About The Pull Request
Having meson scanners equipped will still make you scared of the dark when you have nyctophobia. This PR fixes that.
Why It's Good For The Game
Being able to see in the dark should not make you scared.
Changelog
cl
fix: Fixed being scared of the dark even if you have mesons.
/cl
About The Pull Request
Gasmaks apply a darkening overlay similar to the welding one but much lighter and open.
Without mask
nomask
With mask
covid
With mask and sunglasses
image
Note that other items that apply tint haven't been changed if worn on their own (sunglasses don't darken the vision) but will increase the darkening effect if staked (mask + sunglasses will give an even darker overlay).
Oranges' approval
dad2
Why It's Good For The Game
All upside and no downside are no fun.
Changelog
cl
balance: gasmasks give a slightly darkening overlay, effect will stack with other items that have tint.
code: tint code has been updated to properly work.
/cl
About The Pull Request
A circuit and shell components have been added to Synthesizers (headphones and spacepods included, though with a reduced capacity because of their size), so they can now be used for wiremod. Just like for instant cameras, no shell design here. They are meant to be found in dorms or maybe ordered from cargo.
Why It's Good For The Game
The station outside the sci department has plenty of USB ports stuff but is lacking when it comes to circuits shell. This is another small step toward a better and more applicable wiremod.
Changelog
cl
expansion: Synthesizers and headphones can now have circuits installed.
/cl
About The Pull Request
Downgrades the purchasable knives in cargo from Combat Knives to Survival Knives, moves them from Security to Service.
Closes#63122
Why It's Good For The Game
Security really does not need pocket 20 force sharp weapons with wound bonuses hidden in their shoes that are also literally nuke ops gear. This was incorrect.
Security players were, evidently, ordering these every single shift roundstart. I'm going to ask about pulling cargo ordering stats soon to get actual numbers but this was one of the more often ordered crates.
Changelog
cl
balance: Downgrades the purchasable knives in cargo from Combat Knives to Survival Knives, moves them from Security to Service.
/cl
About The Pull Request
Proto nitrate BZ response with less than 30 moles of BZ will now produce nitrogen, helium, and plasma. Tritium combustion, proto nitrate BZ response (BZ under 30 moles), and proto nitrate tritium response will now irradiate once again. Atmospheric reactions that release radiation will be able to release radiation, even if they're in a pipenet or any gasmixture.
The reaction rates for BZ and tritium response has changed, and is the product of their over the sum of their moles. Proto_nitrate is weighted more in tritium response, but the optimal composition for fastest reaction is not the same as their consumption rates.
Why It's Good For The Game
Proto nitrate is an uncommonly used gas. This PR removes one of the restrictions of the reaction, and allows an alternative way to produce helium. Just deleting BZ is useless and weird. Radiation emission from some gas reactions is added back because they weren't meant to be removed.
Changelog
cl
balance: Proto nitrate BZ reaction will now produce gases, instead of just deleting BZ. The gases it produces is nitrogen, helium, and plasma.
balance: Tritium combustion and proto nitrate tritium response will release radiation again, even if it's in a pipenet or canister. Proto nitrate BZ response will also release radiation.
balance: Proto nitrate BZ and tritium responses reaction rates has been changed and is no longer capped at 5 moles per second. Given a fixed amount of combined moles, the composition for the fastest reaction rate in tritium response is different than the composition of the consumption rates.
balance: Energy released from proto nitrate BZ and tritium responses has been increased.
balance: Proto nitrate BZ response hallucination and gas production now occur at the same time, instead of hallucinations only appearing below 30 moles and gas production + radiation (previously it just deleted BZ) above 30 moles.
/cl
About The Pull Request
Now that radiation waves are gone, the SM isn't capable of generating Pluox, actually the only way to generate Pluoxium is with a reaction mix of O2/Plasma/Tritium at low pressure, something that I assume most of the Atmos players don't even know about as the SM was the main and efficient way to generate Pluox.
The change also removed Pluox as an annoying waste gas on the SM, not the biggest of nerfs but...
So I copied the way the SM reacts with Miasma to generate extra power (bet most people don't know about this either.) for parity on how the SM only reactions work, but with a few changes to work better with a high power charged CO2 SM compared to a Miasma one.
The main change compared to the Miasma reaction is that it scales less with power and more with pressure, a High pressure and low power CO2+O2 SM should be the most efficient/safe way to make Pluox, a different kind of challenge to the low pressure high power CO2 SMs we have already.
Also, the amount of Pluox generated might need tweaks, but it is nothing compared to the production of old Radiation charged SMs.
Why It's Good For The Game
When I was a lil baby Atmos Tech, I looked at the Pluox generation reaction and had such high expectations.
"Wow, I can make more efficient Pluox internals to give away, I can flood the Station with Pluox instead of O2 and it will prevent fires and allow Plasmamen to vibe!"
Such cute thoughts that never really got into reality because the task is gargantuan without much return... still cute thoughts that I hope new Atmos players at least try.
Something something S O U L.
Changelog
cl Guillaume Prata
expansion: After a short break, the Supermatter is back again at the her hard working and slightly different Pluoxium generation business.
/cl
About The Pull Request
Increase performances on /turf/open/process_cell() by changing a typed for and making use of as anything, plus removed unnecessary proc call
Why It's Good For The Game
The test has been done in a controlled environment, a 7x7 airless room with one canister of plasma and one canister of oxygen released inside. The profiling ran from the start of the fire to the end of it.
Before any changes:
image
After the as anything forloop:
image
After the archive() removal:
image
Changelog
cl
code: increased atmos performances a bit more
/cl
About The Pull Request
Title.
Why It's Good For The Game
It can be found on both lavaland and icebox but due to an oversight it only works on lava.
This will fix#51505. <--- Whoneedsspace misread the issue and thought it was only about normal boats.
Changelog
cl
fix: The ship-in-a-bottle is now resistant to icebox/snowdin plasma rivers.
/cl
About The Pull Request
Custom radio emotes are currently logged very poorly on live. This adds enhanced logging for both custom radio emotes and custom radio emotes that accompany messages.
Always individually logs the emote portions, and when the emote portions are accompanied by a spoken part, combines both into a single log entry for maximum clarity about what other players likely saw.
game.log example:
[2021-11-19 06:51:40.708] RADIOEMOTE: Timberpoes/(Rae Finkel) fancy emote over command (Central Primary Hallway (107,144,2))
[2021-11-19 06:51:40.708] SAY: Timberpoes/(Rae Finkel) *fancy emote over command*, "says things" (Central Primary Hallway (107,144,2))
[2021-11-19 06:51:52.622] RADIOEMOTE: Timberpoes/(Rae Finkel) fancy emote over common (Central Primary Hallway (107,144,2))
[2021-11-19 06:51:52.623] SAY: Timberpoes/(Rae Finkel) *fancy emote over common*, "says other things" (Central Primary Hallway (107,144,2))
[2021-11-19 06:52:01.134] RADIOEMOTE: Timberpoes/(Rae Finkel) fancy emote over common, no words (Central Primary Hallway (107,144,2))
[2021-11-19 06:52:11.674] RADIOEMOTE: Timberpoes/(Rae Finkel) fancy emote over command, no words (Central Primary Hallway (107,144,2))
Why It's Good For The Game
Kenny Loggins.
Changelog
cl
admin: Improved logging for radio emotes in game logs and player panel logs.
/cl
Tanks can be overpressurized due to insane temperature/heat_capacity deltas or reactions happening inside it. All of this can occur inside cans. If they explode players wont notice it bluescreening, which happens most of the time due to the can dying. If they don't explode players do, this is one such case.
Fixes capitalization of several reagents to consistently capitalize them.
It's possible I've missed some, but I used a regex search to find them in the first place, so any I missed probably have malformed syntax.
Closes#62757
Why It's Good For The Game
Consistent spelling and capitalization looks good and helps readability.
Changelog
cl
spellcheck: Made reagents consistently capitalized.
/cl
What is says on the tin. Same behaviour as a mime's dummy, except with more bodily injury.
The only thing this PR's missing is proper in-hands for heads but that's a much larger undertaking out of scope for this coder.
About The Pull Request
Does what it says! pAI interfaces, including pAI card interfaces, have all been reworked.
I spent a bit of time working with pAIs doing this, so I've changed and fixed other things in the process.
Door jacking had little to no UI feedback
Many of the pAI actions had little feedback
Some of the logic was poor or not working (pAI request, for instance)
Why It's Good For The Game
One of the worst UIs in the game is redone
Three interfaces are now two: pAI cards and recruit window -> 1 tgui window, pAI software interface -> tgui
Door jacking gives more feedback, including sounds and messages.
New procs inside general and security records to fetch data
Requesting a pAI now uses the notify_ghosts proc like most other ghost roles
Changelog
cl
refactor: pAI interfaces have been converted to TGUI.
refactor: Requesting a holographic pAI friend now correctly notifies ghosts of your loneliness.
add: pAI door jacks have been given a bit more UI feedback.
del: Requesting and downloading a pAI no longer uses two separate screens.
/cl
Baseball bats now establish their direction of knockback based on the cardinal direction from the atom of the bat to the target instead of the user to the target.
The old blastcannon is one of the worst sprites in the game, and the old inhand is tiny.
A weapon that instagibs people should probably have a prominent inhand and now it does! Probably the biggest inhand of any item...
Changelog
cl
imageadd: The blast cannon & blast wave projectile has new sprites.
/cl
About The Pull Request
There was no check to see if there was a ceiling above the elevator, so you could always go up if you wanted to, you just couldn't go down.
There was also an issue where if the menu was opened and any change was made either up or down, it wouldn't be taken into account by the lift and it would do it anyway. That means that the top level could become unsuitable by someone blocking it off and the elevator wouldn't care.
Finally, should fix the issue where the radial menu doesn't update when the lift move, causing you to be able to make illegal moves because there was no sanity checks. Now there is some sanity checks, and the menu will additionally close if the elevator has moved since you opened it. Just click on it again to open it once more.
I also ended up documenting some of the code there while I was there, and improved a few variable names because they didn't follow coding standards.
Why It's Good For The Game
Going through floors and ceilings was in general a pretty bad thing about elevators. Now it shouldn't happen anymore.
Changelog
cl GoldenAlpharex
fix: Elevators are no longer defying the laws of physics and therefore can no longer phase through ceilings or floors.
fix: When an individual is interacting with an elevator and said elevator is moved, their menu will be closed if they weren't the one to cause that move, to prevent more physics-defying operations.
code: Improved the industrial lift code by adding documentation and trying to enforce the coding standards in there while I was at it.
/cl
Malfunctioning Ais now get their own special antagonist panel, and roll for backstories much like traitors! As before, these are simply suggestions to encourage roleplay while you server wipe as the funny box.
Re-paths GAR glasses to make them subtypes of each other, where applicable.
Re-names some of the icon states, to make it clearer as to what they are.
Changes the alternate_worn_layer to make them show over hair, rather than under. (Muh reference)
Subtypes good. Being able to see what you're wearing properly also good.
Currently, attempting to left + alt click a pipe or pipe accessory will both rotate and change the layer the pipe sits on in the same click. This changes the layer swapping to occur on right + alt click while leaving the rotation action to a left + alt click.
Fixes#62809 (and improves atmospherics game-play):
try and rotate a pipe with alt click
it changes its layer too
be sad
Currently the space heater does not properly toggle on/off the functionality of the space heater itself, just one aspect of its icon state. This brings the right click functionality in line with the TGUI on/off toggle functionality. It will now properly inform the user via chat when it is toggled and also properly change the state of the machinery to be on and off.
fixes#63042 and standardizes the toggling of the machine.:
Attempting to Right click to enable a space heater will turn it on, but it will not actually do anything. Turning it on manually through the interface will let it work.
This PR will completely remove the brain traumas component of being abducted. in its place, there will be a round start limb grower machine to make up for it. All upgrade disks for the machine come in the above locker and I was even nice enough to include 50 units of synthflesh! Wow!
Requested to bring this upstream, so here we are now. The floorbot stuff is new though.
Adds new catwalk tiles that blend better with other flooring
Also does some improvements to floorbots, specifically:
-Auto-place catwalks in maints (now when they wander in there they'll actually be helpful!)
-Actually patch holes (they used to just lay a tile over space and call it good; crowbarring it up would show a lack of plating)
-Repairing floor tiles actually REPAIRS it, leaving the decals intact
More usable catwalks, rather than what we currently had.
Added new reskins of the Catwalk Tiles, which will blend better with other types of floor! These can be selected via a radial on the base catwalk tile, crafted with iron rods.
Floorbots will automatically place catwalks when they're in a maintenance area, and will repair damaged/burnt tiles rather than fully replacing them.
Floorbots will actually place a plating when repairing a breach with tiles, rather than haphazardly laying a tile that has space below it.