before an operation starts, and plan around that! it also gives a little flexibility to mappers - if they'd like a more mobile cart for their medbay, or if they'd like the somewhat stationary tray. it also plain looks cool, and isn't quite as clunky as a duffelbag would be. ## Changelog 🆑 add: adds medical carts and surgery trays image: gives the surgery razor a unique sprite /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: JohnFulpWillard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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4c9b104105 |
Fixes department and name-less requests consoles in several maps (#77525)
## About The Pull Request Fixes #77038 Adds missing names and departments to requests consoles in each station. Also fixes consoles in arrival shuttles and one emergency shuttle. ## Why It's Good For The Game Fixes announcements coming from an unknown source, and makes department requests more clear. ## Changelog 🆑 fix: fixed missing departments and names in request consoles /🆑 |
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284325e03e |
Fixes CentCom loot exploits (#77266)
## About The Pull Request Fixes a pair of exploits that can be used to enter and loot CentCom. 1. Adds NOTELEPORT to the Super Secret Room where nullspaced players are sent, this could be used in conjunction with a hand teleporter to escape into the CentCom z-level. 2. Changes the IDs on the administrative storage and ERT armoury blast doors from the number 1 to strings. This prevents player-built door buttons (which can be given numerical IDs) from being able to open them. ## Why It's Good For The Game CentCom looting exploits are bad. ## Changelog 🆑 fix: CentCom can no longer be raided by teleporting out of the Super Secret Room fix: The Administrative Storage and ERT Armoury blast doors can no longer be opened by building a door button. /🆑 |
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41f20bc3ce |
[MDB IGNORE] Angled Lights & Lighting Prototyping Tool (#74365)
## About The Pull Request Hello friends, I've been on a bit of a lighting kick recently, and I decided I clearly do not have enough things to work on as it is. This pr adds angle support to static lights, and a concepting/debug tool for playing with lights on a map. Let's start from first principles yeah? ### Why Angled Lights? Mappers, since they can't actually see a light's effect in editor, tend to go off gut. That gut is based more off what "makes sense" then how things actually work This means they'll overplace light sources, and also they tend to treat lights, particularly light "bars" (the bigger ones) as directional. So you'll have two lights on either sides of a pillar, lights inside a room with lights outside pointing out, etc.  This has annoying side effects. A lot of our map is overlit, to the point that knocking out a light does.... pretty much nothing. I find this sad, and would like to work to prevent it. I think dark and dim, while it does not suit the normal game, is amazing for vibes, and I want it to be easier to see that. Angled lights bring how lights work more in line with how mappers expect lights work, and avoids bleedover into rooms that shouldn't be bled into, working towards that goal of mine. ### How Angled Lights? This is more complex then you'd first think so we'll go step by step  Oh before we start, some catchup from the last time I touched lighting code. Instead of doing a lighting falloff calculation for each lighting corner (a block that represents the resolution of our lights) in view we instead generate cached lightsheets. These precalculate and store all possible falloffs for x and y distances from a source. This is very useful for angle work, since it makes it almost totally free. Atoms get 2 new values. light_angle and light_dir Light angle is the angle the light uses, and light_dir is a cardinal direction it displays in We take these values, and inside sheetbuilding do some optional angle work. getting the center angle, the angle of a pair of coords, and then the delta between them. This is then multiplied against the standard falloff formula, and job done. We do need some extra fenangling to make this all work nicely tho. We currently use a pixel turf var stored on the light source to do distance calculations. This is the turf we pretend the light source is on for visuals, most often used to make wall lights work nice. The trouble is it's not very granular, and doesn't always have the effect you might want. So, instead of generating and storing a pixel turf to do our distance calculations against, we store x and y offset variables. We use them to expand our working range and sheet size to ensure things visually make sense, and then offset any positions by them. I've added a way for sources to have opinions on their offsets too, and am using them for wall lights. This ensures the angle calculations don't make the wall behind a light fulldark, which would be silly. ### Debug Tool? In the interest of helping with that core problem, lights being complex to display, I've added a prototyping tool to the game. It's locked behind mapping verbs, and works about like this. Once the verb is activated, it iterates over all the sources in the world (except turfs because those are kinda silly), outlining and "freezing" them, preventing any future changes. Then, it adds 3 buttons to the owners of a light source.  The first button toggles the light on and off, as desired. The third allows you to move the source around, with a little targeting icon replacing your mouse The second tho, that's more interesting. The second button opens a debug menu for that light  There's a lot here, let's go through it. Bit on the left is a list of templates, which allow you to sample existing light types (No I have no idea why the background is fullwhite, need to work on that pre merge) You can choose one by clicking it, and hitting the upload button. This replaces your existing lighting values with the template's, alongside replacing its icon and icon state so it looks right. There are three types as of now, mostly for categorization. Bar, which are the larger typically stronger lights, Bulb, which are well, bulbs, and Misc which could be expanded, but currently just contains floor lights. Alongside that you can manually edit the power, range, color and angle of the focused light. I also have support for changing the direction of the light source, since anything that uses directional lighting would also tie light dir to it. This isn't *always* done tho, so I should maybe find a way to edit light dir too. My hope is this tool will allow for better concepting of a room's lights, and easier changing of individual object's light values to suit the right visuals. ### Lemon No Why What Ok so I applied angle lights to bars and bulbs, which means I am changing the lighting of pretty much every map in the codebase. I'm gonna uh, go check my work. Alongside this I intend to give lighting some depth. So if there's room to make a space warmer, or highlight light colors from other sources, I will do that. (Images as examples)  I also want to work on that other goal of mine, making breaking lights matter. So I'll be doing what I can to ensure you only need to break one light to make a meaningful change in the scene. This is semi complicated by one light source not ever actually reaching fullbright on its own, but we do what we must because we can.  I'm as I hope you know biased towards darker spaces, I think contrast has vibes. In particular I do not think strong lights really suit maintenance. Most of what is used there are bulbs, so I'm planning on replacing most uses with low power bulbs, to keep light impacts to rooms, alongside reducing the amount of lights placed in the main tunnels  **If you take issue with this methodology please do so NOW**, I don't want to have to do another pass over things. Oh also I'm saving station maps for last since ruins are less likely to get touched in mapping march and all. ### Misc + Finishing Thoughts Light templates support mirroring vars off typepaths using a subtype, which means all the templates added here do not require updating if the source type changes somehow. I'd like to expand the template list at some point, perhaps in future. I've opened this as a draft to make my intentions to make my changes to lights known, and to serve as motivation for all the map changes I need to do. ### Farish Future I'm unhappy with how we currently configure lights. I would like a system that more directly matches the idea of drawing falloff curves, along with allowing for different falloffs for different colors, alongside extending the idea to angle falloff. This would make out of engine lighting easier, allow for nicer looking lights (red to pink, blue to purple, etc), and improve accessibility by artists. This is slightly far off, because I have other obligations and it's kinda complicated, but I'd like to mention it cause it's one of my many pipedreams. ## Changelog 🆑 add: Added angle lighting, applies it to most wall lights! add: Adds a lighting prototyping tool, mappers go try it out (it's locked behind the mapping verb) /🆑 --------- Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
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8184167948 | [MDB IGNORE] Subtypes out kirbyplants, also changes them to said subtypes (#76050) | ||
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8229972398 |
Tablet apps are now deleted when necessary & removes console preset. (#75863)
## About The Pull Request Apps now properly delete themselves when removed, so they don't exist in nullspace anymore. Chat client now actually updates the uid, because its New() didn't call parent. Deletes the 'console' subtype of modular computer Updates how downloading and transferring files are handled Fixes being able to infinitely upload apps to a disk ## Why It's Good For The Game Fixes some more bugs I found with apps and prevents spamming apps in a disk. ## Changelog 🆑 fix: Maintenance data disks now properly transfer from PC to disk fix: Disks can no longer be flooded with the same app repeatedly. /🆑 |
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b5975bd915 |
Unit tests now catch decals in walls/space (#75189)
## About The Pull Request Unit tests will now fail if there's a decal in a wall or open space turf. Open space turf could be limiting to mappers but I don't think it makes sense for decals (like dirt, glass shards, etc) to be floating around in space in the exact same spot. If there's a decal you want to put in space, decals have a ``turf_loc_check`` var that will bypass this. **Important note: This is not changing existing behavior. Decals already delete themselves when they spawn in these incorrect locations, we're just avoiding them from spawning in the first place.** ### Changes I made - Ash flora are now lava immune, rivers spawn after flora does, so I decided that it would be easiest (and more flavorful) to have them be lava-immune rather than to not have them spawn at all. - Decals can now be spawned in non-turf locations. This is currently done by mail, which can give you bones as part of the mail. Currently it will just delete itself instead. - Trading Card button is now on the same tile as their display, which now uses an offset. Before it would spawn it on the tile next to it, which could be a wall in some instances. - Mirrors now have floating movement type. They ARE floating since they're attached to the wall, and it prevents them from burning up due to lava in the Pride ruin. - I also added a broken mirror subtype because I thought the icon_state check was terrible. - Bubblegum called ``DestroySurroundings`` several times on the same thing, I hopefully fixed some of that. Their charge ability also registered ``COMSIG_MOB_STATCHANGE`` despite ``/datum/action`` doing it by default, so I fixed that too. ## Why It's Good For The Game Decals in walls is already a bad idea, but currently all it does is delete it on Initialize. It would be better if we ensured they wouldn't spawn in the first place. ## Changelog 🆑 fix: Lava will no longer burn 6 of the mirrors in pride ruin fix: Lava will no longer burn plants that spawn in them. /🆑 |
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f40ac0b3fd |
Rotates a morgue tray at CC Pod bay (#76026)
## About The Pull Request See title ## Why It's Good For The Game  Yeah I don't think that's supposed to go through the window like that chief ## Changelog 🆑 qol: The CC pod bay now has proper morgue facilities that don't clip through a glass window /🆑 |
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2e5806626c |
Proper broken tiles (#75623)
 ## About The Pull Request The current broken tiles have some visual issues: - There is an ambient occlusion shade when it touches normal tile - It has a layer higher than it should be which leads to things that are normally above the floor layer, render below it. Such as atmos machinery, cleanable overlays, etc. This PR makes the render on a proper layer and work like a partially destroyed floor tile that can be reclaimed with crowbar. Also, the cleanables are now on FLOOR_CLEAN_LAYER to make dirt appear above catwalks and these new tiles. And the flat dirt now has 4 variants of sprites, while dust uses the old dirt sprite. It seems like dust was just dirt with different description before. ## Why It's Good For The Game A broken tiling with no visual bugs and proper floor-like logic. ## Changelog 🆑 MTandi, Borbop fix: Dust now has dust icon, instead of dirt icon. Dust on all maps replaced with dirt image: Flat dirt now picks from 4 new sprites refactor: Made broken tiling work more like tiling and have corresponding visuals. Added directional mapping variants. fix: Cleanables now use FLOOR_CLEAN_LAYER to make sure that trash is visible above catwalks /🆑 |
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be2b5f9e74 |
[MDB IGNORE] Adds a map lint against using non-dir helper posters (#75620)
## About The Pull Request Title. ## Why It's Good For The Game Similar to #75610. Gets our posters on the mapping directional helpers where needed. ## Changelog 🆑 Jolly code: The code for posters internally has been tweaked slightly. If you see posters floating in hallways, please report them ASAP!! /🆑 |
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dc7fa929eb |
[MDB IGNORE] Adds a map lint against using dir-var edited window panes (#75610)
## About The Pull Request Title. ## Why It's Good For The Game #75528 but with a map lint. I also don't know what to call these, so for clarity sake I'm referring to them as "panes", which I think helps convey what they are. ## Changelog Not needed. |
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75537b97a5 |
GAGSifies Plushies (#75442)
image: Space lizard, carp, slime and snake plushies have been resprited and set up to support GAGS. |
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f61dc7fd9d |
Requests console helpers (#75224)
## About The Pull Request This PR adds mapping helpers for requests consoles. Two of them set up if the console can receive ore updates, and if it can make announcements, flipping their relevant variables to TRUE. The other three adds the consoles to their relevant department console lists during late initialize. This allowed me to remove three variables directly from the consoles themselves.  New sprites by CoiledLamb! ~~This PR also anchors mapping helpers, to prevent effects like the roundstart crate initialization from moving them.~~ This was fixed by a different PR. ## Why It's Good For The Game Less var edits, easier to see a console's type at a glance. ## Changelog 🆑 Profakos, sprites by CoiledLamb qol: Most request console varedits have been moved to mapping helpers. /🆑 |
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dde5785f82 |
Request Console refactor (#75067)
## About The Pull Request This PR changes the request consoles in the folowing ways: - The request console's had some very old UI, so I decided to convert it to tgUI. - Cleans up and changes various variable names. Also removes a historical comment (desouls the file) - Sending an announcement now has a cooldown of 30 seconds like the message console priority announcement - Audio feedback on successful and erroneous message give a little audio feedback - Reply is now Quick Reply, which you do in a popup I have half a mind to remove the long material list from the ORM, as some people told me I should, but for now it stays. <details> <summary>Screenshots of the new UI</summary>    </details> I originally planned to add mapping helpers, but decided to delay it until a future PR. ## Why It's Good For The Game TgUI is good and powerful. ## Changelog 🆑 refactor: converts the request console to tgui /🆑 |
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4de3df461e |
[MDB Ignore] Adds a unit test for typepaths that are required to be mapped onto each station map (#74985)
## About The Pull Request Inspired by #74967 and #68459 , and the fact that Tramstation regresses very often - Adds a unit test, `required_map_items`, which ensures that certain typepaths which should definitely be mapped onto every map is mapped onto every map It can also be used to ensure that items which should not be mapped in multiple times are not, among other things. I included a few examples - - Min 1, max inf of each head of staff stamps - Min 1, max 1 departmental order consoles - Min 1, max inf comms console - Min 1, max 1 Pun Pun - Min 1, max 1 Poly - Min 1, max 1 Ian If, in the future, a mapper decides they (for some reason) do not want a certain previously-required item on their map, the test can be adjusted such that it allows excluding or something, but currently it should be for items which require conscious thought about. #### QA: Why not make this a linter? I attempted to make this a linter before realizing two things 1. Someone might make a spawner which spawns the items, or they might get placed in a locker, in any case this accounts for everything on init 2. Linters run on every map, non-station maps included So I went with a test ## Why It's Good For The Game #50468 #61013 #74967 Why is it always the CMO stamp? ## Changelog Not necessary (unless I find a map missing something, then this will be updated) |
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9b401a87be |
[MDB IGNORE] UpdatePaths to convert directional pane windows to their proper subtypes, also creates the /south spawner for consistency (#74517)
## About The Pull Request Title. ## Why It's Good For The Game 1. This nukes a lot of silly var edits, and cleans up maps 2. The south spawner *isn't* really needed, but having it is nice for consistency and clarity 3. Sometime ago I forget which map but one of them had var edited directional subtypes and that made me cry ## Changelog 🆑 Jolly fix: Maps internally had the code for the "directional" windows altered a bit. If you see stacked window panes or things look incorrectly, please file a bug report as that isn't intentional!! /🆑 |
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e9c5761b7b |
Fixes a few ferries being unloadable (#74504)
## About The Pull Request Centcom's ferry port was built for the bare minimum, and so did not allow for the absolute MAXIMUM This meant shuttles like meat or lighthouse were undockable. s dumb. Changing the bounds (particularly the width) does mean that shuttles could in theory clip the edge of centcom, but just like, don't 4head ## Why It's Good For The Game If we're gonna have ferries you should be able to load them ## Changelog 🆑 admin: All centcom ferries are now loadable. Yes this WASbroken /🆑 |
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fa641ca885 |
remakes the escape pod shuttle! (#74257)
## About The Pull Request This PR fully remakes the Pod shuttle. What is the pod shuttle you may ask? well, the place pods go of course! While the OLD one could only take a measly 4 pods, this new and totally tubular version can take a whopping 8! the interior now consists of: a docking hallway a main room, with a bar and medbay a garden a bridge two engines! Old shuttle  New shuttle   ### Mapping March Ckey to receive rewards: Spockye ## Why It's Good For The Game The old pod shuttle is sadly quite old, and in my opinion, in need of a remake. This pr does exactly that! it also opens up the possibility for stations to have a total of 8 instead of 4 pods! (if someone ever makes a station that's large enough to deserve more than 4) ## Changelog 🆑 add: remakes the old escape pod shuttle /🆑 |
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a42765a3a2 |
[MDB Ignore] Fixes Tiles On All Maps (mea culpa edition) (#74250)
## About The Pull Request  I actually noticed this in my testing and fixed it, but the changes somehow disappeared and I continued to assume that they were fixed without checking. fuck. It's all good now. ## Why It's Good For The Game  yeah this was fucked everywhere. all good now though promise. ## Changelog 🆑 fix: Tile decals are no longer fucked on all stations. /🆑 The diff might seem a bit weird but I reverted all of the maps to a state before the script was ran, and then re-ran the fixed script. Makes sense to me. |
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3156a0414e |
[MDB Ignore] Manifest Destiny - The Final Tile Flattening (#74169)
Alt Title: The End Of The 12 Month War
## About The Pull Request
### Hey! Listen! This PR _will_ cause a merge conflict with your PR!
Please ensure that you have the knowledge on how to handle merge
conflicts, found here:
https://hackmd.io/@tgstation/ry4-gbKH5#Assured-Merge-Conflict-Resolution
Supercedes #74023 entirely.
Port of the tooling introduced in
https://github.com/BeeStation/BeeStation-Hornet/pull/7970 (we already
had everything else), modified to meet /tg/'s requisites and culling
anything that was not entirely relevant (that I could see). It's not the
end of the world if I missed something tbh. Some aspects were commented
out since they may be relevant to downstreams who port this PR or to
enable (what I see to be) un-necessary warnings.
This is a culmination of a year's efforts, starting with _Red Rover,
Four Corners_ (#65290) and later _Opposing Corners_ (#65455). If you
don't understand why this PR exists or why it's necessary, I recommend
reading both of those.
Since then, several mappers (both in their own mapping as well as
tailored PRs) have worked on "flattening" out these tile turfs, however
I've continually wanted a function that would mass automate it (outlined
here https://tgstation13.org/phpBB/viewtopic.php?t=31872 - This
functionality might still be useful if added to UpdatePaths or another
type of script thereof, but I no longer have reason to keep the bounty
up).
It's finally here! Yippie! A new python file, courtesy of itsmeow at
BeeStation. Very awesome. As previously mentioned, a lot of alterations
had to be made for our mapping desires, but the results are quite
agreeable. There's a few assertions that this file makes that I had to
address:
* We have "colorless" tile decals. These are transparent, so they don't
do anything. By default, bee would make these "white tiles", but we have
no such thing. I decided to just add a maplint and an UpdatePaths to
guard against this silliness (only Delta and Tram) had it.
* For some reason, it labels already-converted decals with the default
direction as an error state. I might touch this up in the coming hours,
but for now I surpressed the error due to how many false warnings it was
spitting out.
There's a few ways this tool can be improved, but I lack the knowledge
on how to do so:
* Make it so that we can run the map merger to fix the keys of the map
in the `update_map` function, rather than run the fixer-upper python
file. We can live without this to be honest. It's actually slightly good
because it forces you to look at all of the MapMerge Warnings, and you
can ascertain any potential errors without it silently passing you by
and hitting the repository (or at least those that we haven't linted for
yet).
* Be able to pass in any regex to "flatten" anything. That's way out of
scope for what I want to do here though.
## How do you use this tool?
I made a readme.
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73a083ca1e |
Minigame DLC - Intergalactic Basketball League (#72459)
## About The Pull Request New DLC bout to drop.  Lots of new things included: - New basketball minigame that can be played between 2-7 players - Crafting recipe for basketballs using leather sheets - Crafting recipe for basketball hoops using metal, rods, and durathread - New basketball sounds for the ball and hoops - New scorecard that can be reset using CtrlClick - Basketball hoops can be rotated using a wrench and AltClick - Dunking and shooting animations. ### New basketball mechanics that now utilize stamina: - Dunking costs large stamina and you must be directly adjacent to the hoop and click on it. - Shooting costs medium stamina and uses RMB. Shooting lets you aim the ball over peoples heads, meaning anyone obstructing your path will be bypassed. There is a half second delay during shooting where someone can bump or push to prevent the shot from succeeding. - Shooting from further away results in less accuracy. If you do not click directly on the hoop, there is also an accuracy penalty! - Passing costs no stamina and uses LMB. Trying to score into the hoop via passing results in a reduced chance. - Spinning costs medium stamina while holding the ball. It gives a reduced chance for the ball to be stolen but decreases accuracy for shooting. - Pushing a player using RMB will attempt to steal the ball and drain their stamina. - The chance to steal the ball is based on the stamina of both players and the direction they are facing. If the person with the ball is at low stamina, and the person stealing is at full stamina, they will have a higher chance. Likewise, if the person with the ball is face to face with the stealer, then there is a higher chance for the ball to be stolen. If the person has their back to the stealer, then it's a lower chance. - Shooting from more than 2 tiles away, results in 3 points. See below picture to know the distance.  ### Now to introduce the teams: <details> <summary>Nanotrasen Basketball Department</summary>  </details> <details> <summary>Greytide Worldwide</summary>  </details> <details> <summary>Lusty Xenomorphs</summary>  </details> <details> <summary>Space Surfers</summary>  </details> --- Big shoutout to the nukie round a few weeks ago where the nuke ops challenged the crew (and clown) to a basketball match on their rebuilt basketball shuttle. The nukies won, but it made me realize that the basketball mechanics were very raw and needed some polishing. #### TODO LIST - [x] Fix bug where ball only goes over peoples heads if they are 1 tile away - [x] Remove leftover code comments and procs - [x] Rebalance stamina values (maybe move this to different ball types) - [x] Fix basketball stadium template runtiming from wall smoothing during load - [x] Fix space surfer stadium having an air breach somewhere - [x] Add more sounds for when ball is passed, shot, or dunked - [x] Make it so that holding a ball while on the floor isn't possible (to avoid those meta cheese strats) - [x] Drop basketball lets mobs make sounds when spinning (need to detach signal?) - [x] Finish adding a simple lobby menu for minigame ## Why It's Good For The Game _If you can't slam with the best, then jam with the rest._ ## Changelog 🆑 add: Add crafting recipe for basketballs (leather sheets) and basketball hoops (metal, rods, and durathread) add: Add new basketball minigame for 2-7 players. There are 4 different courts and teams by default with more planned to be added later. add: New basketball mechanics that uses stamina. Shoot with RMB, pass with LMB, and dunk by clicking the hoop while adjacent. Spinning while holding the ball decreases the chance for someone to steal the ball, but it decreases your shooting accuracy. Shooting from 2 tiles away lets you score 3 points. qol: Basketballs now play a buzzer sound when someone scores. CtrlClick will reset the scorecard and AltClick with a wrench will rotate the hoop. qol: Dunking and shooting animations for basketball. soundadd: Added basketball bounce sound with credits attribution imageadd: Added basketball icon to minigames. Move baseball and dodgeball icons to toy/balls.dmi /🆑 |
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03bb726a80 |
Lints for Empty Variable-Edit "List" in the TGM Syntax + Fixes Occurrence in Codebase (#73831)
## About The Pull Request Caused by #73758 due to improper search-and-delete (presumably) without running mapmerge or something to catch it, very sad. Let's add a linter to make sure this doesn't occur again. More information on what exactly was broken may be found here: https://github.com/tgstation/tgstation/pull/73758#issuecomment-1457508565 ## Why It's Good For The Game  makes me sad to see it, it's ugly, and mapmerge will fix it away anyways over the next few months since it's an invalid/bugged case. let's just prevent it from happening again. (hopefully this hasn't been impacting the map loader at all? i don't see why it would but I know this case isn't exactly accounted for). i noticed that we're able to flatten a lot more keys now as well since we don't have literally nothing preventing that flattening, which is a plus. ## Changelog Nothing that concerns players. |
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c16e92eb42 |
Varedited heat capacity of floortiles fix (#73758)
## About The Pull Request Removes varedited floortile's heat_capacity from deltastation, its shuttles, centcomm and lavaland syndie base I didn't remove it from awaymissions because literally all floortiles there have increased heat capacity so it's probably intended to be that way ## Why It's Good For The Game Completly random tiles shouldn't have heat capacity 100 times higher then normal tiles ## Changelog 🆑 fix: Nanotrasen has conducted high precision in-depth analysis of Deltastation and its shuttles. As a result anomalous floortiles were replaced with standard issued ones. /🆑 |
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1677257dd9 |
Records hotfix [NO GBP] (#73363)
## About The Pull Request A remake of #73169 Repaths records consoles to their own subtype Fixes some weirdness with observers logging into sec/med consoles Fixes security notes not being able to be set etc ## Why It's Good For The Game Bug fixes and cleaner code ## Changelog 🆑 fix: Security can set notes through consoles again fix: Observers are now properly logged out of record consoles /🆑 --------- Co-authored-by: Jeremiah <jlsnow301@pm.me> |
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764bc66cb1 |
Fully removes departmentType var from Requests Consoles (#72916)
I was thinking about updating the requests console's UI, when I noticed that #67219 started the process of moving away from the ancient departmentType field. I have decided to put off the UI update until later, and finished the necessary map updates using the power of UpdatePaths. Also autodocced the requests console vars and procs. Finishes the removal of a deprecated (and may I say, badly named) variable. Mappers will not accidentally try to set the outdated bitflag fields, instead they will the more descriptive fields. |
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4151cf13d3 |
Barsign UI/UX Improvements - Emissive effects, balloon alerts, and refactored code (#73106)
The barsign code is over a decade old so this is a big refactor with some notable improvements: - Emissive effects (neon lights now glow in the dark) - Balloon alerts instead of `to_chat` messages - Mapping helpers based on direction and all_access - Barsigns are considered machinery now and use power |
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519bf69869 |
Dynamic Human Icon Generation For Simple/Basic Mobs (& Cardboard Cutouts) (#72517)
## About The Pull Request revive of #68760 this time a proc, not an element this time supports cardboard cutouts this time supports mob corpses  ## Why It's Good For The Game prevents these icons ever being outdated, they'll always look what they are supposed to, saves spriting work ## Changelog 🆑 Fikou, a hood by Viro refactor: humanoid mobs and cardboard cutouts automatically generate their sprites, they no longer will be outdated /🆑 Co-authored-by: Time-Green <timkoster1@hotmail.com> |
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f62c491ca2 |
adds atmospheric gloves, small resprite of firefighter gear, repaths stupid glove paths (#72736)
## About The Pull Request repaths a lot of gloves off /color because they were incredibly stupid firefighter gear has gotten an update (it doesnt cover hands anymore though, you need something else) firefighter helmets no longer hide your mask or glasses  fixed engine goggles starting with darkness vision to the atmos lockers adds atmospheric gloves, a pair of thick (chunky fingers) gloves that are fireproof and fire protective, slightly shock resistant and let you fireman carry people faster. atmospheric firefighter helmets now are a subtype of welding hardhats, you can enable a welding visor. welding hardhats change mode with right click instead of altclick ## Why It's Good For The Game im not a good spriter but i think this resprite makes them fit nicer with other engi equipment lets me firefighter rp ## Changelog 🆑 add: Atmospheric Gloves, thick gloves that are fully fireproof and fire protective and let you fireman carry people faster. fix: fixes engine goggles starting with darkness vision qol: firefighter helmets can now enable a welding visor qol: welding hardhats change mode with right click instead of altclick balance: firesuits no longer protect your hands /🆑 |
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165a291324 |
Removes Thunderdome Showtime Button Off Window (#72451)
## About The Pull Request  This wasn't even in the template version of the thunderdome, so any time an admin would reload the thunderdome, it wouldn't show up again. It's just silly to have buttons on windows regardless of context. (if you actually used this, just toggle `Admin AI Interaction` and hit the button yourself or something). ## Why It's Good For The Game It doesn't look good on a window, I promise you. ## Changelog 🆑 fix: There is no longer a button on a window at the CentCom Thunderdome. /🆑 |
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7d47fbef42 |
Refactor lighting items that use fuel (#72146)
## About The Pull Request Fixes #71826 This does the following: - Makes candles a subtype of flare - Fixes candles having lighting inconsistencies - Fixes burning items (welder, candles, flares, etc.) not causing ignition effects when held in hand - Adds burnt flares and melted candles to maint loot and trash spawners - Add match lighting sound when candles are lit - Add time defines for fuel amounts and rounded them (ex. instead of 32.3333 minutes, it's now 35 minutes) - Light sources that burn will now spawn a trash item once fuel is spent - Light sources that burn now have a welder hitsound - Light sources that burn can now be extinguished by a fire extinguisher (except flares) - Light sources that burn can now be used to ignite another object on fire (ex. a lit candle can be used to light a cigarette) - Light sources that burn and are lit now do `BURN` damage while attacking ## Why It's Good For The Game Code is more cleaner and consistent. Also fixes some bugs. ## Changelog 🆑 soundadd: Candles will now use the match lighting sound when lit soundadd: Light sources that burn will now have a welding hitsound fix: Fix candle light behaving erratically fix: Fix burning items that are held in hand will now have an ignition effect on the turf. (ex. lit welders in hand will now ignite plasma in the air) balance: Light sources that burn and are lit now do `BURN` damage while attacking balance: Light sources fuel amounts were rounded to exact numbers (ex. instead of 32.3333 minutes, it's now 35 minutes) qol: Light items that burn can now be extinguished by a fire extinguisher (except flares), used to ignite another object on fire, and will now leave a trash item once fuel is used qol: Add burnt flares and melted candles to trash spawners refactor: Refactor lighting items that use fuel to be more robust /🆑 Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> |
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6b1ae77b41 |
Station Trait: Luxury Escape Pods (#72076)
## About The Pull Request It's the season of giving and so here at Nanotrasen we've partnered with a new supplier in order to create a limited run of Luxury Escape Pods. These larger, carpeted pods with extra windows and smoother, quieter engines will be rolling out soon to stations who do particularly well on their quarterly earnings reports!  <details> <summary>Redact Before Sending</summary> Of course, that funding had to come from somewhere. Stations with a particularly poor performance may have to settle for the budget option until results improve.  </details> In order to facilitate station traits modifying escape pods, I made a subtype of stationary shuttle dock specifically for escape pods. There is a map update script which will replace existing pod docks with the new one, it also cuts down on some map var edits. I was worried that varying the pod size would cause problems but it actually went surprisingly smoothly, only Kilo had a couple of plating turfs in the way. This might cause problems for maps in development though, if they are relying on escape pods being a _very_ specific size. ## Why It's Good For The Game I just think it's neat. But more station traits = more variance between rounds = more fun, I guess? Varying how large escape pods might be can create interesting dilemmas between crew about how to fit into them, at least about how tall they need to make the pile of prone people. The escape pod dock subtype might help out newer mappers a little bit, as it means fewer var edits to copy/paste from other maps. ## Changelog 🆑 add: New station traits can vary how large and comfortable the station escape pods are. /🆑 |