## About The Pull Request
Folders still used `attackby(...)` where they should be using
`item_interaction(...)`, and this aims to resolve that.
Or, well, the primary thing that started this was the following code:
a165e9e1ef/code/modules/paperwork/paper.dm (L417-L421)
Evil.
So this aims to rectify one of those issues, by refactoring folders'
interactions into the modern systems.
In the process we add screentips, and play some animations/sounds where
we didn't for consistency.
...Also adjusts the balloon alert played when trying to insert paper
into a closed biscuit card from `"unopened!"` to `"open first!"`,
because that feels clearer to the player as to what the issue is.
## Why It's Good For The Game
Less weird inventory jank.
Screentips good.
Having sounds and animations for interactions is good, having
_consistent_ sounds and animations is better.
## About The Pull Request
This pull request aims to fix civilian cargo bounty terminal's initial
render size using the Flex.Item's grow property. There is also a open
issue for this which i added below.
## About The Pull Request
Projectiles that have armour penetration can potentially pass through
the cockpit of a mech, and hit the pilot. The possibility of this
happening is a probability roll equal to the projectiles
``armour_penetration`` - the mechs relevant armor flag. BULLET for
ballistics, LASER for lasers, ENERGY for energy projectiles.
If the projectile can just pass through structures (like x-ray lasers
and Penetrator .50BMG), then the bullet ALWAYS go straight into the
pilot.
## Why It's Good For The Game
Dealing with mechs is dealing with a huge bag of mech integrity
(effectively a second lot of health). While AP can usually help with
armor stacked mechs, they often have relatively lower damage to
counterbalance this upside. This is usually fine for using AP weaponry
against humans, but a little less so for when you're trying to race a
mech to 0.
As an alternative way in which AP can interact with mechs, they now have
the ability to hit straight into the pilot if they overshoot the mechs
armor. The pilot is usually weaker than the mech (usually), and wounding
them is almost always as beneficial as damaging the mech.
If the mech's armor is still able to absorb part of the damage, this
still usually ends up being a positive outcome for the shooter since
they've dealt a relatively higher amount of damage than most projectiles
to the mech itself.
This also gives x-ray lasers, which are usually pretty terrible at
killing mechs except Phazons (specifically because they can shoot into
the wall the phazon is phasing through), a novel approach to tackling
mechs; killing the pilot inside the shell.
## About The Pull Request
wee woo wee woo code improvement aaaa
beats down the last loyal remenants of delta_time in reagent metabolism
code.
it's supposed to be seconds per tick damnit
Should have used `typecacheof()` instead of `typesof()` to properly
configure the blacklist.
Multi-z has `obj/effect/abstract` being applied to lots of turfs that
need to be ignored.
Felinids have an increasing potential to bite you instead of punch you
based on whether or not they're hungry, and how insane they are. The
more insane, the more likely they are to bite.
Sometimes they bite anyway.
Will this matter at all? Probably not.
Also adds a minor buff to carp teeth and makes their teeth pointy.
We were joking about felinids biting people and I thought it was funny
to make it a felinid problem they deal with when things are going bad
for them. It is unlikely to be something that can be actively exploited,
since it needs you to be suffering from two debuffs to occur with any
amount of frequency to be noticeable. But the idea of a felinid that has
been going through enough shit to snap and just maul someone is funny as
hell. ~~As well as maybe give some IC reason as to why people don't like
felinids beyond just being cat people.~~
puts some more books on the shelf
adds photo binders, card binders, and the book of babel to bookshelf
we had a couple of book related items that you couldnt put on the
bookshelf now you can woohoo yippee
This is part of my ongoing project to remove the Stat panel which you
can read/contribute to here: https://hackmd.io/443_dE5lRWeEAp9bjGcKYw
Replaces the pAI button at the bottom of Ghost's HUD with a new button
for Ghost settings
Default look

With fun verbs (admin only, the 2 buttons at the top right), No body,
and lag switches on (disables T-Ray and Zooming)

The ghost icon next to "re-enter body" is the DNR button, which requires
double click.
Extra view is now easier to understand, 0 is "default", anything more is
extra vision you get. Goes to 3 for regular users, 7 for BYOND members.
Removes the "Ghost" tab from the stat panel entirely, this replaces it.
The Ghost tab of the stat panel is filled with barely functional stuff,
like "Jump to Mob" which allows you to jump to "oranges ear" which
teleports you to nullspace, or the 4 different jump to verbs for
different things which is irrelevant from the Orbit menu and the many
improvements it got over the years, and even the Notifications panel,
which seems pretty useful, but because it's delegated to a small button
filled with the rest of these it gets entirely drowned out.
This puts all the important things in front of the user at the click of
a button, meant to be easy to navigate and giving important information
first.
🆑
add: Added a 'Ghost settings' button, taking the spot of the pAI
candidate button and replacing the "Ghost" tab of the Stat panel. This
button contains buttons pertinent to your time as an Observer.
/🆑
## About The Pull Request
Ostensibly https://github.com/tgstation/tgstation/pull/91063 but about
melee weapons. While in combat mode, hitting a mech with a melee weapon
that possesses armor penetration can potentially hit the pilot as well.
This hits both pilot AND mech. (We check for combat mode mostly because
it is convenient as a user intention control)
The calculation to determine the probability of hitting someone inside
of a mech is ``armour_penetration`` - ``MELEE Armor / 2``
The passed attack is reduced by a multiplier equal to the probability /
100. So, if an attack had a 50% chance of penetrating into the pilot, it
would reduce the attack down to just 0.5 of its expected force.
## Why It's Good For The Game
Many of the same factors for projectiles with AP against mechs apply to
melee weapons, even though there are standouts amongst the list that
will destroy a mech in quick order (energy swords mostly). However, many
of the AP weapons that crew get aren't super good at killing mechs
themselves.
Some tider with a spear made of bullshitium glass could stick someone in
an elite modsuit clean through, but for whatever reason this same logic
may not necessarily apply to mechs due to their nature as objects, and
the limitations caused by demolition mods impacting their effectiveness.
IF the weapon can bypass at least half the mechs armor, hitting the
pilot sounds like a reasonable upside for trying to take on a mech in
melee.
Some people are of the opinion that killing a mech in melee is not only
the best approach, but easy. Personally, I think I've killed more people
who believe this to be true and to their horror discover that mechs can
turn on a dime (and have a stun melee punch if they're a combat mech
with a separate cooldown to their guns) than those who actually give
mechs the necessary wide berth to not get skill checked by someone who
knows their shit. But I do respect people who do it anyway so why not
give them a reason to do it and get a cool story out of it?
(Also I want to see a captain stab a pilot to death through his mech
using the sabre. Or the Power Crepe I guess.)
## About The Pull Request
While playing around with stuff, I noticed an odd inconsistency in when
we can and can't examine:
Camera console/app? Yes.
Advanced camera console? No.
AI? Yes.
Holopad call? No.
In a locker? Yes.
Looking up or down? No.
Looking into it, I found it to come down to this line of code:
9234188a87/code/_onclick/click.dm (L348)
Where we check whether the user's eye is the user, the user's loc, or
the `COMPONENT_ALLOW_EXAMINATE` flag.
AIs have their own eye object, and so they work because of the
`COMPONENT_ALLOW_EXAMINATE` flag getting set on the signal.
Camera consoles work because your eye is still you, while you look
through them.
Lockers work because it also checks for your loc being your eye.
Everything else on the previous list doesn't, because it moves your eye!
Okay, well. Why? Why do those checks exist?
This was last touched four months ago, in a pr letting AIs examine
(#89146). This didn't change the logic.
89ead63f7d/code/_onclick/click.dm (L345)
It was last changed meaningfully six years ago, in a dullahan examining
fix pr (#48633). This added the `COMPONENT_ALLOW_EXAMINATE` part,
without touching the eye parts. It doesn't mention why the eye parts
exist.
c5b5d96130/code/_onclick/click.dm (L306)
The next last change before it was ten years ago, in a commit mentioning
locker examine fixes (6b524f09a9). Doesn't
mention why the eye part exists, just adds onto it.
6b524f09a9/code/_onclick/click.dm (L203)
Okay, well. Before then? Twelve years ago. Click code rework commit
(475042a212). No mention of why. In a new
file.
475042a212/code/_onclick/click.dm (L195)
Well. Okay. Fuck. And before this, then? Anything?
7274c58078/code/game/atoms.dm (L1102-L1111)
I see.
It was a camera check, indirectly, kind of.
But since then cameras have been reworked, things no longer work that
way, and we have canonized examining through cameras in that most recent
AI examine pr.
So away it goes! And so do all the weird exceptions!
## Why It's Good For The Game
Consistency between camera consoles and AI examines.
It's also horribly unintuitive when you're using an advanced console and
inexplicably can't examine people.
For holocalls it's just a nuisance to not be able to, really.
With us now having a bunch of multi-z maps, and one trying to make the
most use of it, I think it's for the best that looking up/down let you
actually examine stuff.
I mean, especially when you *could* already examine things on the floor
below you- but only if you weren't looking down.
It's all just kinda jank and unintuitive, really.
## Changelog
🆑
balance: You can now examine things through advanced camera consoles.
balance: You can now examine things while in a holopad call.
balance: You can now examine things while looking up or down.
/🆑
Being colorblind now makes you see all wires in tones of grey.
Also fixes the eyechart not taking the monochromacy quirk into account
when checking for colorblindness
Makes the quirk/trauma a bit more immersive and can lead to funny
situations when you know which color to cut but can't find it.
## About The Pull Request
Completely undocumented change in #86624 which blacklisted Cargorilla
from random rolls
## Why It's Good For The Game
Monkey
## Changelog
🆑 Melbert
fix: Cargorilla is back
/🆑
## About The Pull Request
adds stoats to the game!

these are relatively friendly animals u can find in maints. they'll hunt
down mice and other smaller vermin (making them a janitor's best friend)
,and are nimble enough to crawl through pipes. They also love stealing
things as they will drag random objects they find lying around them.
additionally, you may find disposal bins that are shaking, this means
there's a stoat inside rummaging it for food. clicking eject or throwing
anything in the bin will cause the stoat to immediately jump out scared.
u can also tame them by feeding them eggs or dead mice.
## Why It's Good For The Game
further expands the mob pool of maints, establishing some sort of
ecosystem.
## Changelog
🆑
add: added stoats to the game
/🆑
## About The Pull Request
Neruwhine can no longer roll Cosmic Neural Pattern or its stable
subtype.
Fixed the planetary gravity damage status effect not clearing itself
when you lose the voided trauma.
Closes#90702
## Why It's Good For The Game
Cosmic Neural Pattern is a voidwalker exclusive and is more of a magical
status effect than an actual brain trauma, so having it be temporarily
rollable is a bit stupid.
## Changelog
🆑
balance: Neruwhine can no longer roll voidwalker traumas.
fix: Fixed the planetary gravity damage status effect not clearing
itself when you lose the voided trauma.
/🆑
## About The Pull Request
Adds a short flavor animation to silicons when they die.
Only lasts about eight seconds and fades out when it's done. At any
point you can just ghost to skip it.
https://github.com/user-attachments/assets/b16df73c-d244-4b36-b6e1-381a5c90eeed
## Why It's Good For The Game
Silicon deaths are rather unceremonious, kinda just... falling over.
Compared to human deaths which have has the darkness slowly replace
itself with light as you fall deeper into crit and eventually die.
## Changelog
🆑 Melbert
add: Silicons get a HUD animation when they perish.
/🆑
## About The Pull Request
This was a component of the gun that existed while the weapon had a
two-round burst. It was not removed when the burst was removed.
## Why It's Good For The Game
I've been using this for a while, scope included, and only recently has
this actually had an impact. I thought the scoped component was broken
or something. Nope!
Honestly it's kind of funny and sells the bit. At the same time, it's an
RNG frustration that players probably wouldn't appreciate. This likely
wasn't impactful in extreme close range, since a 10 degree divergence is
not enough to really cause a shot to go wide within 7 tiles or so. But
it did make shooting over long distances sometimes a bit harder than
necessary.
Now I know why I somehow managed to nail an assistant in the dome
completely on accident despite aiming past him shooting someone
breaching the brig while scoped.
## Changelog
🆑
fix: The BR-38 no longer has a completely unintended accuracy malus
built in.
/🆑
## About The Pull Request
Flips the wavelength and intensity around in microlaser code toc heck
how long it takes to apply
fixes#91353
## Why It's Good For The Game
the code itself says it should be the other way around smh smh
## Changelog
🆑
fix: Wavelength is now the main factor in how long your microlaser takes
to activate, rather than intensity for some reason.
/🆑