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3f44ca8e5e383b0cdb2fbd7c19daf6ad0e47c8b2
9328 Commits
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262bc5936d |
[MIRROR] Bodybuilders can see each others' power levels. (#27684)
Bodybuilders can see each others' power levels. (#83088) Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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db8f4d3f70 |
[MIRROR] Allows status effects with alerts to display their duration (on the alert), adds it to a select handful (#27692)
* Allows status effects with alerts to display their duration (on the alert), adds it to a select handful (#83211) ## About The Pull Request Plainly: Expands the status effect API so their alerts can showcase duration remaining. https://github.com/tgstation/tgstation/assets/51863163/02eaad84-ebb7-4af9-9895-977c6e71acc4 ## Why It's Good For The Game I figure there are some status effects out there which really want the player to know how long the duration is. And right now, for 95% of them, you have to code dive to find out. This is rather punishing for players who... don't code dive. At the same time, there are effects which *do* tell you how long they last, which leaves it up to the player to intuit when it'll run out. This can get a bit silly during lag, and again, punishes new players. That's not to say I think every status effect should report how much duration is left: **For very common effects, like sleeping, it should be left up to the player to guess.** Otherwise we lose a lot of paranoia and feeling of helplessness. (Also keep in mind this only applies to status effects with alerts associated.) Hence why I only added it, largely, to the more "gamified" buffs and debuffs - Things from (generally) one or two sources and with a static duration, (or things which already informed the player how long they last). Notable ones include Fleshmend, Convulsing (from emag defib), Regen core. ## Changelog 🆑 Melbert qol: Some alerts, such as Fleshmend's, show their remaining duration on their icon. /🆑 * Allows status effects with alerts to display their duration (on the alert), adds it to a select handful --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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6ff8d2f368 |
[MIRROR] Chance to become crab on DNA meltdown (#27667)
* Chance to become crab on DNA meltdown (#82985) ## About The Pull Request Sometimes when you get a nonlethal instability consequence you will now become crab ## Why It's Good For The Game You should be abel to reach teh peak of evolution when messing with your genetics ## Changelog 🆑 add: Chance to become crab on nonlethal DNA meltdown /🆑 * Chance to become crab on DNA meltdown --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> |
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84b3e0b595 | Merge branch 'master' into upstream-merge-83123 | ||
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b0337e7837 | Merge branch 'master' into upstream-merge-83123 | ||
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86cd412332 | Merge branch 'master' into upstream-merge-83117 | ||
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6d3a2c168f | Merge branch 'master' into upstream-merge-83063 | ||
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d4f03e8add |
[MIRROR] Replace Heretic Phobia with Cursed Organs (#27664)
* Replace Heretic Phobia with Cursed Organs (#83082) ## About The Pull Request Being sacrificed by a Heretic no longer applies an incurable brain trauma that gives you a phobia of Heretic-associated items. Instead it does the following things: - Removes 2-4 of your organs and leaves them behind on the sacrificial circle, replacing them with "corrupt" organs with negative effects. - Gives you an unremovable "curse" debuff which will cause you to immediately cough a random organ out of your chest if you attack or are attack by the person who sacrificed you, **if they are wearing a Focus at the time.** Corrupt Organs can be removed via surgery, although doing so is dangerous. A removed corrupt organ will often either immediately explode for a small (but not insignificant) amount of burn damage to everyone nearby, or it will animate itself as a haunted object and be a general nuisance until subdued. A patient dosed with Holy Water can always have their organs removed without consequence. Chugging Holy Water will also suppress most of the negative effects of your corrupt organs. The effects of Corrupt Organs are as follows: - **Eyes:** All Heretics **and also a selection of additional random people** are completely invisible to you. You can still see their runtext (or "hear") them, but they otherwise cannot be seen. And as you can't see them you also cannot click on them. - **Tongue:** When you speak, your language will sometimes be replaced by "Shadowspeak", understood only by Curators and Nightmares. This is less of an impediment during Halloween because of the friendly Shadowpeople. - **Liver:** When you drink something, it will add extra reagents to your sip from a pool largely composed of alcohol and hallucinogens. - **Stomach:** Your hunger will deplete significantly faster if you do not regularly ingest blood. (Fun fact: Did you know that a drinking glass full of blood automatically relabels itself "tomato juice"?) - **Heart:** You will continue to be intermittently tormented by frightening hands. - **Lungs:** You will intermittently cough out dangerous or unpleasant gases. - **Appendix:** Very infrequently you will vomit out several hostile worms. Most of these effects aren't present while you're dodging the spooky hands in the Mansus realm. Plasmamen never have their lungs replaced because they'd immediately start choking on their internals and that is annoying. Ethereals _do_ have their hearts replaced so may be surprised to find that they don't respawn when killed if they don't get a new one. I would haved called them Cursed Organs but the Cursed Heart already exists. ## Why It's Good For The Game Nobody enjoys the Heretic phobia from any angle. Phobias suck to deal with in general. and while being scared of all Heretic stuff from that point on is mildly flavourful it's not very interesting. This alternative hopefully provides a more interesting answer (which should provide more storytelling and interaction with other people) to the problems that the original change intended to address: Making sure that nonlethal sacrifices still feel significantly bad enough that you're not going to volunteer, and as an extra layer of protection to ensure that someone you sacrificed functionally ceases to be a threat to you. ## Changelog 🆑 del: Being sacrified by a Heretic no longer gives you an incurable phobia. add: Being sacrificed by a Heretic will drop 2-4 of your organs on the ground and replace them with "corrupt organs" with negative effects which can be suppressed with Holy Water. add: Players who have been sacrificed by Heretics will experience additional and rapidly lethal consequences for attempting to fight someone who previously sacrificed them, as long as that person is wearing a focus. /🆑 * Replace Heretic Phobia with Cursed Organs --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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624b3d975d |
Add alt-click usage context to toggle_icon component (#83123)
## About The Pull Request There is not much to this. We make `toggle_icon` register an additional signal `COMSIG_ATOM_REQUESTING_CONTEXT_FROM_ITEM` upon which we set the alt-click usage context, and just add the `HAS_CONTEXTUAL_SCREENTIPS_1` flag to the parent ourselves as we don't want the other effects of `register_context()`. ## Why It's Good For The Game Having working screentips is helpful. ## Changelog 🆑 qol: Added alt-click usage context to toggle_icon component /🆑 |
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3a6aab6f27 | Quick equip no longer throws balloon alerts | ||
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a2cad3c467 |
Pipegun updates and glowup (#83063)
## About The Pull Request Updates pipeguns with a brand new set of sprites. Also comes with pipe pistols; plinkier versions of the pipegun.    Alters pipeguns away from utilizing shotgun/rifle ammunition towards a bespoke junk round ammo. These shells are crafted similarly to current improvised shells. This also removes improvised shells as a shotgun ammo type. (these new shells aren't shotgun shells to begin with, they're more like rifle bullets) Crafting junk rounds produces an entirely unknown projectile in the shell. You won't know what you get until you fire the gun. Almost in every instance, however, the shot is beneficial towards killing things. And they all do about the same amount of damage, so there is hopefully never a round you didn't want to fire in the gun. Fighting someone with a pipegun is usually predictable for what amount of damage it will do, but any additional effects it might have is going to be an unknown factor. They also brutalize borgs, which is a quality that improvised shells had previously. Pipeguns operate as they did before, and do roughly 40 damage per shot with the majority of their ammo types (less than what they do currently with .310). They only have one shell in the gun at a time, so every time they're fired, they must be reloaded. Pipe pistols do roughly 15 damage per shot, but hold more ammo than the bigger pipegun. However, they're more likely to veer off-course. There are regal versions of each of these weapons, and each are more potent respective of their general rarity. Having one is going to be a lot more noteworthy. ### Minor changes Some more clothing items can carry pipeguns in their suit storage. The icemoon hermit spawns with a heroic laser musket rather than a regal pipegun (partially because it is too difficult for the hermit to get more ammo for their gun, and also because the regal pipegun is a more powerful weapon than previously) ## Why It's Good For The Game It has been a few years since I added the pipegun, and time was never particularly kind to it. There are alternative weapons now with interesting mechanics of their own. The ammunition it used has changed considerably. And it simply didn't ever feel like a 'junk gun' in a way that was fun. The original mechanics added to give it that feeling were just not fun to experience and were removed. So the pipegun has been left as 'a shitty version of X'. Even the regal pipegun was, at the end of the day, a shittier version of either a shotgun or cargo rifle. It didn't feel right not having some kind of unique quality to using these weapons that help them express themselves as unpredictable trash weapons built inside of maintenance. But I expressly didn't want to make it 'unpredictable' in a way that felt unfair on the person getting shot either. So just giving it more damage was right out. As a compromise, I reduced the overall lethality of the weapons while introducing a gimmick that will appeal to those wanting to play out the role of a homeless lunatic with a shitty homemade gun stalking maintenance. A 'chaos gun' so to speak. Maybe that will appeal to people. ## Changelog 🆑 balance: Reworks pipeguns to use an unpredictable 'junk round'. You won't know what you're shooting until you fire it. add: Introduces a pistol version of the pipegun; the pipe pistol. It is inaccurate and does significantly less damage, but more portable and has more ammunition in the gun. image: Updates the visuals of the pipeguns. balance: Also improves the Regal varieties of these weapons. By a lot. balance: More articles of clothing can be used to carry pipeguns in suit storage. balance: The Icemoon Hermit comes with a Heroic Laser Musket instead of a Regal Pipegun. remove: Improvised shells (the shotgun shell) has been replaced with improvised junk shells (which don't work with shotguns but do work with pipeguns). /🆑 --------- Co-authored-by: Jacquerel <hnevard@ gmail.com> |
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165ce7cc1f |
[MIRROR] Reading a photo with blueprints now requires squinting (#27626)
* Reading a photo with blueprints now requires squinting (#82984) ## About The Pull Request To see the wires in a photo of blueprints you first must squint at them. ## Why It's Good For The Game Realism, a picture of blueprints taken from across the room makes it difficult to see what's up ## Changelog 🆑 Melbert balance: To see wires in photos of blueprints, you first must squint at the photo. /🆑 * Reading a photo with blueprints now requires squinting --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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9bd85aadfa |
Fixes inducers breaking when trying to charge a PDA/Modular Computer (#83087)
## About The Pull Request Fixes #83035 - attached_circuit is not guaranteed to exist & we should just pass the parent in that case. ## Why It's Good For The Game Inducers no longer break permanently due to this issue. ## Changelog 🆑 ShizCalev fix: Inducers no longer break completely after trying to charge a PDA with them. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> |
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e68a2e1142 | Merge remote-tracking branch 'origin/master' into upstream-merge-82833 | ||
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483236f32a |
[MIRROR] Code cleanup: Sorting (#27596)
* Code cleanup: Sorting * Fixes --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Waterpig <wtryoutube@seznam.cz> |
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7d2f0f1b25 |
Merge pull request #27589 from Skyrat-SS13/upstream-merge-83029
[MIRROR] Fix vote `can_be_initiated` mutating the active choices |
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b2c03ed9b6 | Fixes some emote blocking code | ||
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36b3c7519a |
Fix vote can_be_initiated mutating the active choices (#83029)
## About The Pull Request
Closes #83020
This proc, called *every single ui_data tick*, was mutating the vote's
list of choices. Grahhh impure procs grahhh
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7808101238 | Merge remote-tracking branch 'origin/master' into upstream-merge-82833 | ||
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eb1e7e8557 |
Merge pull request #27580 from Skyrat-SS13/upstream-merge-82945
[MIRROR] Adds a station trait that brightens up IceBox's surface. |
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437b7a2fd7 |
Merge pull request #27577 from Skyrat-SS13/upstream-merge-83004
[MIRROR] Detective buff: Fixes detective's candy dispenser |
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ebf6f39ff5 |
Merge pull request #27576 from Skyrat-SS13/upstream-merge-82998
[MIRROR] fixes a few problems in ai targetting |
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6b763141a2 |
Merge pull request #27575 from Skyrat-SS13/upstream-merge-82992
[MIRROR] Pacifists can no longer endlessly spam rocket launcher backblasts |
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d6fab55a35 |
Adds a station trait that brightens up IceBox's surface. (#82945)
## About The Pull Request This PR adds a positive trait that brings lights to the outdoors surface areas of Icebox. ## Why It's Good For The Game Building upon the features of the station traits. This is how it'd look:  ## Changelog 🆑 add: Adds an Icebox-specific station trait that brightens outdoors areas on the surface level. /🆑 |
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2b15dbdbb9 | Fix crafting bypassing checks | ||
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438ccc1059 |
Detective buff: Fixes detective's candy dispenser (#83004)
## About The Pull Request Alt click was broken on detective's hat. Couldn't draw candy corn, oh no! This issue is somewhat rightly caused from the alt click refactor, as its aim was to prevent double interactions from one click. In this case, both withdrawing morsels and opening storage at the same time |
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649f2f9eaa |
fixes a few problems in ai targetting (#82998)
## About The Pull Request fixes #82964 , fixes #82866 ## Why It's Good For The Game fixes several problems with ai targetting. this pr resolves civil war that was brewing between several mobs. also fixes a major problem where mobs would only search for targets and not perform any other behaviors. also fixes a small problem where mobs would constantly stop and start while chasing targets ## Changelog 🆑 fix: mobs in the same faction will no longer be at odds against one another fix: mobs can now perform behaviors alongside searching for targets fix: mobs will no longer be starting and stopping when chasing targets /🆑 |
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7ae9d120f1 |
Pacifists can no longer endlessly spam rocket launcher backblasts (#82992)
## About The Pull Request Fixes: #82990 Backblasts from a rocket launcher are often the last thing an untrained person thinks of when they fire a rocket launcher. I did not consider the moral stance of pacifists who nevertheless try to shoot rocket launchers when I implemented rocket launcher backblast, because currently pacifists trying to shoot a loaded rocket launcher can spam backblast as much as they want, even if they aren't able to actually shoot. This PR filters out pacifists before they trigger the backblast, to make sure only actual live shots deliver the hellpayload to their allies behind them. ## Why It's Good For The Game A magical reverse flamethrower with no ammo limit (because at no point is the rocket in the chamber actually expended when a pacifist fails to fire it) is bad. A weapon as destructive as that left solely in the hands of pacifists is even worse. ## Changelog 🆑 Ryll/Shaps fix: Pacifists can no longer endlessly spam the backblast functionality of loaded rocket launchers that they cannot actually fire /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> |
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d790195c07 |
13 year old singularity bug fixed (#83005)
## About The Pull Request
Stage 2 singularities have the wrong step size, allowing them to eat the
containment field if they happen to be right next to it.
(For instance, if they are contained in a 3x3 or 4x4 field)
2 lines of code, and that's fixed.
## Why It's Good For The Game
BEFORE
https://github.com/tgstation/tgstation/assets/23534908/821f43f6-85ca-482b-a905-614f2b1c8359
AFTER
https://github.com/tgstation/tgstation/assets/23534908/4580d23a-41f0-4485-8454-4e991aa38344
## The Source
This was introduced in a googlecode commit in 2011:
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5db91e6a91 | Merge remote-tracking branch 'origin/master' into upstream-merge-82943 | ||
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1e316c20ef |
Merge pull request #27560 from Skyrat-SS13/upstream-merge-82981
[MIRROR] Vote clean up and admin additions |
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e2e67e6384 |
Vote clean up and admin additions (#82981)
## About The Pull Request - Fixes `vote_delay` not being a thing. I broke this two years ago but there's no bug report associated. - Admins can now reset the vote delay (to let people vote again instantly) - Admins can now end the current vote immediately (rather than cancelling) - Custom multi and custom single combined into one vote ## Why It's Good For The Game Makes voting a bit easier to use, both for admins and for coders adding new votes.  ## Changelog 🆑 Melbert admin: Custom Single and Custom Multi votes are now combined into one vote admin: Admins can now end votes instantly, rather than cancelling them admin: Admins can now reset the vote cooldown fix: Vote cooldown actually applies now /🆑 |
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b1cba0d0eb |
Fixes jousting bypassing pacifism + Some signal doc (#82986)
<!-- 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 https://github.com/tgstation/tgstation/issues/82983 Title. Jousting now uses a shiny new post-attack signal, only sent if the attack is actually executed. <!-- 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 bgus bad <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 nikothedude fix: Jousting no longer bypasses pacifism /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
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7936bf2843 |
Debug uplinks shows all categories and doesnt lock (#82967)
## About The Pull Request
Using debug uplinks once again shows you all categories of role/species
restricted items. I also made it not show the shop as being locked since
they are meant to always be able to buy things per;
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07d72e4980 |
Merge pull request #27523 from Skyrat-SS13/upstream-merge-82933
[MIRROR] trainship hijack deathmatch map |
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9ab1aca84b |
[MIRROR] you can use a photo with blueprints on it to read wires (#27541)
* you can use a photo with blueprints on it to read wires (#82873) ## About The Pull Request like how you can get the objective by taking a photo of the station blueprints, now you can view wires with a photo of them ## Why It's Good For The Game lets the chief engineer help out his fellas if he wants to and provides plausible deniability for traitors that want a picture of the blueprints ## Changelog 🆑 add: you can use a photo with blueprints on it to read wires /🆑 * you can use a photo with blueprints on it to read wires --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> |
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c4eedbea1c |
trainship hijack deathmatch map (#82933)
adds the Trainship Hijack deathmatch map it is a few flying trains in Tizira being boarded and stuff by cowboys its pretty cool i think also allows changing turf reservation type of lazy templates |
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8c4cf753f5 | Remove data systems in favor of global datums (#82943) | ||
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36dfab036b | Oh well, might as well clean the emote code up. | ||
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b346f95967 |
Eigenstasium Fix (#82930)
## About The Pull Request - Fixes #82921. Closets that are not linked by the closet anomaly station trait will be tainted blue, show sparks & do all that jazz once again. In other words they are not subtle - Closes #82353. Duplicate of the above. Sprays work since the above issue is fixed ## Changelog 🆑 fix: Eigenstasium exposed & Anomaly station trait affected closets work again. Eigenstasium closets are tainted blue /🆑 |
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6250015dca |
Fixes all emotes being "audible", adds support for runechat only emotes (makes cough runechat only) (#82832)
- Fixes all emotes being considered audible - We have a check here: `if(emote_type & (EMOTE_AUDIBLE | EMOTE_VISIBLE)) //emote is audible and visible` ...Which doesn't work the way it think it's working. - The correct way to have done this is `emote_type & (EMOTE_AUDIBLE | EMOTE_VISIBLE) == (EMOTE_AUDIBLE | EMOTE_VISIBLE)` - Adds support for runechat only emotes - Starts by adding this flag to *cough, making coughing only display to runechat. - If a player has runechat emotes disabled, these will print to chat like normal. - Adds `EMOTE_VISIBLE` to *snap We have a few emotes that get spammed a metric ton in some events, such as coughing for smokers who have viruses in smoke clouds. Having "X coughs!" 100 times in your chat is simply un-necessary, and leaving it to be more ephemeral (a-la balloon alerts) makes it a bit easier to parse chat. 🆑 Melbert qol: Coughing will now no longer print to chat, IE, it is runechat only. If you have runechat emotes disabled, however, it will still print to chat. qol: Snapping now has a visual component. fix: All emotes are no longer considered audible, meaning blind people go back to not being able to see people do flips and jumps fix: However, blind people are now told when they do a visible emote like flipping (because they can, obviously, feel themselves flipping). Likewise, deaf people are told when they do some audible emotes, like coughing or screaming. /🆑 |
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df23118274 |
[MIRROR] Adds a funny scene when getting Sisyphus achievement (#27507)
* Adds a funny scene when getting Sisyphus achievement (#82897) ## About The Pull Request https://github.com/tgstation/tgstation/assets/137328283/979231c3-70cd-49dd-8d4d-2a8554adfbb3 ## Why It's Good For The Game This PR makes getting the “Ordeal of Sisyphus” extremely pointless by teleporting carried boulder and spessman back to the Lavaland. In my opinion, this feature is funny and suits the spirit of this achievement. ## Changelog 🆑 add: Added a short scene when getting an Ordeal of Sisyphus achievement. /🆑 * Adds a funny scene when getting Sisyphus achievement --------- Co-authored-by: Interception&? <137328283+intercepti0n@users.noreply.github.com> |
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b8c2ef6d02 |
[MIRROR] fixes jps mobs occasioanlly pathing forever (#27487)
* fixes jps mobs occasioanlly pathing forever (#82874) ## About The Pull Request if MOVELOOP_NOT_READY gets passed once through the signal (which can be often), the failure increments gets reset back to 0 and starts counting again. this can cause the increments to never reach the max failure threshold so itll keep checking forever. i saw some mobs get stuck trying to reach an unreachable target because of this ## Why It's Good For The Game fixes mobs getting stuck trying to reach something unreachable ## Changelog 🆑 fix: fixes mobs getting stuck trying to reach something unreachable /🆑 * fixes jps mobs occasioanlly pathing forever --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> |
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55d1c715e5 |
Pulls2 (#27514)
* New docking port sprites (#82729)
* Adds text to lootpanel items [no gbp] (#82722)
## About The Pull Request
Just some qol, this captures a small portion of the item name and fixes
some icon clipping issues
I clipped it at 5 because monke


## Why It's Good For The Game
Handy if youre in a rush and won't upgrade byond to fix the issue
## Changelog
🆑
fix: Lootpanel additions: Condensed item names for the quick of draw
/🆑
* Fixes tgui alert buttons (#82714)
<!-- 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
Been on my mind for a long time
I did this while relatively inexperienced (how do I center a div etc)
Fixes an issue inherent to our stack implementation where reversing the
direction caused strange spacing issues. This effectively reverses the
extra margins in css so it looks identically spaced whether reversed/not
<details>
<summary>before/after</summary>
Before (normal buttons)

Before (large buttons)

After (normal buttons)

After (large buttons)

Long buttons (normal)

Long buttons (large buttons (I am 35 and yet still fight the forces of
chaos))

</details>
<!-- 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
Looks better, runs smoother, no clipping
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
fix: TGUI Alerts shouldn't have such wonky buttons any more
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* MetaStation: Replaces the tools in the Primary Surgery Theatre with filled surgery trays (#82730)
## About The Pull Request
Replaces the tools on the tables with 2 surgery trays.

## Why It's Good For The Game
Makes surgery a bit less painful in the surgery theatre, Using tools
from a tray is much nicer than having to open the context menu on the
piles of tools on the tables.
## Changelog
🆑
qol: Replaced the surgical tools in the Primary Surgery Theatre with 2
Surgery Trays.
/🆑
* Fixes smart pipe & cryo gas reallocation (#82701)
## About The Pull Request
**1. Smart Pipe Problem**
- Fill a pipe with any gas, plasma for e.g.
- Unwrench the pipe to deconstruct
- The pressure sends you flying but notice plasma is nowhere to be seen
from the now destroyed pipe
**2. Cryo pipe connector problem**
The gas gets reallocated when the object is deleted. We only want this
when its deconstructed not deleted to prevent any side effects
This PR fixes them
## Changelog
🆑
fix: smart pipes release their gases into the air when unwrenched
fix: cryo pipe connector component has no side effects of gas
reallocation when deleted
/🆑
* Fix Primal Instincts (#82741)
## About The Pull Request
#82539 randomly made these two lines switch their AI controllers to idle
rather than on, when the intent was for them to wake up immediately to
do make the mob attack or fight or do something
## Changelog
🆑 Melbert
fix: Primal Instincts and Living Flesh should be a tad more reactive
/🆑
* Fix handcuffing (#82760)
## About The Pull Request
Changed this to an early return but then didn't invert the condition
## Changelog
🆑 Melbert
fix: You can handcuff people with 2 arms and you can no longer handcuff
people with 0 arms
/🆑
* Gets rid of UNIT_TESTS compiler warning (#82695)
## About The Pull Request
Basically every single CI Run is throwing the following warning:
```txt
code/modules/unit_tests/lootpanel.dm:24:warning (unused_var): new_box: variable defined but not used
```
You may find an example here:
https://github.com/tgstation/tgstation/actions/runs/8698627681/job/23855921813#step:9:24
This is pretty silly but I don't really know why we even have this
variable (I assume there's something far more complicated underneath the
surface based on what the unit test is asserting), but assuming it is
important let's just insert a do-nothing procedure to get rid of the
compiler warning while ensuring the unit test is actually operating as
it should.
I also don't really like the fact that this is a warning instead of an
error but let's tackle this problem one step at a time by at least
getting rid of the compiler warning in a quick advance PR while I dwell
on this issue (is there a way to get the Dreamchecker linter to look at
the unit test files? it's caught perfectly fine in the langserver)
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Makes dropdowns better (#82697)
## About The Pull Request
Kind of a pain to work with, confusing people with its prop names (many
such cases!)
After recently discovering deathmatch it's very obvious to me how broken
it is, so I made it less so
(now comes with a complete ui upgrade!)
It now scrolls with the selection and to the selection on open, which
felt like major QoL
<details>
<summary>pics/vids</summary>
In motion

Deathmatch got some UI facelifts


Fixes #75741

</details>
## Why It's Good For The Game
Better UX
Bug fixes
Potential exploit patched (ui validation for ai voice changer)
Fixes #81506
## Changelog
🆑
fix: Dropdowns received some much-needed QoL, like having the scrollbar
follow your selection.
fix: AI voice changer now shows its current voice selection.
fix: Deathmatch screen has been touched up.
fix: Prefs menu has their dropdowns simplified, hopefully fixing issues
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* Fixes the NT SWAT helmet sprite (#82743)
* Mass Item Creation (#82455)
## About The Pull Request
Have you ever had to click the "Make" button a dozen times for a chef
making soup? I've also had it, so with this PR you can press the button
and everything will repeat itself as long as possible.
## Why It's Good For The Game
Makes life easier for chefs, now they can play chess on their cool
smartphone and craft food. (actually you can transfer it to other items
as well, see for yourself).
* Adds Retain volume flag on the ants reaction (#82718)
Fixes #82575
We'd expect feeding ants to always result in more ants I imagine.
* Borg movement now has sounds (#82704)
## About The Pull Request
adds sound effects to cyborgs when they move
Demo:
https://imgur.com/a/7Mu98pQ
Open to feedback on this sound so please tell me what you think.
## Why It's Good For The Game
a hunk of metal moving at you without any sound is frightening
## Changelog
🆑 grungussuss
sound: cyborgs now have sounds to indicate they are moving
/🆑
* Use cell defined constants for various stuff (#82594)
## About The Pull Request
This re writes most cell power usage cases with 2 defines
`STANDARD_CELL_CHARGE`(Joules) & `STANDARD_CELL_RATE`(Watts) so changing
cell capacity values in the future won't cause discrepancies.
## Changelog
🆑
code: most cell power usages are scaled with defined constants to help
adapt to future changes
/🆑
* Plumbing machinery power & processing tweaks (#82702)
## About The Pull Request
- Plumbing machinery begins processing only when wrenched & ends
processing when unwrenched. The machines plumbing component
`/datum/component/plumbing/process()` already does this but the
underlying machines processing proc for e.g.
`/obj/machinery/plumbing/synthesizer/process()` is always processing
regardless of its wrenched state or not. We can optimize this & save
power when unwrenched
- Fixes #82621. This adds plumbing machines `idle_power_usage` on top of
its `active_power_usage` ensuring it only uses power when actively doing
work, So if your factory is say full of reagents & cannot do any more
work it will use less energy i.e almost enter an stand by mode,
efficiency
- Plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing most of the time
## Changelog
🆑
fix: plumbing machinery begins processing only when wrenched & ends when
unwrenched
fix: plumbing machinery uses energy only when wrenched & doing work,
will stop/use less energy when idle
fix: plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing for most stuff
/🆑
* Carps migrating through the station no longer idle so they don't get stuck after spawning until someone walks by. (#82744)
## About The Pull Request
Carps migrating through the station no longer idle so they don't get
stuck after spawning until someone walks by.
## Why It's Good For The Game
Bugfix for Carp Migrations.
## Changelog
🆑
fix: Carps migrating through the station no longer idle so they don't
get stuck after spawning until someone walks by.
/🆑
* Alt click no longer conflicts with mech suit [no gbp] (#82758)
## About The Pull Request
Get in the gundam shinji!!!
Context: Mech users hold ALT to disable strafe, which would trigger the
lootpanel to come up while committing war crimes (annoying!)
This prevents the panel from appearing and fixes the previous behavior,
meaning you can alt click your own mech to disable strafing.

It also makes toggling strafe a balloon alert with sound. Parties for
all occupants!!
## Why It's Good For The Game
Fixes #82753
## Changelog
🆑
fix: Mecha pilots are no longer bothered by incessant loot panels while
holding ALT for strafe disable.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Adds a Wizard-themed map to the deathmatch (#81640)
## About The Pull Request
Deathmatch is severely lacking in HIGH IMPACT MAGIC LARPING. So I added
a big ass wizard arena. The arena itself is based off the wizard den.
Loadouts:
**Wizard:** Standard all-rounder. Got magic missile, jaunt, and
forcewall. Regular gear.
**Pyromancer:** Fire guy. Red robes, fireball, smoke.
**Electromancer:** Zappy guy. Lightning and tesla shock.
**Necromancer:** Is a skeleton. Has Scream for Me and blink.
**LARPer:** Straight from Station & Spessmen. Fake robes and can only
throw lightning and repulse.
**Chuunibyou:** Classic animage. Got chuuni buff and magic cards.
**Battlemage:** Melee fighter. Got some armor and a big hammer with
instant summons.
**Apprentice:** Underpowered until they find a mystery box. Got charge.
**Gunmancer:** Who needs magic when you have guns? Starts with an m1911,
lesser gun summons, and knock.
**Monkeymancer:** Is a monkey. Can summon monkeys and gorillas. Has a
banana.
**Chaosmancer:** Jumbled robes. Starts with a chaos rod. Can rod form
and summon traps for high chaos.
**Funnymancer:** It's just a clown with a banana staff.
The map itself is a pretty standard arena with a long sightline in the
middle. Each participant spawns in their own room complete with a magic
item box. The very southern portion of the ship has a standard mystery
gun box. Soon after the round starts, a hostile gelatinous cube in the
center of the map will break out and attack whoever it sees. Inside its
enclosure is a free death wand. Map has been tested to make sure
deathmatch participants can't escape the deathmatch.
## Why It's Good For The Game
Deathmatch provides a unique opportunity for people to play with
mechanics they will not often get to use. Allowing people to play wizard
for a few minutes shouldn't cause too much harm aside from admin logging
from explosions, which hopefully a fix is in the pipeline for.
## Changelog
:cl:Motho
add: Added wizard-themed deathmatch map.
add: Added mystery wand box.
/🆑
* Makes viewers() defines (#82767)
* Fixes Pseudo circuit delay & some missed cell define usages (#82771)
## About The Pull Request
- Fixes #82688
If the circuit cost is<= 1% of `STANDARD_CELL_CHARGE` then the delay is
5 seconds, if the circuit cost is >= 50% of `STANDARD_CELL_CHARGE` then
delay is 1 minute. All other delay values are interpolated in between
these 2.
- Pseudo circuits don't use power when used on cooldown
- Makes `INSPECTOR_ENERGY_USAGE_*` defines values use standard cell
values
## Changelog
🆑
fix: pseudo circuit adapter computes recharge delay durations correctly
& won't use power when on cooldown
code: uses standard cell defines for N-spect scanner
/🆑
* Lava/Plasma River tiles now immerse you in them (#82736)
## About The Pull Request
This adds the "immerse" element to lava tiles.

It's a tad hard to see because you're super on-fire, but it still looks
nice.
## Why It's Good For The Game
Eye candy, pretty...
## Changelog
🆑 Rhials
qol: Lava and plasma rivers now immerse you in them.
/🆑
* Adds `ALLOW_RESTING` to a bunch of items (#82761)
## About The Pull Request
Allows you to alt-click a bunch of items while resting.
Fixes #82788
## Why It's Good For The Game
Some of these, such as storage, are bugfixes. You shouldn't need to be
standing up to configure a spray can, or change the direction of your
bedsheet
Others are just sensible changes.
## Changelog
🆑 Melbert
fix: You can open bags with alt click while resting again
qol: Many items which previously required you to stand to alt-click now
don't, such as bedsheets and spray cans
/🆑
* Fixes sight range on lootpanel [no gbp] (#82765)
## About The Pull Request
When asked to make lootpanel visible at range they did not just mean
_any range_
AI alt click was a little weird (still is) but now it works
(TM BUG)
Fixes #82768
* Adds Omnitools for engineer and medical cyborgs, reducing on inventory clutter. (#82425)
[This PR is a bounty requested by Ophaq and worked on by
Singul0.](https://tgstation13.org/phpBB/viewtopic.php?f=5&t=36013)
All of the following description in this PR is written by Ophaq as to
what this PR entails:
In this PR, the medical and engineering cyborg's tools are completely
reworked and condensed into an arm similar to the implant a carbon would
get. The tools are shown in a radial wheel around the character to quick
select what is needed instead of looking for it in a cluttered bag of
items. There are a few tools such as the blood filter for the medical
cyborg, as well as the welder, gas analyzer, and t-ray scanner for the
engineering cyborg excluded from the radial wheel. mostly due to their
inherent inmodularity


Each cyborg gets two arms in case the player wishes to have one on the
side to quick swap to, like having a scalpel in one arm and a hemostat
in the other on the hotbar for convenience or just preference. An
upgraded version of the tools has been added to each respective cyborg
upgrade node with somewhat faster action speed. The upgrade replaces the
arms and transforms them into the "advanced" version which is currently
the same sprite as the regular but just a faster and more efficient
version. The sprites for the surgical arm currently look good but may
need replacing later if someone who wishes to resprite them down the
line decides to do so.
As it currently stands, the medical cyborg's magical bag of gadgets
takes up a lot of your screen space and as a player who plays medical A
LOT, this was a MUCH NEEDED quality of life feature.
The amount of clutter in a medical cyborg's bag makes it in my opinion,
hard to see at the bottom of the screen and a nuisance to constantly
close compared to other models. My standard set up for playing medical
cyborg on the hotbar is 1=med analyzer, 2=usually a secondary surgery
tool or injector, and 3=another surgery tool. The flow of gameplay
during surgery ends up being surgery tool, hit 3 and drop it, surgery
tool, repeat or for efficiency using X to swap between the two surgery
tools I need on 2 and 3. This gets tedious especially after so many
hours of playing medical cyborg. I know some people may disagree, but I
think it would help a lot of help to speed up this flow of gameplay
during surgery and declutter.
By turning the medical cyborg's toolset into an omni-surgery tool which
functions like the surgery arm implant's radial wheel, this would
greatly declutter by like an entire row and make things easier on
medical cyborg players. Having a secondary in the bag helps with
efficiency for those players who like having an extra tool on their
hotbar and swapping back and forth would also improve efficiency and
make less swapping by hitting Z needed. Additionally with the upgraded
version as an optional upgrade in the mediborg tech, this also lets them
be on par with players who use advanced tools late game but not at the
level of alien tools where players would obviously out compete a
mediborg in terms of action speed.
Engineering models also benefit from this rework but at a slightly
different and lesser way whereas certain tools are excluded such as the
welder, due to the way they work on refill and the gas scanner and t-ray
scanner not counting as tool components are not included in the arms.
Syndicate versions of the engineering and medical cyborg also get these
arms, unupgraded.
🆑
add: Adds an omnitoolset for both engineering and medical cyborgs,
containing various basic tools
qol: Engineer and Medical module inventory space is now significantly
decluttered
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Fixes dropdown displaytext not working for numeric values (#82778)
## About The Pull Request
https://github.com/tgstation/tgstation/pull/82697 broke the prefs menu
downstream; we have a couple of dropdown choices that are numeric but
that make use of `display_names` to map those choices to appropriate
strings.
The code was assuming that `value` would always be a string when calling
`capitalizeFirst(value)`. Basically it should be doing
`display_names[value]` when `display_names` are present.
## Why It's Good For The Game
Fixes an oversight/bug.
## Changelog
🆑
fix: dropdowns that use display_names as an alias for numeric values
will no longer cause tgui bluescreens
/🆑
* [NO GBP] HPLC can purify inverted chems (#82727)
## About The Pull Request
- Fixes #82725
Inverted chems are now coloured green and classified as clean (like
before my general maintenance PR) which means they can be purified
again.
Only chems that are too impure to use & have an inverted chem value are
coloured red in the UI and not when they are just of the inverted type
## Changelog
🆑
fix: HPLC can purify inverted chems and are now coloured green(clean) in
the UI
/🆑
* Lathes compute their local storage size correctly (#82770)
## About The Pull Request
Basically we have to add the material container before we call parent
Initialize(which calls `RefreshParts()`), else the container doesn't get
initialized early and we skip over computing storage sizes
## Changelog
🆑
fix: off station & round start lathes with local storage don't have
infinite storage size.
/🆑
* Arcmining QoL: GPS component to scanned vents and vent(pin)pointer (#82724)
## About The Pull Request
Scanning ore vents will now tag them on GPS so you can find them easily
when you are prepared (and remove them when they are tapped). Also adds
special pinpointer to help with finding unscanned vents in a first
place. And adds missing uranium overlays for scanned vents. Because why
not.
<details>


</details>
## Why It's Good For The Game
While looking at mineral density to find vents is somewhat fun and
entertaining, having some sort of upgrade to make finding them easier
adds a bit of a progression. Also re-finding already scanned vents can
be a bit annoying. You need to fill your backpacks with GPSs and tag
them manually. It is also inconsistent with geysers that are added to
positioning after you scan them. And with tendrils, which are always
visible.
## Changelog
🆑
add: added ventpointer that points toward nearby ore vents and can be
bought with mining points
balance: scanned ore vents can now be found with GPS
fix: fixed ore vents missing overlay icon for uranium
/🆑
* Fix oven tray runtime (#82782)
## About The Pull Request
Fixes a lil typo from the interaction refactors that broke the ability
to load oven trays from containers
## Why It's Good For The Game
squamsh bug
## Changelog
🆑
fix: loading oven trays from serving trays and other containers works
again
/🆑
* Fix flaky test detection (#82790)
- Add missing job pagination.
- Fix multiple jobs being able to fail if they aren't in
`CONSIDERED_JOBS`
* Add utf8 support for state laws button (#82789)
## About The Pull Request
Adds UTF-8 support for state laws HTML page. Now it supports more than
just English
## Why It's Good For The Game
Support for other symbols, such as cyrillic

* Update highest available sound channel (#82780)
Current channels are:
```
```
So, the highest available now is 1013
Updating the thing which everyone forgot for 7 years. Not that many
special channels were added either way
* Revert "Borg movement now has sounds" (#82795)
Reverts tgstation/tgstation#82704
The sound ingame appears much louder than the original author intended.
Not to mention that the sound loops stack for every borg moving near
you.
* Use defines for "General Research" where it's not used (#82785)
## About The Pull Request
There is a define for it, so why not use it?
## Why It's Good For The Game
Defines good
* [READY] the unfuckening of clothing rendering (#79784)
refactors clothing visors to use the same system, including masks being
toggled and stuff like riot helmets toggling using the same system and
welding helmets and such
adds a handler that updates all visuals in slots that an item has
obscured, each visual proc calls that so you no longer have weird shit
happening like having to hardcode a proc for heads where you need to
also update hair, mask, glasses everytime you put on an item
one thing here i could also do is make check_obscured_slots return the
HIDEX flags instead of item slots, because in 99% of cases its hardcoded
to be ran against specific slots (like eye code running it against the
glasses slot), but maintainers didnt seem to like that :/
fuck this 2003 bullshit
theres like several bugs here i fixed but i forgot them all and they are
small
* Allows vv investigate /appearance + better checking image (#82670)
* Fixes Alien Numerical Identifier Transfer System (#82762)
## About The Pull Request
Fixes #82756
I'm not sure what the root cause of the issue is or why it broke so
recently (this has been a thing since #49150) but I went and cleaned up
the code and ensured that we always reset the `name` to the `initial()`
value we have for it if we determine that we need to transfer over the
`numba` from the old xenomorph. This is done by a new proc which is a
lot less convoluted from the old system (always respecting var-edited
names and stuff like that) that should make it flow a lot better and
make it more hardy against double-addition of the `numba` to the name.
## Why It's Good For The Game
Having two numbers in your name is weird, should only have one.
[x] I tested this PR
## Changelog
🆑
fix: Evolved aliens should no longer have two numbers in their name.
/🆑
* [NO GBP] Fixes runtime in advanced camera console (#82699)
## About The Pull Request
We only unset machine if we have a user who has logged in
## Changelog
🆑
fix: Fixes runtime in advanced camera console when power is turned off
/🆑
* Refactors how basic ais do their success/failures (#82643)
* Rocky DLXIII: Fitness to Athletics, Athletics skill influences Boxing against Boxers, Boxing overhaul, Evil Boxing (#82611)
as the only meaningful reward
Basically just a rebranding so that it is more broad in its concept. It
isn't just about peak physique. It's about how you can apply it too.
Reaching Legendary rewards you with the Golden Gloves.
I started it in this pr here
https://github.com/tgstation/tgstation/pull/80635
But this is a more significant overhaul of boxing from the ground up.
Namely, it now is majorly influenced by the Athletics skill, and also
more thoroughly aligns with conventional punching in its current state.
However, a major component of this is that boxing's breadth of mechanics
is only relevant when used against another boxer. Non-boxer targets are
only ever going to get smacked by a stamina punch, as it is currently
(and more or less the same values too). Additionally, boxers cannot
punch someone who is either unconscious or in stamina crit, so it can't
be used to maintain stamcrit.
- Boxing now has a One-Two Punch mechanic. Swapping between the left and
right mouse buttons to punch and maintaining this causes every second
punch to do more damage (to boxers). Breaking this chain by punching
with the same button twice will cause you to lose damage (against
boxers).
- Boxing now can have crits occur below 50 stamina damage (against
boxers). However, to knock someone out clean, the target must be
staggered from a previous crit first. (Or I guess be staggered at all,
maybe their shoelaces were tied or something). Crit probabilities are
determined by adding your Athletics probability skill bonuses to your
unarmed effectiveness, and then reduced by the targets own Athletics
skill bonuses. It is hard for two athletes to knock each other out in
one blow. It is trivial for a legendary boxer to knock out a novice in a
single punch. Cybernetically enhanced boxers are dangerously effective
at boxing.
- Boxers can block other boxers by using throw mode, but the chances of
doing so is based on Athletics skill bonuses. A successful block causes
the attacker to take stamina damage (as does the blocker, but less so).
- Participating in boxing increases the Athletics skill. Your gains are
probably slower than normal training, but you at least get some reward
for doing so. Only relevant if your opponent is a boxer. Get a sparring
partner!
So this is all well and good, but what if you're a scoundrel with no
care for the other person in this equation? Well, that's where Evil
Boxing comes in. Evil Boxing has absolutely no restrictions at all, and
can freely use its boxing abilities against anyone. Even non-boxers. You
can even grab people! Wow, what a scumbag. I bet you even king hit
people. Thankfully, only an admin can make you into an Evil Boxer.
(against boxers)
Both mutations have a flimsy increase to instability of 5 because of how
incredibly particular the bonus is.
Strength now reduces the amount of stamina damage inflicted via
exercising by half. Strength also adds a +2 damage bonus on boxing
punches while boxing against boxers (this doesn't influence normal
unarmed attacks whatsoever, or boxing against nonboxers). Obviously,
evil boxers just get this benefit against everyone because they're
knaves.
Stimmed increases the duration of the exercised status effect by one
factor. (That is, if you have no other modifiers, it will double the
duration on its own)
@Jacquerel was racking their brain trying to come up with an alternative
to the skill rewards of Fitness. At the moment, sprite growth is not
only a really bad bonus (it does literally nothing but make you big, and
thus is actually a detriment due to how intrusive sprite size is with
interaction, and plays weird with other sprite changing effects), but
isn't really all that interesting for all the effort put in.
Problem is, how do you make Fitness meaningful without making it a
powergame mechanic? Simple! You make it applicable to a really niche,
self-contained but still utilized game mechanic that is engaging to
participate in and makes you meaningfully very good in it. AND scratches
that power scaling itch that many players have.
Boxing is reasonably self-contained as is, but pretty bland due to how
old it is. While maintaining that self-contained nature, I hoped to
expand the interactivity of boxing a little bit by giving it a small
mini-game in of itself. And also introduce ways to simulate the idea of
boxing a bit better.
The idea of being an Evil Boxer is funny. For every Rocky, there is a
[Insert Rocky Villain Here that isn't Creed]. But in this case, it's
probably some Syndicate douchebag looking to punch clowns into a coma
and inspire the mime to take up shadowboxing in revenge.
🆑
add: Replaces Fitness with Athletics; same skill, but now more
specifically applicable to boxing.
add: Athletics does not increase sprite size.
balance: Overhauls Boxing to add a lot more depth to the interactions.
Only applicable to other boxers, however. You can still punch the snot
out of non-boxers though. But only up to stamcrit or unconsciousness. No
hitting someone who can't fight back!
balance: Adds Evil Boxing, which is the evil and fucked up version of
boxing that you kill people with and are allowed to flout the sacred
rules of boxing as you please. Everyone is a victim!
/🆑
* Cargo ui refactor -> TS (#82745)
Refactors cargo ui, fixing some visual bugs, just making it look better
in general
Should be no gameplay effect other than it looking better
<details>
<summary>pics</summary>




Fixes #81442

Made a type grabber for backend data in case you want to make your own
typescript uis
`logger.log(getShallowTypes(data))`

Otherwise cargo's data is unreadable
</details>
Any UI over 500 lines should get broken up to reduce cognitive load
~~Any ui in javascript shouldn't exist~~
Cargo UI is better
Typescript
🆑
fix: Cargo's supply console has been upgraded visually.
/🆑
---------
Co-authored-by: EricZilla <81941674+EricZilla@users.noreply.github.com>
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
* Makes lavaland stone tiles prevent immersion (#82807)
## About The Pull Request
Adds the same trait that lavaproof rods have to the stone tiles, so
things can continue being visually outside of the lava
## Why It's Good For The Game
this shit looks goofy

## Changelog
🆑 FlufflesTheDog
fix: Stone tiles (and things on them) no longer get immersed in lava
/🆑
* Getting up from prone, z movement, and mod de/activation don't do cogwheels (#82794)
Adds `hidden` to getting up (from prone), moving up (z-movement), moving
down (z-movement), and de/activating MODsuits
- Getting up from prone happens very often, makes it a bit hard to
differentiate when people are doing actions or just crawling around.
- If we want feedback for getting up, should just be a chat message.
- Moving up and down is just movement. Only affects using the verbs.
- Same as before: If we want feedback, it should just be a chat message.
- Other methods of moving up/down (IE, ladders) are untouched / retain
their cogwheel.
- De/activating modsuits have their own visual feedback and sound
effects associated. Both feels unnecessary.
🆑 Melbert
qol: Getting up from prone, moving up or down a z-level (not via
ladders, naturally. Like flight), and de/activating your modsuit no
longer shows cogwheel effect
/🆑
* [NO GBP]Inversely scale mechanical favor with STANDARD_CELL_CHARGE. (#82801)
## About The Pull Request
Makes the mechanical sect cell sacrifice favor adjustment inversely
scale with STANDARD_CELL_CHARGE. This reduces it by a factor of 1,000.
## Why It's Good For The Game
So they don't get 1,000 times the favor as intended from a cell.
## Changelog
🆑
fix: Fixes mechanical sect gaining 1,000 times the favor from a cell
sacrifice.
/🆑
* Fix all types of damage to the head causing brain damage (#82763)
## About The Pull Request
5 months ago when I separated this stuff out to its own proc I forgot a
damagetype check.
## Changelog
🆑 Melbert
fix: Only brute damage causes brain damage when applied to the forehead,
rather than all damage types
/🆑
* Converts ListInputModal to actually be a Modal | Adds ListInputWindow which uses it (#82792)
## About The Pull Request
If we say something is a Modal it should actually be a Modal
## Why It's Good For The Game
You can now use this system in other windows if you want.
Fixed the misnomer.
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)
## About The Pull Request
Creates a higher capacity version of the SMES unit that spawns in with
super capacity cells, as well as a full version. Places the full version
into all the AI sats (which all have independent grids for the most
part), some remote space ruins and the mining base. These SMES units are
intended for areas where players aren't expected or cannot reasonably be
expected to constantly monitor power usage within the length of a
standard round.
Miners can access their power stations, telecommunications box and
atmospheric station on the mining base. They're really the only people
who care, after all.
The gulag's SMES (also now upgraded) no longer saps power from the main
base due to having its input terminal rigged to the main base power
grid, and thus demanding all power from the grid greedily. To revert
this in-game is a single power cable placed back east of the SMES unit.
## Why It's Good For The Game
The power changes made some of the once largely low-maintenance areas
much more likely to run out of power more quickly than you would expect.
These aren't areas expected to be maintained or monitored by engineering
(probably because they're not easily accessed), and they're just kind of
troublesome to deal with on a round-to-round basis.
Mining had this problem triple-fold. It had significant drain with no
convenient method of installing power generation at all, miners couldn't
access what power generation there was without using their 'skeleton
key' to open the way (only engineers could, and they aren't expected to
come down to mining at all), and even then, there was the gulag SMES
just eating all the power anyway. I'm pretty sure that SMES unit was the
biggest culprit of them all, but I think this conveniently future proofs
these issues for the time being.
## Changelog
🆑
add: Adds a higher capacity SMES unit to lower maintenance areas and
maps.
fix: Miners can actually access and fix their engineering issues on the
lavaland base via the engineering section of the base.
fix: The gulag SMES unit is no longer needlessly draining the entire
power grid of the main mining base.
/🆑
* Revert "Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)"
This reverts commit
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ba5c112a86 |
Huge Mirror fixes (#27488)
* Fixes incorrect operator usage in mecha code (#82570) ## About The Pull Request I completely screwed up and told the original PR author of #82415 ( |
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91946bbab6 |
Cherry-pick of all NO DESTRUCTION (#27477)
* [NO GBP] Patches & renaming for `NO_DECONSTRUCTION` flag (#82547) ## About The Pull Request 1. Renames `NO_DECONSTRUCTION` -> `NO_DEBRIS_AFTER_DECONSTRUCTION`. As the name suggests when the object is deconstructed it won't drop any items/debris. After my last refactor for this flag it now serves a new purpose so its name has been changed to match that 2. Fixes objects that are now using `NO_DECONSTRUCTION` incorrectly. Some of these changes include - Removing the flag in objects where there are no means to deconstruct them (e.g. jukebox, hydroponics soil, flora etc) - Replacing the flags old purpose by overriding its tool procs so that it regains its old behaviour(e.g. You once again cannot deconstruct ctf reinforced tables, survival pods, indestructible windows etc) ## Changelog 🆑 code: renamed `NO_DECONSTRUCTION` to `NO_DEBRIS_AFTER_DECONSTRUCTION` so its name matches its intended purpose fix: fixes some items that incorrectly used `NO_DECONSTRUCTION` prior to its refactor, meaning makes some objects non deconstructable again /🆑 * NO DESTRUCTION * Linter fix * Fixes standard RPEDs not working on machines (#82528) ## About The Pull Request Previously, `exchange_parts(...)` would cancel if both the `NO_DECONSTRUCTION` flag was set and you couldn't use your part replacer from a distance. |
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0733a4e1bb |
[MIRROR] Water tiles now put out burning atoms (#27380)
* Water tiles now put out burning atoms (#82735) ## About The Pull Request This adds a new "watery tile" element, currently used for (you guessed it) water turfs. This makes a tile extinguish any atom that passes through it. It also makes mobs wet!  This required a minor amount of under-the-hood work regarding firestacks. Essentially, they now get put out when the atom-level `extinguish()` proc is called, as they are now receptive to the `COMSIG_ATOM_EXTINGUISH` signal. ## Why It's Good For The Game It makes sense to me! If I was playing another simulation game and dived into a pool of water on fire, only to remain on fire, I would be very confused and disturbed. Also, it's good for immersion. Get it? Like, because water tiles also have the immerse element? ## Changelog 🆑 Rhials qol: Water tiles now extinguish fires on items and people. /🆑 * Water tiles now put out burning atoms --------- Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> |
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9603a2a889 |
[MIRROR] Fixes some rando failures off the ignore list of projectiles (#27456)
* Fixes some rando failures off the ignore list of projectiles (#82855) * Fixes some rando failures off the ignore list of projectiles --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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7de8048537 |
[MIRROR] Tuberculosis makes you cough more, Nicotine Withdrawal makes you cough less (#27449)
* Tuberculosis makes you cough more, Nicotine Withdrawal makes you cough less (#82827) ## About The Pull Request - Tuberculosis makes you cough more, and is no longer restricted to stage two - Nicotine Addiction Withdrawal makes you cough less often - Medicine Addiction Withdrawal makes you cough less often but now carries across all stages ## Why It's Good For The Game Nicotine Addiction currently makes you cough 10x more often than Tuberculosis, the lung disease. Kinda nonsensical right? This makes smoking a single cigar (which instantly makes you addicted because lol) pretty insufferable to be around, and while this makes sense OOC it's a roleplaying game and being actively avoided in a roleplaying game is not fun So tweaking the values should make it a bit more sensible Initial values looked like `TB: 1% chance per second` vs `Nicotine: 10% chance per second` 🥴 ## Changelog 🆑 Melbert qol: Tuberculosis makes you cough more qol: Nicotine Addiciton makes you cough less qol: Medicine Addiction maybe makes you cough more, maybe makes you cough less /🆑 * Tuberculosis makes you cough more, Nicotine Withdrawal makes you cough less --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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c7822065b3 |
[MIRROR] grappling gun (#27354)
* grappling gun (#82209) ## About The Pull Request adds a new weapon to mining, the grapple gun. this weapon is a new fun way to traverse lavaland, it lets u grapple onto things and ziplines u towards them. https://github.com/tgstation/tgstation/assets/138636438/5e935776-1482-4994-bcc7-e1ca7fcf33dc while its less practical than things like the spinning mining modsuit module, or xenobio wings, its still very fun to use. u can also use this as a weapon against mobs! (like batman) the zipline will launch u towards the mob, doing some damage to them and launching them back https://github.com/tgstation/tgstation/assets/138636438/3bf77fe5-4ed1-4153-8673-a0786ecee98f ## Why It's Good For The Game adds a new fun harmless way to travel through mining biomes ## Changelog 🆑 add: miners can now purchase grapple guns /🆑 * grappling gun --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> |