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088409bbe376a7adcd4d1fb747cf4a5e4f257c5b
14 Commits
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c95458f28d |
Fixes water overlays showing on toilets facing directions other than SOUTH (#86878)
## About The Pull Request The overlays shows on directions other than south because the code doesn't update the overlays whenever the dir is changed. Honestly saving a tiny blip of space with a pair of 1-dir static icons isn't worth making all this messy code over anyway, so I just scratched all of it and gave the icon state 4 dirs (3 of which are empty but that may change if someone decides to give the toilet a 3/4 perspective when facing right or left. ## Why It's Good For The Game Fixed water overlays showing on toilets facing directions other than SOUTH (down). ## Changelog 🆑 fix: Fixed water overlays showing on toilets facing directions other than SOUTH (down). /🆑 |
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8486f2f7e2 |
Storage / table interactions at the bottom of the interaction chain (#85512)
Because the wings were in fact made of wax ## About The Pull Request Storage goes to the very bottom of the interaction chain, hardcoded in on `/atom`. This is not preferred, obviously, but it ends up being a lot less snowflaking overall. Tables also go at the very bottom by extending `base_item_interaction`. Fixes #83742 Fixes #84434 Fixes #83982 Fixes #85516 Fixes #84990 Fixes #84890 Closes #85036 Closes #84025 (RMB places it on the table.) Closes #86616 Other changes: Refactored pod storage to be less jank. Patches some exploits around it. ## Why It's Good For The Game Should make a lot more interactions a lot more reliable... hopefully ## Changelog 🆑 Melbert refactor: Storage and Tables are now a lower priority action, meaning some uses of items on storage should work... better, now. Here's hoping at least, report any oddities. refactor: Note: For an overwhelming majority of items, **combat mode** will attempt to attack/insert into the target, while **non-combat-mode** will attempt to use on a target. This means screwdrivering or emagging a MODsuit must be done on non-combat-mode, as combat mode will simply put the screwdriver or emag into its storage. Same applies to tables, though when in doubt, RMB may help (for things which are also weapons, like mops). refactor: Refactored escape pod storage, now they actually properly show as unlocked on red alert and above. /🆑 |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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ff3b73dc82 |
Refactored the fish case and examining fish. New bluespace fish case to fit large fish inside a backpack. (#85271)
## About The Pull Request I've refactored the FISH_SAFE_STORAGE trait into an element, mainly because there were a few problems with how it worked: It wasn't stopping hunger from raising, ditto with the breeding wait, and it offered no healing whatsoever, which I find kind of a bummer. The new element will keep the fish from getting any hungrier or ready to reproduce and will heal them up to 65% of their base health. Also, I've added a new bluespace fish case as a techweb design, found along with other stuff in the advanced fishing node, though if you want I can move it to a bluespace node. This should make it possible to reasonably store and carry around larger fish. Examining a fish will no longer give out readings on weight and size if you haven't at least attempted fishing once (you can get to novice level in less than a minute). While examining a fish with apprentice level or higher will also give readings on the general conditions of the fish (is it starving? drowning? has it lost a considerable chunk of health?). The fishing skillchip also gives you these traits. I've also converted two fish variables into traits, because fish have waaaay too many variables. and gave some topdown shading to the pre-existing fishbox sprite. ## Why It's Good For The Game ## Changelog 🆑 add: Added a bluespace fish case to the advanced fishing node. balance: Fish cases will keep a fish from getting hungrier or ready to reproduce, while also healing it up to 65% health. balance: Examining a fish with zero fishing skill whatsoever won't give a reading on its size and weight. Conversely, examining one with the skill leveled two times will give general information on if it's starving, sick, hungry, or dead. /🆑 |
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6f0dd84a3d |
Splits wall layer into three (#85901)
## About The Pull Request Turns `ON_WALL_LAYER` into `FLAT_ON_WALL_LAYER` `ON_WALL_LAYER` `HIGH_ON_WALL_LAYER` Where `FLAT_ON_WALL_LAYER` is meant for lower-priority wall mounts like signs and posters `ON_WALL_LAYER` is default and `HIGH_ON_WALL_LAYER` is for stuff that "hang over" the wall Also makes the incident display actually wall mounted ## Why It's Good For The Game I noticed this while doing mapping and I thought it was a really cool effect  Unfortunately this effect was a coinflip because all wall mounts were on the same layer. Sometimes it'd look like this  So this allows us to do this kinda stuff consistently. Also has the added effect of letting us "de-prioritize" stuff like posters, so we can hang stuff *over* posters and signs, which could be useful. ## Changelog 🆑 Melbert qol: Some wall mounts will now consistently layer over others (light switches and cameras, notably, should always layer above other mounts like signs and status displays) /🆑 |
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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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acad706c1f |
Wallening-style directional mirrors (#85818)
<!-- 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 Updates mirrors to fit wallening's style, sadly this does mean making them smaller and only noticably reflective when facing south.   Closes #85836 Closes #77476 <!-- 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 Currently they look like floating plates near walls instead of being actual mirrors ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 image: Mirrors have been successfully wallened /🆑 <!-- 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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f2f5b0f999 |
Fix tadpole scooping (#85691)
## About The Pull Request Fixes swapped arguments to a do_after, allowing tadpoles to be scooped from puddles ## Why It's Good For The Game bug bad ## Changelog 🆑 fix: tadpoles can actually be scooped from ponds /🆑 |
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36ca9a8559 |
Raising lobstrosities from chrabs is now a component. Adds in tadpoles which become frogs. (#85346)
## About The Pull Request I've componentized part of the code that manages raising lobstrosities from chrabs so that it can be added to other fish too. As proof of concept, I've added tadpoles. Tadpoles are not fished like the rest, instead you merely right-click a puddle and after 5 seconds you'll get one. Tadpoles are fairly fragile, cannot be butchered, don't reproduce, require lukewarm freshwater, need to be feed frequently, and become frogs after about 3 minutes. ## Why It's Good For The Game A small needed refactor for the chrab code, plus another small fish to make it easier to complete the first fish scanning experiment. ## Changelog 🆑 add: Added tadpoles, which can be scooped from puddles with right-click. Functionally they're like most fish, which require an aquarium to survive, and also need to be fed fairly frequently, however they quickly become frogs after about 3 minutes of care. add: Every station now has a couple puddles. One at the public garden and the other in prison. qol: Changed the name of an aquarium UI button from "Reproduction Prevention" to "Reproduction and Growth", as it controls both fish breeding and growth. /🆑 |
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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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6fea9d999d |
Small playsound audit, particularly involving portal sounds (#83893)
## About The Pull Request I was looking at sounds (as you do) and I noticed this  These sounds don't exist We have `portal_open_1`, not `portal_open1`. This wasn't caught on compile because they used `""` and not `''`. So I went through and audited a bunch of playsound uses that don't use `''`. Only one error, fortunately Likewise there was a ton of places running `get_sfx` pointlessly (because `playsound` does it for you) so I clened that up. However while auditing the portal stuff I noticed a few oddities, so I cleaned it up a bit. Also also I added the portal sounds to the wormholes event and gave it a free ™️ optimization because it was an in-world loop ## Changelog 🆑 Melbert sound: Portals made by portal guns now make sounds as expected sound: Wormholes from the wormhole event now make sounds when formed /🆑 |
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f62cd39a51 |
Updates The Lizard's Gas (Lavaland ruin) (#83278)
## About The Pull Request Before:  After:   Notable changes: Sinks replaced with custom liquid plasma dispensers. Welding fuel tanks are now outside. Solid plasma sheets removed. Stony road is now a new tile, asphalt. Added a plasma gas tank, with a controller inside. You can refill plasma canisters using piping connectors, like the space version of this ruin. Shortened the road to make the ruin play nicer with terrain generation. Expanded the back room slightly. Moved the lizard to the back room so he aggros watchers and bileworms less. Gave the lizard a name, and adds a missing lizard plush. Reinforces the outside walls/windows. Adds some flavour items (trash spawners, posters and empty canisters). ## Why It's Good For The Game There was a bunch of little things that annoyed me about this ruin, so I went through and changed a lot. Replacing the solid plasma and welding fuel sinks was important because those were silly and added little to gameplay. The plasma chamber can be siphoned off into canisters and taken to the station where they can be sold, or sabotaged to create fiery clouds. Instead of removing the sinks entirely, I made them dispense liquid plasma instead and changed the sprites. Making them into solid sheets is a fun puzzle for miners to solve. The road also had to go. The pipes appearing above ground looked awful and the decals didn't work. So now it's a section of asphalt road. The asphalt can be removed, it's basalt underneath. This helps the outside match Lavaland's pallette better. The road was shortened to make the ruin more compact and look better when it generated over lava, I hated the roads ending cleanly in the middle of a lava lake. The inside didn't get changed a lot. Atmos was fixed so it filters out Lavaland stink. Some minor cosmetic stuff like adding posters to bare walls and moving the freezer section away from the door. The backrooms got expanded and now has a sofa so it's more usable as a break room. ## Changelog 🆑 add: The Lizard's Gas ruin in Lavaland has been revamped, and now dispenses plasma gas fuel. /🆑 |
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7d6adad613 |
Toilet and urinal updates (flushing dead fish included) (#83490)
## About The Pull Request I split the water closets file into a folder for all the different structures and also did a few other things 1. Remakes https://github.com/tgstation/tgstation/pull/81914 2. Reworks toilets, it’s now Alt Click to open/close the cover, left click takes things out of the toilet and cistern, right click flushes 3. You can now put dead fish in the toilet to flush it 4. Adds context tips to toilets. ## Why It's Good For The Game When I was a 7 year old boy, I had a friend goldfish named Jeremy. He was my greatest friend until one day when my brother told me it’s for babies and flushed him alive down the toilet, and I’ve never seen it again. Closes https://github.com/tgstation/tgstation/issues/81903 Lets you flush down people’s fish in the toilet, and re-experience their loss. This was inspired by my lawyer fish PR, to add things more on the non-fishing side of fish. ## Changelog 🆑 add: You can now flush toilets. You can also put fish in the toilet. And flush them. fix: Urinals can no longer be used to delete items. fix: Urinals no longer grant infinite urinal cakes. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> |