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41396aab453907855d0a3d2b052d63ff64bfb5cc
640 Commits
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ba96aedf6d |
[MIRROR] Adds The Sturdy Shako (HoS Hat) [MDB IGNORE] (#20123)
* Adds The Sturdy Shako (HoS Hat) (#74277) ## About The Pull Request Adds a new craftable HoS shako, made from the standard peaked cap and some plasteel and gold.  Moves the HoS cap into a subtype `/obj/item/clothing/head/hats/hos/cap` to avoid catching the beret in the crafting recipe, the base type `/obj/item/clothing/head/hats/hos` is now a generic subtype which should never exist. (Yes there's a TF2 reference included with the hat) ## Why It's Good For The Game Adds an additional level of style for an HoS willing to put a little effort into gathering the required materials. As it is crafted as a one-to-one trade with another headgear there is no additional spare headgear introduced. ## Changelog 🆑 add: The Nanotrasen Costuming Department has released specifications for how to convert the Head of Security's cap into a shako. /🆑 --------- Co-authored-by: Jacquerel <hnevard@ gmail.com> Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com> * Adds The Sturdy Shako (HoS Hat) --------- Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com> |
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cd7b6bb74a |
Map Reset (#20106)
* MAP RESET PART * https://github.com/Skyrat-SS13/Skyrat-tg/pull/20068 * https://github.com/Skyrat-SS13/Skyrat-tg/pull/20089 * https://github.com/Skyrat-SS13/Skyrat-tg/pull/20100 |
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d6c7817b4b |
[MIRROR] [MDB Ignore] Manifest Destiny - The Final Tile Flattening [MDB IGNORE] (#20058)
[MDB Ignore] Manifest Destiny - The Final Tile Flattening Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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e9e7d7a461 |
[MIRROR] Minigame DLC - Intergalactic Basketball League [MDB IGNORE] (#20048)
* Minigame DLC - Intergalactic Basketball League (#72459) ## About The Pull Request New DLC bout to drop.  Lots of new things included: - New basketball minigame that can be played between 2-7 players - Crafting recipe for basketballs using leather sheets - Crafting recipe for basketball hoops using metal, rods, and durathread - New basketball sounds for the ball and hoops - New scorecard that can be reset using CtrlClick - Basketball hoops can be rotated using a wrench and AltClick - Dunking and shooting animations. ### New basketball mechanics that now utilize stamina: - Dunking costs large stamina and you must be directly adjacent to the hoop and click on it. - Shooting costs medium stamina and uses RMB. Shooting lets you aim the ball over peoples heads, meaning anyone obstructing your path will be bypassed. There is a half second delay during shooting where someone can bump or push to prevent the shot from succeeding. - Shooting from further away results in less accuracy. If you do not click directly on the hoop, there is also an accuracy penalty! - Passing costs no stamina and uses LMB. Trying to score into the hoop via passing results in a reduced chance. - Spinning costs medium stamina while holding the ball. It gives a reduced chance for the ball to be stolen but decreases accuracy for shooting. - Pushing a player using RMB will attempt to steal the ball and drain their stamina. - The chance to steal the ball is based on the stamina of both players and the direction they are facing. If the person with the ball is at low stamina, and the person stealing is at full stamina, they will have a higher chance. Likewise, if the person with the ball is face to face with the stealer, then there is a higher chance for the ball to be stolen. If the person has their back to the stealer, then it's a lower chance. - Shooting from more than 2 tiles away, results in 3 points. See below picture to know the distance.  ### Now to introduce the teams: <details> <summary>Nanotrasen Basketball Department</summary>  </details> <details> <summary>Greytide Worldwide</summary>  </details> <details> <summary>Lusty Xenomorphs</summary>  </details> <details> <summary>Space Surfers</summary>  </details> --- Big shoutout to the nukie round a few weeks ago where the nuke ops challenged the crew (and clown) to a basketball match on their rebuilt basketball shuttle. The nukies won, but it made me realize that the basketball mechanics were very raw and needed some polishing. #### TODO LIST - [x] Fix bug where ball only goes over peoples heads if they are 1 tile away - [x] Remove leftover code comments and procs - [x] Rebalance stamina values (maybe move this to different ball types) - [x] Fix basketball stadium template runtiming from wall smoothing during load - [x] Fix space surfer stadium having an air breach somewhere - [x] Add more sounds for when ball is passed, shot, or dunked - [x] Make it so that holding a ball while on the floor isn't possible (to avoid those meta cheese strats) - [x] Drop basketball lets mobs make sounds when spinning (need to detach signal?) - [x] Finish adding a simple lobby menu for minigame ## Why It's Good For The Game _If you can't slam with the best, then jam with the rest._ ## Changelog 🆑 add: Add crafting recipe for basketballs (leather sheets) and basketball hoops (metal, rods, and durathread) add: Add new basketball minigame for 2-7 players. There are 4 different courts and teams by default with more planned to be added later. add: New basketball mechanics that uses stamina. Shoot with RMB, pass with LMB, and dunk by clicking the hoop while adjacent. Spinning while holding the ball decreases the chance for someone to steal the ball, but it decreases your shooting accuracy. Shooting from 2 tiles away lets you score 3 points. qol: Basketballs now play a buzzer sound when someone scores. CtrlClick will reset the scorecard and AltClick with a wrench will rotate the hoop. qol: Dunking and shooting animations for basketball. soundadd: Added basketball bounce sound with credits attribution imageadd: Added basketball icon to minigames. Move baseball and dodgeball icons to toy/balls.dmi /🆑 * Minigame DLC - Intergalactic Basketball League * Update CentCom_skyrat_z2.dmm * raptor --------- Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: lessthnthree <three@lessthanthree.dk> Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com> |
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230ef2d3a6 |
Nukes the stupid darkblue turf decals once and for all (#19848)
* STOP DOING THIS SO HELP ME JESUS CHRIST IN HEAVEN * filename |
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e9e6f7bc4d |
MARCH MAP RESET [MDB IGNORE] (#19754)
wew |
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7f31d138c4 |
[MIRROR] Basic Wumborian Fugu & Fugu Gland [MDB IGNORE] (#19369)
* Basic Wumborian Fugu & Fugu Gland * Update spider_variants.dm * wew * Update wumborian_fugu.dm --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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480745ce05 |
[MIRROR] Basic Mob Spiders III: Sgt. Araneus is no longer a bat [MDB IGNORE] (#19315)
* Basic Mob Spiders III: Sgt. Araneus is no longer a bat * spooky scary spider * Revert "spooky scary spider" This reverts commit 7bcca7750390c7ba6aaa08760886eda524f600f8. * resolve conflicts * resolve conflicts * https://github.com/tgstation/tgstation/pull/73724 https://github.com/tgstation/tgstation/pull/73724 * https://github.com/Skyrat-SS13/Skyrat-tg/pull/19561 * fixes * wew --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: lessthnthree <three@lessthanthree.dk> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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88f8ef7adc |
[MIRROR] Netherworld Mobs Refractor [MDB IGNORE] (#19181)
* Netherworld Mobs Refractor * Update statues.dm * Update tgstation.dme * w --------- Co-authored-by: Comxy <tijntensen@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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c040ddb857 |
[MIRROR] A few records-related manual mirrors (so I don't have to deal with annoying conflicts) (#19588)
* Records: Clerical expansion (#73022) A few changes to sec records geared towards making it obvious how and why someone is wanted. - You can no longer set someone to arrest via console unless they have a valid prior. - Setting players to arrest via HUD creates a crime entry for that person. - Priors can be edited by the author and qualified personnel (armory access). - Priors can be invalidated by qualified personnel. This redacts the info from huds and rapsheets. - Invalidating the last crime sets a player to discharged - Much like real life, you can no longer outright delete crimes. This prevents gaming the arrest system by adding/deleting. - Deleting an individual record in a sec console removes it from the manifest (@JohnFulpWillard) this was previous behavior - Purging records in sec requires higher access Have you ever brought a wanted person into the brig only to find there's no reasons listed and no one in sec will explain why they're wanted? 🆑 fix: Deleting a sec record removes it from the manifest again qol: It's now easier to see security notes via HUD. qol: It's now easier to see why someone is set to arrest. qol: Crime authors and armory access can edit crimes. balance: Setting players to arrest requires a valid crime. balance: Armory access can invalidate priors. balance: Setting players to arrest via HUD creates a crime for the suspect. /🆑 --------- Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: san7890 <the@san7890.com> * Records hotfix [NO GBP] (#73363) A remake of #73169 Repaths records consoles to their own subtype Fixes some weirdness with observers logging into sec/med consoles Fixes security notes not being able to be set etc Bug fixes and cleaner code 🆑 fix: Security can set notes through consoles again fix: Observers are now properly logged out of record consoles /🆑 --------- Co-authored-by: Jeremiah <jlsnow301@pm.me> * Fixes the map merge conflicts, hopefully. * Fixes player created security records being unprintable for wanted/missing posters. (#73666) ## About The Pull Request If a player created a security record during a round and attempted to print it the printing process would runtime and result in the printer being unusable. As a side effect of fixing this I've discovered an annoying bug with posters with them defaulting to the bottom left corner of a record. So currently mugshot uploads has been restricted to 32x32 pixels with approval from @jlsnow301 . Ideally at some point a player exposed photo cropping system can be implemented to make it easier to create mugshots using larger photos. ## Why It's Good For The Game Fixes a bug. ## Changelog 🆑 fix: You can now create wanted/missing posters using player created security records. Due to a visual bug and usability issue photos above 1 by 1 meters in size will no longer work for mugshots in records. /🆑 * Fixes ui_data on ntosrecords [NO GBP] (#73670) ## About The Pull Request Missed this while redoing records, this makes it match what the UI is expecting ## Why It's Good For The Game Bug fixes ## Changelog 🆑 fix: Fixes NTOS records program receiving bad medical disability data /🆑 Co-authored-by: Jeremiah <jlsnow301@pm.me> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * Updates all of our maps with the new records computer paths * Actually I don't know where this came from but I think it'll fix the linters * Okay now it should work properly, hopefully * mapas --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Jeremiah <jlsnow301@pm.me> Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com> Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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3fb3c7add2 |
Gun code override unshittening part like, two by this point (#18957)
* this code is so fucking funny it makes me want to merge w/o looking * safety component stuff * safeties should be finished * I loooove safety component * I swear that's all for gun safety * manufacturer component * cant forget this * this is so awful * 1100 line long gun file * ok it actually compiles now * that should not be an addition of any sort * these defines should not be used anymore * why?? the fuck??? are there var edited fire modes on black mesa????? * how did that even happen * maybe ci will shut up now * oh man so many guns are lacking autofire now * probably fixes safety toggling * that should reference the gun not the component * that should probably return * makes it replicate current behavior, defaults safeties to being ON * and that is all i have to say about that * its automagically |
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a076937e6d |
[MIRROR] Anchors incorrectly unanchored reinforced plasmaglass windows on snowdin. [MDB IGNORE] (#19522)
* Anchors incorrectly unanchored reinforced plasmaglass windows on snowdin. (#73607) ## About The Pull Request Every single south facing reinforced plasma-glass window on snowdin was unanchored, I've changed them to the anchored version. ## Why It's Good For The Game Bug fix! ## Changelog 🆑 fix: The unanchored reinforced plasma-glass windows on snowdin have been anchored. /🆑 * Anchors incorrectly unanchored reinforced plasmaglass windows on snowdin. --------- Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com> |
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19608fbac6 |
[MIRROR] Barsign UI/UX Improvements - Emissive effects, balloon alerts, and refactored code [MDB IGNORE] (#19121)
* Barsign UI/UX Improvements - Emissive effects, balloon alerts, and refactored code (#73106) The barsign code is over a decade old so this is a big refactor with some notable improvements: - Emissive effects (neon lights now glow in the dark) - Balloon alerts instead of `to_chat` messages - Mapping helpers based on direction and all_access - Barsigns are considered machinery now and use power * Barsign UI/UX Improvements - Emissive effects, balloon alerts, and refactored code * fixes modular maps --------- Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com> |
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e868fb24ad |
Slightly less important map reset of everything not in the map_files folder (so ruins, gateways, shuttles, and so on) (#19062)
you got it |
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8198e578ca |
[MANUAL MIRROR] Fix a merge skew on armor datums (#19212)
* Fix a merge skew on armor datums (#72909) And also add a check grep to find it in the future * fix linters * damn youuuu --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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406b6870bd |
[MIRROR] adds atmospheric gloves, small resprite of firefighter gear, repaths stupid glove paths [MDB IGNORE] (#18785)
* adds atmospheric gloves, small resprite of firefighter gear, repaths stupid glove paths (#72736) repaths a lot of gloves off /color because they were incredibly stupid firefighter gear has gotten an update (it doesnt cover hands anymore though, you need something else) firefighter helmets no longer hide your mask or glasses  fixed engine goggles starting with darkness vision to the atmos lockers adds atmospheric gloves, a pair of thick (chunky fingers) gloves that are fireproof and fire protective, slightly shock resistant and let you fireman carry people faster. atmospheric firefighter helmets now are a subtype of welding hardhats, you can enable a welding visor. welding hardhats change mode with right click instead of altclick im not a good spriter but i think this resprite makes them fit nicer with other engi equipment lets me firefighter rp 🆑 add: Atmospheric Gloves, thick gloves that are fully fireproof and fire protective and let you fireman carry people faster. fix: fixes engine goggles starting with darkness vision qol: firefighter helmets can now enable a welding visor qol: welding hardhats change mode with right click instead of altclick balance: firesuits no longer protect your hands /🆑 * Makes shit compile * Updates the digi and snouted stuff to match the new sprites (thanks Halcyon!) * Fixes a whole ton more issues that popped up --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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47d25b51c4 |
[MISSED MIRROR] Replace nearly every map grep with a YML file that actually respects structure, and fixes the massive amount of failures that were never caught (#72372) (#18664)
* Replace nearly every map grep with a YML file that actually respects structure, and fixes the massive amount of failures that were never caught (#72372) [Documentation here](https://github.com/Mothblocks/tgstation/blob/maplint/tools/maplint/README.md) We should not be using greps to the capacity that we currently are. If you are not smarter than a parser, then you should not try to beat one. DMM files should NOT be treated as text files that can be parsed with any old Unix tool. They are a structured language. Because of our abuse of greps, check_greps is full of hard to read, hard to maintain checks that do not consistently work, because they all make very specific assumptions about how TGM works, which are provably untrue. This format is mostly straightforward for the lints people write, and easily extensible to the ones people will want to write. 🆑 fix: Fixes a bunch of cases of windows not being where they were supposed to be, tables/chairs stacking on each other, and other very small stuff you've never noticed before. /🆑 * pointless line change * desync * bye Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com> |
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18dc1abc43 |
[MIRROR] Refactor lighting items that use fuel [MDB IGNORE] (#18545)
* Refactor lighting items that use fuel (#72146) Fixes #71826 This does the following: - Makes candles a subtype of flare - Fixes candles having lighting inconsistencies - Fixes burning items (welder, candles, flares, etc.) not causing ignition effects when held in hand - Adds burnt flares and melted candles to maint loot and trash spawners - Add match lighting sound when candles are lit - Add time defines for fuel amounts and rounded them (ex. instead of 32.3333 minutes, it's now 35 minutes) - Light sources that burn will now spawn a trash item once fuel is spent - Light sources that burn now have a welder hitsound - Light sources that burn can now be extinguished by a fire extinguisher (except flares) - Light sources that burn can now be used to ignite another object on fire (ex. a lit candle can be used to light a cigarette) - Light sources that burn and are lit now do `BURN` damage while attacking Code is more cleaner and consistent. Also fixes some bugs. 🆑 soundadd: Candles will now use the match lighting sound when lit soundadd: Light sources that burn will now have a welding hitsound fix: Fix candle light behaving erratically fix: Fix burning items that are held in hand will now have an ignition effect on the turf. (ex. lit welders in hand will now ignite plasma in the air) balance: Light sources that burn and are lit now do `BURN` damage while attacking balance: Light sources fuel amounts were rounded to exact numbers (ex. instead of 32.3333 minutes, it's now 35 minutes) qol: Light items that burn can now be extinguished by a fire extinguisher (except flares), used to ignite another object on fire, and will now leave a trash item once fuel is used qol: Add burnt flares and melted candles to trash spawners refactor: Refactor lighting items that use fuel to be more robust /🆑 Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> * Modular! * Toggle Light Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> Co-authored-by: Funce <funce.973@gmail.com> |
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5a18ff0bbb |
[MIRROR] Completely Culls req_access_txt/req_one_access_txt [MDB IGNORE] (#18458)
* Completely Culls req_access_txt/req_one_access_txt (#72281) Hey there, Now that every instance of `req_access` and `req_one_access` is a list of strings, there is absolutely no reason for req_access_txt/req_access_one_txt to exist. In fact, any instance where they were still used in the codebase was very convoluted and was very broken! Don't worry, I fixed it all out, and life is good. I also dmdoc the surviving access variables, because those were missing. I went on the side of caution and made a more verbose documentation with an example just to have people really grasp this (it took me a while to actually get it) I believe that we changed _everything_ over to the req_access/req_one_access system earlier this year in VV, but the problem is that _new mappers don't understand the difference between the two systems_. In fact, the "txt" system is completely redundant since all it does is transition stuff to the "base" system. So, let's just completely cull the one that's all but deprecated and ensure this confusion no longer arises. The whole purpose of "txt" seemed to be to convert the access, but it's all pointless now that we can just read the list directly. I'm also 99% certain that the "access check" on vending machines broke (and didn't seem to have correct logic in the first place? I legitimately couldn't find a case where it could fail in testing, so I changed that up), and that's fixed up now. Let me know if I was clueless there. I know it's short-circuiting now as opposed to "all must be true", but it just didn't work. * Completely Culls req_access_txt/req_one_access_txt * oh the misery * makes them use the thing that actually works * test to see if engineering access is breaking it * Revert "test to see if engineering access is breaking it" This reverts commit 3cc2c554ff18f435a51601782e64c76193298db7. * Fix access checks when req_access is null (#72458) ## About The Pull Request Fixes #72450 - This seems to be an oversight in some of the access refactors we've been through recently. When there was an assumption in `check_access_list()` that `req_access` would always be a list, and that if it was not something terrible had gone wrong and the door should default to public access. With the cleanup of the _txt access vars and the introduction of mapping access helpers, this assumption is no longer true. `req_access` will be null when multiple helpers are painted onto the same door, so we need to handle that properly. Thanks to @MrMelbert for spitting out the attached fix in mapping general and letting me PR it after testing. This really needs a suite of unit tests around it. San has helpfully volunteered to work on that for three hours before getting frustrated. ## Why It's Good For The Game No more public access to engineering lobby, lathe, etc. ## Changelog 🆑 Vire, MrMelbert fix: The engineering lobby and lathe are no longer public access fix: Doors will no longer be treated as public access when they have multiple accesses set on them /🆑 Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com> Co-authored-by: Vire <66576896+Maurukas@users.noreply.github.com> Co-authored-by: Tastyfish <crazychris32@gmail.com> |
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7ee524f748 |
[MIRROR] Basic Mob Carp Part VIII: Basic Mob Carp [MDB IGNORE] (#18344)
* Basic Mob Carp Part VIII: Basic Mob Carp * maps * missed killing main carp file * shorki and ocean biomes * shorki 2: pet-a-boogaloo Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: tastyfish <crazychris32@gmail.com> |
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ee8226b8a8 |
[MIRROR] Fixes prefilled drinking glasses, and small carton icon [MDB IGNORE] (#18606)
* Fixes prefilled drinking glasses, and small carton icon (#72527) Fixes a few drink container issues: - The `/obj/item/reagent_containers/cup/glass/drinkingglass/filled` subtypes runtimed whenever their reagents changed because of the strict way that `/datum/component/takes_reagent_appearance` compares container types. - `/datum/component/takes_reagent_appearance` now allows for an alternate type to check against `glass_style.required_container_type` via a var called `base_container_type`. The filled glasses now set this var to the main drinking glass type. - As well, filled glasses didn't have their appearance set up to match the corresponding glass style. Thus, the `/obj/item/reagent_containers/cup/glass/drinkingglass/filled` type now updates its appearance on initialization. - Seperately, the small carton's appearance broke if you put a reagent in that doesn't match a glass style, reverting to the "water_cup" icon state which doesn't exist in the boxes.dmi file. This is because it was a subtype of sillycup, but there is nothing gained as far as I can see from that type relationship, so the small carton was repathed to `/obj/item/reagent_containers/cup/glass/smallcarton`. * Fixes prefilled drinking glasses, and small carton icon Co-authored-by: Tastyfish <crazychris32@gmail.com> |
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bccf824a6c |
[MIRROR] Turned most syndicate mobs (+ viscerators) into basicmobs [MDB IGNORE] (#18270)
* Turned most syndicate mobs (+ viscerators) into basicmobs (#71871) ## About The Pull Request Turns the syndicate simpleanimals into basicmobs: (+ stormtrooper, + space variants) Base Mob, Knife syndies, pistol syndies, SMG syndies,shotgun syndies, viscerators also changes some instances of the simple_animal path into the basicmob ones Removes civillian syndicates which were useless and also completely unused Also removes mech pilots:  Also, makes the basic targetting datums health check configurable basic attack behavior can now fire in bursts https://user-images.githubusercontent.com/70376633/206766607-cf2e3659-0c5e-4117-9af7-e573e35bdf80.mp4 https://user-images.githubusercontent.com/70376633/206766630-15b4469f-68be-44c7-9394-1f2b6fe07811.mp4 https://user-images.githubusercontent.com/70376633/206766613-69b42457-a03b-449d-a1b8-a5aa556c76e5.mp4 https://user-images.githubusercontent.com/70376633/206766619-5560a178-8d2f-4b22-adf1-22ace6f63a51.mp4 https://user-images.githubusercontent.com/70376633/206766627-e671d064-fd9e-4204-b823-aa2e07f7fc26.mp4 https://user-images.githubusercontent.com/70376633/206766633-108c1574-3554-4bc1-a9ac-8faed0ec4062.mp4 ## Why It's Good For The Game simpleanimal stinks basic mob good syndicate AI was really bad to begin with so here we are ## Changelog 🆑 code: Turned most syndicate mobs into basicmobs, making their AI better and (possibly) more deadlier! del: Removed syndicate mech pilots and syndicate civvies /🆑 Co-authored-by: kawoppi <94711066+kawoppi@ users.noreply.github.com> * Turned most syndicate mobs (+ viscerators) into basicmobs * map * code * Update syndibase.dmm Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> Co-authored-by: kawoppi <94711066+kawoppi@ users.noreply.github.com> Co-authored-by: John Doe <gamingskeleton3@gmail.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> Co-authored-by: Tastyfish <crazychris32@gmail.com> |
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625b66bd0c |
[MIRROR] Refactors bar drink icons into datum singletons / unit tests them [MDB IGNORE] (#18140)
* Refactors bar drink icons into datum singletons / unit tests them (#71810) - Refactors bar drink icons. - Juice boxes no longer have a hard-coded list of a bunch of reagent types in their update state, and use a system similar to bar drinks. - Glass and shot glass icon information are no longer stored on the drink. Instead, they are now stored in glass style datums. These datums store name, description, icon, and icon state of a certain container + reagent type. - Glass styles are applied via the `takes_reagent_appearance` component. Glasses, shot glasses, and juice boxes have this component. - This comes with support for being able to have drink icons from different files, rather than requiring the drinks DMI. - The britmug is now a subtype of mug. - 1 new icon: britmug filled. - Various small code clean-up around drink reagents. - Unit tests icon state setups for glass styles as well as all `/drink` reagent container subtypes. - Splits up the massive `drinks.dmi` into separate files. *Disclaimer: Much of the drinking glass datums were written via script automatically, so there may be errors present.* - Much easier to add new drink styles, much more modular. - It is no longer necessary for new drinks to be added to the massive `drinks.dmi`. People working with drinks in the future can simply add their glass style datum and point it to their file wherever it may be. - Expandable system. Adding a new type of reagent container that works similarly to bar drinks but for different types of icons is a breeze. - Ensures going forward no bar drinks have invisible sprites. 🆑 Melbert refactor: Refactored how bar drinks set their icons. Juice boxes now use the same system. /🆑 * Well that's all of them, unit tests prove me wrong * now its a mapping pr lmao * SHUT THE FUCK UP Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Funce <funce.973@gmail.com> Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com> |
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473e875e46 |
[fix oh fuck fix fix] there is no more .357's where they weren't meant to be (#18024)
* Update bolt_nanotrasen_firearms.dm * Update _armaments_secondary.dm * Update guns.dm * missed instances Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
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2b800b9a23 |
[MIRROR] Removes tablets (not PDAs) entirely. [MDB IGNORE] (#17880)
* Removes tablets (not PDAs) entirely. * contractor changes * map changes * Update assistant.dm * conflicts Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
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b8e1b526d8 |
Undoes the disaster that is having two different 9mm and 10mm rounds when you can achieve the same exact thing with a single var on the gun (#17819)
* noooo more 9mm peacekeeper * 10mm too * advanced this advanced that * advanced ammo boxes still curse me from the grave * I HATE BLACK MESA!!!!!!!! * de-autos the 10mm |
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fae49b67ef |
[MIRROR] Overhauls beach bar, adds griddle and oven to some ruins [MDB IGNORE] (#17874)
* Overhauls beach bar, adds griddle and oven to some ruins (#71558) * Overhauls beach bar, adds griddle and oven to some ruins Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com> |
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911bbb3f06 |
[MIRROR] [MDB IGNORE] Grayscale sofas [MDB IGNORE] (#17851)
* [MDB IGNORE] Grayscale sofas (#71539) ## About The Pull Request Ports some sofa sprites from over at https://github.com/BeeStation/BeeStation-Hornet/pull/7547 and makes them grayscale. Also random tool colours now use defines.   ## Why It's Good For The Game Gives us the opportunity to make different coloured couches more easily. ## Changelog 🆑 Tattle, PestoVerde322 imageadd: couches are now grayscale code: random tool colours now use defines /🆑 Co-authored-by: tattle <article.disaster@ gmail.com> * [MDB IGNORE] Grayscale sofas * runs the update paths Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: tattle <article.disaster@ gmail.com> Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com> |
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0fb69dd6e5 |
[MIRROR] Moves the bulk of shield code from the riot subtype into the core shield. [MDB IGNORE] (#17684)
* Moves the bulk of shield code from the riot subtype into the core shield. (#71066) ## About The Pull Request I wanted to "rework" the riot shield security has but most other shields are subtypes of it, making them all inherit those features. So I made this PR first to make my job easier and fix some odd bugs like fixing wooden bucklers by slapping them with titanium sheets... There *shouldn't* be any other big change outside of the titanium healing and baton bashing they all inherited but I have been staring at shield code and worked on another branch before deciding to split the code improvement/fixes from the features so I might have missed something. And while there, kill some single letter vars, remove unnecessary lines, etc. ## Why It's Good For The Game Fixing a wooden shield by slapping it with titanium is weird... so is fixing a glass+iron shield but that is a bigger balance change. And well, easier for future shield changes to not inherit weird behaviors from the riot shield. ## Changelog 🆑 Guillaume Prata fix: You can no longer repair wooden bucklers and roman shields by slapping them with a titanium sheet. /🆑 * Moves the bulk of shield code from the riot subtype into the core shield. * sr conflits, goliath shield, reagent buckler Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com> Co-authored-by: Tastyfish <crazychris32@gmail.com> |
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6693611532 | [MIRROR] Trophy case update [MDB IGNORE] (#17616) | ||
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ceb690a555 |
[MIRROR] Refactor janicart to be subtype of mop bucket [MDB IGNORE] (#17647)
* Refactor janicart to be subtype of mop bucket * SR path changes Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Tastyfish <crazychris32@gmail.com> |
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e951b50c1f |
[MIRROR] Updates ice cabin kitchen with modern equipment. [MDB IGNORE] (#17672)
* Updates ice cabin kitchen with modern equipment. (#71088) ## About The Pull Request At the moment the ice cabin is quite outdated in the way that it only has microwaves as methods to cook, this is extra awkward as most of the food you get in this away method is meat. This updates the room by including a griddle and oven to make some nice edible food.  ## Why It's Good For The Game Do you want to spend a round in an ice cabin where the only food source is eggs boiled in a microwave? ## Changelog 🆑 fix: Updates the Ice cabin kitchen to be more modern. An oven and griddle have been added. /🆑 Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> * Updates ice cabin kitchen with modern equipment. Co-authored-by: carshalash <carshalash@gmail.com> Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> |
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4b6c93f6b9 |
[MIRROR] Easy's Super Omega "unarmed strike based species var moved to limbs" refractor, unarmed strike striking with specific body parts rather than it just being flavor, and brain based attacking limb selection extra chunky edition. And also bodypart traits. [MDB IGNORE] (#17306)
* Easy's Super Omega "unarmed strike based species var moved to limbs" refractor, unarmed strike striking with specific body parts rather than it just being flavor, and brain based attacking limb selection extra chunky edition. And also bodypart traits. * Removed all the conflicts, and started converting all the arms and legs to the proper typepaths * Actually makes the game compile :) * Makes the maps compile too! * Early mirror of #71143 because it's more relevant to us Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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4b11bc848f |
[MIRROR] [MDB IGNORE] Clothing var cleanup [MDB IGNORE] (#17329)
* [MDB IGNORE] Clothing var cleanup * modular changes except sec helmet * SR maps * Fixed sec helmet since it was custom toggling anyway, lots of misnamed icon states Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> Co-authored-by: tastyfish <crazychris32@gmail.com> |
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d1262db27b |
[MDB IGNORE] Updates Departmental Guard icons, sorts files (#16892)
* DeptGuard code cleanup * stupid fekin hat * icons!! woo!! :( * 1px shorter shorts (works better for digi!) * bouncer has SR uniform, cleaner suits, fix missing icon * fuck this coat lmao * pre-master-merge conflict fix * this is much less oppressive but still implies authority * just a touch of asymmetry... * much cleaner coveralls * it's... workable. I might put the vest back after testing idk!! * mfw 2 pixels need changing for digi :( * tf-4 grammar suggestion yesyes Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> * albefeeteze * le formatting Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
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ccf55f31c3 |
Removes the vanguard role (#17173)
* removes vanguard entirely * removes final bits * nerfs vanguard content further * whoops * Update modular_skyrat/modules/cargo/code/packs.dm Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> * Update modular_skyrat/modules/black_mesa/code/ghost_spawners.dm * Update modular_skyrat/modules/black_mesa/code/ghost_spawners.dm Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
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62c02030e3 |
[MIRROR] Convert mouse and rat to basic mobs [MDB IGNORE] (#17215)
* Convert mouse and rat to basic mobs * run the UpdatePaths script you borb * packs and nests Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: tastyfish <crazychris32@gmail.com> |
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097e913e4b |
[MIRROR] Removes tablet hard drives entirely (HDD & SSD) [MDB IGNORE] (#17164)
* Removes tablet hard drives entirely (HDD & SSD) * map updates * changes * contractor uplink theme * uplink improvements * tab Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: tastyfish <crazychris32@gmail.com> |
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6a0cbae75f |
Kills every single instance of baked in color decal floors on the maps (Today on making prs that conflict with other prs I have open) (#16815)
* the misery * i literally did this one to myself * gives some color back to the world * what's the addiction with making every new station a ship? |
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3e7b55299f |
MAP RESET (#16735)
* E * ew |
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3795ed1a6b |
[MIRROR] [MDB Ignore]Hats DMI split [MDB IGNORE] (#16693)
* [MDB Ignore]Hats DMI split * e * STAFE * e * e Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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e4d59278a0 |
[MIRROR] [MDB IGNORE] Shuttle engines part 2: Engines are now machines [MDB IGNORE] (#16676)
* [MDB IGNORE] Shuttle engines part 2: Engines are now machines (#69793) * Makes engines machines instead of structures * Updates the maps * Fixes boards and anchoring * Removes 2 unused engine types Router was actually used a total of once, so I just replaced it with propulsion. I think cutting down on these useless engine types that make no difference in-game would be a nice first step to adding more functionalities to them. * Don't use power (since shuttles dont have) Shuttles don't have APCs, instead they just have infinite power, so I'm removing their power usage for now. I'm hoping this can be removed when unique mechanics are added to engines, because I would like them to make use of power like other machines. * re-organizes vars * deletes deleted dm file * Slightly improves cargo selling code * Renames the updatepaths * Removes in_wall engines I hate this stupid engine it sucks it's useless it's used solely for the tram it provides nothing of benefit to the server replaces them with regular engines * [MDB IGNORE] Shuttle engines part 2: Engines are now machines * should fix that * THEY. REMOVED IN WALL ENGINES. THE BASTARDS. * common mining shuttle Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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6693828b27 |
Black Mesa polishing-of-ancient-content (#16396)
* i erm * what the fuck is toolbox.dm * huh * first batch * should be it * Update armament_miscellaneous.dm * Update armor.dm * Mesa Glock 17 to Glock 20; MP5 to MP5/10 * finally, EASes * spreading the tapes too * making baseturf generators subjectively better * pain and suffering for explorators * -1 bad idea * Update blackmesa.dmm * Update fluff.dm * Apply suggestions from code review Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> * Update modular_skyrat/modules/black_mesa/code/armaments/armament_utility.dm Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> * should be it??? * chicken nuggies :) * Squashed commit of the following: commit |
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10d33b276c |
[MDB IGNORE] Ran Migration Script for Lights (#16653)
ran migration tool |
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d0b706c041 |
[MIRROR] Removes AI and Charge parts from tablets, adds support for more later. [MDB IGNORE] (#16381)
* Removes AI and Charge parts from tablets, adds support for more later. * merge conflict * remove modular tablet loadout item * fix SR maps referencing tablets, add clear PDA instead of modular tablet loadout * remove pda loadout item Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: tastyfish <crazychris32@gmail.com> |
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049b19bb18 |
[MIRROR] Moves "catch this var/flag" code from obj/init and datum/new into the types that use it [MDB IGNORE] (#16091)
* Moves "catch this var/flag" code from obj/init and datum/new into the types that use it * Update atoms_movable.dm * Update airlock.dm * SRCC Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> Co-authored-by: John Doe <gamingskeleton3@gmail.com> |
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7d84a2c507 |
[MIRROR] Removing trailing / from several mapping regexes [MDB IGNORE] (#16150)
* Removing trailing / from several mapping regexes (#69448) * Removing trailing / from several mapping check regexes So we have check_grep.sh which helpfully checks for a bunch of common map mistakes, including doubled up items. This adjusts them to capture doubled up base types which might be mapped in. * Commit before pushing next time * Removing trailing / from several mapping regexes * Commit Co-authored-by: Vire <66576896+Maurukas@users.noreply.github.com> Co-authored-by: John Doe <gamingskeleton3@gmail.com> |
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7559990f20 |
[MIRROR] [MDB IGNORE] Shuttle engine code improvement and fixes [MDB IGNORE] (#16116)
* [MDB IGNORE] Shuttle engine code improvement and fixes * what even happened in shuttlepanel.dm * should be the last few Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com> |
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24d126cf8a |
[MIRROR] Improves sleeper code and makes syndie sleepers deconstructable [MDB IGNORE] (#16149)
* Improves sleeper code and makes syndie sleepers deconstructable (#69457) * Improves sleeper code and makes syndie sleepers deconstructable * Improves regular Sleeper code by a lot considering last time they were touched was years ago, removes the entirely unused sleep_console, and lets Syndicate sleepers get deconstructed regardless of mapload. * Also finally lowercases the dm file. * watch this swag * no clue if this will work but I'm gonna try before renaming * rename, and removal of syndie sleepers Removes syndicate sleepers from non-syndicate maps. Now they only exist in the infiltrator, battlecruiser, and syndicate lavaland base. * small mistake on snowdin * re-replaces sleepers with proper ones * review comments * i mixed it up with chem_buttons * Update code/game/machinery/sleepers.dm Co-authored-by: Seth Scherer <supernovaa41@ gmx.com> * Update code/game/machinery/sleepers.dm Co-authored-by: Seth Scherer <supernovaa41@ gmx.com> Co-authored-by: Seth Scherer <supernovaa41@ gmx.com> * Improves sleeper code and makes syndie sleepers deconstructable Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Seth Scherer <supernovaa41@ gmx.com> |
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c2189d5818 |
[MIRROR] adds structure spawners for electrified grilles, adds greps for some fulltile window spawners [MDB IGNORE] (#15954)
* adds structure spawners for electrified grilles, adds greps for some fulltile window spawners (#69528) * adds structure spawner for electrified grilles * sdmm key cleanup * adds structure spawners for electrified grilles, adds greps for some fulltile window spawners * should fix blueshift lints lets see * should resolve most if not all of the others * damn you skyrat map reset Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com> |