Commit Graph

103408 Commits

Author SHA1 Message Date
Lamb
403274ff62 fixes coroner medkit storage (#77912)
## About The Pull Request
atom_storage.max_specific_storage and atom_storage.max_total_storage had
their values reversed. this fixes that, and i tested to confirm: the
compact coroner medkit can now hold everything it spawns with
## Why It's Good For The Game
before this fix, the max storage of a coroner medkit was two items. it's
very annoying to pull an item from it, only to find it can not go back
in again - moreoever, this gives it consistency with other medkits.
## Changelog
🆑
fix: the coroner medkit can now hold every item it spawns with
/🆑
2023-08-26 02:32:28 +01:00
Kubisopplay
6c6277a5dc Minor borg fixes (#77857)
## About The Pull Request
Fix for few minor bugs that were created by the borg combat rework

## Why It's Good For The Game
Bugs bad.
Also borgs getting permastunned after doing *collapse is not something I
want to see in this game.

## Changelog


🆑
fix: Borgs no longer get permastunned by emotes
fix: Borg hud should not fuck up in few situations
/🆑
2023-08-26 02:27:33 +01:00
san7890
018c10f9a0 Fixes Define Sanity (#77845)
## About The Pull Request

Hey there,

This was broken in an update from #74573
(3902973978), the RegEx was only catching
a fraction of the cases it was meant to be.

This is what we were finding on 74573 version of the RegEx:

![image](https://github.com/tgstation/tgstation/assets/34697715/a5040604-279f-4012-a5dd-3a1e9eea1b8e)

This is what we should be finding for all of the cases that
`define_sanity` will need to check for:

![image](https://github.com/tgstation/tgstation/assets/34697715/e33ad60e-fb36-448e-ae02-5494c916f450)

This is what was broken as a consequence:

![image](https://github.com/tgstation/tgstation/assets/34697715/567012db-a9c2-4118-aadf-f70996731af7)

As stated in the introductory PR #74333
(ccef887efe), it's not the end of the
world if we miss unmanaged local defines, but it's still useful to have
this as a maintainability tool to ensure that everything remains as
clean as it possibly can. I wish we could do the whole matching method
like the aforementioned PR supposed could happen, but it simply doesn't
appear to work the way we want it to.

## Changelog
Nothing player facing.

I tried to experiment with `UNLINT()` but I got absolutely ganked by
getting the regex to work, so the fix for the FA Icon file may not be
super duper great unfortunately. Let me know if you have a showstopper
idea, this is just a stopguard so this PR can get merged and I don't
have to keep talking about unmanaged local defines while reviewing PRs.
2023-08-26 02:25:16 +01:00
John Willard
ef352ca731 minor changes to living and mob vars (#77820)
## About The Pull Request

Renames m_intent to move_intent and moves it to the living level
renames tod to station_timestamp_timeofdeath
removes stun_absorption and see_override as one was unused and the other
was never actually implemented

## Why It's Good For The Game

Many vars on the mob and living level were intended to be on the living
and carbon level, but weren't for one reason or another. Generally it
was out of laziness to ensure the mobs being checked for these vars were
the intended mobs, and there's some todo comments on how they want it
changed in the future, though it never happened.
I'm hoping to get these all down in the future, I originally wanted to
move ``stat`` from mob to living but it had hundreds of errors so I
didn't want to do it all here.

## Changelog

Nothing player-facing.
2023-08-26 02:24:15 +01:00
orange man
883e985af2 Automatic changelog for PR #77808 [ci skip] 2023-08-26 13:23:27 +12:00
Ghom
14bf82e0c4 [NO GBP] Fixed a runtime, and double-barreled shotguns. (#77808)
## About The Pull Request
Catching the only, couple tangible issues I've seen so far following the
removal of `handle_atom_del`.

## Why It's Good For The Game
This will fix #77758

## Changelog

🆑
fix: Fixed the double-barreled shotgun not working properly
/🆑
2023-08-26 02:22:55 +01:00
orange man
a9e2cbd99c Automatic changelog for PR #77875 [ci skip] 2023-08-26 13:14:26 +12:00
Fikou
b8ebc6edb4 quartermasters get their voice of god power boost correctly (#77875)
## About The Pull Request
we should really just have an easy way to set up new head jobs instead
of manually doing the same shit for every single one

## Changelog
🆑
fix: quartermasters get their voice of god power boost correctly
/🆑
2023-08-26 03:07:11 +02:00
orange man
b469f958d9 Automatic changelog for PR #77894 [ci skip] 2023-08-26 12:50:26 +12:00
iwishforducks
a2d7005f44 Makes railings easier to construct, while making them easier to destroy. (#77894)
## About The Pull Request

Changes the cost of railings from 6 metal rods to 2 metal rods.
The time to construct has been reduced from 3.6 to 1 second to be
in-line with the grille.
The health of railings has been reduced from 75 to 25.
Armor of railings have been reduced as well by about 30%.

I'm not positive on whether or not it should cost 1 metal rod or 2. I
decided to play it safe and make it 2. If some maintainer is interested
in making it only cost 1 rod then I will gladly do so- but this was my
compromise.

Also changes decaseconds/ticks to seconds in the rod construction code
to make it look better.

## Why It's Good For The Game

Railings look nice and it's an absolute pain in the ass that they cost 6
metal rods.

They're also currently substantially stronger than grilles for whatever
reason. Grilles have 50 health, while railings have 75.
The armor of railings makes this health of 75 to a whopping effective
health of 150.

Railings shouldn't be stronger than full-tile grilles. They should be
fairly flimsy.
They also shouldn't take a wrench AND wirecutters to deconstruct.
Grilles only take wirecutters and we should mirror that.

## Changelog

🆑
balance: Railings now only cost 2 rods and are much easier to construct.
But they can now be destroyed much easier and cut with wirecutters
without unwrenching.
/🆑
2023-08-25 20:35:46 -04:00
orange man
0161ecdc0d Automatic changelog for PR #77692 [ci skip] 2023-08-26 12:27:39 +12:00
orange man
bd1cf1700c Automatic changelog for PR #77886 [ci skip] 2023-08-26 12:27:15 +12:00
orange man
18637485a8 Automatic changelog for PR #77910 [ci skip] 2023-08-26 12:27:02 +12:00
orange man
d4a847212e Automatic changelog for PR #77916 [ci skip] 2023-08-26 12:26:10 +12:00
Bloop
125fdaa56c Fixes an issue with eyes not properly storing the old_eye_color var (#77692)
## About The Pull Request

Somewhere down the line with all the refactors the code that saved the
previous eyes' color stopped working.

This just fixes it. It's used for things such as qol for the high
luminosity eyes. It can be considered a fix and QoL alike but I'm going
to label it as QoL.


![image](https://github.com/tgstation/tgstation/assets/13398309/74645c3a-92de-4ae0-86e4-f0d011549da0)

## Why It's Good For The Game

Restores previous functionality that was lost in a refactor

## Changelog

🆑
qol: inserting new high luminosity eyes will now properly remember the
previous eyes' color and default to that initially
/🆑
2023-08-26 01:26:04 +01:00
SyncIt21
7d0eda3e85 Zipping a duffle bag closes UI of all storage items opened inside it (#77886)
## About The Pull Request
Fixes #77885

zipping it now looks for storage items inside its contents and closes
their UI recursively, including its own UI as well.

## Changelog

🆑
fix: zipping a duffle bag closes the UI of all storage items opened
inside it
/🆑
2023-08-25 18:23:36 -06:00
Jacquerel
f77de06e6f [no gbp] Watchers don't glow while they are dead (#77910)
## About The Pull Request

Removes watcher emissive appearance while dead.

## Why It's Good For The Game

Made it look like they were haunted by their own ghost, spooky but
inappropriate.

## Changelog

🆑
fix: Watchers won't retain an ethereal outline of their wings hovering
over their dead body.
/🆑
2023-08-25 18:22:53 -06:00
Changelogs
e0a119c3fe Automatic changelog compile [ci skip] 2023-08-26 00:18:50 +00:00
Redbert
eddcbd4535 Pushes icebox monsters spawn away so they don't aggro Lia at round start (#77916)
## About The Pull Request
Pushes the monster spawns away from HoS office so they do not aggro Lia
at round start.


## Why It's Good For The Game
Lavaland mobs are really resistant to station weapons and the
positioning of HoS consoles makes it so that if a lavaland mob spawns
close its almost guaranteed to cause a breach at round start.

This is an icebox classic, and it is really funny to see security wipe
to a goliath before 5 minutes, but I've noticed that these breaches
don't get fixed often enough.

## Changelog
🆑
qol: Icebox monsters no longer spawn close enough to aggro Lia at round
start
/🆑
2023-08-25 18:18:47 -06:00
orange man
056c9ad24c Automatic changelog for PR #76898 [ci skip] 2023-08-26 12:18:27 +12:00
YesterdaysPromise
5ba19ee746 Gives IceBox legions their own, separate corpse-drops. (#76898)
## About The Pull Request

Noticed one of these snowmen drop an ash walker earlier today, and
thought I would have that fixed for consistency's sake, as there's no
ash walkers on icemoon. After I done that, I felt weird for just cutting
out a thing like that, so figured a replacement: eskimos. So yeah.

## Why It's Good For The Game

Consistency: There's no more ash walker corpses in legions on Icemoon,
as there's no, and never was, any living ones.
Fluff: Eskimos that replace them make much more sense.

## Changelog
🆑
add: Gave snow legions a separate corpse-drop pool: ash walkers
excluded, but eskimos included.
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-08-26 01:16:00 +01:00
orange man
6653c83df3 Automatic changelog for PR #77937 [ci skip] 2023-08-26 11:56:15 +12:00
GoldenAlpharex
dd7aa76a2e [FUCK] [s] Fixes the infinite loop caused by recent material changes (#77937)
## About The Pull Request
Fixes the infinite loop introduced by #77671 that was caused by
materials entering the recycler by ensuring that they have an old
location when entering the recycler. If they don't, that means they're
coming from nullspace and thus were very likely just created, so they
shouldn't be getting recycled (which was the cause of the MC dying from
inserting enough materials to cause one sheet to be salvaged from a
recycler).

Adding [s] because it can be abused to basically grind a server to a
halt, so I recommend merging this as soon as possible.

Closes https://github.com/tgstation/tgstation/pull/77936.

## Why It's Good For The Game
Infinite loops causing the master controller to die aren't that good, I
think we can all agree that the game working is nice.

## Changelog

🆑 GoldenAlpharex
fix: Fixes the recycler being able to grind the server to a halt by
trying to recycle the same sheet worth of material over and over and
over again.
/🆑
2023-08-25 16:48:59 -07:00
orange man
5d08705bf8 Automatic changelog for PR #77891 [ci skip] 2023-08-26 10:28:26 +12:00
san7890
498f8264a9 Updates message for HREF Dock Exploit (#77891)
## About The Pull Request

Hey there,


![image](https://github.com/tgstation/tgstation/assets/34697715/86282805-5c5d-4e13-aec4-91a5877831ed)

This message randomly popped up while I was adminning, and it was
completely dogshit useless (as well as not being an HREF exploit since
Snowdin was loaded and you should be expected to do that, but that's
indicative of a harder bug). Let's yeet the `message_admins()` portion
(as well as make it actually actable information rather than just
'Unknown' and give it an actual follow jump button) and if then if we
don't have a client, stack_trace (in case people want to make basic mobs
keymash to send shuttles in the future).
## Why It's Good For The Game

This is completely useless and confusing. It's not even an HREF exploit
because this behavior is completely intended. It's more helpful to
coders now too because this thing failing isn't just locked to
admin-only logs, it stack traces (which is publically available).
## Changelog
🆑
admin: The "HREF Dock Exploit" message should now contain a bit more
usable information (such as a jump link) so you can investigate if
something is really going wacky with shuttles.
/🆑

---------

Co-authored-by: Gallyus <5572280+francinum@users.noreply.github.com>
2023-08-25 18:28:05 -04:00
orange man
99ebab7301 Automatic changelog for PR #77904 [ci skip] 2023-08-26 10:03:57 +12:00
Bloop
4c870f71ca Fixes a bunch of callbacks that were being qdeleted, and code cleanup (#77904)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/13398309/559eb50a-461c-4220-b628-55412baaffc3)

Continuing the work of
https://github.com/tgstation/tgstation/pull/77850.

it started with finding one that was being missed and causing a
runtime...then I noticed a whole lot more. While I was doing this I
found callbacks that weren't being nulled in `Destroy()`, so I added
that wherever I found these spots as well as some general code cleanup.

There were a lot more of these than I initially hoped to encounter so
I'm labeling it as a refactor.

## Why It's Good For The Game

Fixes lots of runtimes, improves code resiliency.

## Changelog

🆑
refactor: fixed a bunch of instances of callbacks being qdeleted and
cleaned up related code
/🆑
2023-08-25 16:03:27 -06:00
orange man
85aac8aa99 Automatic changelog for PR #77854 [ci skip] 2023-08-26 03:13:56 +12:00
GuillaumePrata
90e20a06ff Medical Kiosk right clickery, balloon alerts and screentips (#77854)
## About The Pull Request
Moves pulling the scanner wand from alt click into right clicking with
an empty hand.
Turns a few `to_chat` into balloon alerts.
Screentips.
## Why It's Good For The Game
Firstly, right click is just better UX than Alt clicking IMO.
I often talk with people that have no idea you can pull the scanner wand
from the kiosk to check on other patients.
That is such a neat feature and I just want it used more, so I hope this
nudges people to learn about it easier.

I did plan on also adding a new sprite for when the kiosk has a wand,
but after a few attempts I gave up for now, maybe someday I have more
patience I come back to it because it would help way more than these
changes...
## Changelog
🆑 Guillaume Prata
qol: Medical Kiosk now have their wand removed with a right click, got
new screentips and have a few of its chat messages turned into balloon
alerts.
/🆑

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2023-08-25 11:05:05 -04:00
orange man
b1cf5d5af0 Automatic changelog for PR #77896 [ci skip] 2023-08-25 13:05:56 +12:00
orange man
f78d79950d Automatic changelog for PR #77899 [ci skip] 2023-08-25 13:05:41 +12:00
iwishforducks
bff941ded8 Fixes hitting RCD effects when they're done (#77896)
## About The Pull Request

https://github.com/tgstation/tgstation/pull/77641 made it so that RCD
effects can be hit while they're constructing to stop their
construction. however, the construction effect itself lingers a bit
after things are done constructing, allowing it to eat up clicks. this
fixes it by removing the flag when it's done constructing.

## Why It's Good For The Game

fix good 👯 👯‍♂️ 👯‍♀️ 🎉 🏖️ 🐝 

## Changelog

🆑
fix: You should no longer attack RCD effects when they're done
constructing.
/🆑
2023-08-24 19:05:32 -06:00
YehnBeep
59a95ba984 Makes messenger bags craftable (#77899)
## About The Pull Request

Makes messenger bags craftable using the same recipe as backpacks and
satchels.

## Why It's Good For The Game

Just making the list of craftable containers complete

## Changelog

🆑
qol: Messenger bags can be crafted with 4 cloth.
/🆑
2023-08-24 19:05:18 -06:00
orange man
2e1cb4b540 Automatic changelog for PR #77824 [ci skip] 2023-08-25 12:53:45 +12:00
distributivgesetz
b2409af5ca Replaces the decloning virus clone damage with a status effect (#77824)
## About The Pull Request

Simply replaces the decloning virus's dependency on clone loss with a
status effect that operates on a strike system, very similar to how it
was handled with clone damage. The strikes are reversed if you have
mutadone in your blood, eventually removing the status effect entirely.
If the virus is cured, the status effect is also removed.

Additionally, the decloning virus was not curable before. The cure hints
suggested this shouldn't be the case, so I added it back again.

## Why It's Good For The Game

Explanation from #77569:

> Clone damage is a damage type that shouldn't exist anymore, it's a
relic left from the era of cloning and it's so specific of a damage type
that it rarely gets used as a result. It really should be a type of
affliction (wound etc) instead of its own damage counter.

What's changed since then is that I don't think clone damage should not
exist at all anymore. It only affects one department and a few odd
situations anyways.

This PR should actually change very little about the virus, as it works
with the same numbers as it did before, and since cloneloss healing is
just as easy to come by as taking mutadone is.

## Changelog
🆑 distributivgesetz
add: Replaces decloning clone damage with a strike system that you can
replenish with Mutadone.
fix: The decloning virus is curable with rezadone again.
/🆑
2023-08-24 18:53:22 -06:00
Changelogs
488c071498 Automatic changelog compile [ci skip] 2023-08-25 00:33:01 +00:00
orange man
974e731925 Automatic changelog for PR #77832 [ci skip] 2023-08-25 11:59:23 +12:00
orange man
f3ec2fa3b9 Automatic changelog for PR #77822 [ci skip] 2023-08-25 11:58:27 +12:00
orange man
1716058f28 Automatic changelog for PR #77892 [ci skip] 2023-08-25 11:57:12 +12:00
orange man
132d338129 Automatic changelog for PR #77895 [ci skip] 2023-08-25 11:55:42 +12:00
orange man
dfee7909b7 Automatic changelog for PR #77888 [ci skip] 2023-08-25 11:55:01 +12:00
distributivgesetz
07839c3c10 Replaces or removes miscellaneous sources of clone damage from the game (#77832)
## About The Pull Request

Might as well go over all of them here.

1. Holoparasites deal half of the damage they take as clone damage to
their summoner when they are knocked out. Now it deals damage to the
brain instead.
2. Prion peptides used to deal a little bit of clone damage every
reagent tick. Now they do it to the brain.
3. When transforming back to human from a slime via a shapeshift spell,
the total damage you have gets flat converted into clone damage. Now it
gets flat converted to toxin damage.
4. Black stabilized slimes let you drain health from other people if you
latched onto them, dealing clone damage to whoever you latched onto,
same as slimes used to do. This has been converted to brute damage.

## Why It's Good For The Game

Explanation from #77569:

> Clone damage is a damage type that shouldn't exist anymore, it's a
relic left from the era of cloning and it's so specific of a damage type
that it rarely gets used as a result. It really should be a type of
affliction (wound etc) instead of its own damage counter.

Only a few left to go, cosmic heretic lore, the greed ruin and the
decloner gun. Then we can remove clone damage completely.

## Changelog
🆑
del: Removes miscellaneous sources of clone damage from the game.
/🆑
2023-08-24 17:54:42 -06:00
Helg2
54704968ff Fixes apocalypse rune applying invisibility on mobs. (#77822)
## About The Pull Request
Fixes https://github.com/tgstation/tgstation/issues/77714
Icons for apocalypse weren't pathed properly, so they were just applying
non-existing icons.
Also changed preview image for unholy water bottle on the altar, as it
was added it's own icon.
## Changelog
🆑
fix: fixed apocalypse rune applying invisibility to mobs.
fix: Unholy water preview icon is now similar with the icon it has.
/🆑
2023-08-24 17:54:21 -06:00
LemonInTheDark
18bd0f8c4d Makes explosions consistently throw debris (#77880)
## About The Pull Request

It was possible for explosions to process throwing FIRST, then the
actual explosion. That's dumb, let's not do that.
Fixes a bug with SS explosions, it used SSair defines for its currentrun
default, which because of misordered defines lead to it running throwing
first for ONLY the first explosion. DUMB.
Changed how objects pick where they land. instead of using get_dir we
get the angle to the center, then invert it. Should lead to a nicer
picture

Unanchors broken disposal pipes so they'll get flung around Ups the
throw range for explosions. This needs more tweaking someday, but this
is ok for now

## Why It's Good For The Game

Throwing will happen consistently now, less fuckin floating shit sitting
in spac
2023-08-24 17:53:18 -06:00
Donglesplonge
5d0d4ecb54 strips access restrictions to all cargo orderable animals (#77892)
## About The Pull Request

pretty much what it says on the tin, did you know that you have to have
medical access to order cats? or that only the HoS can order crabs and
even then it requires bluespace pods? or how about the fact that cows
are locked behind hydroponics access?

this has been rectified by stripping the access requirements from all
the animals in the livestock category of the cargo orders console,
PLEASE TAKE NOTE: this does not allow you to purchase crates that were
locked behind some other form of locking mechanic, such as crabs needing
bluespace pods, or butterflies requiring contraband access via hacking,
they still require those things, just no longer an ID.

## Why It's Good For The Game

let assistants build their farms, there isn't actually any mechanical
bonus to being able to buy animals other than i guess you can ride pigs
and horses? its fun to be able to buy all the animals without me having
to go to the HoP and get a chefs ID with botanical access, and then get
medical access, and then ask the HoP to tag along so i can get him to
buy a corgi crate, you know what i mean?

## Changelog

🆑

balance: removes the access restrictions from all animals found under
the livestocks tab of the cargo order console, now assistants can
private order animals for their farms without access hunting

/🆑
2023-08-24 19:52:19 -04:00
iwishforducks
7c9cf40ad4 Fixes RCD'ing lattices in open space (#77895)
## About The Pull Request

If you RCD a lattice with floor/wall mode on icebox, it won't actually
place down the floor because the open space is not "space" - this
switches the check to openspace, allowing you to fix floors on icebox by
clicking on lattices. For some reason this would also cause you to waste
your matter units on this action.

## Why It's Good For The Game

fix good

## Changelog

🆑
fix: You should be able to click on lattices on icebox with the RCD and
construct a floor now
/🆑
2023-08-24 17:51:42 -06:00
Ben10Omintrix
e49fe76180 fixes regal rats not running away (#77888)
## About The Pull Request
fixes the regal rat not running away from whoever attacked him. also
adds a new pet command behavior which makes the king's minions drop
whatever they are doing and defend their king from whoever has attacked
him.

## Why It's Good For The Game
the rats now behave right

## Changelog
🆑
fix: regal rats now run away from whoever attacked them
add: new pet behavior which makes pets defend their owners if they got
attacked
/🆑
2023-08-24 17:51:15 -06:00
orange man
db9a61640b Automatic changelog for PR #77901 [ci skip] 2023-08-25 10:31:22 +12:00
GuillaumePrata
8f8ab916ec Reverts the change to QM jumpsuit/skirt not exposing the torso when adjusted. (#77901)
## About The Pull Request
The latest cargo resprite changed the QM jumpsuit/skirt to only expose
the arms, which was not even brought up in the changelog.
This is stupidly annoying to deal with for both the QM and doctors at
medbay, since surgery becomes a lot more clumbersome and opens the QM
for free theft.

The bulk of the uniforms already expose the torse as the standard and I
can't see a reason for the QM to go outside the norm, even more when
their uniform is basically a copy of the CT ones, and the CT ones can be
adjusted properly.

Also kills a duplicate sprite since I was there. 
## Why It's Good For The Game
Consistency.

## Changelog
🆑 Guillaume Prata
qol: QM jumpsuit/skirt expose the torso when adjusted.
/🆑
2023-08-24 18:30:57 -04:00
orange man
fd5bbf86f5 Automatic changelog for PR #77656 [ci skip] 2023-08-25 10:20:50 +12:00