mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-04-18 18:23:13 +01:00
088409bbe376a7adcd4d1fb747cf4a5e4f257c5b
634 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
5b8358cb74 |
raptor retaliate targetting fix (#86925)
## About The Pull Request raptors werent meant to retaliate against each other or against their owner. this was initially handled by their targeting strategy, however some changes to it at some point broke this. raptors would now over-escalate conflicts against troublemaker raptors, locking both into a deathmatch. this fixes that ## Why It's Good For The Game fixes raptor retaliate targetting ## Changelog 🆑 fix: fixes raptors retaliating against each other and their owners /🆑 |
||
|
|
2cf34ec44e | Reduces volume of the nuke sound (#86888) | ||
|
|
d4ac95a0e1 |
Nobody expects the span inquisition: replaces most <span>s with macros (#86798)
## About The Pull Request 123 changed files and multiple crashes after writing broken regex, I replaced most remains of direct spans with macros. This cleans up the code and makes it easier to work with in general, see justification for the original PR. I also fixed a bunch of broken and/or unclosed spans here too. I intentionally avoided replacing spans with multiple classes (in most cases) and spans in the middle of strings as it would impact readability (in my opinion at least) and could be done later if required. ## Why It's Good For The Game Cleaner code, actually using our macros, fixes borked HTML in some places. See original PR. ## Changelog Nothing player-facing |
||
|
|
ad111f4950 |
Spacemove refactor - Newtonian physics (#84869)
## About The Pull Request This PR significantly enhances how zero-g movement works. Its no longer locked to one of 8 directions, everything now has inertia and is affected by weight. This means that throwing a piece of wire will no longer completely reverse your movement direction, and that being thrown out of mass driver no longer will slow you down to a halt at some point. This leads to following gameplay changes: * Guns now accelerate you. Ballistics have higher acceleration than lasers, and higher calibers have higher acceleration than smaller ones. This means that firing full-auto weapons in zero-g will make you drift and accelerate significantly. While this can be a hilarious way to travel in space, it makes using them trickier. * Impacting a wall or an object while moving at high speeds will cause you to violently crash into it as if you were thrown. Careful when exploring! * Jetpacks now have inertia. Changes introduced in #84712 have been mostly reverted, although speed buff has been reduced to 0.3 instead of 0.5 (although this is compensated by new movement mechanics, so overall speed should be roughly equal). All MODsuit jetpacks now possess the speed boost. Advanced MODsuit jets (which has also been added back) and captain's jetpack instead have higher acceleration and stabilization power, providing much more precise control over your movement. * Firing guns while moving on a jetpack will partially negate your pack's acceleration, slowing you down. Non-advanced jetpacks' stabilization is not enough to compensate for heavy caliber weaponry as sniper rifles, shotguns or rocket launchers. * You no longer instantly decelerate upon sliding along a wall. Instead, it may take a few tiles if you are moving at extreme speeds. Passing over lattices still allows you to grab onto them! As space movement is angle-based instead of dir-based now, its much more smooth than before due to using new movement logic. Example of jetpack stabilization in action: https://github.com/tgstation/tgstation/assets/44720187/6761a4fd-b7de-4523-97ea-38144b8aab41 And, of course, you can do this now.  **This pull request requires extensive gameplay testing before merging**, as a large amount of numbers have been picked arbitrarily in an attempt to keep consistency with previous behavior (guns and normal-sized items applying 1 drift force, which is equal to what everything applied before this PR). Jetpacks and impacts may also require adjustments as to not be frustrating to use. Closes #85165 ## Why It's Good For The Game Zero-G refactor - currently our zero-g movement is rather ugly and can be uncomfortable to work with. A piece of cable being able to accelerate you the same as a duffelbag full of items when thrown makes no sense, and so does instantly changing directions. Inertia-based version is smoother and more intuitive. This also makes being thrown into space more of a hazard (possibly opening the door for explosive decompressions?) Jetpack inertia and gun changes - this is mostly a consequence of inertia-based movement. However, zero-g combat being preferred during modes like warops was an issue due to it negatively affecting everyone without jetpacks which are in limited supply onboard. This reverts the mobility changes which severely impacted space exploration, while making zero-g combat more dangerous and having it require more skill to be a viable option. ## What's left - [x] Refactor moth wings to use jetpack code - [x] Refactor functional wings to use jetpack code - [x] Locate and fix a recursion runtime that sometimes occurs upon splattering against a wall - [x] Add craftable tethers and modify engineering MOD tethers to use the same system ## Changelog 🆑 add: You can now craft tether anchors, which can be secured with a wrench and attached to with right click. They won't let you drift into space and you can adjust tether length/cut it via lmb/rmb/ctrl click on the wire. add: MOD tethers now remotely place and connect to tether anchors instead of throwing you at where they landed. balance: MOD tethers can now be used in gravity balance: Jetpacks are now inertia-based. balance: Guns can accelerate you significantly in zero-g. balance: All jetpacks now give you equal speed buff, however advanced MOD ion jets and captain's jetpack have higher acceleration/deceleration values. refactor: Refactored zero-g movement to be inertia-based and utilize angles instead of directions. /🆑 |
||
|
|
c42d4dcfb2 | Health Analyzer Rework (medial mains inquire within) (#86666) | ||
|
|
58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
||
|
|
b9fad92412 |
Adds achievement-unlockables hats for orbies (feat. big rollies from hacked cigarette vending machines) (#86098)
## About The Pull Request So, do you remember orbies, those cutesy virtual PDA pets from that PR that Ben made roughly six months ago before moving on his next project, leaving them to be probably forgotten in a near future/present/past? Yeah, personally I never played around, however I recalled that they do have customizable virtual hats, which can be selected from a dropdown in the UI, and I thought that it would be a perfect target for some achievement-related content, as they're totally cosmetic that provides no gameplay advantage nor affects balance in no way whatsoever. I cannot sit well with cheevos being purely an end to itself, that's the reason this PR exists. The new additions to orbies hats, and their respective required achievements are: - The fishing hat (Legendary Fisher) - A huge-ass rollie (Unhealthy Snacks) (yeah, it isn't exactly a hat but the code in no way assume that the item has to be a hat, beside vars named like that for the sake of convenience) - A tape wizard hat (Archmage) - An energy cakehat (Very Important Piscis) - A bounty hunter cowboy hat (Hot Damn!) - A fancy crown (Outdebted) The huge-ass rollie (called fat dart) in the game, is a new cigarette, rarely found in hacked cigarette vending machines. It's obviously a reference to that Ralsei meme from 3 years ago or so but I personally don't care, I just wanted to give an excessively big cigarette to orbies to symbolize the proposterous accomplishment of eating 500 cigarettes in a single round without dying from nicotine OD less than halfway through, but since orbie hats use actual items are references for their appearance, I found myself obliged to add one to the code. Overall, the fat dart comes from an old PR on Citadel, though I had to resprite it myself. Here's a lazy collage of the hats. For some reason unbeknownst to me, the hats are horizontally squished. I need to ask Ben why he did them this way when Orbies' heads are as wide as a rugby ball.  ## Why It's Good For The Game Simple, extra cosmetic stuff for a simple feature that's as relevant as playing around with plushes. ## Changelog 🆑 add: Added more customizable options to PDA virtual pets, which can be unlocked by completing achievements. add: Added a fat dart that can be rarely found in hacked cigarette vending machines. /🆑 |
||
|
|
51cc8d62dc |
fixes botkeeper displaying wrong states (#86786)
## About The Pull Request bot modes werent correctly reflecting the bot's AI states. this pr fixes that. also fixes some issues where the bot's AI might get stuck inbetween switching modes ## Why It's Good For The Game closes #86771 ## Changelog 🆑 fix: botkeeper now displays bot's correct states! /🆑 |
||
|
|
a4328ae1f9 |
Audits tgui_input_text() for length issues (#86741)
Fixes #86784
## About The Pull Request
Although some of the issues found were a direct result from #86692
(
|
||
|
|
8aceed5a2d |
Legions borne from mimes can no longer talk (#86778)
## About The Pull Request Legions borne from mimes can no longer talk ## Why It's Good For The Game Immersion breaking oversight. Just as dwarves make tiny legions mimes make mute legions ## Changelog 🆑 fix: Legions borne from mimes can no longer talk /🆑 |
||
|
|
0f504d3420 |
Minor rewording in mouse description (#86729)
## About The Pull Request Description states they eat uninsulated cable. This has been changed to say they love eating *insulated* electrical cables. ## Why It's Good For The Game All cables in the game are insulated, so this keeps things consistant. It's also more realistic, mice don't bite into electrical cables to get at the wires inside - they do it because gnawing the soft rubber or plastic insulation sharpens and maintains their teeth. ## Changelog 🆑 spellcheck: Mice now love the taste of insulated electrical cables, not uninsulated ones. /🆑 |
||
|
|
19aa36b791 |
Post-godmode refactor cleanup (#86718)
## About The Pull Request Adds some flags that went missing after #86596 Closes #86709 ## Changelog 🆑 fix: Snow bears are no longer impervious to all sources of damage fix: Cameras, living floors and ghost of poly no longer can be pushed around /🆑 |
||
|
|
cd8359ca45 |
Lesser gorillas (And gutlunchers' grubs) now use the current_size variable instead of directly scaling the transform matrix (#86656)
## About The Pull Request Yeah, as I suspected, lab gorillas from the Self-Gorillafication Nerf weren't the only mobs to be resized without the `current_size` var or the `update_transform` proc. The other one that does this (at least on init) is, drum roll, yet another gorilla subtype. Wow, the apple doesn't fall far from the tree. EDIT: I was wrong... there's another mob who does this too. ## Why It's Good For The Game For those of you who care but don't know what the difference is: the transform matrix of an object works around the center of the icon, which means that if you multiply the transform matrix a 32x32 icon by 0.5, the icon will then appear roughly 8 px above the lower edge of the turf. For most objects, we don't care about it, but for mobs, this is a small visual issue because the lower end of the icon should be aligned with the floor (or the shadow in the case of the wallening for non-floating mobs). This where the `update_transform` comes handy, since it offsets the icon by that amount to compensate for the scaled transform matrix. Alas, the transform matrix is used for a lot of things and it's perhaps impossible to have the CI look into it. ## Changelog It's a very subtle nit, people won't notice. |
||
|
|
5409570e01 |
Upgrades GODMODE from a flag to a trait. (#86596)
## About The Pull Request GODMODE has a lot of sources that toggle it. From admin-stuff to status effects, components, actions and mobs which are supposed to be invincible. It's better off as a trait than a flag, so we can manage these sources. ## Why It's Good For The Game See above. ## Changelog 🆑 admin: godmode is now a datum trait instead of a bitflag. This means the process for toggling it is a little different now. /🆑 |
||
|
|
e1704d95c0 |
Self-Gorillafication Nerf (#86588)
## About The Pull Request So, I buffed gorillas a while back for traitors to get more mileage out of them, and outside of needing to adjust that one wizard spell I've been overall pleased with the results. However, while I knew that Geneticists were capable of turning themselves into gorillas without the magilitis injector, I thought it came with great difficulty but hoo boy I was wrong. Turns out, its quite easy to turn yourself into a gorilla with the three roundstart genetics setups you start with, and all you need a little bit of toxin-healing chems (which don't really have a downside and can stack!) or a medibot to pull it off. People have been using this to validhunt as the newly buffed gorillas as early as 7 minutes or less into the round, which I think sucks! So I'm here to change it. If you become a gorilla from genetics, you become a new subtype with nerfed stats. The stats are as follows: 180 health (from 220) Melee damage 15-18 (from 25-30) Obj Damage 25 (from 40) Speed 0.1 (from -0.1) Paralyze chance 0 (from 20) No limb ripping ## Why It's Good For The Game It's very easy to become a gorilla right now with little to no effort and to great effect, seeing as gorillas are pretty strong now. This brings crew gorillas back in line to before gorillas got buffed for traitor usage, which should ideally make this more balanced overall. ## Changelog 🆑 balance: Gorillas made from giving monkeys genetic damage are weaker than their normal counterparts. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
ef14af1ff6 |
converts certain donk outpost objects to use SSqueuelinks instead of globals (#85637)
## About The Pull Request converts certain donk outpost objects to use SSqueuelinks instead of globals ## Why It's Good For The Game i dont think every cool ruin should have its own global vars + this allows multiple of the ruin to be spawned without breaking if someone wants to do that for some reason its better to just do it like this ## Changelog 🆑 code: that one cool haunted donk outpost ruins tripwires and such use a subsystem instead of globals. no real gameplay effect /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
6808a082eb |
Assorted changes to job assignment code and logging. Runtime free, guaranteed or your money back. Price: $£0. (#85947)
## About The Previous Pull Request
#85308 reverted by #85929

~~Causes the round to not start when a player isn't eligible for any
jobs at a specific priority level due to runtimes trying to `pick()`
from an empty list aborting the entire job assignment stack.~~
(Fixed???? by
|
||
|
|
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. /🆑 |
||
|
|
8dcf08bedf |
Fixes the rest of the sleeps in Life() (#86601)
## About The Pull Request Life should not be intentionally sleeping that is dumb Most of these are trivial, hierophant needed a bit of jigging but it was fine Also adds SHOULD_NOT_SLEEP(TRUE) to life after talkin with the other maints ## Why It's Good For The Game No excuses for feature coders |
||
|
|
48bbd6fddf |
Reworks examine (a little) (#86506)
## About The Pull Request Basically, reworks how examining things looks to the user. #86497 is required even though this pretty much replaces the entire PR. Examining random objects and simplemobs:   Examining a person:   Examining an ID card a person is wearing (by clicking the hyperlink adorning the ID card when examining them): (Note, you can only pull up this if you are within 3 tiles of the person)  ## Why It's Good For The Game Examine is very old and very inconsistent between atoms and mobs. So I thought I could spruce it up a bit while bringing some consistency along. This should also help with losing certain details in massive walls of examine text - stuff like names will stick out more. ## Changelog 🆑 Melbert qol: The way examine looks has been updated. qol: A person's ID card no longer appears with a big icon on examine. You can now click on their ID card (in the chat box) to get a bigger picture of it, as well as information about them. refactor: Much of examine backend code has been refactored, report any odd looking text. /🆑 |
||
|
|
30e0b3f688 |
makes basic mob bot paths appear again (#86502)
## About The Pull Request fixes #86501  basic mobs just werent using the plane cube ## Why It's Good For The Game the entire reason #86498 was possible was because bot paths were broken (again) ## Changelog 🆑 fix: some bot paths will show up to users with diagnostic huds again /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
946582b26c |
Fix basic bots stacking path hud images infinitely (#86499)
## About The Pull Request Basic bots were clearing the active hud image list before calling the hud handler functions, this meant client images would stack slowly over itme as you viewed bots, and lead to poor client performance Shoutout to kyler for spotting the code Shoutout to melbert and mso for helping me debug the issue on sybil live ## Why It's Good For The Game Fixes #86498 |
||
|
|
008876823c |
Adds two new BR maps, basic mobs, BR tweaks & fixes (#85292)
## About The Pull Request Title. Adds two new maps: - Grasslands Hunt (peaceful) - Meta Central (easy) These maps add a new basic revolutionary mob and significantly upgrades the ai of basic deer. This fixes an issue where modular maps were not correctly spawning mobs or adding them to the "mutable candidates" for antagonists. There's also some balance changes to bitrunning vendor prices, which are generally now lower. This change is unrelated to the PR as a whole so I'm okay with removing it if there's concern ### photos <details> <summary>expand</summary>   </details> ### todo - [x] Fix the revolutionary death anim - [x] Make deer run when injured ## Why It's Good For The Game New maps as a general positive for bitrunning Bug fixes Makes vendor choices for bitrunning-exclusive items generally less of a chore to get ## Changelog jlsnow301, MMMiracles, KikoWen0, Ben10Omintrix 🆑 add: Added two new bitrunning maps: Grasslands Hunt and Meta Central. add: Deer are now more complex animals, granting them enhanced ability to run amok and chew your favorite plants. balance: Reduced the cost of most BR vendor items. fix: Fixes an issue where modular virtual domains spawned less mobs than intended. fix: These modular spawns are now valid mutation targets to become an antagonist. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
a4b8135f2d |
Changes Brimdemon Trophy Text (#86471)
## About The Pull Request Changes the message on the brimdemon horn from "It has a brimdemon's fang attached, which causes mark detonation creates visual and audiosensory effects on the target." to "It has a brimdemon's fang attached, which causes mark detonation to create visual and audiosensory effects at the target. ## Why It's Good For The Game Closes #86460 Makes the trophy read better ## Changelog 🆑 spellcheck: made the grammar on the brimdemon horn crusher trophy nicer /🆑 |
||
|
|
91baa94ac5 |
event based incapicated and able_to_run (#86031)
## About The Pull Request this is a revival of #82635 . i got permission from potato to reopen this, he did almost all the work. i only just solved the conflicts and fixed all the bugs that were preventing the original from being merged (but it should be TMed first) ## Why It's Good For The Game slightly improves the performance of basic mob AI ## Changelog 🆑 LemonInTheDark refactor: able_to_run and incapacitated have been refactored to be event based /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: ZephyrTFA <matthew@tfaluc.com> |
||
|
|
9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
|
||
|
|
7bccbcc10f |
fixes blob spore and slime AI endlessly attacking the dead (#86057)
## About The Pull Request these were 2 seperate issues to do with each's AI. spores should only be looking for corpses they can infect and slimes would endlesly attack people they can no longer feed on ## Why It's Good For The Game closes #86000 ## Changelog 🆑 fix: fixes blob spore and slime AI endlessly attacking the dead /🆑 |
||
|
|
0eb16b4f19 |
Adds Punching Mitts: Become a One-Spacemen Planetary Ecological Disaster. Available in any mining loot chests (and portals) (#85820)
<!-- 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 Adds Punching Mitts, which grant the wearer Hunter Boxing. Hunter Boxing works similar to boxing, but rather than just targeting those who are boxing ready, it also allows you to apply your boxing skills to various wildlife and creatures that deserve to be wiped off the face of the earth in a violent manner. While the gloves function as a lethal pair of boxing gloves, you still cannot apply the new effects to normal humans. Even against other boxers, the gloves operate as normal save that you are dealing Brute damage instead of Stamina. This is NOT Evil Boxing. Against wildlife, you gain an extra amount of damage and a much faster punch speed. You also rebuke the targets that you crit, rather than staggering/knockout. You also do three times the damage against wildlife when you crit. You also..yell out your attacks. Loudly. You can get these gloves from tendril chests and from demonic portals. I replaced the Nuka Cola from the portals with these gloves. You're welcome. Megafauna can now be targeted by martial arts. This is really isn't a major concern, since even if our martial artist had, say, Gloves of the North Star, the highest damaging martial arts most people could access, Sleeping Carp, does pathetically small amounts of damage to megafauna. And you're in melee. And colossi eat you. This shouldn't be a problem.  ## Why It's Good For The Game I just really, really, REALLY wanted to punch the absolute SHIT out of Bubblegum while screaming the whole time, and by god I should be allowed to do that because that's awesome as fuck. Adds a very practical but very rare method of applying your athletics to some very self-contained content. I was tempted to have this increase/become stronger with mining skill instead of athletics, but I actually thought it would be funny if miners were taking the time to work out before heading down to throttle drakes. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Punching mitts! Punch wildlife to death and scream the whole time. ADVENTURE! balance: Megafauna can be affected by martial arts. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
||
|
|
828d807464 |
Canonise passive carp (#85939)
## About The Pull Request The other day someone posted a story on the tgstation forums about being spawned as a sentient "passive carp" from slime gold cores and then biting someone to death which mildly annoyed me because "passive carp" is a mob which exists purely for a shuttle event, to make them less dangerous when passing through the area. And _also_ because once sapient the passive carp was, of course, not passive at all. If it was a passive carp they wouldn't have had to appeal a note, because they wouldn't have been able to bite that guy. There were two solutions for this. The obvious one is "remove this mob from the gold slime core pool". The one I chose instead was "give this mob more divergent behaviour". Now instead of "passive carp" it is called a "false carp", which is a carp-like creature that is incapable of harming humans (it has the pacifist trait and does no damage). It is spawned from the _friendly_ gold core reaction instead of the hostile one. It will be chill until someone attacks it or it sees someone attack another false carp, then all of them will run away from that person. Additionally I fixed a bug where its teeth reappeared in some animation states. And another bug where crab AI just didn't work. ## Why It's Good For The Game If you see a mob called "passive carp" it should do what it says in the name. ## Changelog 🆑 balance: Pacifist carp can now be spawned from the friendly gold core reaction, and no longer appear from the hostile one. fix: The teeth of toothless carp will not occasionally reappear fix: Crabs will now run from attackers larger than them and attack things smaller than them, as intended. /🆑 |
||
|
|
1880003270 |
Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request Currently to check for Silicon access, we do: ``if is silicon or is admin ghost or has unlimited silicon privileges or has machine remote in hand`` What has unlimited silicon privileges? Bots, Drones, and admin ghosts. To check for AI access, it just checks for AI instead of silicon, and doesnt check for unlimited silicon privileges. This was kinda silly, so I thought I should make this a little easier to understand. Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or ``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost, since now instead of being a var on the client, we moved it to using the same trait but giving it to the client instead, but since we have to keep parity with previous functionality (admins can spawn in and not have this on, it only works while as a ghost), I kept previous checks as well. No more type checks, removes a silly var on the mob level and another on the client. Now while I was doing this, I found a lot of tgui's ``ui_act`` still uses ``usr`` and the wrong args, so I fixed those wherever I saw them, and used a mass replace for the args. Other changes: - machinery's ``ui_act`` from https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin ghosts no longer get kicked off things not on cameras. This was my fault, I overlooked this when adding Human AI. - Human AI's wand gives AI control as long as it's in your hand, you can swap to your offhand. I hope this doesn't end up going horribly, otherwise I'll revert this part. It should let human AIs not have their UI closed on them when swapping to eat food or use their door wand or whatnot. - Bots previously had special checks to scan reagents and be unobservant, I replaced this with giving them the trait. I also fixed an instance of unobservant not being used, so now statues don't affect the basic creature, whatever that is. ## Why It's Good For The Game This is an easier to understand way of handling silicon access and makes these mobs more consistent between eachother. Other than what I've mentioned above, this should have no impact on gameplay itself. ## Changelog 🆑 fix: Statues don't count as eyes to creatures. fix: Human AIs and Admin ghosts no longer get kicked off of machines that aren't on cameranets. /🆑 |
||
|
|
2016156d6f |
Shift certain flying mob positions upon death (#85942)
## About The Pull Request Chasing more side effects of offsetting mobs and giving them shadows.  Some mobs are "flying" while they are alive, but not while they are dead. Some mobs (like Watchers) offset their death sprites in the dmi to make it look like they have dropped to the ground, others do not bother. For the ones which don't, we want to shift them down ourselves so it doesn't look like the corpse is levitating. I'm willing to accept better suggestions for how to implement this but this seemed like the most obvious. ## Why It's Good For The Game No more levitating corpses ## Changelog 🆑 fix: Carp, bat, parrot, and dragon corpses no longer float in the air. /🆑 |
||
|
|
8a1d5d95ba |
Grounds cockroaches (#85931)
## About The Pull Request  Moves the cockroach shadow to be right under it ## Why It's Good For The Game While technically cockroaches _can_ fly, they don't in our game. Cockroaches are the ultimate survivor organism and have even managed to evade the 12 pixel offset all other creatures are labouring under. ## Changelog 🆑 fix: Whatever the roaches were getting into which made them hover above the ground seems to have worn off. /🆑 |
||
|
|
4d1639b04c |
Revert "Assorted changes to job assignment code and logging." (#85929)
Reverts tgstation/tgstation#85308  |
||
|
|
1eef540054 |
Assorted changes to job assignment code and logging. (#85308)
## About The Pull Request
This PR does a couple of minor things:
Makes the job debug logging a bit easier to follow.
Minorly brings some SSjob code up to code standards, converting proc
names to snake_case and doing some otherm is cleanup.
Refactored some stuff into different procs, updated some comments.
And some major things:
Changes the job assignment logic.
Old behaviour
> Assign dynamic priority roles
> Force one Head of Staff (if possible)
> Assign all AIs
> Assign overflow roles (bugged in 2 ways)
> Shuffle the available jobs list once, at the start of the random job
assignment loop
> Pick and assign random jobs for random players from High prefs down,
with a priority on Head of Staff roles
> Handle everyone that couldn't be assigned a random job
New behaviour
> Assign dynamic priority roles
> Assign all Head of Staff roles to players with High prefs
> If no Head of Staff was made in the above way, force one Head of Staff
(if possible)
> Assign all AIs
> Assign overflow roles (fixed)
> Prioritise and fill unfilled head roles at each job priority pref
level, from High prefs down.
> Build a list of all jobs that each unassigned player could be eligible
for at the above pref level.
> Pick a job from that list at random and assign it to the player.
> Handle everyone that couldn't be assigned a random job.
In reality there should be little impact on overall job assignment, the
code changes read more as semantics. For example, the priority check for
filling Head slots will have the same candidate pool in both old and new
versions, but in the new version we're more clearly saying that Heads
are important and we want to prioritise filling them for the sake of
round progression even though the outcome in new and old is the same.
A key change will lead to an increase in assistants - Overflow fixes.
Currently the code block to do early assignments to the Overflow role
doesn't work - or works but not as you'd expect. The idea was is that
because enabling the Overflow role in the prefs menu is an On/Off toggle
that sets the job to High priority when enabled and prevents any other
High priority pref, players that have the Overflow role enabled will
**always** get it. It's their highest priority job with infinite slots.
So we do a pass right at the start to give everyone with the Overflow
role enabled that role and save us wasting time later on in random job
code giving them that same role but with more work.
The problem is the code for this only assigns the Overflow role to
people with it set to Low priority in their prefs, resulting in log
readouts like:
```
[2024-07-27 09:49:43.469] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:43.469] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Radioprague, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caluan, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caractaser, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Apsua, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: AC1, Candidates: 0
```
Where nobody gets pre-assigned the overflow role because their prefs are
all set to the High priority from being toggled... Except wait a second,
some people have it at Medium priority when it should just be a No
Role/High Priority Role toggle?
And herein we meet a problem. My hypothesis is that traits and stuff
that change the overflow have allowed players to set the "ordinary"
overflow role of Assistant to Medium and/or Low priority.
This still shows as enabled in the prefs menu, but leads to an outcome
where a player with assistant enabled is assigned Cook instead.
```
[2024-07-27 09:49:47.775] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:47.775] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
...
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
...
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
```
So players with the Overflow job pref set to Low (an unexpected state,
should be disabled or High) would be guaranteed to get that role if none
of the higher priority Head of Staff/AI/Dynamic roles took over via the
bugged "force overflow for people with the pref enabled" proc.
Players with the Overflow job pref set to High would be guaranteed to
get that role if none of the higher priority Head of Staff/AI/Dynamic
roles took over via the random job assignment code giving them their
Highest priority role thanks to the infinite job slots of the Overflow.
And players with the Overflow job pref set to Medium (an unexpected
state, should be disabled or High) would get Assistant if the shuffle
step of the available jobs list put Assisstant before any of the other
jobs they had prefs enabled for at Medium that weren't already filled,
otherwise they'd get another random job.
This code is now changed to ignore the priority the player has set when
looking for people to fill the overflow role. As long as it **is**
enabled, the player will get it unless they're forced into a dynamic
ruleset role (AI when malf rolls) or a Head of Staff role due to their
other prefs (they have RD set to med or low, and no other player has a
Head of Staff at high so they get randomly picked and miss the overflow
role).
This will increase the number of assistants in shifts where their pref
state has Assisstant in the bugged Medium priority, but doesn't change
it for bugged Low and not-bugged High/On priority.
On the other side of the coin, we have how the random jobs are picked.
They're kinda not random, and I noticed this reading the logs then
reading the code.
The list of available jobs to pick from is randomly shuffled - but only
**once**. All players pull from a list of jobs in the same order. So you
end up with a log block like this:
```
[2024-07-27 09:49:47.985] DEBUG-JOB: DO pass, Player: Pierow, Level:3, Job:Botanist
[2024-07-27 09:49:47.985] DEBUG-JOB: Running AR, Player: Pierow, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.985] DEBUG-JOB: Player: Pierow is now Rank: Botanist, JCP:0, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: DO pass, Player: Daddos, Level:3, Job:Botanist
[2024-07-27 09:49:47.986] DEBUG-JOB: Running AR, Player: Daddos, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.986] DEBUG-JOB: Player: Daddos is now Rank: Botanist, JCP:1, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: FOC job filled and not overflow, Player: Bebrus2, Job: /datum/job/botanist, Current: 2, Limit: 2
[2024-07-27 09:49:47.987] DEBUG-JOB: FOC player job not enabled, Player: Bebrus2
[2024-07-27 09:49:47.987] DEBUG-JOB: DO pass, Player: Bebrus2, Level:3, Job:Cook
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
[2024-07-27 09:49:47.988] DEBUG-JOB: Player: Bebrus2 is now Rank: Cook, JCP:0, JPL:1
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC player job not enabled, Player: Redwizz
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC job filled and not overflow, Player: Redwizz, Job: /datum/job/cook, Current: 1, Limit: 1
```
The list is shuffled into an order of something like `list("Scientist",
"Botanist", "Cook", "Sec Officer", ...)` then iterated over for each
player. So every random job selection goes:
> "Does Player1 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player2 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player3 have Scientist enabled and at the right priority? No?
Okay, Botanist has no slots left so we'll remove it from the list. Okay,
Cook? Yes? You get cook."
> "Does Player4 have Scientist enabled and at the right priority? No?
Okay, Cook has no slots left so we'll remove it from the list. Okay, Sec
Officer? ..."
This can lead to stacked individual departments if it gets randomly
rolled to the start of the list in the shuffle, and completely empty
departments if they end up at the end.
On high pop shifts this is probably less of an issue. Player prefs add
noise to this and as departments at the front fill up, those at the back
pick up some of the lower pref players.
But have you ever had a shift where there's just like... No fucking sec
even though there's tons of players? The logging (before I made changes
in this PR) was a bit ass, but my hypothesis there is that sec officer
was shuffled right at the end of the random job list, so every other
department was filled up before sec officers were picked.
To mitigate this, I made the list shuffle every single time the game
picks a random available job for the player. This should lead to a more
balanced selection of available jobs by avoiding situations where the
code is biased towards packing some departments by accident.
## Why It's Good For The Game
Overflow fixes mean people who go to their prefs and see the Overflow
Role is On will all have the same experience - They will be the Overflow
role.
More random random job selection should prevent individual departments
having a jobs be stacked when it would have otherwise been possible for
a more balanced selection but the code unintentially biased random
departments to be overstaffed and understaffed each shift.
## Changelog
🆑
fix: Having the Overflow Role set to On will properly ensure you get
that role at a High priority as intended by the game code.
fix: Job selection is now a little bit more random. Fixes an
unintentional bias in random job assignment that could lead to
feast-or-famine for roles where everyone is assigned one job and nobody
is assigned another job.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
|
||
|
|
144b085a6a |
Adjust shadow position for secbots and mice (#85870)
## About The Pull Request Fixes #85802  Secbots were sort of awkwardly above their shadow, mice I noticed someone complaining that they had human-sized shadows and I guess I just forgot about them when I was auditing shadow positions on mobs. Edit: also the bigger secbots  ## Why It's Good For The Game Looks nicer. ## Changelog 🆑 fix: Beepsky and Mice have more appropriately positioned shadows. /🆑 |
||
|
|
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. |
||
|
|
5d81843b33 |
Raptor faction fix (#85792)
## About The Pull Request Raptors specifically check arbitrary factions in their code instead of checking their own factions. This fixes it and has them perform the standard faction checking behavior. ## Why It's Good For The Game Brings raptor behavior in line with most of our AI and faction checks ## Changelog 🆑 fix: Raptors properly respect their own factions now. /🆑 |
||
|
|
aa26e9fc69 |
Crabs and lobstrosities now pack a boatload of puns. (#85440)
## About The Pull Request Whale whale whale, It wasn't shrimple, I had to spend severals minutes swimming around to find sea-related punss to use for this PR. I'm otterly and clampletely exhausted. Soooo, exactly what it reads on the title, however it also applies to the lobster foam helmet, which is contraband from the Autrodrobe. ## Why It's Good For The Game I thought it'd been interesting to shove a bunch of puns into crustacean mobs. To make them a little bit more unique, and see how many puns I could find or come up with. ## Changelog 🆑 add: Crabs and lobstrosities (as well as the lobster foam helmet and the fishing hat) now pack a boatload of fish puns. /🆑 |
||
|
|
a4a92eb84c |
Toolbox, medkit, cardboard box sounds. (#85337)
## About The Pull Request https://github.com/user-attachments/assets/155210d1-d0ae-404e-b69c-a0d185306db6 ### Added container rustle sounds for: - medkit - box - toolbox ### Added container open sounds for: - box - toolbox ### De-hard coded container rustle sounds so now you can change the sound path on subtypes. ## Why It's Good For The Game - Hearing the same cloth rustling SFX for boxes, toolboxes and medkits, when they're clearly not made of cloth is immersion breaking, let's fix that. - giving players satisfying sounds when they open containers and an overall diversity of sounds will reduce ear fatigue - rustle SFX were previously hard coded and you couldn't change them or change the `vary` boolean, we should keep the code customizable and allow contributors to add more rustle sounds by implementing this framework. ## Changelog 🆑 grungussuss sound: added rustle sounds for: toolbox, medkit, box sound: added open sounds for: toolbox, box code: added support for giving container items rustle sounds /🆑 |
||
|
|
2257abd46e |
Magicarps no longer fire their projectiles while out of combat mode (#85521)
## About The Pull Request Closes #85504 Not a bug but you could do a lot of unintentional friendly fire ## Changelog 🆑 qol: Magicarps no longer fire their projectiles while out of combat mode /🆑 |
||
|
|
a4c87e521c |
Fixed Creatures not being able to use non-jaunt actions when seen (#85525)
## About The Pull Request Closes #85500 you can now specify what types of actions are affected, not sure if I should make this a typecache instead tbh ## Changelog 🆑 fix: Fixed Creatures not being able to use non-jaunt actions when seen /🆑 |
||
|
|
53b359a326 |
Slimes no longer can feed when they're inside of objects or attacking a target that became invalid after they chose their dinner (#85467)
## About The Pull Request Closes #85466 ## Changelog 🆑 fix: Slimes no longer can feed when they're inside of objects or attacking a target that became invalid after they chose their dinner /🆑 |
||
|
|
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> |
||
|
|
0e36ba0808 |
converts most pet behavior into elements (#85290)
## About The Pull Request refactors pet behaviors, such as collars and pet cultists into elements. also this is a first step to completely removing the pet subtype ## Why It's Good For The Game this means itll be alot easier for coders to make their tameable mobs able to wear pet collars without having to make them of the pet subtype, which i also plan to do ## Changelog 🆑 refactor: refactors pet collars and cultist pets into elements /🆑 |
||
|
|
5628757dc2 |
fixes lobstrosity ai constant runtimes (#85515)
juvenile lobstrosities would constantly runtime as chasm crabs delete their ai after growth and replace it with a new one, meaning blackboard keys arent set correctly |
||
|
|
d4a2246e70 |
NODE drones now show their wave progress on the sprite (#85405)
## About The Pull Request Node drones now show a small green progress light as they reach 25%, 50%, and 75% landmarks within the wave defense minigame. This allows for a bit of consistency when it comes to doing wave defense, so you can get a feel for how much longer you have until wave defense is complete at any given vent. This also clears the registered signal on QDEL, so that when wave defense is completed successfully, it doesn't trigger the "*creaks and groans as the mining attempt fails, and the vent closes back up*" message.   ## Why It's Good For The Game This was presented as an idea to me as a quick QOL improvement for arcmining, which I agree would make for an easy improvement to how the wave defense minigame is presented. Been meaning to do more balance, system, and QOL changes to arcmining, but I've been swamped with real life as of late. This however was a fairly simple change I did over the weekend. ## Changelog 🆑 qol: NODE drones summoned to tap a vent within ore vents now display a green status light to show how much longer they need the vent defended for. /🆑 |
||
|
|
b9dfb7a44f |
Power cell overlay now updates when exiting an object's contents (#85079)
## About The Pull Request The charge indicator overlay on power cells is now properly updated when the cell is charged/discharged. Before, you could use a power cell until it's empty and the overlay wouldn't change at all. ## Why It's Good For The Game The overlay is there to indicate the charge of the cell. It should work. ## Changelog 🆑 fix: The charge indicators on power cells now work properly. code: Removed some now redundant power cell appearance updates /🆑 --------- Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> |
||
|
|
d4bd72800d |
[NO GBP] Lil' fix to fishing hat PR. (#85459)
## About The Pull Request I didn't remove or change a few copypasted lines. @Jacquerel. ## Why It's Good For The Game They won't flee otherwise. ## Changelog N/A |
||
|
|
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. /🆑 |
||
|
|
2535df375d |
Carps, frogs and young lobstrosities now fear the fishing hat! (#85380)
## About The Pull Request Carps, frogs and young lobstrosities now fear legendary anglers wearing the legendary fishing hat and will flee. The item is skill-locked, so only those that have maxxed out the skill can wear it. Differently, adult lobstrosities and megacarps (and suicide frogs, which are used nowhere) do not flee but will still prioritize them over the rest. ## Why It's Good For The Game I'm putting some emphasis on the "fish fear me" _(lobstrosities and frogs aren't exactly fish but it'd been quite boring to only include carps)_ and also making the hat a bit more than just some cosmetic novelty. ## Changelog 🆑 add: Carps, frogs and young lobstrosities now fear people wearing fishing hats! Adults and megacarp favour the 'fight' part of the fear reflex however. fix: The hat stabilizer module now inherits the clothing traits of the attached hat. /🆑 |