Commit Graph

58745 Commits

Author SHA1 Message Date
SkyratBot 3d59cdc19d [MIRROR] Adds Skill Tracker app for tablets [MDB IGNORE] (#9897)
* Adds Skill Tracker app for tablets (#63013)

Adds a skill tracker app for tablets.

I allowed all tablets to install it, but it is currently not pre-installed by default.

It is only available to tablets, with the conceptual compromise that it requires no extra hardware components, but uses sensors through your hands or something.

* Adds Skill Tracker app for tablets

Co-authored-by: Tastyfish <crazychris32@gmail.com>
2021-12-05 22:31:01 -05:00
SkyratBot 7178e67c0c [MIRROR] Make screwdrivers able to be inserted into the destructive analyzer through left-click [MDB IGNORE] (#9891)
* Make screwdrivers able to be inserted into the destructive analyzer through left-click (#63085)

* Make screwdrivers able to be inserted into the destructive analyzer through left-click

Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
2021-12-05 22:29:09 -05:00
SkyratBot 25bfeea096 [MIRROR] Move scan results from health analyzers/other scanners from local chat to info tab [MDB IGNORE] (#9883)
* Move scan results from health analyzers/other scanners from local chat to info tab

* Fix that shit up

* More fixies

* There we go

Co-authored-by: maxspells <94013721+maxspells@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-12-05 15:38:49 +00:00
SkyratBot 7ee3dfe756 [MIRROR] Department Order Consoles now have fallback areas, if the first area doesn't exist on a map (plus map logging) [MDB IGNORE] (#9886)
* Department Order Consoles now have fallback areas, if the first area doesn't exist on a map (plus map logging) (#63214)

Maploaded department order consoles will now check if they have a valid destination, and set a generic one if they don't while throwing a mapping log.

* Department Order Consoles now have fallback areas, if the first area doesn't exist on a map (plus map logging)

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2021-12-05 10:29:47 -05:00
SkyratBot 6f91e1359f [MIRROR] BCI implanters no longer drop their BCI on the floor when opened [MDB IGNORE] (#9885)
* BCI implanters no longer drop their BCI on the floor when opened (#63204)

Exactly what it says in the title. Implanters used to drop the BCI they contained when opened up. Now they don't. For good measure I made them drop their contained BCIs when deconstructed as well in case they already did that as a consequence of the BCI being located inside the implanter, which was the cause of the issue in the first place.

* BCI implanters no longer drop their BCI on the floor when opened

Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
2021-12-05 10:29:23 -05:00
GoldenAlpharex 6f3aaf01da Revert "[MIRROR] Ethereals no longer get the "he" pronoun accidentally [MDB IGNORE]" (#9884)
* Revert "[MIRROR] Ethereals no longer get the "he" pronoun accidentally [MDB IGNORE] (#9880)"

This reverts commit f42200feef.

* Properly reverts it, the Skyrat way
2021-12-05 10:27:36 -05:00
SkyratBot e7a6101af9 [MIRROR] Make USB cables attached to locked circuits unable to be modified [MDB IGNORE] (#9882)
* Make USB cables attached to locked circuits unable to be modified (#63084)

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Make USB cables attached to locked circuits unable to be modified

Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-12-05 10:07:43 -05:00
SkyratBot d7f14b05de [MIRROR] Removes References to Radiation From Engine Goggle Description [MDB IGNORE] (#9881)
* Removes References to Radiation From Engine Goggle Description (#63230)

Removes the line "and the Radiation Scanner mode lets you see objects contaminated by radiation" from the scanner goggle description.

Scanner goggles can no longer detect radiation as of 0f3c4e51f7, the old examine text was misleading.

* Removes References to Radiation From Engine Goggle Description

Co-authored-by: Tiresoup <94724497+Tiresoup@users.noreply.github.com>
2021-12-05 10:07:18 -05:00
SkyratBot f42200feef [MIRROR] Ethereals no longer get the "he" pronoun accidentally [MDB IGNORE] (#9880)
* Ethereals no longer get the "he" pronoun accidentally (#63221)

Character preferences now disregards the gender value if the species you're playing as is sexless
fixes #61491 (Ethereals being "He" instead of "They")

* Ethereals no longer get the "he" pronoun accidentally

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2021-12-05 10:00:58 -05:00
SkyratBot 2e5f20471f [MIRROR] Verify that those clicking on admin statclicks are admins [MDB IGNORE] (#9879)
* Verify that those clicking on admin statclicks are admins (#63226)

Also removes some unused statclick.

Statclicks need to get removed someday, they're a pain in the ass, but this is good enough for now.

* Verify that those clicking on admin statclicks are admins

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-12-05 10:00:01 -05:00
SkyratBot ccf837ef8a [MIRROR] Makes the edible component not runtime due to connect_loc_behalf when applied to turfs [MDB IGNORE] (#9877)
* Makes the edible component not runtime due to connect_loc_behalf when applied to turfs (#63232)

This makes it so it stops trying to use connect_loc_behalf if the parent of the edible component is a turf, just registering the signal normally instead, which should hopefully be the same functionality.

Runtimes are bad, and even if there's not really any relevant use of that proc in most cases, this is to future-proof things anyway.

* Makes the edible component not runtime due to connect_loc_behalf when applied to turfs

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-12-05 09:59:33 -05:00
SkyratBot f037e05933 [MIRROR] APC being burnt now no longer spams runtimes. [MDB IGNORE] (#9876)
* APC being burnt now no longer spams runtimes. (#63244)

* APC being burnt now no longer spams runtimes.

Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
2021-12-05 00:42:54 -05:00
Tom 4603f40235 Replaces Captain and NT Rep sidearms with default energy guns (#9805) 2021-12-04 02:41:51 +00:00
SpaceVampire 3e3b7f3ae5 aaaa (#9845) 2021-12-04 02:37:49 +00:00
faaaay 8317e7f72a Personal space quirk (#8230)
* replaces "iron ass" trait with "personal space"

* ass-slapping with the personalspace trait now also checks for combat mode

* re-adds Iron Ass for Player ChoiceTM

* minor punctuation fix + added to trait description

* fixes ironass value

* add checks for counterattacks

* Update code/modules/mob/living/carbon/carbon_defense.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/master_files/code/datums/traits/neutral.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update code/__DEFINES/~skyrat_defines/traits.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/master_files/code/datums/traits/neutral.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* reremoves Iron Ass

* replaces magic numbers with defs

* remove TRAIT_IRONASS

* removes IRON_ASS check from carbon_defense

* Let's get this over with

* Of course I had to forget some of them...

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-12-03 21:34:46 -05:00
SkyratBot 9ce1a9b733 [MIRROR] Wethide now dries into leather after burning [MDB IGNORE] (#9868)
* Wethide now dries into leather after burning and grilling (#63198)

You can now dry wet hide (obtainable by skinning and wetting goliath plates or other animal hides) into leather by lighting it on fire (with a bonfire grill especially, though the heat of being on fire will dry it regardless of the origin of the fire)

This also means that ashwalkers will be able to obtain leather without getting power, since drying racks require power, which, as shown in #63195, is apparenly intended and not a bug.

* Wethide now dries into leather after burning

Co-authored-by: Bond <58570888+TheBonded@users.noreply.github.com>
2021-12-04 02:13:48 +00:00
Gandalf f3020a7f42 Microfusion Energy Guns (#9638)
* RELOADING!

* Update skillchip.dm

* a

* Update master.dm

* Update master.dm

* Part one

* E

* E

* EOR

* Oops

* EEEH

* Fixes.

* begone oldcode from old times

* fixes

* cell attatchments

* haha u cant spell

* Gun attachments!

* Fastest gun in the west

* Update multi_cell_charger.dm

* ESA

* Stability

* phase emitters

* foixes

* More fixes

* Update microfusion_gun_attachments.dm

* Update microfusion_gun_attachments.dm

* eee

* Intermediate interactions.

* Update microfusion_energy_master.dm

* wooh

* EEE

* Update microfusion_cell.dm

* Map edits

* Merge branch 'master' into gun_reloads

* E

* attachment removal

* Update _basemap.dm

* proper parent gun interactions

* Update code/game/machinery/recharger.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* E

* Update modular_skyrat/modules/gunsgalore/code/guns/ballistic_master.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Update modular_skyrat/modules/microfusion/code/microfusion_cell.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Update modular_skyrat/modules/microfusion/code/microfusion_cell.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* Review comments pt2

* review comments pt2

* review part 3

* review part 4

* review 4.1

* review fixes

* Update microfusion_designs.dm

* ffs

* Update code/__DEFINES/~skyrat_defines/traits.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Nearly there

* final review commit

* Update multi_cell_charger.dm

* Update microfusion_energy_master.dm

* E

* insight

* Fixes, rgb, remove instability on cells

* de epic

* Update _basemap.dm

* TGUI in the houise

* Update MicrofusionGunControl.js

* FULL STEAM AHEAD CHOO CHOO (Adds zooming)

* FUU bayonets and flights

* e

* Nearly

* microCHANGES

* Update gun.dm

* Minidate.

- Shooting the gun while it's overheating can cause it to [REDACTED].
- Shooting the gun while it's overheating will burn your hand!
- Some cells will now notify you when they're empty using an alarm sound.
- Gun barrel attachments now change the sound of the laser!
- An overheating emitter slows down!
- Emitters now control fire time more!

* 0

* owo

* FFF

* Update code/game/machinery/recharger.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/modules/gunhud/code/gun_hud_component.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* no spolsion

* Generally we want the cell in our hands

* 0

* Update microfusion_gun_attachments.dm

* E

* E

* FINAL

* superheater

* Update projectiles.dm

* Update microfusion_energy_master.dm

* Update projectiles.dm

* Update microfusion_gun40x32.dmi

* Update laser_1.ogg

* E

* whoop

* Cargo crates!

* Review plus material updates

* Update microfusion_designs.dm

* E

* E

* E

* E

* EEEE

* Update gun_spawns.dm

* Some fine tuining

* Update gun_spawns.dm

* Update recharger.dm

* E

* Update microfusion_gun_attachments.dm

* E

* E

* Update microfusion_gun_attachments.dmi

* Update code/game/machinery/recharger.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

* E

* You can now actually insert different cells into advanced guns!

* 0

* E

* Update microfusion_gun_attachments.dm

* Update microfusion_energy_master.dm

* Update modular_skyrat/modules/microfusion/code/microfusion_cell.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/modules/microfusion/code/microfusion_cell.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* E

* Update microfusion_energy_master.dm

* Update microfusion_gun_attachments.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-12-03 22:38:08 +00:00
SkyratBot 959f66bf47 [MIRROR] Fixed spelling of possession, Separate, and Cemetery [MDB IGNORE] (#9862)
* Fixed spelling of possession, separate, and cemetery (#63203)

Just fixes some spelling for gangs. I also fixed misspellings for "posession" to "possession". Fixed "seperate " to "Separate" Fixed "Cemetary" to "Cemetery"

* Fixed spelling of possession, Separate, and Cemetery

Co-authored-by: Doctor Pope <84367152+Dr-Pope@users.noreply.github.com>
2021-12-03 16:58:40 -05:00
SkyratBot e55fb78f94 [MIRROR] Added an examine message to wired glass tiles [MDB IGNORE] (#9861)
* Added an examine message to wired glass tiles (#63175)

I thought that not being able to place those tiles were a bug. Seems like it's a feature.

* Added an examine message to wired glass tiles

Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
2021-12-03 16:56:26 -05:00
SkyratBot eb25658e2f [MIRROR] adds the ability to splat the goat [MDB IGNORE] (#9860)
* the goat plushie can be run over (#63148)

You can now run over the plushie with the tram, splatting it into the ground

Non-joke reason: The tram now sends a signal to the destination turf, which can be used by objects to have unique interactions with the tram when being ran over.

* adds the ability to splat the goat

Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2021-12-03 16:56:06 -05:00
SkyratBot 1b252f6a08 [MIRROR] Deletes the ceiling [MDB IGNORE] (#9858)
* Changes message when looking up at max-z (#63212)

Changed the message you get when you're at the highest z-level and try to look up to a more generic one that doesn't assume we're inside the station

* Deletes the ceiling

Co-authored-by: Mickyan <38563876+Mickyan@users.noreply.github.com>
2021-12-03 21:15:37 +00:00
SkyratBot a9a6cb4499 [MIRROR] Fixes the overflow station trait not working [MDB IGNORE] (#9851)
* Fixes the overflow station trait not working

* Feex

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-12-03 15:57:27 -05:00
Tom 477217bc34 Fixes FTU 'Ignis' plasma sword (#9840) 2021-12-03 15:49:19 -05:00
SkyratBot 2174618823 [MIRROR] TGUI pAI Hotfix 1 [MDB IGNORE] (#9855)
* TGUI pAI Hotfix 1 (#63160)

Adds a new ui state so that players can access the paicard tgui while it's slotted in their PDA (inside the pda wasn't technically in the user's close inventory).
Adds some documentation for the pAI candidate file
Users now get notifications if they can't save files (guest keys).
pAIs previously had NO on screen indicator of hack progress, so I've given them a progressbar over the door
More visual output for pAIs
More output for edge cases
More documentation
Fixes #63161

* TGUI pAI Hotfix 1

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2021-12-03 15:47:45 -05:00
SkyratBot 108b9585dc [MIRROR] Ghosts can have colorful hair again! [MDB IGNORE] (#9856)
* Ghosts can have colorful hair again! (#63129)

The PR that updated the codebase to no longer use legacy colors didn't check this specific proc, which is to my knowledge only used by ghosts lightening their hair color. That's it.

* Ghosts can have colorful hair again!

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-12-03 20:47:01 +00:00
SkyratBot 3c9610c63d [MIRROR] Fixes forged agent id cards breaking wallets [MDB IGNORE] (#9854)
* Fixes forged agent id cards breaking wallets (#63069)

Forged agent ids no longer prevent access from being combines from cards in a wallet

* Fixes forged agent id cards breaking wallets

Co-authored-by: HarseTheef <74737391+HarseTheef@users.noreply.github.com>
2021-12-03 15:14:58 -05:00
SkyratBot 78a6c7d354 [MIRROR] fixes vent and scrubber map edited names resetting [MDB IGNORE] (#9853)
* fixes vent and scrubber map edited names resetting (#63061)

* fixes vent and scrubber map edited names resetting

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2021-12-03 15:14:22 -05:00
SkyratBot 0106ae49c3 [MIRROR] Add investigate logs for crafting [MDB IGNORE] (#9852)
* Add investigate logs for crafting (#63178)

* Add investigate logs for crafting

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-12-03 15:14:07 -05:00
SkyratBot ebc9cafc2b [MIRROR] Fix AI eye not being recreated if it was qdel'd, but not nulled [MDB IGNORE] (#9850)
* Fix AI eye not being recreated if it was qdel'd, but not nulled (#63131)

As an error recovery point, if the eye somehow gets qdel'd, it is recreated when you try to move to the core.

However, this error recovery doesn't work if the AI eye is qdel'd without being nulled, as create_eye() checks if eyeobj exists (NOT if it's qdel'd).

Of course the real bug is in whatever is qdel'ing the eye, but considering this is an existing error recovery system, it should still work!

* Fix AI eye not being recreated if it was qdel'd, but not nulled

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-12-03 11:10:59 +00:00
SkyratBot aa67153ed6 [MIRROR] Fix replaced_by surgeries (fixing showing all tend wounds when upgraded) [MDB IGNORE] (#9849)
* Fix replaced_by surgeries (fixing showing all tend wounds when upgraded) (#63111)

* Fix replaced_by surgeries (fixing showing all tend wounds when upgraded)

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-12-03 11:10:38 +00:00
SkyratBot 7e8e7a3e73 [MIRROR] Fixes nearspace tiles not lighting up properly [MDB IGNORE] (#9848)
* Fixes nearspace tiles not lighting up properly (#63017)

* Fixes nearspace tiles not lighting up properly

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-12-03 11:10:29 +00:00
SkyratBot 016d4227a4 [MIRROR] Borg panel logs to silicon rather than admin [MDB IGNORE] (#9846)
* borg panel logs to silicon rather than admin (#63055)

* Borg panel logs to silicon rather than admin

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2021-12-03 11:08:31 +00:00
SkyratBot f441a77bf3 [MIRROR] Allows players to affix bayonets to their pipe guns, for defense against ruffians invading your department [MDB IGNORE] (#9844)
* Allows players to affix bayonets to their pipe guns, for defense against ruffians invading your department (#63137)

* Allows players to affix bayonets to their pipe guns, for defense against ruffians invading your department

Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
2021-12-03 11:08:13 +00:00
SkyratBot 86880cfc23 [MIRROR] Adds Pride Pins [MDB IGNORE] (#9839)
* Adds Pride Pins (#62987)

* I love gay

* Update accessories.dm

* fix conflicts

* Apply suggestions from code review

Co-authored-by: bawhoppen <Bawhoppen@ users.noreply.github.com>

* Update accessories.dm

* ok

Co-authored-by: bawhoppen <Bawhoppen@ users.noreply.github.com>

* Adds Pride Pins

Co-authored-by: AxieTheAxolotl <86872535+axietheaxolotl@users.noreply.github.com>
Co-authored-by: bawhoppen <Bawhoppen@ users.noreply.github.com>
2021-12-03 11:07:02 +00:00
SkyratBot 9e7e2de35a [MIRROR] Fix sec hailer oversight with tint changes [MDB IGNORE] (#9843)
* Fix sec hailer oversight with tint changes (#63211)

About The Pull Request

Sec hailers should've been changed to not have a tint but also to not have eye protection and so pepper immunity.
Why It's Good For The Game

Fix an oversight on the original PR #62947
Changelog

cl
fix: fix an oversight where sec hailer shouldn't have the tint changes, the eye protection and the pepper immunity. All other sec masks (the swat and spacepol) are unchanged
/cl

* Fix sec hailer oversight with tint changes

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
2021-12-03 01:30:41 +00:00
Reco201 6ebbdfaba7 Cyborg PKA is now visible again (#9831)
* Update kinetic_accelerator.dm

* Update code/modules/projectiles/guns/energy/kinetic_accelerator.dm

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2021-12-02 18:04:17 -05:00
SkyratBot af56276408 [MIRROR] makes the gradient color options not show if no gradient is selected [MDB IGNORE] (#9837)
* makes the gradient color options not show if no gradient is selected (#63169)

* makes the gradient color options not show if no gradient is selected

Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
2021-12-02 22:24:13 +00:00
SkyratBot 9c555876ee [MIRROR] Adds a confirmation prompt for admins resetting the station name [MDB IGNORE] (#9836)
* Adds a confirmation prompt for admins resetting the station name (#63197)

* Adds a confirmation prompt for admins resetting the station name

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
2021-12-02 22:24:07 +00:00
SkyratBot dc3c8e9e52 [MIRROR] Fixes bugged lighting overlays on dark tiles [MDB IGNORE] (#9835)
* Fixes bugged lighting overlays on dark tiles (#63171)

* Fixes bugged lighting overlays on dark tiles

Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
2021-12-02 22:24:00 +00:00
SkyratBot a7f92e5e3f [MIRROR] Gives blind people a chat message when someone tries to handcuff them [MDB IGNORE] (#9834)
* Gives blind people a chat message when someone tries to handcuff them (#63192)

Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>

* Gives blind people a chat message when someone tries to handcuff them

Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
2021-12-02 22:23:52 +00:00
SkyratBot 67e89df03c [MIRROR] Updates /code/game/objects/item/{melee,tcg}/* to follow the style guide [MDB IGNORE] (#9832)
* Updates /code/game/objects/item/{melee,tcg}/* to follow the style guide (#63130)

Co-authored-by: SuperNovaa41 <supernovaa41@ protonmail.com>

* Updates /code/game/objects/item/{melee,tcg}/* to follow the style guide

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: SuperNovaa41 <supernovaa41@ protonmail.com>
2021-12-02 22:23:31 +00:00
SkyratBot 3b23a57eeb [MIRROR] Cleans up unnecessary transformation options in admin player panel [MDB IGNORE] (#9826)
* Cleans up unnecessary transformation options in admin player panel (#62832)

I got tired of having to walk new admin candidates through the admin buttons and telling them about all of the antiquated buttons they'd never use, so I'm doing my part and removing a bunch of the transformation bloat from the player panel. Below is the current menu
The only button admins I know ever actually use is the human rudimentary transformation one, and literally nothing else. Judging by how the options are a random choice of some of the station pets, these options probably haven't been updated since like 2012. In addition, the non-rudimentary transformations only work if you're a human, so not sure why they show up for non human player panels.
Here's the new pared down selection, I figured these would be the only useful ones from the bunch. They work no matter what mob the target was previously, whether it be another living mob or a ghost. In addition, I also cut out the transformation equivalents from the VV dropdown, because lord knows that menu keeps getting longer and longer. Lastly, I refactored stuff where possible without getting too trapped in cursed pre-MSO era admincode.

* Cleans up unnecessary transformation options in admin player panel

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2021-12-02 22:23:20 +00:00
SkyratBot 6f770df56c [MIRROR] Nerf Irish Car Bomb clown car effect to throwing out all the mobs, without a big explosion [MDB IGNORE] (#9821)
* Nerf Irish Car Bomb clown car effect (#63141)

About The Pull Request

Frankly this is what I had in my head for the original PR but didn't spend too much time on it
Why It's Good For The Game

Currently gibs everyone inside the clown car, which sucks considering this is always non-antagonists doing it, also not what I expected it to be when I merged it
Changelog

cl
balance: The Irish Car Bomb + clown car interaction has been nerfed from a big gibbing explosion to throwing out all the mobs (with the usual chance of spilling out slipping foam)
/cl

* Nerf Irish Car Bomb clown car effect to throwing out all the mobs, without a big explosion

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-12-01 21:47:54 -05:00
SkyratBot 3733d2f33b [MIRROR] Fixes cult softlock situations with the sacrifice objective. [MDB IGNORE] (#9824)
* Fixes cult softlock situations with the sacrifice objective. (#62983)

* Fixes cult softlock situations with the sacrifice objective.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-12-01 21:40:13 -05:00
Seris02 fab444ffe2 [modular] big borg code improvements and fixes (#9701)
* big borg code improvements and fixes

* I missed a modular comment

* fuck you linters

* yis

* converts skyrat versions to better

* annnnnd that should fix it
2021-12-01 21:06:59 -05:00
SkyratBot 6953b04a5d [MIRROR] Improved logging for custom radio emote based messages [MDB IGNORE] (#9810)
* Improved logging for custom radio emote based messages

* Feex dat conflict yo

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-12-01 23:03:14 +00:00
SkyratBot 41ccb4ee8c [MIRROR] Nerfs HoP's access [MDB IGNORE] (#9820)
* Nerfs HoP's access (#63165)

About The Pull Request

Removes HoP's access to security office.
Removes HoP's mech access entirely (except mining)
Why It's Good For The Game

HoP already has a TON of access for what their job is about, managing job changes and service/cargo. There's no reason why they would need such things as access to mechs, science, medical, ect. But for now, I just want to focus on removing Security Office:

HoP, on all maps, has a gun recharger in their office, and they will still remain access to departmental offices, so security office access is irrelevant for charging their gun. I personally don't think that HoP, a non-sec role, should have aceess to security lockers. They are a Service/Cargo job, they shouldn't have access to just walk in and take SecHUDs.

If HoP really needs access to security office, they can give themselves the access, but thanks to ID trimming, that cost isn't free anymore. Though it technically is, because they only need to give themselves 1 access edit, which isn't gonna affect a Silver ID, so I personally think they should have more access removed but that's not the point right now.
Changelog

cl
balance: the Head of Personnel no longer has access to Security Office nor Mechs (outside of mining ones).
/cl

* Nerfs HoP's access

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2021-12-01 22:45:30 +00:00
SkyratBot 98f116e9b6 [MIRROR] Fixed nyctophobia being triggered even if you have mesons [MDB IGNORE] (#9819)
* Fixed nyctophobia being triggered even if you have mesons (#63145)

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

* Fixed nyctophobia being triggered even if you have mesons

Co-authored-by: Aerden <27950824+Aerden@users.noreply.github.com>
2021-12-01 22:42:50 +00:00
SkyratBot d0987f545e [MIRROR] Gasmaks tint and tint calculation update (Oranges approved edition) [MDB IGNORE] (#9817)
* Gasmaks tint and tint calculation update (Oranges approved edition) (#62947)

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

* Gasmaks tint and tint calculation update (Oranges approved edition)

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
2021-12-01 22:34:49 +00:00
SkyratBot bfd0fed710 [MIRROR] Synthesizers and headphones can now have circuits! [MDB IGNORE] (#9818)
* Synthesizers and headphones can now have circuits! (#62825)

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

* Synthesizers and headphones can now have circuits!

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-12-01 22:32:33 +00:00