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952 Commits
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7b1a0daad2 |
DRAGnet snares now use a dedicated beacon instead of the station teleporter (#84118)
## About The Pull Request This sets up an alternative to the DRAGnet snares using the teleporter to determine the destination of their snare teleport -- The DRAGnet beacon.  Rather than using a convoluted system that routes via the teleporter, DRAGnets can now by synced with a DRAGnet beacon. When snare rounds are fired and successfully teleport a target, they will instead be sent to the synced beacon. Syncing can be done by either pressing the gun to the beacon or vice-versa. These beacons can be wrenched into place, then swiped with a security ID to block them from being unwrenched. An emag will unlock and unwrench the beacon, and fry its access control. To facilitate this change, roundstart DRAGnet armory spawns are now done through spawners (like the other weapons), which includes a single beacon to be used by the two guns. You can print more with basic sec tech, and one is included in the DRAGnet crate from cargo. The teleport is also slightly more accurate, to make it more consistent. As usual, if not synced to a beacon, DRAGnets will just teleport your target willy-nilly. ## Why It's Good For The Game The current system is both clunky and prone to mishaps, dissuading players from engaging with it. The "active" teleporter concept has always been a bit of a mystery to players, and when a system for properly using the DRAGnet teleport is set up, it's incredibly easy to break even on accident. Every time you teleport a prisoner you have to pray that no bumbling space explorer decided to reroute the teleporter to the abandoned satellite. This system is much more clear and reliable. It's also more versatile, allowing for multiple teleport networks to be set up simultaneously. Security is starved for creativity at times. They deserve to be able to do some wacky dynamic stuff with their tools. ## Changelog 🆑 Rhials balance: DRAGnets now come with a beacon they can be synced to, which will set the destination for the snare round's teleport ability. /🆑 |
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8511a3aa5f |
Fixes crossbow healium bolt sleeping silicons! Oops! (#83966)
## Why It's Good For The Game I thought I had this in the pr itself, with the check_bodytype code in the healium bolt, but I was wrong. Turns out the check statement only effected the healing but the sleep portion was left out of it by mistake. During testing I never thought to spawn in a borg. |
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e87045b377 |
Tweaks some instances of get_safe_turf so things like the nuclear disk doesn't accidentally teleport to the Icebox Syndicate Base (#83012)
Yes, I know preventing the nuke disk teleporting to the icebox syndicate base (or possibly the wendigo arena) is removing soul. Please don't kill me :( ## About The Pull Request Adds some missing variables to instances of get_safe_turf() so they will only teleport to the given z-level. Replaces some instances of get_safe_turf() with get_safe_random_station_turf(). ## Why It's Good For The Game First, the differences between get_safe_turf() and get_safe_random_station_turf(): ### get_safe_turf() - gets a random safe turf on a z-level (usually any of the staiton z-levels), not accounting for the /area/ - should be used if you don't care if it spawns on the station or not, or if you need to specifically teleport to a z-level - not very expensive performance wise ### get_safe_random_station_turf() - gets a random safe turf that will always be a station area, ignoring z-level. - should be used if you NEED the turf to be on a station's area - slightly more expensive performance wise than get_safe_turf, but still very cheap Some code was using get_safe_turf() when it should've been using get_safe_random_station_turf(), and some code that should be using get_safe_turf() were incorrectly using the zlevels arg instead of zlevel arg (Yes, there is a difference), or didn't include it at all. All the changes were made to my best judgement. If you're curious about a change, please ask and I will explain why I did it. ## Changelog 🆑 BurgerBB fix: Tweaks some instances of get_safe_turf so things like the nuclear disk doesn't accidentally teleport to the Icebox Syndicate Base /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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6fea9d999d |
Small playsound audit, particularly involving portal sounds (#83893)
## About The Pull Request I was looking at sounds (as you do) and I noticed this  These sounds don't exist We have `portal_open_1`, not `portal_open1`. This wasn't caught on compile because they used `""` and not `''`. So I went through and audited a bunch of playsound uses that don't use `''`. Only one error, fortunately Likewise there was a ton of places running `get_sfx` pointlessly (because `playsound` does it for you) so I clened that up. However while auditing the portal stuff I noticed a few oddities, so I cleaned it up a bit. Also also I added the portal sounds to the wormholes event and gave it a free ™️ optimization because it was an in-world loop ## Changelog 🆑 Melbert sound: Portals made by portal guns now make sounds as expected sound: Wormholes from the wormhole event now make sounds when formed /🆑 |
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ed4ba0d227 |
Adds Atmos-themed Rebar Crossbow Ammo Types (and minor balance changes) (#83310)
## About The Pull Request So this PR comes in two basic parts: the new ammo types and the minor balance changes. I'll go over each separately. **--- NEW AMMO TYPES ---**  -- Metallic Hydrogen Ammo: Made from Metallic Hydrogen, obviously. Has middling damage and no dismemberment chance, but pierces through armor and enemies like they weren't even there. -- Zaukerite Slivers: Made from a zaukerite crystal. Does high toxic damage, and has excellent wounding and embed chances, but lacking in armor penetration. Also gives 1 second of blurry vision if it hits you! -- Paper balls: Crafted from a sheet of paper. Mostly just a throwing joke item, and 99% nonlethal like donksoft. Can be fired from a crossbow, but also could be used if you wanted to have a snowball fight on metastation. -- Healium Crystal Bolts! Crafted (using menu) from the healium grenade item. Heals 30 of brute/tox/burn, but puts who is hit by it to sleep for three seconds, limiting its use in actual combat. -- Supermatter Bolts: Dusts whoever you shoot it at! Absurdly overpowered! Admin only! -- A makeshift quiver, made from cutting a o2 tank in half, to store all the ammo in. **MINOR BALANCE CHANGES** -- For some reason I thought the 357, which the traitor crossbow is a direct competitor to, did 40 damage when making the first version of the PR, instead of the reality of it doing 60. It's been buffed to 55 damage. (The basic engi one still does 35.) -- I've been informed that generally, the stressed rebar crossbow isn't ever used, as the misfire chance isnt worth the extra shot. As such, I felt it was thematic to say that the stressing procedure involves messing with the draw system in the fluff, and the stressed one now takes half as long to rack. **OTHER CRAP** -- The rods now drop themselves if you shoot them at a wall. Hopefully. -- Fixed the the non-bare wound chance on the traitor crossbow not being increased from the base version. -- Has a nice electronic discharge noise on firing. ## Why It's Good For The Game I'm very happy with the reception of the rebar crossbow, and felt that given it was an engi weapon at heart, giving it some engi-related ammunition would fit it very well (and also have a good reason for making zaukerite besides selling it.) The paper balls were more just so the crew could able to shoot their buddies with it and not maim them. As for the balance, I feel the tot crossbow being department restricted is already a strong factor in it being infrequently seen, and if someone is lucky enough to roll traitor in a job slot, it's a shame if their job's items aren't worth it. The stressed variant is a similar case, and I hope it's enough of a buff to encourage its use. ## Changelog 🆑 WebcomicArtist add: Added zaukerite (high damage/embed, low AP) and metallic hydrogen (High AP and piercing, but low embed) crossbow ammo for the rebar crossbows add: Added healium crystal ammo for the crossbow as well, which heals whomever you shoot it at. add: Added admin-only supermatter crossbow bolts that dust you, because why the hell not. add: Added non-harmful paper balls. Can be shot from a crossbow, or thrown at co-workers. add: Added a quiver made from cutting an o2 tank in half, to hold it all. image: added sprites for all the above. balance: Traitor Engineer Crossbow ammo now does 55 damage instead of 45, to make it compete with revolver. balance: Stressed Rebar Crossbow now has a shorter delay required to rack it, but can shoot you in the face on misfire. fix: fixed rebar crossbow shots not dropping items on hitting walls fix: fixed traitor crossbow having worse wound chance than the base one sound: added new crossbow firing sound effect /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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c57afc4689 |
Wawastation (#82298)
- [x] #82282 - [x] map in aux base how the hell did i forget it - [x] fill out maints - [x] properly test the goddamn thing - [x] fix major cameranets - [ ] fix any issues - [x] write a proper pr body ## About The Pull Request adds this map to the map rotation bottom level (24.5.2024)  upper level (24.5.2024)  ## general map details and department stuff - the station is more focused on the bottom level, so falling in doesnt roundremove you - this is an asteroid station, so assistants can larp as dorfs and mine towards the sweet loot - there is plenty multiz usage - service is the center of the station **Service** - Is the center of the station. Arrivals docks directly in the middle of the station next to Upper Service, so bar might get more traffic. Not much different than normal Service, but janitors closet is also present here, he sleeps on the floor. We do not talk about the janitor. Above Bar is Library and Hydroponics with an overlook to look at bar. The Theater has a big curtain and a podium directly in the bar. 29.3.2024  **Civilian** - Also in the center of the station, next to bar. There isnt much to talk about dorms, its pretty normal. **Cargo** - Absence of chutes that go to departments, reminder that mail sorting is a thing. Cargo bay is a big open area with a boutique/shop facing primary hall that starts closed, and Cargo has its own crate elevator. Theres upper Cargo where mining, bitrunning and a secure warehouse is located (There may be a murder scene). The quartermasters office spans two z-levels and is relatively compact. Not much else different from regular cargo. ~~Oh also the QM starts with an empty PML-9 and a mostly functional rocket~~ 29.3.2024  **Medical** - Large centralized medbay, also two z-levels. There is a public waiting room with triage and a reception. There is also an inner elevator for the crippled. There are two medbay-access patient rooms that are unrestricted from the inside, and two operating rooms. Medbay has its own rad shelter. The virologist does not get their own satellite, but is still relatively secure. 29.3.2024 https://i.ibb.co/hs9kKbV/ezgif-1-f7b697b067.gif (large gif) **Command** - AI Sat transit tube access is here. HoP has an open stall facing primary hall, ~~and maybe a piano trapdoor~~ pretty classic bridge, Captain does not get his own office but gets a really comfortable quarters with his own emergency mass ejection for abandoning ship. The council meeting room is present above bridge, with ERT Ferry dock docking inside adjacent to the council room. **Security** - Mostly bottom z level security. Very compact brig cells, and a meeting room that everyone that is related to security may spawn in if youre lucky. Warden has a weapon handout point facing the inner security hall and the equipment room. Reeducation chamber has a shocked grille treadmill. HoS and Warden Room and armory are on the upper z-level, and warden has a VERY good overlook over permabrig. Armory is seperated into nonlethal to mostly nonlethal and lethal. 29.3.2024  **Science** - Also pretty centralized, breakroom with a smoking corner, two z levels and a big overlook. RD office overlooks toxins and bomb site. Genetics and RD Office is on the upper floor, with a science exclusive monkey exhibit. Xenobio is thick due to proximity to bomb site, otherwise normal. 29.3.2024  **AI Sat** - Okay at this point assume any department is multiz. The antechamber is an elevator and the turrets are on said elevator. The elevator may be sent to the top level by engineers, where the AI core is. Telecomms is on the bottom level, and AI core is above it. Contains a borg entertainment room, and also the upload. The elevator being raised is necessary to properly enter AI Room. **Engineering** - Contains a less stale but still average and less than optimal SM setup. Prone to catastrophic disaster. The SM Room is two levels and very open, and CE has a trapdoor directly into the shard. Turbine is above atmospherics, so is the crystallizer. The HFR and main atmos and distribution room are on the bottom level. Piped by **Kendra Hunter**. Contains a built in electrolyzer corner so atmos mains stop gutting the aesthetics to place down some dumb machine. ## Why It's Good For The Game another interesting map into the roster, different from the other multiz maps in the form that you dont get stuck in hell by falling down a hole todo write better section ## Changelog 🆑 add: wawastation, the station map /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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c31c364e3a |
Fully deletes improvised shotgun shells from the game. (#83436)
## About The Pull Request For whatever reason, these were partially deleted but the projectile was left in. Since the thing that spawns these projectiles is 100% gone from the game and can't even be spawned by admins there's no reason to keep this vestigial code. ## Why It's Good For The Game Why waste lines of code and storage space on something that is now gone? It's just clutter. ## Changelog 🆑 no player facing change /🆑 |
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c3ff3e06c3 |
Auto-aim in combat mode at mobs on the floor is disabled after 10 tiles. (#83270)
## About The Pull Request As stated in the title, auto-aiming at prone targets is disabled after the projectile passed more than 10 tiles (the limit of vision of an ordinary spaceman is 9 tiles). Within 10 tiles, shooting in combat mode remains unchanged. This also does not apply to sniper rifles. Here's a preview of how it works: https://github.com/tgstation/tgstation/assets/126676387/d62fbb03-9f63-4a73-a32a-62b4d11e4515 ## Why It's Good For The Game The main problem of shooting in combat mode is shooting in busy corridors. Often, you are unwilling to become a participant in the security's pursuit of the antagonist, and receive unintended projectiles. You will be lucky if the projectile turns out to be non-lethal, but if it is a laser, you can get a second-degree burn or even a catastrophic one from just one shot. (depending on which laser was fired and where you were hit), which is not very pleasant. To stay unharmed and simplify the work of security, it is logical to lie down on the floor. This will not revive the lie-down meta to dodge projectiles, because within sight of the spaceman and even a little further, lying targets will still be hit by projectiles. And if you decide to lie down during the chase to dodge the projectiles, then the pursuers will quickly catch up with you and shoot you in combat mode. ## Changelog 🆑 balance: Auto-aim in combat mode at mobs on the floor is disabled after the projectile passes 10 tiles. /🆑 --------- Co-authored-by: paganiy <leunscrupuloustrolle@gmail.com> |
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261548f09d |
Staff of Shrinking for the wizard (#83115)
<!-- 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 a new staff for the wizard that shoots shrink rays. Also a corresponding wand that comes with the wand belt. Shrinking is a mechanic already implemented by abductors, but it's not often used because it doesn't fit their kit super well. That's a huge shame because shrinking stuff/people is really funny. And you know where funny stuff fits well? The wizard kit. OH YEAH and being shrunken now gives you the squash component so you can be squashed as though you were a roach, though this only deals 10 damage instead of gibbing you tiny staff  tiny wand  exhausted wand turns back to a big wand sprite :)  ## Why It's Good For The Game Shrinking stuff is funny, plus it gives the wizard something new to do besides polymorphing everyone or turning everybody to stone or ei nathing people. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: New funny wizard staff/wand that shrinks stuff. add: Being shrunken now leaves you vulnerable to being crushed to death. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
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3f73d00482 |
allows the SC/FISHER to shoot floor lights (#83182)
## About The Pull Request Lowers the hit threshold layer of SC/FISHER bolts from `PROJECTILE_HIT_THRESHHOLD_LAYER` (2.75) to `LOW_OBJ_LAYER` (2.5), allowing you to shoot floor lights with it. ## Why It's Good For The Game floor lights count as lightbulbs and therefore you should be able to explode them with the gun that explodes lightbulbs ## Changelog 🆑 fix: The SC/FISHER can now shoot floor lights. /🆑 Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> |
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8b8934c700 |
Portals now make sounds (#83166)
## About The Pull Request ### New sounds: https://drive.google.com/drive/folders/1vLoyxY93Qfe_GtCnetkEHLrkGYZ8S7nD?usp=sharing Demo: https://github.com/tgstation/tgstation/assets/96586172/2c468ab8-deea-4151-8d66-167b63fdda39 Changes teleporter,gulag teleporter, hand tele, bluespace teleport gun, cultist teleport, experimental syndicate teleporter teleport sounds. ## Why It's Good For The Game I think sounds are an integral part of immersion and having no cool sci-fi noises for portals really spoils it. ## Changelog 🆑 grungussuss and Virgilcore sound: portals now have a unique sound to them /🆑 |
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6fd6ebd850 |
Pipegun updates and glowup (#83063)
## About The Pull Request Updates pipeguns with a brand new set of sprites. Also comes with pipe pistols; plinkier versions of the pipegun.    Alters pipeguns away from utilizing shotgun/rifle ammunition towards a bespoke junk round ammo. These shells are crafted similarly to current improvised shells. This also removes improvised shells as a shotgun ammo type. (these new shells aren't shotgun shells to begin with, they're more like rifle bullets) Crafting junk rounds produces an entirely unknown projectile in the shell. You won't know what you get until you fire the gun. Almost in every instance, however, the shot is beneficial towards killing things. And they all do about the same amount of damage, so there is hopefully never a round you didn't want to fire in the gun. Fighting someone with a pipegun is usually predictable for what amount of damage it will do, but any additional effects it might have is going to be an unknown factor. They also brutalize borgs, which is a quality that improvised shells had previously. Pipeguns operate as they did before, and do roughly 40 damage per shot with the majority of their ammo types (less than what they do currently with .310). They only have one shell in the gun at a time, so every time they're fired, they must be reloaded. Pipe pistols do roughly 15 damage per shot, but hold more ammo than the bigger pipegun. However, they're more likely to veer off-course. There are regal versions of each of these weapons, and each are more potent respective of their general rarity. Having one is going to be a lot more noteworthy. ### Minor changes Some more clothing items can carry pipeguns in their suit storage. The icemoon hermit spawns with a heroic laser musket rather than a regal pipegun (partially because it is too difficult for the hermit to get more ammo for their gun, and also because the regal pipegun is a more powerful weapon than previously) ## Why It's Good For The Game It has been a few years since I added the pipegun, and time was never particularly kind to it. There are alternative weapons now with interesting mechanics of their own. The ammunition it used has changed considerably. And it simply didn't ever feel like a 'junk gun' in a way that was fun. The original mechanics added to give it that feeling were just not fun to experience and were removed. So the pipegun has been left as 'a shitty version of X'. Even the regal pipegun was, at the end of the day, a shittier version of either a shotgun or cargo rifle. It didn't feel right not having some kind of unique quality to using these weapons that help them express themselves as unpredictable trash weapons built inside of maintenance. But I expressly didn't want to make it 'unpredictable' in a way that felt unfair on the person getting shot either. So just giving it more damage was right out. As a compromise, I reduced the overall lethality of the weapons while introducing a gimmick that will appeal to those wanting to play out the role of a homeless lunatic with a shitty homemade gun stalking maintenance. A 'chaos gun' so to speak. Maybe that will appeal to people. ## Changelog 🆑 balance: Reworks pipeguns to use an unpredictable 'junk round'. You won't know what you're shooting until you fire it. add: Introduces a pistol version of the pipegun; the pipe pistol. It is inaccurate and does significantly less damage, but more portable and has more ammunition in the gun. image: Updates the visuals of the pipeguns. balance: Also improves the Regal varieties of these weapons. By a lot. balance: More articles of clothing can be used to carry pipeguns in suit storage. balance: The Icemoon Hermit comes with a Heroic Laser Musket instead of a Regal Pipegun. remove: Improvised shells (the shotgun shell) has been replaced with improvised junk shells (which don't work with shotguns but do work with pipeguns). /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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9723b4b317 |
Replaces even more deciseconds with SECONDS (#82438)
## About The Pull Request
Using these search regexes:
Ending in 0:
`addtimer\((.*),\s?(\d{1,3})0\b\)`
replacement:
`addtimer($1, $2 SECONDS)`
Two digit ending in odd:
`addtimer\((.*), (\d)([1-9])\)$`
replacement:
`addtimer($1, $2.$3 SECONDS)`
Single digit ending odd:
`addtimer\((.*), ([1-9])\)$`
replacement:
`addtimer($1, 0.$2 SECONDS)`
## Why It's Good For The Game
Code readability
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
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3c036a0b7b |
Fixes DRAGnet net mode not dealing stamina damage (#82320)
## About The Pull Request This was meant to be a thing. Looking at the gitblame it has been broken for **9 fucking years** (Ever since it was added):  How the hell did NOBODY notice for so fucking long ## Why It's Good For The Game Actually makes something work as intended. Might make sec consider less lethal options when dealing with threats. ## Changelog 🆑 fix: after 9 years, adds a single dot to the dragnet code, making it deal stamina damage as intended /🆑 |
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929a713b3e |
Makes the rocket launcher epic ( Giant RPG Buff ) (#82212)
## About The Pull Request   The sprites of rocket launchers, rockets, and their projectiles have been updated. The name of the rocket launcher has been changed from "PML-9" to "Dardo-RE Rocket Launcher". Rocket launchers can be worn in suit slots as well as on your back if you really wanted. ## Why It's Good For The Game  The PML sprite is nearly like seven years old at this point I think. This is something a little less ancient and a little more cool looking. Speaking of cool. Weapon names that are just a bunch of random letters and numbers together suck, especially with TTS around making some of these abbreviated names pronounce really weird. The new one should roll off the ai generated tongue a little easier if someone mentions it by name. ## Changelog 🆑 add: The PML-9's name has been changed to something that's a little less boring random numbers and letters, and something that TTS can likely pronounce much nicer than before. Get blown up by a Dardo rocket launcher today. image: Sprites for rocket launchers, rockets, and rocket projectiles have been changed to something fresher looking. balance: Rocket launchers can be worn on your back or armor vest. /🆑 |
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466b3df048 |
Refactor removing unused defines. (#82115)
## About The Pull Request Refactors a lot of the unused defines. ## Why It's Good For The Game Refactors a lot of the unused defines. ## Changelog Nothing player facing --------- Co-authored-by: san7890 <the@san7890.com> |
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9f4a8dfc50 |
Buffs the SC/FISHER Saboteur Handgun. (#81553)
## About The Pull Request The saboteur gun will now silence pAIs, toggle off radio broadcasting (won't auto-relay nearby speech), disable turrets, chill out secbots a little, and turn off APCs like power outages do. The disrupt duration has also been buffed from 10/20 to 15/25 for ranged and point-blank respectively. Removed a conspicious chat message from an otherwise inconspicious gun. Brought the code up to date. ## Why It's Good For The Game The concept is cool, alas it's also undermined by how much of a joke it's right now, and the game has plenty already. The amount of interactions it has with things is underwhelming, so you could barely consider it a stealth tool. The duration is also quite scarce, I pointed that out in the original PR too. Basically, I want to make the item cooler. ## Changelog 🆑 balance: Buffed the duration of the SC/FISHER Saboteur Handgun's disruption effects. It's also stealthier and it won't conspiciously alert living mobs hit by it. add: Added saboteur interactions with radios, pAIs, turrets, secbots and APCs. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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ef714c1c34 |
Overlay Lighting Color/Intensity Pass (#81425)
## About The Pull Request I was looking at screenshots of the game and realized we had a lot of light sources that were really... flat. Medium intensity, not colored at all, cringe. So I went over all the uses of overlay styled lighting (since I've done matrix lighting already) and gave them more unique features. Colors that match the sprite they're used with, intensity to produce vibes, that sort of thing. It's kinda impossible to go one by one cause there's a LOT. I may have gone a bit overboard with a few, I'm messing around with some things like giving bots colors based off their department, etc. We'll see how this all turns out. Oh also I tweaked how the cone of overlay lighting is drawn. It seemed a bit too present to me so I dropped the alpha down from like 200 to 120 at max (so it's roughly half of the mask's alpha so it's less overwhelming ## Why It's Good For The Game Lighting should be impactful, subtle and colorful <details> <summary> Old Lights </summary>           </details> <details> <summary> New Lights </summary>           </details> ## Changelog 🆑 add: Tweaked the saturation, color and intensity of a bunch of lights /🆑 |
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357799c8a5 |
Removes Orbit Polling Component, SSpolling improvement (#81748)
When I made SSpolling, jlsnow gave me his blessing to delete the orbit polling component [where you orbit something for 20 seconds before it chooses a ghost from the orbiters] It's only used in a few places like soulstones replacing jobbanned/inactive players, etc. Also upgraded SSpolling; you can now place a little icon on the sides in the chat message, chat message looks a lot nicer, the alert pic and the jump target don't have to be the same anymore, and I made it be able to pre-pick candidates since 90% of the use cases would just want 1 candidate Also prints to chat who the chosen one was Also made slime intelligence potions ask the user for a reason, which will be displayed in the alert poll |
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70651816c2 |
Fixes complex lights not handling moving well, renames lighting defines (#81423)
## About The Pull Request [Fixes static lights not moving]( |
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2356262a57 |
fixes the eZ-13 MK2 heavy pulse rifle (#80791)
## About The Pull Request i just added a return idk what the issue was https://github.com/tgstation/tgstation/assets/70376633/935f7869-d78c-4392-a7e5-bcfd780ddb3b ## Why It's Good For The Game fixes #80170 ## Changelog 🆑 fix: the eZ-13 MK2 heavy pulse rifle does damage again /🆑 |
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566c353d63 |
fix a hard delete in basic statues (#80696)
## About The Pull Request if the creator of the statue got deleted, it might cause a hard delete. also i noticed this variable wasnt being used so i removed it and instead directly added the ref of the creator to the mob's faction list. also i noticed the proc that was setting it had alot of nested typechecks so i split it into child procs ## Why It's Good For The Game fixes a hard delete ## Changelog not player facing |
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908d6f1a2b |
Better Ghost Selection (#80283)
## About The Pull Request Revived my old PR https://github.com/tgstation/tgstation/pull/68901 Replaces the annoying tgui alert popup "Do you want to be X? | Yes | No | Never for this round" that is hard to read and steals window focus, with a nice clean alert in the top right that counts down. If it's the same event/mob they stack with 2x, 3x, etc. It also shows how many candidates/ghosts are signed up. The poll alerts have screentips too, they countdown and show if you're signed up, how many people are signed up, if you chose "never for this round" (which is cancelable) ## Why It's Good For The Game  Way easier to see what role is available, you get a nice pic of the role and get it's name in big text, you can cancel "never for this round", and you can cancel signing up for a role before the timer is up ## Changelog 🆑 refactor: Ghost roles now offer ghosts a clickable poll button. Ghosts can select a role, deselect it, alt-click it for "Never For This Round", can cancel "Never", can see the countdown, and can see how many other people are signed up for the role poll. /🆑 |
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f03084c1ca |
FOV is Dead (Long Live FOV) (#80062)
## About The Pull Request FOV as it is currently implemented is incompatible* with wallening. I'm doin wallening, so we gotta redo things here. The issue is the masking of mobs. Wallening relies on sidemap (layering based off physical position), which only works on things on the same plane (because planes are basically sheets we render down onto) So rather then masking mobs, let's reuse the masking idea from old fov, and use it to cut out a bit of the game render plane, and blur/over-saturate the bit that's masked out. My hope is this makes things visible in light, but not as much in darkness, alongside making more vivid shit more easily seen (just like real life) Here's some videos, what follows after is the commits I care about (since I had to rip a bunch of planes to nothing, so the files changed tab might be a bit of a mess) Oh also I had to remove the darkness pref since the darkness is doing a lot of the heavy lifting now. I'm sorry. Edit: NEW FOV SPRITES! Thanks dongle your aviator glasses will guide us to a better future. https://github.com/tgstation/tgstation/assets/58055496/afa9eeb8-8b7b-4364-b0c0-7ac8070b5609 https://github.com/tgstation/tgstation/assets/58055496/0eff040c-8bf1-47e4-a4f3-dac56fb2ccc8 ## Commits I Care About [Implements something like fov, but without the planes as layers hell]( |
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274eb2a52e |
Removes Clone Damage (#80109)
<!-- 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 Does what it says on the tin. We don't have any "special" sources of clone damage left in the game, most of them are rather trivial so I bunched them together into this PR. Notable things removed: - Clonexadone, because its entire thing was centered around clone damage - Decloner gun, it's also centered around cloning damage, I couldn't think of a replacement mechanic and nobody uses it anyways - Everything else already dealt clone damage as a side (rainbow knife deals a random damage type for example), so these sources were removed <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Consider the four sources of normal damage that you can get: Brute, Burn, Toxins and Oxygen. These four horsemen of the apocalypse are very well put together and it's no surprise that they are in the game, as you can fit any way of damaging a mob into them. Getting beaten to death by a security officer? Brute damage. Running around on fire? Burn damage. Poisoned or irradiated? Toxin damage. Suffocating in space? Brute, burn and oxygen damage. Technically there's also stamina damage but that's its own ballpark and it also makes sense why we have a damage number for it. Picture this now: We have this cool mechanic called "clone pods" where you can magically revive dead people with absolute ease. We don't want it to be for free though, it comes at a cost. This cost is clone damage, and it serves to restrain people from abusing cloning. Fast forward time a bit and cloning is now removed from the game. What stays with us is a damage number that is intrinsically tied to the context of a removed feature. It was a good idea that we had it for that feature at the time, but now it just sits there. It's the odd one out from all the other damage types. You can easily explain why your blade dealt brute damage, but how are you going to fit clone damage into any context without also becoming extremely specific? My point is: **clone damage is conceptually a flawed mechanic because it is too specific**. That is the major issue why no one uses it, and why that makes it unworthy of being a damage stat. Don't take my word for it though, because a while ago we only had a handful of sources for this damage type in the game. And in most of the rounds where you saw this damage, it came from only one department. It's not worthwhile to keep it around as a damage number. People also didn't know what to do with this damage type, so we currently have two ways of healing clone damage: Cryotubes as a roundstart way of healing clone damage and Rezadone, which instantly sets your clone damage to 0 on the first tick. As a medical doctor, when was the last time you saw someone come in with clone damage and thought to yourself, "Oh, this person has clone damage, I cannot wait to heal them!" ? Now we have replacements for these clone damage sources. Slimes? Slime status effect that deals brute instead of clone. Cosmic heretics? Random organ damage, because their mechanics are already pretty fleshed out. Decloning virus? The virus operated as a "ticking timebomb" which used cloning damage as the timer, so it has been reworked to not use clone damage. What remains after all this is now a basically unused damage type. Every specific situation that used clone damage is now relying on another damage type. Now it's time to put clone damage to rest once and for all. Sure, you can technically add some form of cellular degradation in the future, but it shouldn't be a damage number. The idea of your cells being degraded is a cool concept, don't get me wrong, but make it a status effect or maybe even a wound for that matter. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 del: Removed clone damage. del: Removed the decloner gun. del: Removed clonexadone. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
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376781879c |
Different pen types have unique behavior when used in foam darts. (#79587)
## About The Pull Request This PR makes the following changes: - Refactors inserting items into foam darts into a component on items that can be inserted into darts - Adds the aforementioned component to pens - Provides an inspection tip for how to modify a foam dart - Gives different pen types specific behavior when used in a foam dart Pens typically give a foam dart 5 brute and 50% embed chance (affected by falloff). The following types of pens give the specified properties (usually directly derived from the pen's stats and additional functions): - Red pen (and four-color pen set to red): Slightly faster dart - Captain's fountain pen: Slightly faster dart, and 75% base embed chance - Sleepypen: Tries to inject its reagents into the hit mob, but doesn't penetrate thick clothing like syringe guns do - Energy Dagger: 35 brute, 100% base embed chance, and slightly faster dart - Survival Pen: Mines rocks on impact - Fine Tip Pen (if someone somehow manages to get one): 100 bare wound bonus and 9000 demolition modifier ## Why It's Good For The Game Expands the emergent gameplay possibilities of using pens in foam darts. While there are balance risks involved with traitors being able to buy the equivalent of reusable 45u syringe shots and 35 brute bullets, you are not likely to get your pen back once it hits its target, unless you somehow have the recall spell and have bound the pen to it. There are probably more TC-efficient ways to achieve comparable projectile weaponry, but foam dart guns have an air of subtlety to them... at least until your skin is pierced by a pointy writing implement that may also be something more deadly. If maintainers still have balance concerns, please let me know. ## Changelog 🆑 add: Certain types of pens now function like you expect they would when inserted into a foam dart qol: Examining a foam dart closely will show you how to modify it, or what it is modified with /🆑 |
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c1ed62915b |
Adds UPSIDE_DOWN movetype for negative gravity / makes Atrocinator affected by less things (#79785)
## About The Pull Request Fixes #79764 I was going to tackle this issue by slamming `TRAIT_NO_SLIP_ALL` on Atrocinator users and calling it a day, but like, that didn't feel proper. So I thought hey, we could just give them the flying movetype, even though they technically aren't flying it means they're unaffected by things that flying would make you unaffected by. Nope, this means the mob technically "negates gravity", so no falling and no feetsteps. Let's try floating - this give us feetsteps but no falling upwards. So instead of going back to square one, with `TRAIT_NO_SLIP_ALL`, I decided to go for the more complex route of just adding a movetype. Hence, move type `UPSIDE_DOWN`. This covers situations where a mob would be "floating" above the ground, but still walking. ...Negative gravity. This means overall the Atrociator acts more as you'd expect - you don't slip on ice, you don't trigger bear traps or mouse traps, you can walk over railings, unaffected by conveyor belts, etc. ## Why It's Good For The Game Makes the Atrocinator a lot more consistent with how you'd expect for it to work. Admittedly it is a bit niche use of movetypes, but it can possibly be expanded to more things in the future, who knows? I applied it to mobs on meat spikes (even though they don't move), just for proof of concept. ## Changelog 🆑 Melbert fix: Atrocinating mobs will now behave more as you'd expect. Meaning they don't slip on wet patches, can't trigger bear traps / landmines / mouse traps, ignore conveyors, and can walk over tables and railings. fix: Floating mobs are unaffected by conveyor belts, acid (on the ground), glass tables fix: Floating mobs won't squish stuff like roaches anymore fix: Fixes bear traps triggering on floating / flying mobs /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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6a77a2962a |
Makes the SC/FISHER a bit better - more range/accessibility/pacifist-usability (#79835)
## About The Pull Request - SC/FISHER is now pacifist-usable. - SC/FISHER black-market availability prob up to 75, from 50. - SC/FISHER range bumped from 14 to 21. ## Why It's Good For The Game The SC/FISHER does no damage (except against ethereals, where it does a grand total of 3 per shot), which I think is negligible but can be removed if it's that bad to allow pacifists a gimmick method of murdering another guy, so I think pacifists should be allowed to use it. The range buff and black-market availability are just because I felt like it, since I don't think it's available enough, especially for a doohickey whose sole purpose is "break lightbulbs". ## Changelog 🆑 balance: The SC/FISHER disruptor pistol is now more likely to show up in black market uplinks. balance: The SC/FISHER now has more range (21 tiles up from 14), and is usable by pacifists. /🆑 --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> |
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ba076e94bc |
Adds engi improvised weapon - rebar crossbow + Engi Exclusive Tot Shop Variant (#78777)
<!-- 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  Engi now has access to a Half Life 2 Inspired rebar crossbow! Made of rods, wire, and an inducer, it shoots sharpened iron rods at a high velocity. High damage and good embed chance, but requires you to reload every shot which requires you to stand still for three seconds to pull the string back. You can also Use a wrench on it to force it to store more rods (read: more than one), but risks it exploding and shooting you instead. The syndicate variant, avaliable to traitor engis, can fire three rounds before needing a reload, and features a scope and better armor piercing ammpo, but costs 10TC. I see it as a sidegrade to the revolver - quieter and has much more widespread ammuniton, but holds less ammo and doesnt have the same burst stopping power. And, to those concerned about the balance of a non-traitor with this item - the AP ammo can only be made by the traitor who bought it, and anyone else has to use normal ammo. GUN STAT JUNK Normal one has 60% embed chance and does 40 damage (against unarmored targetd), but requires you to wait at least 3 seconds not moving to pull the string back. Good alpha strike but not sustainable in a long fight. Its akin to a pipegun. Lacks any AP qualities besides piercing a jumpsuit, because any wound chance it has is due to a bare skin bonus. Generally not a great weapon to fight sec with. Syndie version is generally the above but better. Takes less to pull the string back, slightly higher damage, better fire rate, etc. Doesnt fare well against any armor thats equivalent to sec gear or better due to most having low (relatively) AP and wound chance, but good bare wound bonus. STATS TLDR: Its good against unarmored chumps and greyshirts but anyone in armor that protects against bullets will kick your teeth in. Also, Ammo is crafted from an iron rod. I wanted to have it just fire rods as is, but theyre stacked items which you cant define projectiles or ammo from. ## Why It's Good For The Game I've always felt engi, for as big of a department as it is, is lacking in the "fun weapons" area. Sci has mechs and xenobio, med has chem nades and syringe guns, and cargo has anything the QM will buy - but other than the flamer and shocked doors, engi doesnt have much. Thats why I made this pr. it was originally just a traitor item, as they lacked many traitor items in their shop, but I felt like a worse, bootleg version would suit them. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Enginenering rebar crossbows + tot kit add: Added a bunch of ammos and crafting junk to make the ammo exist image: added icond for all the above /🆑 <!-- 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: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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cd523561f7 |
[NO GBP] Buckshot no longer instantly deletes itself except when used pointblank. Oops (#79392)
## About The Pull Request This was causing lethal shotgun shells with no stamina damage to instantly delete. Oops. ## Why It's Good For The Game I broke it and fucked up MrrFish' op round and definitely not because I OWNED HIM WITH A BEEPSKY STUN ### BITCH ## Changelog 🆑 fix: Lethal ballistic pellet-based shotgun shells no longer instantly delete. /🆑 |
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15e2aa056d |
[NO GBP]Fixes tesla zaps. (#79398)
## About The Pull Request Closes #79297 Closes #79312 Due to the new cutoff parameter being added to tesla_zap() (from #78310), and most callers used positional arguments instead of keywords, the zap flags was getting fed the shocked_targets list and maybe other junk. This caused a bunch of unusual phenomena. This is fixed by using keyword arguments. Tesla zaps that use the grid were significantly weaker in terms of damage than they're supposed to be. This was a byproduct of trying to convert everything to joules and removing unnecessary power multipliers. This is fixed by reverting the damage scaling and zap power of zap sources that aren't based on grid. Technically this will cause the zaps from other sources to have less power, but these tend to not be able to put power on grid, so this wouldn't have any change other than what a grounding rod displays. Doesn't really matter. Logs machine explosions from zap_act. Not the most helpful log (would take a lot of effort to add an extra parameter to pass the source), but better than nothing. Probably other stuff I did, lol. ## Why It's Good For The Game Stops zap fuckery. Admins can now find the explosions when a 9GeV engine decides to go haywire or whatever. ## Changelog 🆑 fix: Fixes tesla zaps being weird. admin: Logs explosions from explosive zaps. /🆑 |
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9ff9e4b9a8 |
Scatter laser shells now use the scatter laser beam, and makes them significantly easier to make. Projectiles can now have damage falloff. (#78927)
## About The Pull Request Allows for damage falloff to apply to more than just shotgun pellets. Now any projectile can have a damage falloff defined. Scatter Laser shells no longer use the minigun beams to determine their damage. Instead they use the actually defined scatter laser beams. Those beams do 7.5 damage per pellet, times by 6 pellets. Scatter laser beams now have damage falloff, a separately defined (positive) wounding power from normal beams, and wound falloff. Scatter laser shells can be printed from security protolathes once you have weapon tech. Scatter laser shells _may_ be damaged by EMPs based on severity. The result is that it fires a practically useless volley of laser fire. They cause a honk sound when they hit, so you know when you've shot one of these. ## Why It's Good For The Game Well, we want shotguns universally to not be defined by their damage output (especially extreme damage output) but by niche. What does the scatter laser shell currently occupy as a niche? The single highest damage output of any projectile weapon in direct damage. The thing we don't want of shotguns, and it is reigning champion of all guns. Okay, that's a bit misleading, because obviously it is competing with the likes of .50 BMG which does 70 damage outright and dismembers limbs, potentially doing upwards of 90 damage if it does, and also hard stuns people. Obviously _that_ is technically a stronger bullet. But not for raw damage, because the scatter laser does 90 damage out the gate, barring any potential wounding that might occur which increases the damage multiplicatively. No gimmicks, no extra procs, nothing. It's just 15 force lasers (with no damage dropoff) split between 6 beams. And the reason for this is because this shell has been nerfed once prior by making it not fire 6 normal laser shots into someone. That was 120 damage at the time, 120 to 90 was...I guess a nerf during the taser era. Depends on how you viewed it. Buckshot was doing like 80 at the time, believe me it was a wild period. But anyway, when we did the whole damage rearrangement over the course of the laser few years, every other shell got touched except this one for some reason. Even pulse slugs lost 10 damage while this was still sitting on 90 force point blank. So what is the new niche? Well, it's laser buckshot. That's not a niche but crew don't get buckshot, so this is their buckshot. It wounds real good. Real goddamn good. And its is a laser. It fits the aesthetic, obviously. Okay, thanks. ## Changelog 🆑 balance: Scatter laser shells actually utilize the _real_ scatter laser beam. This comes with damage changes. And wounding power. feature: EMPs can potentially damage scatter laser shells. refactor: All projectiles can now have damage falloff defined. Yay. balance: Scatter laser shells can be printed when weapons technology is researched. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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df776f4ffc |
fixes thermal pistols doing literally nothing on impact (#79175)
## About The Pull Request Fixes https://github.com/tgstation/tgstation/issues/79167 ## Why It's Good For The Game refactors sometimes overlook things ## Changelog 🆑 fix: The nanites inside of thermal pistols are once again angry, and aggressively want to burn/puncture people. /🆑 |
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28559aa7fc |
New Muzzle Flash + Temperature gun Baking beam change (#79212)
## About The Pull Request Now there are new muzzle flash sprites for the guns. There are 3 types: **BALLISTICS** https://github.com/tgstation/tgstation/assets/42353186/82d7b285-fcf0-4780-8479-143691641e0a **BLUE** https://github.com/tgstation/tgstation/assets/42353186/331c926d-8556-4715-ab61-9a4998dd93d2 **RED** https://github.com/tgstation/tgstation/assets/42353186/c814646d-6d56-4426-bde7-b7a7a06caa39 Also, now temperature gun "BAKE" mode beams have different sprites from the "FREEZE" beams: https://github.com/tgstation/tgstation/assets/42353186/c78363ac-ad04-4534-9323-dc13ba017823 ## Why It's Good For The Game Muzzle flashes were one of the most oldest effect sprites in the base, and are rather bad and bland looking. This makes them more good-looking. Also gives variety, previously there only been Ballistic and Energy one, and they weren't even different. Temperature gun "BAKE" mode beam having a different colour will help distinguish what the hell you're being shot with. ## Changelog 🆑 image: Muzzle flashes got a new sprite, each direction included! image: Temperature Gun "BAKE" beams are now lava colored /🆑 |
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10f194781d |
It is now possible to survive the Mansus (#79131)
## About The Pull Request Fixes #79113 There were a handful of bugs with the Mansus realm, this PR fixes them. Firstly an most importantly, a refactor to damage handling touched the "unholy determination" effect incorrectly (and I'm not even sure why?), causing it to damage you instead of healing you most of the time. This damage was not avoidable, so most people would be crit shortly after entering the area and stay there. Secondly, some of the heretic realms were unlit. A change to when lazyloaded template atmosphere initialises means that the bonfires were trying to light themselves with no air. Now they do this in late_initialize instead, giving time for air to arrive. Thirdly, the spooky hands were runtiming when passing through transit tiles outside of the bounds of the heretic map. They shouldn't be effected by shuttle drag anyway, so now they aren't. Fourthly, I removed a row of empty space at the edge of the heretic map, just because it annoyed me slightly. Finally, while I was touching the heretic buff I made it heal you 1/4 as much as it originally did. This is a balance change rather than a fix, I'll atomise it out if it is controversial but I don't really expect it to be. In the future I would like to come back to these and make each realm more specific to the path, because I think we could make these both more exciting and more characterful. ## Why It's Good For The Game Once it is working properly, the hand dodging minigame is actually extremely forgiving, even if you don't move very much and get frequently hit. This means some of those hits might actually add some tension. ## Changelog 🆑 fix: You should be revived properly when entering the mansus realm following a heretic sacrifice fix: The buff which is supposed to heal you in the mansus realm will now do that instead of unavoidably damaging you balance: The mansus realm's healing buff heals for 25% as much as it did before it was broken /🆑 |
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93ec5a72f7 |
A comprehensive refactor / cleanup of bullet_hit and on_hit to cut out a single bad species / mob proc (#79024)
## About The Pull Request
- Refactored `bullet_act`. Adds `should_call_parent` and refactors
associated children to support that.
- Fixes silicons sparking off when hit by disabler fire.
- Desnowflakes firing range target integrity and cleans up its
bullet-hole code a bit.
- Cleans up changeling tentacle code a fair bit and fixes it not taking
off throw mode if you fail to catch something.
- The Sleeping Carp deflection is now signalized
- Nightmare projectile dodging is now signalized and sourced from the
Nightmare's brain rather than species
- Refactored how cardboard cutouts get knocked over to be less
snowflaked / use integrity
- Also adds projectile `on_hit` `should_call_parent` and cleans up a bit
of that, particularly their arguments.
- On hit arguments were passed wrong this entire time, it's a good thing
nothing relied on that.
## Why It's Good For The Game
This is cringe.
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6fac48f451 |
Adds practice carbines to all firing ranges (#78867)
## About The Pull Request Adds practice carbines to all firing ranges. They don't deal damage. ## Why It's Good For The Game These guns are fun as hell to shoot. ## Changelog 🆑 add: Adds practice carbines to all firing ranges. They don't deal damage. /🆑 |
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e8365f2a36 |
The laser carbine, a full-auto sidegrade to the normal laser gun (#78685)
## About The Pull Request This PR adds the laser carbine, a new fully-automatic laser weapon that can be ordered from cargo. A crate of 3 can be ordered from cargo for 1800 credits, locked behind armory access. Here is a video demonstration: https://github.com/tgstation/tgstation/assets/21979502/6f7fecec-ccb6-4a65-8027-21ab887fb91d Now, I'm sure people are very concerned about the balance implications of this new weapon. Let me give you some hard numbers: The gun deals 10 damage per shot, and has a capacity of 40 shots with a fully charged cell. This means that it has, at most, 400 damage per charge, which is exactly the same as a normal laser gun. In terms of DPS, it can put an unarmored human in crit roughly as fast a laser gun. It is meant to be a sidegrade, not an upgrade to the normal laser gun. It also has considerably lower wound bonus. During testing, when all 40 shots were fired into an unarmored human, it dealt tier 1 burn wounds with the occasional tier 2. I never observed a single tier 3 burn wound during any of my tests. Here's a picture of the different sprites (The last one is animated just like the normal laser gun):  ## Why It's Good For The Game For a long time, there has been a strong push to make crew-available weapons almost entirely energy based. This trend has been contentious, to say the least. Many people prefer ballistic weapons over energy weapons. After spending some time on a different codebase, one where autorifles are still completely available to order from cargo, no emag needed, I think I might know why (or at least part of the reason). Part of what I find satisfying about some ballistics is the fact that they fire quickly and automatically. Energy weapons might be more enjoyable to use if automatic energy weapons are also an option. ## Changelog 🆑 add: The laser carbine, a weak but fully automatic sidegrade to the normal laser gun, can now be ordered from cargo. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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053e66b0d3 |
Makes the Regal Condor realistically simulate being shot dead with a high caliber hand cannon by making it HITSCAN (#78674)
## About The Pull Request The Regal Condor come with a magazine and ammo already inside. The recipe for the magazine now no longer needs TC, but does need donk pockets (sponsored murder gear, you see) and a hell of a lot more materials per magazine (you're looking at like 40 sheets of various materials all up). It also needs you to make the Condor first. But it comes preloaded with ammo. The Condor is 1 whole TC more expensive. Also needs some metal. The old recipe is there in spirit. The Regal Condor and the magazines come with 10mm Reaper bullets. They're high damage. They're high AP. They are also hitscan. ## Why It's Good For The Game Apparently people don't like the Condor. Too much effort for not enough reward. After all, revolvers exist. 'It must be a joke' they say! 'It's joke content! I went to all that effort to make it for nothing! That slut Anne tricked us!' **Wrong, bitch.** If you want the Condor to make you shit yourself the moment someone with it appears on the screen, then fine! ### **You get what you fucking deserve.** ## Changelog 🆑 balance: Despite earlier reports suggesting that the famous lethality of the Regal Condor was largely a myth, there has been rumors that the gun has once again started to display its true killing potential on any station that it 'manifests'. /🆑 |
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d6f79f4427 |
Refactor gib code to use bitflags and have documentation (#78754)
## About The Pull Request This takes all the gib related procs: - `gib()` - `spawn_gibs()` - `spill_organs()` - `spread_bodyparts()` And adds heavy documentation that communicates what the procs are used for and how the different bitflags affect them. The difference is noticeable: `gib(TRUE, FALSE, FALSE, null)` vs `gib(DROP_ORGANS|DROP_BODYPARTS)` The code is now much more legible which is important considering it's used in a lot of places! Another robust change, is that we had several places in the code where there were double negatives like so: ``` /mob/living/carbon/spill_organs(no_brain, no_organs, no_bodyparts) if(!no_bodyparts) // DOUBLE NEGATIVES ARE BAD M'KAY?!? // do stuff here ``` This is a mindfuck to untangle. I inverted a lot of these parts so we don't lose our sanity. Last thing that was changed was a big `if()` loop in the `spill_organ()` proc. This was refactored to just be a simple `for` loop with `continue` statements where we needed to skip enabled bitflags. It's now shorter and cleaner than before. The only slight gameplay change this affects is that gibbing a mob now guarantees to drop all items unless the `DROP_ITEMS` bitflag is deliberately omitted. Some places like admin gib self, we don't want this to happen. ## Why It's Good For The Game Gib code is very old. (~15 years) People kept adding more arguments to the procs when it should have been a bitflag initially. By doing it this way, there is more flexibility and readability when it comes to adding new code in the future. ## Changelog 🆑 refactor: Refactor gib code to be more robust. qol: Gibbing a mob will result in all items being dropped instead of getting deleted. There are a few exceptions (like admin gib self) where this will not take place. /🆑 |
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64cbbdbf2c |
[NO GBP]Zap strength is now measured in joules. NT CIMs will now display the power transmission from the zaps, accounting for every factor. (#78310)
## About The Pull Request Zap strength is now measured in joules. Scales everything to account for this. NT CIMS will now display the zap power transmission in watts, instead of a modifier. This will allow you to actually see how much power the supermatter is generating accurately, without knowledge of hidden multipliers. NT CIMs will also show the internal energy gain from heat in eV/K/s, so you can easily figure out how internal energy gain works, and how much energy gain it actually gives. The internal energy measurement will also adjust its prefix. Internal energy is now a measure of internal energy, rather than internal energy density, removing the "/cm^3". Here is what it looked like:  This image was created on an earlier commit where the numbers were wrong due to a hidden multiplier that got removed later, so keep that in mind. Also fixes inactive supermatters unnecessarily scaling delta time. The high energy (>5GeV) additional zaps now also scale with delta time. The code in this PR is absolute garbage trash and there are some major issues, so I'm drafting this for now. ## Why It's Good For The Game Makes it more clear what the factors add, and also how much power the SM is releasing. Zap strength being measured in joules will simplify a lot of things, making power balance more clear rather than guessimating. Adjusting the prefix for internal energy is just the natural thing to do. The per cubic centimeter part of internal energy would imply it is energy density, however it is functionally not. It would probably confuse people thinking the volume of the turf or the size of the supermatter actually matters for what the internal energy does, when it does not (except for gas absorption I guess, which changes heating/mol requirements, but nothing else), so I am removing that part. ## Changelog 🆑 qol: NT CIMs shows how much power the supermatter is releasing. qol: NT CIMs internal energy will adjust its prefix. qol: Energy displays (such as multitooling grid) will use the full range of SI prefixes available, up to the peta prefix if you somehow managed to reach that. del: Removes the per cubic centimeter part of internal energy. fix: Fix unnecessary delta time scaling on inactive supermatters. fix: Fix high energy zaps not scaling with delta time. fix: Fixes grounding rods lying about potential power you can generate. code: Convert supermatter_zap() and tesla_zap() zap_str argument unit to be in joules, and scales everything that uses that argument. /🆑 |
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6fa13af5be |
Fixes beams rendering below mobs by default. The fishing line is no longer emissive. (#78170)
## About The Pull Request That of beams being layered below mobs has been a minor issue ever since that mess that is FoV was implemented (with the exception of chain lighting of the 'lighting' holoparasite type). I'm changing the plane of beams to GAME_PLANE_UPPER_FOV_HIDDEN along a couple other things. ## Why It's Good For The Game Re-read the above section, also fishing lines shouldn't generally glow in the dark like very thin lightsabers, and them being layered below mobs has always been a peeve to me. ## Changelog 🆑 fix: Fixed beams rendering below mobs by default. fix: The fishing line beam is no longer emissive (it doesn't glow in the dark). /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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e377b33c07 |
[Fuck Shotties] Old Yellers Old Yeller (Improvised Shell Nerf) (#78235)
## About The Pull Request Reworks improv shells to not be equal or even superior to buckshot, by cutting their damage in half and reducing the wound bonuses. In return they have a demolition_mod of 3, so do more damage overall to the environment, a true vandal's paradise. Added a glass shard to the recipe as an actual projectile instead of just sheets of metal. ## Why It's Good For The Game When buckshot was originally removed from the station (#55663) the intended purpose was, as requested by oranges, to make shotguns a specialist weapon instead of general purpose lethals. It has come to my attention that improvised shells (which were initially intended to be a weaker alternative made form commonly available materials) are in fact better buckshot, and had no right to survive the original nerf. I am now fixing that oversight by turning improvised shells into a more specialised vandalism tool. ## Changelog 🆑 balance: Improvised shotgun shells now deal half as much damage to humans and cause less wounds, but do 50% more damage to structures and machines. They also require a glass shard for crafting. /🆑 |
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c6ac468b90 |
second pass over the SC/FISHER code, incl. bitflags and PDAs (#78330)
## About The Pull Request makes `COMSIG_HIT_BY_SABOTEUR` return a bitflag in order to close #78297 (i am very sorry) fixes #78298 extends flashlight disabling to modular computers incl. PDAs because somehow i forgot that they had flashlights. ## Why It's Good For The Game my code sucks and i should make it suck less, actually ## Changelog i don't think i get to put a code improvement tag if it's not playerfacing and it's my own fault 🆑 fix: Flares and candles no longer sound like flashlights when being turned on. fix: Getting shot by an SC/FISHER now disables PDA lights for consistency's sake. /🆑 --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> |
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ac18420676 |
John Splintercell: a gun that is only good for shooting out lights (#78128)
## About The Pull Request adds the SC/FISHER lightbreaker self-charging energy pistol, which does 0 damage. As a joke.  https://github.com/tgstation/tgstation/assets/31829017/97572baa-7421-4800-a60e-2db03f4adc6d <details><summary>actual details, in case the video wasn't good enough:</summary> unless you shoot at light fixtures,  floodlights,  or people with flashlights/seclites (even on helmets or guns) (it still does 0 damage, it just turns off their lights. not permanently)  it also works on crusher lights. and cyborg headlights. i don't have a screenshot for it. doesn't work on flares though. also it can shoot past machines and lockers  </details> (also adds a variable for deciding how loud a dry fire sound is, in case you want to make your gun's empty sound be less loud.) ## Why It's Good For The Game Adds a silly little tool for silly little men who either really hate lightbulbs or want to recreate the experience of being John Splintercell, the lightbulb-assasinating secret agent from Fork Echelon. ## Changelog 🆑 add: The SC/FISHER disruptor pistol, a very compact, permanently silenced energy gun, is now stocked in Nanotrasen-accessible black markets with a price generally somewhere between 400 and 800 credits. Aspiring users are warned that it's really bad for trying to actually kill people. Caveat emptor. add: Guns now have a dry_fire_sound_volume variable, allowing for guns to be less loud when trying to fire while empty. fix: Closets and crates now properly count as structures for pass flags again. /🆑 --------- Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com> |
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43673e2cdf |
Adds a check grep for using src as a trait source rather that REF(src) (#77836)
## About The Pull Request Using `src` as a trait source is an error and can often lead to hard-deletes If you wish to tie a source to a certain datum, it is common to use `REF(src)` instead. Ideally, we would lint or test for any use of a reference rather than a string in use in trait sources, but that's a bit harder to setup. Currently (from what I can see) the *only* erroneous use of references as sources are via `src`, so it being the most common error, I see it fine to lint for it. ## Changelog Nothing player facing. |
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e3a22f5e91 |
Reflavors the Mosin to be a surplus rifle from the past IC 200 years, rather than from 670 years ago in game. Allergy warning: May contain microscopic silverscale buff (#77169)
image: The Mosin-Nagant has been given new sprites and a reflavor, looking for the old rifle? Look for the Sakhno Precision Rifle. balance: The tiniest balance thing, but since Silverscales use the Sakhno-Zhihao rifle, which has a scope on it, their main weapon now has a scope. |
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82115b8901 |
Setting a few things straight with embedding and caseless ammo. (#77450)
## About The Pull Request So, when I made the `caseless` and `projectile_drop` elements, I failed to take into account that bullets have an embedding variable sets, which led to a few projectiles being embeddable when they shouldn't. Beyond that, I wanted arrows and harpoons to be reusable yet embeddable, which lead me to change a couple lines on the `embed` element, since whoever made the element thought it was a good idea to add the unnecessary step of attaching a copy of it to the `payload_type` of a fired projectile before trying to embed it. Like, why? All that's going to do is cause the resulting item to become embeddable, which may be an issue for anything other than drop-deletable shrapnels. So yea, arrows and harpoons, and emagged lollipops will now embed properly. I've also deleted an unused, problematic subtype of quiver and arrow casing, and made the quiver storage use ## Why It's Good For The Game This will fix #77187. Perhaps buff harpoons and arrows a little but meh. ## Changelog 🆑 fix: Fixed fired foam darts, gumballs and (harmless) lollipops being embeddable. fix: Projectiles that should embed while being reusable will now do so correctly, actually embedding the reusable casing instead of a shrapnel. balance: Arrows are generally more likely to embed now, except for blazing ones, that kind of just blaze. qol: the quiver storage now uses numerical stacking (like botany and ore bags, or the RPED, for example). /🆑 |
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6c34d93be7 |
Nukies Update 7: Hats (Also massive uplink standardization, weapon kits and ammo changes) (#77330)
## About The Pull Request Massively overhauls and standardizes the nuclear operative uplink. ### Weapon Kits Essentially, all the main weapons of the uplink have been changed to instead come as 'weapon kits', which are essentially cases containing a weapon loadout to enable operatives to easily start operating on only just one item purchase, without the fuss of worrying whether or not operatives are getting spare ammo, or getting relevant equipment for success. Consider this a pseudo-loadout, though without necessarily restricting the purchasing of more weapon kits. All kits come in three categories: Low Cost (8 TC), Medium Cost (14 TC) and High Cost (18 TC). This is also matched by categorized ammo costs; Basic Ammo (2 TC), Hollow Point and Armour Penetrating (4 TC), Incendiary (3 TC) and Special (or anything that does not easily fit these categories and does something real extra) (5 TC). Weapons that lacked these ammos have gained these ammo types to fill the gaps. <details> There is may one exception to this in disruptor ammo, which is priced as basic ammo if only because it isn't _quite_ good enough to justify pricing at 5 tc and I can see an op wanting to use it as a basic ammo type instead of normal .50 BMG against, say, a silicon/mech heavy opposition. Since it cannot kill organics on its own, I'll consider this mostly basic-adjacent </details> The kits have also been labelled based on potential difficulty. This reflects possible difficulties in using the item, how conducive it is to success for how much game knowledge needed to actually use it, and how likely an op is to succeed using it. I don't expect ops to win using nothing but a rocket launcher, but I think ops should get a fair shake at trying, yeah? The kits are as below: #### **Low-Cost** _Bulldog (Moderate):_ Shotgun and three magazines of standard ammo. _Ansem (Easy/Spare):_ Pistol and three spare magazines of standard ammo. #### **Medium Cost** _C-20r (Easy):_ SMG and three spare magazines of standard ammo. _Energy Sword and Shield (Very Hard):_ Energy sword and shield. (Also a special hat) _Revolver (Moderate):_ Revolver and three speedloaders of standard ammo. _Rocket Launcher (Hard):_ Rocket launcher with three spare rockets. #### **High Cost** _L6 SAW (Moderate):_ LMG, and that's it. No spare ammo. _M-90gl (Hard):_ Rifle, two spare magazines of standard ammo and a box of rubber grenades. _Sniper (Hard):_ Sniper rifle, two spare magazine of standard ammo, and one magazine of disruptor ammo. Also suit and tie. _CQC (Very Hard):_ Comes with a stealth implant and a bandana. _Double-Energy Sword (Very Hard):_ Double-energy sword, syndicate soap, antislip module, meth injector and a prisoner jumpsuit. _**NEW** Grenadier's Kit (Hard):_ Grenadier's belt and grenade launcher (the one that launchers chem grenades). (I replaced the shit acid grenade with another flashbang in the belt) Surplus SMG (Flukie difficulty) has been unchanged. It just now comes with two rations. Includes two new revolver ammo types: Phasic, which goes through walls and armor, but has significantly less damage as a result (I've equalized the revolver damage and the rifle version's damage to 30 for both). And Heartseeker, which has homing bullets. Both are Special ammo, and are priced at 5 TC a speedloader. ### Other Gear The other items in the uplink have also been consolidated and standardized in various ways. #### Grenades Most now cost 15 TC for three grenades of any given type (including the full fungal tuberculous). This is pretty much identical to the previous price, just more consistent overall and front-loaded in cost. #### Reinforcements All the various reinforcements now cost 35 TC and all refundable, equalizing cost to the average across the reinforcements. This is primarily because I feel like all these options should be weighed equally, and not one of these options are necessarily worse or better than the other in their current balance. They're largely inaccessible for normal ops regardless, and typically come out when there is a discount or war ops. I took the average value and went with it. Not much more to say. #### Mechs They're just cheaper. These things still suck and they need help. They've always needed help. A slightly less excessive value for the mechs may help see people willing to spend the TC on them. I doubt it. I seriously suggest not buying these still. I keep them in primarily because they are big stompy mechs and are kind of iconic 'war ops' gear. #### Bundles Since I've implemented weapon kits, gun bundles are rather redundant. So the bulldog weapon and ammo bundle, the c20-r weapon and ammo bundle and technically the sniper bundle were removed. The sniper bundle is now the weapon kit, obviously. Nothing else here really. Except for one.... #### Implants Not much changed here. I standardized the implant prices to 8 TC a pop. This is in accordance with traitor implants, which ops also get. So everything in this category bar a few exceptions (like macro/microbombs) are around 8 TC. Makes sense to me, really. Importantly, I made the Implant bundle 25 TC, and I unrandomized the contents. Who in the right fucking mind would spend 40 TC just to get five reviver implants is beyond me. But instead, you get one of each of the cybernetic implants except thermal eyes (you can just buy thermals and get the benefit of both vision types; x-ray and thermal vision, if you want to use smokescreens a lot). #### Base Keys They're all now 15 TC, except the fridge which is 5 TC. It's weird they're valued differently when they are taken mostly to do gimmicks like xenobio and toxins in a hurry before hitting the station. So we've standardized it. ## Hat Crate **YES, GOOD SIR, YOU TOO CAN ORDER A HAT CRATE FROM THE SYNDICATE STORE FOR ONLY 5 TC!** **NO NEED FOR A KEY, JUST BUY IT AND PULL IT OPEN WITH YOUR STANDARD ISSUE CROWBAR!** **ENJOY YOUR NEW CRATE! ENJOY YOUR NEW HAT!** **PUT IT ON USING THE FREE HAT STABILIZERS WE INCLUDED WITH THE HATS!** ~~**NO REFUNDS IF YOU GET BLOOD ON YOUR HAT!**~~ <details> There is a 1% chance to instagib people with direct hits from a rocket. This does the crit effect. </details> ## Why It's Good For The Game The uplink needed more spring cleaning and standardization. With this, I've partially implemented my older idea for ammo consistency and initial allowance for nukies. Ammo is kind of over-priced and often where a good chunk of TC goes towards without really pushing nukies towards meaningful success. And it is often what is tripping up new players who didn't think to get any. Now, when they get a gun, they get ammo in their case. On top of this, the weapon kit category is both at the top of the uplink AND has a little label to say 'Recommend', so that these new players will hopefully know they should be looking there first. In addition, it is the gateway towards a concept that is currently being worked on. Nuclear operatives having some degree of predefined loadouts for players to select if they aren't sure what they want, or don't know what to get. Nukies is very confusing for many players. So giving them a fighting chance with some premade setups can help ease them into the role without needing too much player knowledge in how to apply the items. This is only one step towards that, so that players can identify what gear they need to help succeed based on their skill. I wanted to implement a difficulty warning so that players can choose gear loadouts that are actually conducive to their skill and knowledge. I based it on how much players would need to know to engage in combat with it, and how much fiddling is required to get something to work properly (overly involved reloading is a consideration, for example, as well as precise button presses). In addition, how much of a force multiplier some weapons can be for their ease of use. Most people recognize the c20-r as the most new player friendly weapon, as an example. So it would be good to steer players towards taking that gun because of how easy it is to use, understand and succeed with it. And most importantly of all; Having standards within the uplink is important. Most of the values in the uplink are just completely random. Nobody has a good grasp of what is too much or too little. Even just a hint of consistency, and people will stick to it (see implants for what I mean). And there is still some work to be done even there. A good start is weapons. Price for power can be meaningful when decided whether we want some weapons to come out more often than others. Players do enjoy making informed decisions and choices, and having affordability be a draw to some otherwise less powerful weapons (looking at you, Bulldog) can actually be a worthwhile and meaningful difference. ~~I thought it would tick off the gun nerds to change the calibers on the guns.~~ ~~I also thought adding hats would be funny given the release of TF2's most recent update.~~ ## Changelog 🆑 balance: Standardizes some of the nuclear operative entries to have more consistent pricing within their respective categories. add: Adds some new categories so that players have an easier time navigating the nuclear operative uplink. balance: Many items have had prices reduced or adjusted to make them more desirable or more consistent within their category. add: Weapon kits have replaced almost all the individual weapons in the uplink. You now buy these instead of the individual weapon. These often come with spare ammo or relevant gear for success. add: Most ammo types have been standardized in price. refactor; Removes a lot of redundant item entry code and tidies up the actual code part of the nuclear uplink so that it is much easier to find things within it. add: Added 40 new cosmetic items to the Syndicate Store. Buy them now from the Hat Crate, only 5 TC! code: Updated the nuclear operative uplink files. /🆑 |
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4cda157d33 |
Buffs Xenomorph Neurotoxin from 50 to 65 Stamina Damage (#77276)
## About The Pull Request This PR buff xenomorph's neurotoxin stamina damage from 50 to 65. ## Why It's Good For The Game Right now in most cases, xenos will need to land 3 spits to stun a crewmember due to the current values. You can also now use armor to negate the stamina damage, so neurotoxin wasn't feeling as strong as it should have. 65 stamina damage is on par with a stun baton, and also gives xenos some leeway to land their second shot to paralyze their target, making it a more useful ability. ## Changelog 🆑 balance: Xenomorph neurotoxin has been buffed (50 -> 65 stamina damage) /🆑 |