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1df5339db06f6d439206ddbc6d5c94bcce747efe
1487 Commits
| Author | SHA1 | Message | Date | |
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b8013f5e76 |
Rebuild plane masters after client login if switching between 515 and 516 (#87889)
## About The Pull Request This makes `/datum/player_details` properly track BYOND version and build separately, as opposed to just the full version string. Whenever a client logs in, and their BYOND version is 516, while their previous version was 515, or vice versa, it'll set a newly added client var, `rebuild_plane_masters`, to TRUE. During the `COMSIG_MOB_LOGIN` signal handler of a mob's HUD (`/datum/hud/proc/client_refresh`), it will check to see if `rebuild_plane_masters` is TRUE - if so, it will set the appropriate `relay_loc` of (based on client BYOND version) of its plane master groups, and rebuild their plane masters. ## Why It's Good For The Game Makes testing stuff across 515 and 516 easier, as your screen won't break when switching between the two. ## Changelog 516 is _still_ in private alpha, so no user-facing changes. |
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61ca36dc71 |
More accessibility options and pref menu (#87549)
## About The Pull Request - added accessibility tab in prefs menu - put darkened flashes option into this menu - added `darken screen shake` pref, for motion sick people, darkens your screen when experiencing screen shake. <details> OUTDATED  </details> https://github.com/user-attachments/assets/e3fd43ad-a65c-47dc-add2-6c93048e8b61 ## Why It's Good For The Game makes it easier for people with disabilities to play the game. ## Changelog 🆑 grungussuss qol: you can now mitigate motion sickness from screen shake by enabling "darken screen shake" in preferences /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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ab1440ad90 |
Adds eye color overrides, converts cult/weed/silverscale eye effects to use them (#87782)
## About The Pull Request Eye color effects are now controlled via a new overrides system, which should prevent conflicts between different sources - such as smoking weed, becoming a cultist, stopping your weed and getting normal eyes (and subsequently getting your red eyes back when you get deconverted) ## Why It's Good For The Game Should ensure that different eye color effects don't collide between each other. Also need this for a future feature I wanna add. ## Changelog 🆑 refactor: Eye color effects are now controlled via a new overrides system, which should prevent conflicts between different sources. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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d09316667a |
Sound mixer attempt 2 (#87529)
## About The Pull Request  ## Why It's Good For The Game gives players more control over how loud they want certain sounds to be ## Changelog 🆑 grungussuss sound: the volume that ship ambience, ambience, radio noise and announcements play at can now be tweaked in preferences, check your preferences! /🆑 |
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778ed9f1ab |
The death or internal/external organ pathing (ft. fixed fox ears and recoloring bodypart overlays with dye sprays) (#87434)
## About The Pull Request This PR kills the abstract internal and external typepaths for organs, now replaced by an EXTERNAL_ORGAN flag to distinguish the two kinds. This PR also fixes fox ears (from #87162, no tail is added) and mushpeople's caps (they should be red, the screenshot is a tad outdated). And yes, you can now use a hair dye spray to recolor body parts like most tails, podpeople hair, mushpeople caps and cat ears. The process can be reversed by using the spray again. ## Why It's Good For The Game Time-Green put some effort during the last few months to untie functions and mechanics from external/internal organ pathing. Now, all that this pathing is good for are a few typechecks, easily replaceable with bitflags. Also podpeople and mushpeople need a way to recolor their "hair". This kind of applies to fish tails from the fish infusion, which colors can't be selected right now. The rest is just there if you ever want to recolor your lizard tail for some reason. Proof of testing btw (screenshot taken before mushpeople cap fix, right side has dyed body parts, moth can't be dyed, they're already fabolous):  ## Changelog 🆑 code: Removed internal/external pathing from organs in favor of a bit flag. Hopefully this shouldn't break anything about organs. fix: Fixed invisible fox ears. fix: Fixed mushpeople caps not being colored red by default. add: You can now dye most tails, podpeople hair, mushpeople caps etc. with a hair dye spray. /🆑 |
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d170a410d4 |
Recovered Crew | Medical+Cargo Respawns (#87072)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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9f7d6dea62 |
Outfits that put items in your hand now respect if the outfit is visual only (#87355)
## About The Pull Request On a downstream, we have an antagonist, that is a less competent wizards. This antagonist's preview outfit has a beer bottle in their hand, which has caused runtimes, as the bottle did not have any reagents instantiated, and it tried check its length for sloshing. After putting in a check for the `initial` argument of `on_equip`, I have noticed that the problem goes deeper: the various procs that handle putting something in your hand do not pass along if the items is put in your hand as a preview or not. This PR adds a new optional var to these procs, ensuring that unwanted behaviour during previews won't trigger. I also swapped `visualsOnly` to snake case, as it looked inconsistent with the rest of the code style. ## Why It's Good For The Game Making the argument that ensures avoiding side effects during previews work with all kinds of items is good. ## Changelog 🆑 fix: if an outfit puts a reagent container in the preview dummy's hand, it will not try to slosh code: outfits putting items in your hand will respect the visual_only argument /🆑 |
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e16828f166 |
Add a separate preference for hearing AI VOX announcements (#87097)
## About The Pull Request This adds a new preference, "Enable AI VOX announcements", which allows you to toggle hearing the vocal AI VOX announcements. Previously this was handled by the "Enable announcement sounds" setting, but tbh having it lumped in with that sucks because it's very reasonable to be okay with announcement dings, while not wanting to hear voxtest or some shit. ## Why It's Good For The Game I DO want to hear the normal announcement dings, but I ***never*** want to hear the vocal AI announcements, and spamming "Stop Sounds" for every single word to skip past it is annoying as hell. ## Changelog 🆑 add: Added a separate preference for hearing vocal AI announcements (also known as VOX), as opposed to lumping it into the "Enable announcement sounds" preference. /🆑 |
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df00d85356 |
Eye wounds, scars and a new ~Pirate~ RP quirk (#87209)
## About The Pull Request Upon getting stabbed in your eyes or having a bullet fly through your head there's a chance (minor for stabbing, extremely low for headshots) you'll receive a new "Eye Puncture" wound which causes profuse bleeding out of your now-empty eye hole. Once healed you'll have to deal with a scar on your eye which cannot be cured and requires surgical replacement. Eye scarring will reduce your eyes' max health by 15, give you a minor screen tint and a fancy visual on your character sprite. Getting scarring on both eyes will turn you completely blind.  This PR also introduces a new quirk which gives you eye scarring on the eye of your choice and an eyepatch to go alongside it, just make sure that it sits on the right eye. Also added medical(white) subtype of eyepatches to loadout for those who want that version instead. Credits to AnturK on discord for the idea. ## Why It's Good For The Game Its a neat lil' feature that makes the game more immersive, and unlocks more roleplay opportunities for players. New quirk gives access to this feature for players who want to make it a part of their character's backstory (or maybe as a part of permanent scar roleplaying). ## Changelog 🆑 add: Getting stabbed or shot in the eyes has a chance of giving you a new wound and a semi-permanent scar, blinding you on one side add: Added new "Scarred Eye" quirk which blinds you on one eye but gives you a fancy eyepatch add: Medical eyepatches have been added to loadout /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
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f89494a84b |
Adds a warning and single retry to byond membership lookup (#86765)
## About The Pull Request A few people are having issues getting byond membership features disabled even though they're a byond member. This is *likely* due to byond server troubles, and according to lummox the lookup proc should return null when a connection issue happens. So I've put some handling in there for that case as well as a single retry. 🆑 fix: Byond membership lookup should now warn you when it fails due to a connection failure. /🆑 |
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2b0485d0c8 |
Adds a flipping skillchip, the Chipped quirk, a chip connector implant, and a quirk to spawn with it. (#87082)
## About The Pull Request Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity. At first, this is harmless, emitting sparks only, but at a certain point, your head starts smoking, your brain begins short-circuiting, and once the chip has lost all integrity your head will explode in a shower of gore, giving you a cranial fissure! Added the Chipped quirk. It allows you to spawn with one skillchip. Of note here is that the only chips you can spawn with are the 'default' skillchips found in the toy vendor, you can NOT spawn in with the fosbury chip or with the musical one. Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. Being EMPed will cause it to drop one random skillchip, and if you try using it while it's malfunctioning you'll take out a bit of your brain instead. It can also be made at the exosuit fabricator after basic research. Renamed the organ slots for brain implants and made the connector implant take the CNS slot. ## Why It's Good For The Game > Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity. At first, this is harmless, emitting sparks only, but at a certain point, your head starts smoking, your brain begins short-circuiting, and once the chip has lost all integrity your head will explode in a shower of gore, giving you a cranial fissure! During the time flipping was bugged to have no cooldown or delay, it was really funny seeing people flip at increasingly higher speeds. Many people miss it, and to be honest, so do I. But everything needs limits or it stops being funny and ends up being overdone. To this end this skillchip lets people relive those days of glory, until they go out in a beautiful explosion. The chip will last a very long while if well taken care of, and there are plenty of warning signs before it gets too risky to use, but we know what players are actually gonna do, and I am looking forward to it. > Added the Chipped quirk. It allows you to spawn with one skillchip. Of note here is that the only chips you can spawn with are the 'default' skillchips found in the toy vendor, you can NOT spawn in with the fosbury chip or with the musical one. Chips can be kind of neat sometimes, and I think always having one as part of your character can make for some fun things as the consistency of it makes it more likely to stick in your mind to do stuff with. > 'but can't you just go to the vendor at the start of every shift?' Sure. But we have loadouts. We have tagger, musician, and many other things that are 'roundstart bloat', and while that by itself is not an excuse, it's part of the design of character setup: Minimizing the time spent running around the station for things your character is supposed to have for their personality/roleplay/gimmick. They're paying the cost of quirk points for it, anyways. > Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. Being EMPed will cause it to drop one random skillchip, and if you try using it while it's malfunctioning you'll take out a bit of your brain instead. It can also be made at the exosuit fabricator after basic research. I like the idea of having a gross usb drive on the back of your brain that you shove chips into and out of, especially if it drops pieces of your brain when malfunctioning. It also adds a little bit of extra relevance to skillchips now that you don't need to spend 15 (!!!) seconds inside a skillstation to add one. The cost is, as stated, quite literally losing your brain on EMP's and the moderately expensive sum of 4 points. > Renamed the organ slots for brain implants and made the connector implant take the CNS slot. It annoys me that there were organ slots for 'anti drop implant'. Now they're just slots for anything meant to connect to the cerebellum/central nervous system, making it less brute forcey and also adding the start of some fun exclusivity between brain implants. ## Changelog 🆑 add: Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity and cause malfunctions. add: Added the Chipped quirk. It allows you to spawn with one base skillchip. (not the one above) add: Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. code: Renamed the organ slots for brain implants and made the connector implant take the CNS slot. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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96c0c0b12c |
Fish infusion (#87030)
## About The Pull Request I'm adding a new infusion ~~(actually four, but two of them are just holders for specific organs tied to a couple fish traits)~~ to the game. As the title says, it's about fish. The infusion is composed of three primary organs, plus another few that can be gotten from fish with specific traits. The primary organs are: - Gills (lungs): Instead of breathing oxygen, you now need to stay wet or breathe water vapor. - fish-DNA infused stomach: Can safely eat raw fish. - fish tail: On its own, it only speeds you up on water turfs, but it has another effect once past the organ set threshold. It also makes you waddle and flop like a fish while crawling (I still gotta finish sprites on this one) Other organs are: - semi-aquatic lungs: A subtype of gills from fish with the 'amphibious' trait, falls back on oxygen if there's no water. Can also be gotten from frogs, axolotl and crabs. - fish-DNA infused liver: From fish with the 'toxic' trait. Uses tetrodotoxin as a healing chem instead of a toxin. Also better tolerance to alcohol if you want to drink like a fish (ba dum tsh). - inky tongue: From fish with the 'ink production' trait. Gives mobs the ability to spit ink on a cooldown, blinding and confusion foes temporarily. The main gimmick of this infusion revolves around being drenched in water to benefit from it, In the case you get the gills organ, this also becomes a necessity, to not suffocate to death (alternatively, you can breathe water vapor, without any benefit). To enable the bonus of the organs set, three organs need to be infused. They can be gills, stomach, tail and/or liver, while the inky tongue doesn't count towards it. Once the threshold is reached, the following bonus are enabled: - Wetness decays a lot slower and resists fire a bit more. - Ink spit becomes stronger, allowing it to very briefly knock down foes. - Fishing bonuses and experience - Resistance to high pressures - Slightly expanded FOV - drinking water and showers mildly heal you over time. - for felinids: You won't hate getting sprayed by water or taking a shower. - While wet: - - If the fish tail is implanted, crawling speed is boosted. - - You no longer slip on wet tiles. - - You also become slippery when lying on the floor. - - You get a very mild damage resistance and passive stamina regeneration, and cool down faster. - - You resist grabs better. - - get a very weak positive moodlet. - However, being dry will make you quite squisher, especially against fire damage, slower and give you a modest negative moodlet. While working on it, I've also noticed a few things that explained why tetrodotoxin (TTX) did jackshit at low doses, because livers have a set toxin tolerance value, below which, any amount of toxin does nothing. Also I've felt like reagents like multiver & co were a bit too strong against a reagent that's supposed to work at very low doses, with slow metabolization, so I've added a couple variables to buff TTX a bit, making it harder to purge and resistant to liver toxin tolerance (also added a bit of lungs damage). ## Why It's Good For The Game I wanted to take a shot at coding a DNA infusion and see how chock-full I could make it. DNA infusions are like a middle point between "aha, small visual trinket" and organs with generally ok effects. I seek to make something a bit more complex ~~(also tied to fishing ofc because that's more or less the recurrent gag of my recent features)~~ primaly focused around the unique theme of being strong when wet and weaker when dry. EDIT: The PR is now ready, have a set of screenshots of the (fairly mid) fish tails (and gills, barely visible) on randomly generated spessman and one consistent joe:  ## Changelog 🆑 add: Added a new infusion to the game: Fish. Its main gimmick revolves around being stronger and slippery when wet while weaker when dry. balance: Buffed tetrodotoxin a little against liver tolerance and purging reagents. /🆑 |
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0ef5c3d049 |
Persistent Map Vote Tallies (#86788)
## About The Pull Request Changes map votes to be based on a persistent tally count. Tallies for maps are cached between rounds and are added to by map votes. When a map is chosen, and it wasn't the only valid one, the tallies for said chosen map will be reset. Refactors map vote handling and moves it from SSmapping to SSmap_vote. Rock the Vote has been removed as a result of this refactor. ## Why It's Good For The Game Makes it more likely that all maps will be played over the course of a server instead of always being truly random. Removes some clutter off of SSmapping. 🆑 refactor: Map Votes are now carried over between rounds. When a map vote is actually a contest, the winning map will have its votes reset. /🆑 |
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3f0b4abb8d |
Replaces world.icon_size (and some magic numbers) with defines (#86819)
## About The Pull Request All usages of world.icon_size in code have been replaced with new `ICONSIZE_X`, `ICONSIZE_Y` and `ICONSIZE_ALL` defines depending on context Replaces some "32" magic numbers with the defines A few bits of code have been modified to split up x/y math as well ## Why It's Good For The Game Magic number bad, code more readable, code more flexible and I'm told there's an access cost to doing world.icon_size so minor performance gains ## Changelog 🆑 tonty code: made some code relating to the world's icon size more readable /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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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 |
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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
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faf3eb5106 |
Adds OD's new pragma to lints, fixes all issues it found (#86568)
## About The Pull Request Closes #86567 Don't think any of these were found/reported or actually could trigger in-game ## Why It's Good For The Game Glory to OpenDream ## Changelog 🆑 code: Fixed multiple minor logic issues with code found by OpenDream's new pragma /🆑 |
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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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095f7e3b70 |
Death of mutant bodyparts AND external organs (#85137)
## About The Pull Request Removes mutant bodyparts and external organs from the game completely Digitgrade behaviour was mutant bodypart for no reason Cat ears now work with the bodyparts overlay system, same as all the other external organs (since all their behaviour is now just on /organ It doesn't remove all the /external types, but moves all behaviour to /organ. I'll follow up with a PR wiping all the /external organ types, but it's just conflict heaven so not this PR I've also streamlined a lot of duplicate/weird species regeneration code Melbert did the same PR as well but due to a lack of time (?) I have absorbed his PR to double nuke mutant bodyparts ## Why It's Good For The Game Frees us from the chain of unmodular code, and kills my greatest nemesis (after the shuttle meteor murder bug) ## Changelog 🆑 Time-Green and MrMelbert Refactor: External organ behaviour has been moved to /organ, ears now use the same system as the other organs Refactor: Mutant bodyparts are dead! This likely does not mean much to the average person but it's very dear to me code: Improves digitgrade handling in preference code /🆑 I have absorbed #85126, using Melberts code to improve and add some missing changes. Mainly improving the functioning of preferences and digitgrade legs. I didn't take over the hairstyle improvements. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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1880003270 |
Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request Currently to check for Silicon access, we do: ``if is silicon or is admin ghost or has unlimited silicon privileges or has machine remote in hand`` What has unlimited silicon privileges? Bots, Drones, and admin ghosts. To check for AI access, it just checks for AI instead of silicon, and doesnt check for unlimited silicon privileges. This was kinda silly, so I thought I should make this a little easier to understand. Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or ``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost, since now instead of being a var on the client, we moved it to using the same trait but giving it to the client instead, but since we have to keep parity with previous functionality (admins can spawn in and not have this on, it only works while as a ghost), I kept previous checks as well. No more type checks, removes a silly var on the mob level and another on the client. Now while I was doing this, I found a lot of tgui's ``ui_act`` still uses ``usr`` and the wrong args, so I fixed those wherever I saw them, and used a mass replace for the args. Other changes: - machinery's ``ui_act`` from https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin ghosts no longer get kicked off things not on cameras. This was my fault, I overlooked this when adding Human AI. - Human AI's wand gives AI control as long as it's in your hand, you can swap to your offhand. I hope this doesn't end up going horribly, otherwise I'll revert this part. It should let human AIs not have their UI closed on them when swapping to eat food or use their door wand or whatnot. - Bots previously had special checks to scan reagents and be unobservant, I replaced this with giving them the trait. I also fixed an instance of unobservant not being used, so now statues don't affect the basic creature, whatever that is. ## Why It's Good For The Game This is an easier to understand way of handling silicon access and makes these mobs more consistent between eachother. Other than what I've mentioned above, this should have no impact on gameplay itself. ## Changelog 🆑 fix: Statues don't count as eyes to creatures. fix: Human AIs and Admin ghosts no longer get kicked off of machines that aren't on cameranets. /🆑 |
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4d1639b04c |
Revert "Assorted changes to job assignment code and logging." (#85929)
Reverts tgstation/tgstation#85308  |
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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>
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34aa2bc50e |
Paraplegics can choose to not have legs. (#85716)
## About The Pull Request This is a bounty that was made by ophaq, and claimed by me. Gives paraplegic the option to be an amputee, and appear on station without their legs. They are still paralyzed, so no amount of mechanical legs is gonna let them walk again. ## Why It's Good For The Game Character customization is a good thing and lets people make their little characters suffer in new ways, this one in specific *actively lowers your max HP*, which is gonna certainly be fun. ## Changelog 🆑 qol: Paraplegics can now opt into appearing on the shift without their legs. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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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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bab816a0c7 |
If you have auto fit viewport enabled, it will trigger upon entering or exiting fullscreen (#85302)
## About The Pull Request Automatically calls attempt_auto_fit_viewport() upon toggling fullscreen ## Why It's Good For The Game Fullscreen changes your viewport height but not width so if you're running stretch to fit (which is probably used by most of our players as fullhd does not integer scale) you have to manually use Fit Viewport verb every time you join the game and enter fullscreen which is rather annoying to do. ## Changelog 🆑 qol: If you have auto fit viewport enabled, it will trigger upon entering or exiting fullscreen /🆑 |
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277e57683e |
Radio Sounds (#85115)
## About The Pull Request Now talking into radio and hearing radio messages produces a sound. Using LOUD-MODE makes a unique sound. https://github.com/user-attachments/assets/891d9b9a-5313-4aac-9fef-56d0a7286bf1 https://github.com/user-attachments/assets/112a3587-46ea-413e-89e4-2da7b54c3d62 **YOU CAN DISABLE IT IN THE GAME PREFERENCES** ## Why It's Good For The Game People REALLY tend to miss radio messages, especially from the heads. This makes it so they can hear when some interesting or important chatter is going on. Unless all of the heads of staff decide to dispute in the Common, subordinates will start noticing messages from their bosses in their channels more often. Also, these sounds are tickling my ears, in a good way. ## Changelog 🆑 DrDiasyl aka DrTuxedo sound: Hearing and talking into the radio now produces a sound. Heads get a special sound. /🆑 |
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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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3ec861ad2b |
"Job Playtime Exempt" now also applies to Account Age Restrictions (#84878)
## About The Pull Request Fixes #84478 Basically, this database flag only worked on playtime restrictions (i.e. how many hours you had to play on the server as a living person before you could unlock stuff like Captain). However, this database flag did not exempt BYOND Account Age restrictions, which is a bit of an annoying gap to have when it comes to fast-tracking new accounts for whatever an admin would need. This gap has been closed by having the `available_in_days` also listen to the same database flag. If you want me to split it up into multiple flags (which might be annoying due to how the UI is setup, but possible), let me know. ## Why It's Good For The Game Administration confusions are weird. I think if an admin is waiving an account through like this, they should expect to see everything unfurl as a result - which is why the aforementioned issue report was made. I also typed the `dbflags` var as a bitflag instead of being null. Should work. ## Changelog 🆑 admin: Ticking "Job Playtime Exempt" on a player's Job Playtime Tracker panel will also exempt them from BYOND Account Age restrictions now. It previously only exempted them from actual living playtime minutes - this is for the BYOND Account Age in days. /🆑 |
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bb79c3859f |
Changes some default values from character creation and random characters (#84905)
## About The Pull Request Departmental Backpacks are now the default instead of grey backpacks. Jumpsuits are now default for all characters. ## Why It's Good For The Game I think there is an issue with assuming that female characters should be wearing jumpskirts by default. Jump skirts are comedic. They are frivolous, completely unrealistic, and with many of the sprites, overtly feminizing. By making them the default for women, we are essentially saying: "Women by default should be wearing clothes that extenuate their femininity, even at the cost of practicality." Many of the jumpskirt sprites are very puffy and frilly. This is despite the fact that jumpsuits are usually seen as agendered in workplace settings, and feminine in the fashion industry. There is nothing wrong with any given player wanting to put their character in this kind of clothing, regardless of gender. However, by asserting that women should be dressed in frivolous and feminizing attire, I believe this to be a form of objectification, and not something we should promote. I have not changed the ability to set your preference to jumpskirt should you desire. I have not altered the presence of jumpskirts anywhere on the map. ## Changelog 🆑 image: Changed some default options in the character creator. /🆑 |
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5e753b6788 |
Offset render relays for non-offsetting planes to match highest matching render plane (#84184)
## About The Pull Request **Alternate title: "Fix blind people getting so blind they become deaf when going down a flight of stairs"** So 'bout half a week to a week ago I overheard a friend complaining about blind people not seeing runechat on lower multi-z levels. Asked a bit, apparently they'd reported this about half a year ago, and it's still an issue. So in my never-ending hubris I decided to just go and fix it! Now, admittedly? I really _really_ do not get the rendering system we use. The simple options were right out: we can't allow the fullscreens plane to be offset, as this causes issues with looking up/down, or disallow runechat from being offset, which causes issues with runechat from other levels. After poking our very cool and smart rendering guy several times over the course of the last week, this is what we got to: ### The technical bits We simply make the rendering relays for non-offsetting plane masters point to the highest rendering plane that matches the target. We do this by offsetting the rendering relays in place, by adjusting their plane and layer values to match the new offset, with a new `offset_relays_in_place(new_offset)` proc called in `/datum/plane_master_group/proc/transform_lower_turfs(...)`. Importantly, we compare the current layer values to what they should've been, so we don't accidentally override relays with custom-set layers. This fixes our issue (as tested on wawastation): <details> <summary>Images</summary>    </details> ## Why It's Good For The Game Fixes #80376. ## Changelog 🆑 fix: You can see runechat above fullscreen overlays on lower multi-z levels again. Rejoice, blind players. Please report any weird rendering layering issues. /🆑 |
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a1366fc905 |
Night Vision Goggles update (#84594)
## About The Pull Request This is a reboot of #84550 but with way less unbearable: mesons are off the table and I've made the night vision tonalities lighter now, while also improving the darkness cutoffs of some of them. Btw, you can also turn night vision googles on/off now. Each pair of departmental night vision goggles now comes with their own tint to boot. As always, this doesn't affect nukies and ninjas. They're almost garaunteed to keep their googles equipped and on at all time, so it would honestly adulterate the overall experience a little. Now, for some pictures... In the dark, **top** row is **old**, **bottom** row is **new**. from left to right: security, science, standard/meson, diagnostic, health:  In the light: security, science, no goggles, standard/meson, diagnostic, health:  The screenshots were taken from varedited goggles on the servers because it's bit faster than booting up a local server, plus I had to finetune a few things. ## Why It's Good For The Game So, I kinda wanted to give a bit of screen colors to goggles that was not some sort of "optional, by default turned off" kind of crap nobody cares about, however my previous PR was met with a lot of criticism, which made me rethink how to do it. I honestly don't want it to be a burden, but I do want to make them a bit fancier tho. Also the the medical NVs (and perhaps sec NVs) were a bit crappier than the rest. ## Changelog 🆑 add: Night vision goggles now subtly tint your screen. add: You can turn your night vision goggles off. Doing so removes the tint and the eye protection malus. /🆑 |
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5b3c32e5cf |
Adds informed default values for a bunch of preferences (to produce less outlandish random characters) (#84726)
## About The Pull Request Goes through a bunch of character preferences and adds informed default values which produce less wacky results. Basically part 2 of #84443 . Preference randomization now results in a character similar to that pictured in the original pr. Of course, you can still make your character look as wacky as ever.  ## Why It's Good For The Game Basically, fully random characters look horrendous, and unless you're playing a non-human, you stick out like a sore thumb if you hardcore random or just decide to random appearance. Ultimately, full-random people will stick out less, which I think is good. ## Changelog 🆑 Melbert qol: Random player characters now look less like rainbow vomit and more like some of the most average people you know. /🆑 |
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b46cabef82 |
Adds a breathing sound while using internals of any kind (#84529)
## About The Pull Request Spess men will now hear their own breathing while using internals, most noticeable while on space. It's low enough that it shouldn't affect anything normally, and only the person with internals can hear it. If you have misophonia or for some other reason dislike the sound, it can also be toggled off in the game settings. ## Why It's Good For The Game It truly makes you FEEL like you're breathing via a mask connected with an oxygen tank. It also, potentially, can remind you that your internals are on when it's not needed. ## Changelog 🆑 DATA_, with sounds made by Beebblie sound: You will now be able to hear your muffled breathing while using internals. This can be turned off in the game settings. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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f48814ed71 |
Changes bitrunning hacker alias sanitization (#84518)
## About The Pull Request Bitrunning hacker names now permit most characters while staying within the IC filter and length requirements. Made some helper procs to keep it organized ## Why It's Good For The Game You can now name yourself things like An1me_Sn1p3r ## Changelog 🆑 fix: Bitrunning hacker aliases are now much more permissive /🆑 |
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0d05492e73 |
Fixed quirk conflict between transhumanist and prosthetic limb (#84325)
## About The Pull Request Transhumanist and prosthetic limb no longer conflict. If you pick the same limb for both it uses the weaker prosthetic (dumbass) Made the name for prosthetic limb global list more intelligible ## Why It's Good For The Game > Transhumanist and prosthetic limb no longer conflict. If you pick the same limb for both it uses the weaker prosthetic (dumbass) I wanted to RP a guy with a robotic voicebox and prosthetic limb but the game didn't let me, which I thought was pretty lame! Since the root issue is likely that both can have the same limb which ends up as Free Points as transhuman takes priority, I just added a check to ensure that can't happen and is overridden by the negative instead. Any transhumanist mood point benefits are made up for by the bad limb. > Made the name for prosthetic limb global list more intelligible It was bad ## Changelog 🆑 qol: Transhumanist and prosthetic limb no longer conflict. If you pick the same limb for both it uses the weaker prosthetic (dumbass) code: Made the name for prosthetic limb global list more intelligible /🆑 |
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d1e5e61eb1 |
Converts glasses client colour into an element, appliable to other worn items. (#84542)
## About The Pull Request The title barely does justice to the content. This PR turns a snowflake, neigh-unused, broken feature for glasses into a rock-hard, functional, badass feature which can be applied to any item, and also brings back the halloween screen tint, inside the pumpkin hardhat, and also a polaroid tint for the helmet of the flash suit, because the define was just there, unused.  for reference, the normal brightness/saturation is somewhere in the middle. Also the pumpkin hardhat's effect is only there when it's lit ## Why It's Good For The Game Less hardcoded implementation of the client colours for items, which also doubles as a fix because the old code was checking for the trait on the mob but was adding it to the item. ## Changelog 🆑 fix: Fixed toggleable screen colors for glasses. code: De-hardcoded, refactored the above, now-fixed feature. add: Pumpkin hardhats and the hood of the flash suit now affect the color of your screen. add: Prism glasses, obtainable through xenobiology crossbreeding, now also affect the color of your screen. /🆑 |
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135a27c286 |
Fixes toggling ship ambience not doing anything until you enter an area with a different kind of ambient sound (#84204)
🆑 ShizCalev fix: Toggling ambient ship sounds will now instantly turn it on/off. /🆑 |
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48c986feda |
Fixes deaf mobs hearing ship/area ambience (#84207)
Fixes #65618 🆑 ShizCalev fix: Deafened mobs will no longer hear the station's ambient sounds. fix: Fixed ambient sounds resetting their loop when entering different bodies (ie admin ghosting, being moved to other mobs, ect.) /🆑 |
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9ab7d8f2e8 |
Bitrunning: Avatars get silly hacker names (#84279)
## About The Pull Request Bit avatars now get corny names while spawning in to the virtual domain. You can change your alias in prefs or have it randomized for s0meth1ng 1337. Added sechud icons (and thereby orbit ui icons) for bit avatars since "Cyb3rHaxx0r" might be confusing to find in the living players section. ## Why It's Good For The Game This was done as a request and after discussion in the code channel. A little bit of character persistence across simulations. ## Changelog 🆑 add: Bitrunning: You can now choose your hacker alias in prefs. add: Bit avatars get orbit icons. /🆑 |
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d12576371c |
Fixes ambient sound preferences runtiming every time a client connects (#84202)
fixes #84200 forgot to pass the value that's sent while preferences are still initializing. |
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7b1b4ec229 |
Better delete character ux (#84158)
I didn't see https://github.com/tgstation/tgstation/pull/83989 and that is on me. The UX of it is not suitable enough for preferences menu. - New row with only one entry makes the UI look much worse and adds too much blank space - The deleting confirmation prompt is a weird amount of work and also doesn't tell you when you get it wrong - A weird amount was being handled in JavaScript This reverts the PR and just starts over. You can see the UX here. https://github.com/tgstation/tgstation/assets/35135081/8106bca7-8c01-41da-8ede-e33a5a548583 ## Changelog 🆑 qol: Dramatically improves delete character UI and UX. /🆑 |
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b43ae13541 |
Deleting characters (#83989)
## About The Pull Request Adds a button to delete characters, and when deleted it flips to the nearest character, wow(the last character can't be deleted(I guess)). ### Video: https://github.com/tgstation/tgstation/assets/78199449/3ad1157a-6c1c-4fb2-9b0d-1da791cad989 ## Why It's Good For The Game Once you know how to create characters, you sometimes want to be able to delete them. The reasons for this can be... as simple as freeing up a slot, or deleting them in order to remake them. I think this is quite a useful feature that should have been there before. ## Changelog 🆑 Vishenka0704 qol: Ability to delete characters(yourself) /🆑 |
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48acfd680f |
Fix ambience pref not being toggleable in game (#84087)
## About The Pull Request The only time people were added to the ambience SS's list is when you log in, meaning if you toggle the preference on/off mid game, it does nothing. Fixes #61495 ## Changelog 🆑 Melbert fix: Enabling or disabling ambience mid round will properly enable or disable ambience qol: Added descriptions differentiating "Ship ambience" from "ambience" /🆑 |
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4fd0e28f42 |
Refactors body markings into bodypart overlays (#83744)
## About The Pull Request Refactors body markings (lizard and moths) into the bodypart overlays system I've also renamed the icon states for lizard bodymarkings (downstreams with lots of lizard body markings might have problems with this) ## Why It's Good For The Game Gives us better controle over /human appearances. I didn't add any means of actually changing them on the person (aside from genetics. how would that even work? with a waterproof marker?), but makes it easy for when/if I do. Also unloads mutant_bodyparts more, moving is yet closer to full species dedatumization ## Changelog 🆑 refactor: Lizard and moth markings now use the bodypart overlay system /🆑 |
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d244c86ce6 |
Adds Character Loadout Tab to preferences (with just a small handful of items to start) (#83521)
## About The Pull Request Adds a Character Loadout Tab to the preference menu This tab lets you pick items to start the round with  This also has some additional mechanics, such as being able to recolor colorable items, rename certain items (such as plushies), set item skins (such as the pride pin)  ## Why It's Good For The Game This has been headcoder sanctioned for some time, just no one did it. So here we are. Allows players to add some additional customization to their characters. Keeps us from cluttering the quirks list with quirks that do nothing but grants items. ## Changelog 🆑 Melbert add: Character Loadouts del: Pride Pin quirk (it's in the Loadout menu now) /🆑 |
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d2dc233b73 |
Makes The Automute Thingo Yell At You A Bit Louder (#83636)
## About The Pull Request It makes the automute use bigger, redder text and also balloon alert I know ppl dont like punctuation in balloon alerts so I can remove the exclamation mark if u want, i like it tho I guess if u support darwinism u could leave it as is but in the era of runetext and TTS ppl cant pay attention to the chat window they're too busy watching subway surfers on their second monitor and scrolling tiktok on their phone Doesnt change the text so it stays deliberately vague like the comment says it should Before: <img src="https://i.ibb.co/3hDnpQm/Automute-Before.png"> After: <img src="https://i.ibb.co/0qSwJFB/Automute-After.png"> <img src="https://i.ibb.co/n3ch9fg/Automute-Balloon-Alert.png"> ## Why It's Good For The Game Being automuted when there's no admins on cuz u got a bit carried away isnt cool and then u have to urgent ahelp it, which is understandable cuz it's making the round unplayable for you but you did kinda bring it on yourself and the admin might not be too happy with you about it. ## Changelog 🆑 admin: The auto-mute system yells at you harder when you send a bunch of identical messages. /🆑 |
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e9c45c44a5 |
Blindfold Color Preference (#83670)
## About The Pull Request When selecting the Blindness quirk, you now have the option to choose a specific color for the blindfold much like how the tagger quirk handles spray can color preference. The blindfolds used to always take a blend RGB of both eye colors and apply it to the blindfold, now it _should_ only do that if you have the blind-personnel blindfold directly spawned on your eyes. If not, then it just handles it like how it did before this PR was submitted, and mobs generally shouldn't have the blind-personnel blindfold if they aren't blind anyways.  ## Why It's Good For The Game While it isn't a big deal if your eye color matches the blindfold, some players (like a certain someone I know) would rather have their eye color be distinct, as such if you have a blue eye color on both eyes but want a purple or red blindfold, you don't have to go out of your way to paint it, which generally wouldn't work the way you'd want it to. In other words, it allows you to customize your character with more freedom, but only applies to those who willingly choose to suffer in the game. Being blind is fun! =) ## Changelog 🆑 add: You may choose a color preference for your blindfold with the blindness quirk. /🆑 |
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07882b23cc |
Converts parallax to pixel offsets, saves a bunch of cpu time, makes things nicer on clients too (#83395)
## About The Pull Request
Right now parallax is like a quarter of SSinput, which is BAD. It's so
high mostly because of the animates we need to do, but also due to the
cost of setting screen_loc.

This sucks. The default step is to reduce the poll rate of the effect,
but I don't want to do that because it SUCKS. Sooooo how can we
optimize.
Well, if we stop thinking in terms of screen_loc, which is a string
(tree shit) and also unanimatable, and start working in pixel offsets,
this'd be a way cheaper.
We can make that happen by sticking all our parallax layers on one rock
screen object. Then they have relative positions and can be pixel offset
(I have stolen this concept wholesale from Ter)
This works unreasonably well, roughly a 65% cost reduction. S good shit.

While I'm here...
[uses KEEP_TOGETHER to reduce clientside load, makes the flying
animation
better.](
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8eb3b51ad9 |
/icons/ folder cleansing crusade part 3 (#83420)
## About The Pull Request In my effort to make the /icons/ folder cleaner and more intuitive instead of having to rely on recalling names of stuff and looking them up in code to find them for poor sods such as myself, plus in spurt of complusion to organize stuff, here goes. I've tracked all changes in commit descriptions. A lot still to be done, but I know these waves go over dozens of files making things slow, so went lighter on it. Destroyed useless impostor files taking up space and cleaned a stray pixel on my way. ## Why It's Good For The Game Cleaner /icons/ file means saner spriters, less time spent. Stray pixels and impostor files (ones which are copies of actually used ones elsewhere) are not good. ## Changelog 🆑 image: Cleaned a single stray pixel in a single frame of a bite telegraphing accidentaly found while re-organizing the files. /🆑 |
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50de5108e2 |
Cleans up some admin-related stuff in client Destroy() and adminGreet() (#83427)
## About The Pull Request
It made me really mad to see a huge list in the middle of client/Destroy
for something that doesn't even run for 95% of users so I split it out
into another proc so the fingerprint of the very important `Destroy()`
stuff could be as minimal as possible without a big `pick()` so the
server can send the "I need a man 🥺" message could be punted off to
where no-one would care for it. It was already doing the async TGS
operation so it doesn't matter anyways as far as proc overhead in my
books.
I also fixed up the code for `adminGreet()` as well because that was
being really weird with not having proper booleans and running `pick()`
on things with literally one value (as well as excess
stringification)... it wasn't good so I just cleaned all that up too.
Ideally this all means we take up a little less CPU time but the aim of
this PR is to just clean it all up for modern coding standards.
alphabetized lists and early returns galore.
## Why It's Good For The Game
Code is better to read and less idented, and better yet it's no longer
necessary to read all the softie messages in the middle of `Destroy()`
## Changelog
Irrelevant
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