Commit Graph

17803 Commits

Author SHA1 Message Date
SmArtKar
2bb73bd33e Fixed random lipstick texture, fake syndie lipstick no longer can randomly spawn (#85880)
## About The Pull Request

Closes #85876 
Also adds a variable to blacklist lipstick from randomly spawning. While
fake lipstick doesn't apply its traits it still has its sprite and name
which could confuse players

## Changelog
🆑
fix: Fixed random lipstick texture, fake syndie lipstick no longer can
randomly spawn
/🆑
2024-08-17 15:18:28 +02:00
SmArtKar
310be26041 Adds attack_dir to multiple common damage sources, fixes mechs' directional armor (#85726)
## About The Pull Request

Closes #81260
Closes #74022
Currently mechs are the only atoms utilizing attack_dir but I added it
in multiple other places that were missing it to ensure that if
something else uses it it won't break in those scenarios

## Changelog
🆑
fix: Mechs' directional armor now actually works
/🆑
2024-08-17 13:55:31 +02:00
Ghom
c0a2fc7976 Fixing the shower water overlay (#85861)
## About The Pull Request
Fixes #85679.

## Why It's Good For The Game
Fixes #85679.

## Changelog

🆑
fix: Fixed the shower water visually not coming out behind the
showerhead.
/🆑
2024-08-17 01:24:34 -04:00
Ghom
cab4a7580a lights placed on walls with the RLD now face the correct direction. (#85875)
## About The Pull Request
They ought to face away from the wall, not toward it.

## Why It's Good For The Game
This will fix #85681.

## Changelog

🆑
fix: lights placed on walls with the RLD now face the correct direction.
/🆑
2024-08-17 01:23:57 -04:00
Ghom
85e01a497f You can sell stuff on the blackmarket now. (#85464)
## About The Pull Request
The idea came up during the last blackmarket-related PR (#85066), when
the original creator @TheChosenEvilOne came and said the LTSRBT was
originally supposed to allow players to sell stuff on the blackmarket. I
replied saying the idea has some potential, and then other github users
followed, also saying it's a good idea.

So, here we are, adding another feature to the LTSRBT, to let you
provide other players with potentially knock-offs and fraudulent (or
genuinely honest) items on the blackmarket.

How you do it is fairly simple: left click the machine to open it, place
the item inside, then right-click to open the UI. From there you can
adjust the name, description and price of the market item. Finally,
click on the "Place on Market" button twice, pay a 30 credits fee, and
it's done. You have an item on the market, and once it's sold, 85% or
the earnings (the price) will be deposited on your account.

By the by, the icon of the item you're trying to sell will also show up
on the market. You should get a picture of what you're getting before
falling for an obvious scam.


![screenie](https://github.com/user-attachments/assets/fae70c25-ab46-4ceb-af9e-f4818d8a1c68)

By the by, it's a cardboard cutout.

## Why It's Good For The Game
This fits the design of the LTSRBT and blackmarket in general. 

## Changelog

🆑
add: You can sell items on the blackmarket with the LTSRBT now.
fix: Added some checks to prevent the swapper device and bluespace
anomalies from theorically being able to send things and people to
nullspace.
/🆑

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2024-08-16 12:47:47 -04:00
SmArtKar
d6bcdcf833 Changes wall leaning into a component, makes windows leanable (#85771)
## About The Pull Request

Requires #85491 to be merged first, as otherwise leaning on directional
windows looks incredibly goofy
You can now lean on both fulltile and directional windows, and its
possible to easily extend this functionality to other objects. Dunno if
this even deserves to be called a refactor so not marking it in any way.

## Why It's Good For The Game

Just makes sense that you'd be able to do it

## Changelog
🆑
add: You can now lean on windows the same way you can lean on walls
fix: You no longer stop leaning on walls after clicking on anything
/🆑
2024-08-16 16:59:53 +02:00
Ghom
d9168e7254 Adds a treasure chest to the ocean/beach fishing spot. (#85276)
## About The Pull Request
This PR adds a treasure chest that can be fished from the ocean if
you're lucky enough (or have enough explosives or lobstrosities to do it
for you). The treasure chest is basically a mystery box (like the ones
from the deathmatch) with a couple catches; the treasure chest can be
opened up to 18 times in total before breaking down, however, it can
only be opened up to 3 times per spaceman, encouraging the player to
share it with others.

Here the possible loot by the by:
- A toolbox containing a master fishing rod, all the hooks and reels,
fish feed, an experi-scanner, an aquarium kit and a can of super baits
- A box containing a lazarus injector, a cup and a bottle of strange
reagent which you can use to revive fish now
- A circuit board for a pre-emagged fishing portal generator
- A master fishing rod
- A can of super fishing baits
- A fish case containing Tiziran fish
- A fish case containing Syndicate fish
- An old, yet fairly strong cutlass
- An old laser gun which fires only 5 shots before running out
- A crank laser musket
- A smoothbore disabler
- A surplus bolt action rifle
- A ration pack
- A can of squid ink
- A bottle of aged rum that forces you to switch to the piratespeak
language
- A money bag with some doubloons inside
- A piratespeak manual
- Pirate armored coat
- Pirate armored hat
- A pre-loaded cannon
- Four trash cannon balls
- Four cannon balls

## Why It's Good For The Game
Mystery boxes are fun, from the little fanfare they play to the
potential loot they can give, and I had an old treasure chest I had
sprited for fun years ago around so I've come up with an entertaining
idea. If you think the loot list is a bit too hot, I can cool it down a
bit.
Also yeah, I wanted to make fish revivable with strange reagent, since
you can already do it with lazarus injectors even though using a lazarus
injector for this would be a severe waste of mining points.

## Changelog

🆑
add: Added a treasure chest you can rarely fish from the ocean/beach,
with loot being a mix of fishing and piratey stuff.
add: You can revive fish with strange reagent now.
/🆑
2024-08-16 15:53:52 +02:00
Waterpig
2000b07e29 Fixes welding and coil logic on robotic limb fixing (#85857)
## About The Pull Request

Before, trying to fix an undamaged limb would have you whack the person
with the wires, or burn them with a welder. This is quite counter
productive when trying to repair someone. Now it cancels any further
attacks when you click on an uninjured limb, and tells you about it.


![image](https://github.com/user-attachments/assets/1fc94d15-5508-4fa2-bdfa-bde856eaba20)

## Why It's Good For The Game

I won't accidentally smack someone with a burning welder without combat
mode on just because their chest happens to have no damage.

## Changelog

🆑
fix: Trying to repair someone's undamaged limb with a welder or wires no
longer has you smacking them
/🆑

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-08-16 15:25:32 +02:00
YesterdaysPromise
fec946e9c0 /Icon/ Folder cleansing crusade part, I think 4; post-wallening clean-up. (#85823)
Hello everybuddy, your number three rated coder-failure here to clean up
some mess. This PR accomplishes some of the more major structural clean
up changes I wanted to do with /obj/ folder, but decided to wait on
until wallening gets merged, and so, time has come. Several things to
still be done, although I know these cleaning PR's are quite a load, so
will wait for this one to get done with first.

## Why It's Good For The Game
Saner spriters, better sprites, less annoyance. Also deleted a whole
load of redundancy this time around, a lot of sprites which existed
simultaniously in two places now got exit their quantum superposition.
2024-08-15 20:22:02 -07:00
grungussuss
9a64fa934b SFX for RCD, RPD, Plumbing constructor (#85754)
## About The Pull Request
Hooked the switch sound on `ui_act`:
- RCD
- RPD
- Plumbing constructor
Added pickup and drop sounds for:
- RCD
- RPD
RPD also does the click sound when placing things.


https://github.com/user-attachments/assets/e6c2cb76-6a0a-4db9-9c25-961d41b84516

## Why It's Good For The Game
Immersion.
## Changelog
🆑 grungussuss
sound: added new sounds for RCD, RPD and Plumbing Constructor.
/🆑
2024-08-16 01:16:24 +02:00
Jacquerel
ccbf9cf28c Updated anomaly dimensional themes to use new walls (#85851)
## About The Pull Request

Fixes #85546
We added a bunch of new walls which were not being referenced by the
dimensional anomaly.
It was just creating material turfs, which also seem to just not work. I
updated them to use the cooler-looking sprites.

## Why It's Good For The Game


![image](https://github.com/user-attachments/assets/b9ffacfd-bec2-4c01-af16-12f03f2fe801)
Now once again works as god intended

Observant eyes may notice that the disco theme is spawning hierophant
walls now, but these are a subtype which isn't invincible don't worry.

## Changelog

🆑
fix: Dimensional anomalies should once again create cool walls, not
boring grey ones
/🆑
2024-08-16 01:06:18 +02:00
Shadow-Quill
96f179f319 No longer hear radio sounds if you're deaf. (#85778)
## About The Pull Request

Checks if you're deaf before playing either the radio send sound, or the
receive sounds.
Fixes #85452

Additionally removes a repeated suicide_act for suiciding with a radio.
Other existing act is @ R558-R560

## Why It's Good For The Game

Can't hear a radio bloop if you can't hear.

## Changelog



🆑
fix: You can no longer hear radio sounds if you're deaf.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-08-16 01:04:31 +02:00
MrMelbert
ed2f017923 Digitigrade clothing sprites (feat. GAGS and 0 sprite bloat) (#85406)
## About The Pull Request

Use GAGS to auto-generate digitgrade leg sprites based off of 1 basic
template + color sampling.
Icons are cached relatively aggressively, like female sprite variations.
So no need to worry about that.

The result: All of these sprites with only **3** icons added (the base
template, and the masks)
Obviously it's not perfect - some of the sprites (like the engineer's
jumpsuit) lose some "luster", but it does the job if I do say so myself.


![image](https://github.com/user-attachments/assets/5c23dc97-8716-490c-898c-58b1e01a8a02)

Only applied to undersuits, for now. 

## Why It's Good For The Game

- Allows Lizards to show off their handicap, rather than hiding it or
necessitating they use skirts.

- (Ideally) leads to an uptick in Digitigrade abuse (due to being easier
to identify), which is also a net positive.

- Implemented without any common issues revolving alt bodytype clothing
sprites (those being maintainability and sprite bloat)

## Changelog

🆑 Melbert
add: Auto-generated digitigrade clothing sprites for most jumpsuits
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-08-15 23:28:02 +02:00
Ben10Omintrix
4d43710d44 fixes rcds accounting for player dir only before construction (#85824)
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request process. -->

## About The Pull Request

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! --> rcds now build based off of player's dirs right
before the object gets built

## Why It's Good For The Game

<!-- 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. --> closes #85810

## Changelog

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🆑
fix: fixes rcds accounting for player dir only before construction
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
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Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-08-15 23:14:44 +02:00
Ben10Omintrix
1f557656df fixes surgery table buckle offsets (#85841)
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not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! --> with the new wallening offsets it isnt necessary to
shift buckled mobs up anymore since tables now have a shift down

## Why It's Good For The Game

<!-- 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. --> closes #85804

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
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all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
fix: fixes surgery table buckle offsets
/🆑

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the changes rather than a summary of the PR's contents. -->
2024-08-15 18:35:22 +00:00
Ben10Omintrix
14f1ff8669 fixes pickup animation not matching player offset (#85822)
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## About The Pull Request

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! --> fixes pickup animation not matching player offset

## Why It's Good For The Game

<!-- 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. --> closes #85812

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
fix: fixes pickup animation not matching player offset
/🆑

<!-- 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. -->
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the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
2024-08-15 19:42:34 +02:00
SmArtKar
acad706c1f Wallening-style directional mirrors (#85818)
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<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
Updates mirrors to fit wallening's style, sadly this does mean making
them smaller and only noticably reflective when facing south.

![dreamseeker_54OsLqrkU1](https://github.com/user-attachments/assets/5d34f87d-36d3-41db-bd06-4ae543ddfccf)

![dreamseeker_gUTS0N9Eah](https://github.com/user-attachments/assets/916edbc8-daa4-4ed3-81aa-9db8a24ad340)

Closes #85836
Closes #77476

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

Currently they look like floating plates near walls instead of being
actual mirrors

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
image: Mirrors have been successfully wallened
/🆑

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the changes rather than a summary of the PR's contents. -->
2024-08-15 19:40:02 +02:00
tralezab
6b095f2574 Fixes bedsheets laid incorrectly onto beds (#85837)
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## About The Pull Request

Fixes #85571

## Why It's Good For The Game

Just a push in the direction of a de-jank'd wallening

## Changelog

🆑
fix: bedsheets are laid on beds properly now
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
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2024-08-15 19:20:31 +02:00
Jacquerel
f12719266b Move cobwebs onto the ceiling (#85840)
## About The Pull Request

Fixes #85830
Shifts cobwebs way up over your head.
Before:

![image](https://github.com/user-attachments/assets/8aa94196-aa63-4f4e-a43d-f809c6bddc95)

After:

![image](https://github.com/user-attachments/assets/6029e560-dc6f-49aa-ac2b-c08aeb45da27)

## Why It's Good For The Game

spiders dont live on the floor

## Changelog

🆑
fix: corrects offset of cobweb fluff object
/🆑
2024-08-15 19:20:05 +02:00
SmArtKar
9d42024f47 [NO GBP] You no longer fall from tall stairs onto other tall stairs (#85848)
## About The Pull Request

Closes #85846 
Closes #85847

Also minor south sprite adjustment to not have holes in it

## Changelog
🆑
fix: You can now move horizontally on tall stairs and they no longer
have a hole in them when facing south
/🆑
2024-08-15 13:03:04 +02:00
grungussuss
34e97a986f Allows RPD to place atmos meters on layer 1 and 5 (#85293)
## About The Pull Request
Why are we restricting atmos techs from doing this?
## Why It's Good For The Game
atmos meters are very useful and there is no reason to restrict them
from layer 1 and 5
## Changelog
🆑
qol: atmos meters can now be attached to layer 1 and 5
/🆑
2024-08-15 11:54:12 +01:00
grungussuss
ac2b4ef826 [no gbp] Consistency of sheet sounds (#85739)
## About The Pull Request
### Removed pickup/drop sounds from some items until a replacement comes
a long:
- paper sheets
- meat sheets
- bamboo sheets
- cotton
- bone 
- pizza sheets 
## Why It's Good For The Game
fuck.
## Changelog
🆑 grungussuss
sound: some sheets that shouldn't be making metal sounds no longer make
those sounds
/🆑
2024-08-15 08:15:40 +00:00
Joshua Kidder
e12519edb7 Gives upgraded hydro trays to the terrarium lavaland spawn vault (#85350)
## About The Pull Request



This gives deluxe hydroponics trays to the lavaland seed vault mob spawn
area, which are just trays with t4 parts.
## Why It's Good For The Game
Gives better trays to the seed vault, which will let them hydroponic
just a little harder.

## Changelog
🆑 Bisar
qol: The preserved terrarium vault now has tier 4 hydroponics trays,
making volume based tray chemistry take less time.
/🆑
2024-08-14 14:00:43 +02:00
grungussuss
a4a92eb84c Toolbox, medkit, cardboard box sounds. (#85337)
## About The Pull Request


https://github.com/user-attachments/assets/155210d1-d0ae-404e-b69c-a0d185306db6

### Added container rustle sounds for:
- medkit
- box
- toolbox

### Added container open sounds for:
- box
- toolbox

### De-hard coded container rustle sounds so now you can change the
sound path on subtypes.
## Why It's Good For The Game
- Hearing the same cloth rustling SFX for boxes, toolboxes and medkits,
when they're clearly not made of cloth is immersion breaking, let's fix
that.
- giving players satisfying sounds when they open containers and an
overall diversity of sounds will reduce ear fatigue
- rustle SFX were previously hard coded and you couldn't change them or
change the `vary` boolean, we should keep the code customizable and
allow contributors to add more rustle sounds by implementing this
framework.
## Changelog
🆑 grungussuss
sound: added rustle sounds for: toolbox, medkit, box
sound: added open sounds for: toolbox, box
code: added support for giving container items rustle sounds
/🆑
2024-08-14 13:46:51 +02:00
Joshua Kidder
e94974360e Holding a tactical item (cardboard cutout, plants) now gives TRAIT_UNKNOWN, replaces your name with the name of the tactical item (#85567)
## About The Pull Request

I added TRAIT_UNKNOWN to the code for picking up and dropping potted
plants. Picking them up will make you totally anonymous (and
suspicious). This is the same thing that infiltrator suit and heretic
shadow cloak does.

I also added in some code that changes your displayed name to the name
of the item, and then I had to jiggle ID code a bit so it wouldn't
display your worn ID; it'll now display the forced name of the tactical
object.

## Why It's Good For The Game

Becoming an absolute master of disguise by hiding with a potted plant is
hilarious. Causing people to become immensely paranoid of anyone holding
a potted plant is very on-brand. Dropping the potted plant to reveal
you're in full infiltrator gear or heretic aura is also a funny double
bluff. The total anonymity afforded by this is balanced out by the fact
that you have to use both hands to hold the plant so you can't defend
yourself at all if you're making use of it.
## Changelog
🆑 Bisar
add: The interns remembered to water the plants around the station;
their foilage is so thick that it totally hides the identity of anyone
holding them!
/🆑

---------

Co-authored-by: Ubuntu <ubuntu@ip-172-26-7-23.us-east-2.compute.internal>
2024-08-14 13:46:13 +02:00
Chen Marisa
e842dfccfc Add reaction search to service cyborg (#85441)
## About The Pull Request

This PR adds the "Reaction Search" button to the cyborg shaker, and
allows you to select between the internal beaker, and whatever's in the
beverage holding apparatus.

## Why It's Good For The Game

Very helpful for cyborgs who want to make drinks but don't have access
to a chemical/booze/soda dispenser to open the reaction search menu.

## Changelog
🆑
add: the cyborg shaker in service borgs now have the ability to open the
reaction search menu
/🆑
Sorry for the branch/repo confusion, I'm going to make a separate github
account for tgstation itself since github wont let me have tgstation,
and a fork of tgstation, on my account lol.


https://github.com/user-attachments/assets/d7ef6425-de83-48c6-b829-fbf7ac379941
2024-08-14 13:44:35 +02:00
r3dj4ck0424
809dad7478 Adds bowls to a lot of recipes (#85573)
## About The Pull Request
<details>
<summary> Causes the following foods to drop a bowl when eaten
</summary>
Fried Eggplant Polenta <br>
Hua Mulan Congee <br>
Herby Cheese <br>
Pineapple Salsa <br>
Chips and Salsa <br>
Beef Stroganoff <br>
Sambal <br>
Desert snail cocleas
</details>

<details>
<summary> Adds a bowl to the following recipes </summary>
Desert snail cocleas <br>
Sambal <br>
Hurricane Fried Rice <br>
Ikareis <br>
Hawaiian Fried Rice <br>
Ketchup Fried Rice <br>
Mediterranean Fried Rice <br>
Egg Fried Rice <br>
Bibimbap <br>
Bulgogi Noodles <br>
Yakisoba Katsu <br>
Martian Fried Noodles <br>
Simple Fried Noodles <br>
Setagaya Curry <br>
Po Kok Gai <br>
Galinha De Cabidela <br>
Katsu Curry <br>
Beef Bowl <br>
Salt Chilli Octopus Bowl <br>
Kansai Bowl <br>
Eigamudo Curry <br>
Pineapple Foster <br>
Sprout Bowl <br>
Beef Stroganoff <br>
Chips and Salsa <br>
Pineapple Salsa <br>
Herby Cheese <br>
Hua Mulan Congee <br>
Fried Eggplant Polenta
</details>

Causes Loaded poms-franzisks to drop a plate when eaten, and adds a
plate to the recipe

## Why It's Good For The Game

Closes #85509 
There's a whole bunch of recipes that have bowls in their sprites, and
many of them drop bowls when eaten. (Quite a few of them have the
"salad" recipe type, which drops a bowl by default.) But this was very
inconsistent. Some bowl-sprited foodstuffs neither dropped or needed
bowls, and some of them dropped bowls without requiring them in the
crafting. This PR should help make things a lot more consistent, and
until and unless someone redoes the sprites this should be a good enough
solution.
(I also added a plate to the loaded poms-frazinsks for roughly the same
reason.)
Since this also stops the crewmates from conjuring bowls out of thin
air, this should make bowls a bigger seller in the dinnerware vendor.

## Changelog
🆑
fix: In light of recent allegations of wizardry among the kitchen staff,
our cooks will now need bowls when crafting food that comes in bowls.
This should also stop said bowls from vanishing once the food is gone.
/🆑
2024-08-14 13:35:50 +02:00
nesquik
afc1e53014 Clarify what the Medical Cyborg Omnitool Upgrade does (#85729)
## About The Pull Request
Changed the text of the medical cyborg omnitool upgrade to specify it
increases surgery speed, and adds the advanced scanner.


## Why It's Good For The Game
I had a hard time figuring what this upgrade does. This should make it
clearer for everyone why it is good, given it has not much visual
feedback.

## Changelog
🆑
qol: Clarified what the Medical Cyborg Omnitool Upgrade does
/🆑
2024-08-14 13:29:19 +02:00
Astrogem2
7e0b463823 Durathread bundles and sinew make their proper noises instead of metal clang sounds. (#85485)
## About The Pull Request

Adds cloth noises to durathread bundles and meat noises to sinew strands
to stop them from making metal clang noises.

## Why It's Good For The Game
Fixes https://github.com/tgstation/tgstation/issues/85433, fixes
https://github.com/tgstation/tgstation/issues/85503

## Changelog

🆑
fix: Raw durathread bundles and sinew strands no longer make metal clang
sounds.
/🆑
2024-08-14 13:22:45 +02:00
Paxilmaniac
624e9c7d54 replaces the unusable energy cannon in mystery boxes to the new smartgun (#85529)
## About The Pull Request

see title
## Why It's Good For The Game

It's been a really long time since anyone other than a turret could
shoot the energy cannon (free tasers for everyone!!) so it's an entirely
useless weapon roll. I'm replacing it with the new smartgun because the
smartgun is cool and more importantly you can actually shoot it.
## Changelog
🆑
add: The new smartgun has replaced the unusable energy cannon in mystery
boxes
/🆑
2024-08-14 13:20:12 +02:00
GPeckman
f69284be5b Abductors can no longer be converted by conversion antags (#84766)
## About The Pull Request

Basically what the title says. Abductors cannot be converted by
bloodbrother/revs/cult. They will NOT show up as having a mindshield,
however.
## Why It's Good For The Game

Abductors are, by design, incredibly strong. You are not meant to be
able to win against them, and this is reflected policy-wise by the fact
that they're a restricted antagonist. However, this is still a problem
when conversion antags get involved. If an abductor becomes a cultist or
a revolutionary, then suddenly every other player who isn't also
converted has to deal with an abductor without the normal restrictions.
It's not fun to play against and in general just shouldn't happen.
## Changelog
🆑
balance: Abductors (the antag, not the species) can no longer be
converted by any antagonist.
/🆑
2024-08-14 13:10:57 +02:00
Andrew
6fbc9a2297 More food effects (#84889)
## About The Pull Request

In #77887 I have introduced a food buff system with placeholder buffs to
not bloat that PR with balance-related things to allow people to add
their own effects and discuss the particular effects in separate PRs.

The goal is to have:

- Some default buffs for all food. Currently there's only Haste that
scales with food complexity.
- Some interesting buffs tied to food categories or specific dishes

This PR is a first part of this change.

- Adding an indicator to Cooking UI that food does something special
- Added **Spaghetti Carbonara** dish that gives Italian speech.

![image](https://github.com/user-attachments/assets/2035a97a-6048-4636-bd49-d1ea3390a50e)

- Added **Jupiter Cup Cake** that gives shock immunity instead of it
being randomly given by high-complexity dishes.

![image](https://github.com/user-attachments/assets/3260339d-0167-4840-9b76-10371959e16c)

- Made **Omelette Du Fromage** give French speech.
- Made **Mime Tart** give Mute trait
- Made **Clown Cake** give Waddle Walk trait
- Made **Stuffed Legion** give Ashstorm Immune trait

## Why It's Good For The Game

Foodening PR was incomplete, this PR is a step towards the completion.

## TODO

- [X] Pick a certain dish to give the French speech
- [X] Pick a certain pasta to give the Italian speech
- [X] Pick a certain dish for the shock immunity buff
- [x] Add an indicator to the cooking UI that a dish has a special
effect
- [x] Add more food effects per suggestions

## Changelog

🆑
qol: Dishes with a special food effect are marked in the Cooking UI
add: New Spaghetti Carbonara dish that makes people Italian temporarily
add: Omelette Du Fromage makes people French temporarily
add: Shock Immunity is no longer a random level 4-5 food buff, but a
buff given by a new Jupiter-Cup-Cake
add: Mime Tart gives Mute trait
add: Clown Cake gives Waddle Walk trait
add: Stuffed Legion gives Ashstorm Immune trait
/🆑
2024-08-14 13:10:21 +02:00
hack-wrench
c5e2321313 add syndie lipstick (#85249)
## About The Pull Request

Add syndicate branded lipstick for stealth operations, super-secret
formula allows you to do similar energy gun damage with just a kiss,
leaving a distinctive laser-like mark.

## Why It's Good For The Game

The traitor arsenal is replenished with a new method of killing, elegant
and without suspicion. Just send an air `*kiss`!
You might ask what makes syndie kiss different from mime gun, besides
similar characteristics to egun:
- Causes burn damage
- It's the emote `*kiss` after lipstick application that does the
damage, not the lipstick itself
- It has standard kissing cooldown
- Kisses always fly to the head, good for the investigation
- Can fly through windows and lattice
- Unlimited number of lipstick uses
- Could be wiped out, unlike mime gun
- Can be reapplied after wiping off

In addition to adding lipstick, also:
- Fix wallhit sound, accidentally hit a wall and no sound came out of
it, and not just with a kiss
- Kiss log no longer contains on hitting the kisser name, but there is a
log about sending a kiss

## Changelog


![image_2024-07-25_20-02-34](https://github.com/user-attachments/assets/f74be8d5-8d9b-46a8-a2e7-019644d9f880)

![image_2024-07-25_20-02-53](https://github.com/user-attachments/assets/8f8d97dd-caf0-49a6-873d-b80d0acfc217)

![image_2024-07-25_20-27-48](https://github.com/user-attachments/assets/74ccea72-7f31-4771-8e8e-56a23109ccec)

![image](https://github.com/user-attachments/assets/2d4d52fe-067e-460a-91a7-a2a9cfa93cd3)

🆑
add: add syndicate branded lipstick to uplink (6 TC), after applying
lipstick *kiss deals damage equal to energy gun
fix: fix wallhit sound for projectile
/🆑
2024-08-14 13:04:29 +02:00
nesquik
83dde48caa Add a janitorial 'borg plunger (#85475)
## About The Pull Request
I got annoyed at not being able to plung vents when there's a clog. This
PR corrects that. I copied all of the cyborg mop attributes to make
this. This is my first PR on this server, but I did test it on a local
server, and it indeed, plungs.

## Why It's Good For The Game
More content for janitorial cyborg. They really should have a plunger,
to be honest. It just makes sense to me.

## Changelog
🆑
add: Added a cyborg plunger for janitorial modules
/🆑
2024-08-14 12:38:50 +02:00
grungussuss
411f1877c5 nerfs the HP of bushes (#85682)
## About The Pull Request
- Lowered the HP of the "flora" type from 150 (same as reinforced
window) to 100
- Trees are still 150 HP
- Gave flora an x4 modifier to burn damage (takes 4 times the burn
damage)
## Why It's Good For The Game
Every time you do a project as an engineer on a map with bushes, each
bush takes 10 welding tool hits to destroy, overall bushes have way too
much HP and shouldn't be this difficult to destroy.
## Changelog
🆑 grungussuss
balance: bushes and other flora have had their HP reduced from 150 to
100. Trees still have 150 HP
balance: flora now has an X4 modifier to damage from burn sources
/🆑
2024-08-14 12:33:57 +02:00
Odairu
e8b717aa5d Fixes a bug that made it so radios inside objects would blare out their comms to everyone around them (#85676)
## About The Pull Request
Currently things like bounty cubes that are not supposed to be
broadcasting comms, are doing so for the department their nested radio
is set to.
This happens because when an encryption key is put into a radio that is
off and that radio has its channels recalculated, all of the default
channels on the encryption key (in the case of bounty cubes, supply) are
set to being on and the radio 'forgets' that its supposed to be off
until it is turned back on, then turned off again. Obviously we cannot
do this to a radio inside of an object in game, as we have no way of
accessing it, so I am adding a check for if the radio is off at the end
of recalculatechannels() and if it is off, it will turn it on, then back
off so it can remember
## Why It's Good For The Game
fixes a rather minor bug which gives anyone free [insert comms channel
here] for any object with a radio inside that is given an encryption
key, my example being a bounty cube with a radio and an encryption key
for cargo.

This could also be solved by going through every single instance of a
nested radio and taking away their keys and instead doing
set_frequency(FREQ_<DEPARTMENT>) However, this would nip the bug in the
bud when otherwise the way its been being written should be working.
## Changelog
🆑
fix: fixed nested radios with encryption keys giving free comms
/🆑

---------

Co-authored-by: Odairu <39929315+Odairu@users.noreply.github.com>
2024-08-14 12:32:41 +02:00
SmArtKar
35523291ca Adds arms/legs coverage to armored gloves/shoes, adds a unit test to check for former (#85667)
## About The Pull Request
Turns out HANDS and FEET coverage doesn't actually apply armor to the
body, at all, making it entirely useless. Despite this, a lot of
clothing still does it! So I added ARMS and LEGS flags to gloves/shoes
that do it respectively and wrote a unit test for it that will yell out
a list of all items missing coverage while having non acid/bio/fire
armor (three snowflake types)

as discusses with melbert on discord

## Why It's Good For The Game
...features working as intended?

## Changelog
🆑
balance: Multiple gloves/shoes that had armor values but failed to apply
them got fixed
/🆑
2024-08-14 12:31:40 +02:00
SmArtKar
2e0b577eba Fixes DNA sampler attack chain heck (#85662)
<!-- 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

Closes #85656

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
fix: Fixed DNA samplers not being able to interact with non-scannable
objects
/🆑

<!-- 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
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<!-- You can use multiple of the same prefix (they're only used for the
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2024-08-14 12:28:59 +02:00
SmArtKar
a546abd3ff Prevents people from being shoved into closets/crates/bins through directional glass (#85760)
## About The Pull Request

forceMove made it possible for someone to get shoved into a
closet/crate/disposals bin through a piece of directional glass that was
located on said objects tile, resulting in a very cheesy way to GBJ
people.

## Changelog
🆑
fix: You can no longer shove people into closets through directional
glass
/🆑
2024-08-14 12:20:46 +02:00
SmArtKar
ac750f358f Fixed monk staffs not displaying a wielded sprite (#85767)
## About The Pull Request

Closes #85764

## Changelog
🆑
fix: Fixed monk staffs not displaying a wielded sprite
/🆑
2024-08-14 12:19:01 +02:00
LemonInTheDark
4b4e9dff1d Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here

Kept you waitin huh!

This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).

If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.

Most of the rest of it is pipelining done to accommodate how icons are
cut.

## Path To Merge

Almost* all sprites and code is done at this point. 
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily

This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.

Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.

Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.

## What does it look like?


![dreamseeker_hBsU6wCu91](https://github.com/user-attachments/assets/5392fa3b-60f6-40ea-876f-e686f25f996a)

![dreamseeker_CTiK0Je5iR](https://github.com/user-attachments/assets/1aee23bd-a5ec-4679-b094-d044401b7222)

![dreamseeker_HYkS1Q9GRq](https://github.com/user-attachments/assets/bad8844b-3179-4856-8684-f912e14e844a)

![dreamseeker_Pa18tgyKYp](https://github.com/user-attachments/assets/c2e1d222-9e5c-4500-8829-dd065428644a)

![dreamseeker_BfOBwS2mjH](https://github.com/user-attachments/assets/7dc51153-111d-4b17-93c3-8389daa6b60b)

![dreamseeker_iJazOumiMQ](https://github.com/user-attachments/assets/5837e203-3865-4f60-854e-62b4875c6b99)

## Credits

<details>
<summary>Historical Mumbojumbo</summary>

I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.

This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.

Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.

This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.

The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.

Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.

Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.

The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.

</details>

<details>
<summary>Detailed Credits</summary>

Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.

Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother

And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>

## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2024-08-14 09:07:45 +00:00
Waterpig
e7bfcac8bb Laser pointers no longer make felinids phase through diagonal gaps (#85755)
## About The Pull Request

Someone forgot the dir argument, making it possible to phase through
diagonal gaps.

## Why It's Good For The Game

One less bug. I like my gbp

## Changelog

🆑
fix: Felinids no longer phase through diagonal gaps upon seeing a laser
/🆑
2024-08-12 16:16:02 +02:00
grungussuss
aebeed5c96 Ore ore ore ore ore... sounds. (#85738)
## About The Pull Request
Closes https://github.com/tgstation/tgstation/issues/85615

#### Applied to:
- all ore subtypes, except bluespace polycrystals
- Sandstone blocks

### Video:


https://github.com/user-attachments/assets/7fdd322a-4f57-4df7-bd72-e6400382b58b
## Why It's Good For The Game
immersion.
## Changelog
🆑 grungussuss
sound: ore and sandstone blocks have their own sound
/🆑
2024-08-11 15:07:31 +02:00
Da Cool Boss
06aa7b846a Fixes Donk Co. & Waffle Corp Trademark Issues (#85686)
## About The Pull Request
All references to "Waffle Co" and "Waffle Company" have been scrubbed
and replaced with appropriate branding. "The Waffle Corporation" may be
shortened to "Waffle Corporation", "Waffle Corp" or "Waffle Corp." only.

All references to "Donk Corp." and "Donk Corporation" have been scrubbed
and replaced with appropriate branding. "Donk Company" may be shortened
to "Donk", "Donk Co" or "Donk Co." only.
## Why It's Good For The Game
Keeps these names consistant and lore accurate.
## Changelog
🆑
spellcheck: fixed many incorrect spellings of Waffle Corp and Donk Co.
/🆑

---------

Co-authored-by: BlueMemesauce <47338680+BlueMemesauce@users.noreply.github.com>
2024-08-09 23:22:53 -04:00
FlufflesTheDog
f2f5b0f999 Fix tadpole scooping (#85691)
## About The Pull Request
Fixes swapped arguments to a do_after, allowing tadpoles to be scooped
from puddles
## Why It's Good For The Game
bug bad 
## Changelog
🆑
fix: tadpoles can actually be scooped from ponds
/🆑
2024-08-09 08:50:14 +02:00
Rhials
0ff56a766e Fixes ziptie pickup/drop sounds (#85630)
## About The Pull Request

This removes the pickup/drop sounds from zipties, inherited from
handcuffs.

I elected to keep the `cuffsuccesssound` the same, as I feel like the
sound is appropriate for conveying zipties being tightened off.
## Why It's Good For The Game

Closes #85616, I hope. The issue report wasn't very descriptive so I'm
not sure if I've missed anything here.
## Changelog
🆑 Rhials
sound: Zipties no longer make handcuff noises when picked up or dropped.
/🆑
2024-08-07 04:56:37 -04:00
OrionTheFox
93e81ee348 Adds some missing Knife worn icons (#85488) 2024-08-04 13:13:50 -04:00
tattle
f2f856037e Makes cyborg damage more... showy (#85298)
## About The Pull Request
Makes cyborgs blink yellow when they're dead. The icons were lying
around in the code for some reason, so why not repurpose them?

Borg death blink:
https://www.youtube.com/watch?v=DtYSHSSZVs8

Makes cyborgs emit particles when they reach a certain damage threshold.
Smoke for brute, sparks for burn. I think I want to tweak them a little
more, but it's hard to troubleshoot when the particle editor keeps
throwing a BSOD.

Borg particles:
https://www.youtube.com/watch?v=Xh64rZkrp-U

## Why It's Good For The Game
It's really really annoying when you're sitting dead in robotics and
everyone assumes you're AFK because the roboticist isn't wearing a
diagnostic hud (agony).

The particles I just think are cool flavour, plus it's a way for
silicons to show actual signs of wear and tear.

## Changelog
🆑 Tattle
qol: dead cyborgs now blink yellow lights
qol: damaged cyborgs have smoke particles when they've taken brute
damage, and sparks for burn
/🆑

---------

Co-authored-by: tattle <article.disaster@gmail.com>
2024-08-01 20:34:57 +02:00
SmArtKar
5639f9b6d3 Cable coil and welding tool healing now loops. Fixed heal message not displaying when healing someone else (#85377)
## About The Pull Request

Using cable coil or welding tools to heal robotic bodypart will now
restart the interaction once the part is successfully healed, similarly
to how sutures/meshes work. To ensure that this doesn't instantly heal
whoever it is applied to, they now take 1 seconds to apply to someone
else after the first loop (same as click cooldown, basically).
Self-application still takes 5 seconds.

There also was an (I think?) unreported issue with them not actually
displaying the heal messages when used on someone else because the
messages were inside of self-healing check.

## Why It's Good For The Game

Clicking on self every 5 seconds can get annoying, same reasoning as to
why sutures/meshes loop. And bug is just a bug, not much to say here.

## Changelog
🆑
qol: Cable coil and welding tool healing now loops similarly to
sutures/meshes
fix: Fixed cable coil/welding tool heal message not displaying when
healing someone else
/🆑
2024-08-01 14:56:27 +00:00
necromanceranne
b1779c5313 [NO GBP] shoving someone over onto a table and knocking them down causes them to be shove stun vulnerable. (#85439)
## About The Pull Request

If you shove someone onto a table, you can then shove them again for a
stun.

This is NOT true if you tableslam someone (aggro grab and then click on
a table with combat mode activated).

## Why It's Good For The Game

I actually assumed (foolishly) that this was already possible but as it
turns out, it is handled by separate procs from the main shoving proc.
That's my bad. This was intended to make you vulnerable to a stun when I
made changes here https://github.com/tgstation/tgstation/pull/84640

## Changelog
🆑
fix: Shoving someone onto a table now causes them to become vulnerable
to being stunned.
/🆑
2024-08-01 15:22:27 +01:00