Commit Graph

11851 Commits

Author SHA1 Message Date
Ben10Omintrix 4e4a904a3b [no gbp] reverts some unintended duplicate checks (#86674)
## About The Pull Request
when working on #86031 , i added some checks that were already being
handled earlier in the chain, serving nothing. thanks to melbert for
catching these

## Why It's Good For The Game
removes some duplicated checks
2024-09-16 08:42:34 +02:00
Ghom 14ed7f5abb Automated announcement systems now announce researched nodes. (#86093)
## About The Pull Request
The idea was born from a small conversation about bepis nodes having low
visibility, which somehow degressed into the idea of announcing
researched nodes to the channels of the interested departments thru the
announcement system machine, which is what I'm doing here, while also
adding documentation, defines and purging some, not all, instances of
camel cases from announcement_system.dm.

Oh, by the by, like the arrival and new head arrival messages, it can be
customized or disabled by interacting with the announcement system.

## Why It's Good For The Game
I think it's helpful to let players know when the research of their dept
is researched, and I think it's kinda interesting to announce bepis tech
on common like it's some hot stuff while it actually isn't just because
it's often missed out and miscellaneous.

## Changelog

🆑
add: Automated announcement systems now announce researched nodes to
their respective departments. You can stop this by either disabling the
announcement systems or by using a multitool on the circuitboard of the
console you're researching nodes from.
/🆑
2024-09-15 11:57:00 -07:00
Ghom 8a6dbb1a45 Gives detectives an ID that looks like an assistant ID when flipped. Also makes their camera silent. (#85912)
## About The Pull Request
This PR adds an ID subtype which the detective outfit uses. It that can
be flipped to go plainclothes as an assistant. Access retained. Spare
clothes not included.

I've also made the detective camera silent (a sound cue is still played
to the user, others won't hear it) and with the flash disabled.

## Why It's Good For The Game
I want to make it a little easier for detectives to go plainclothes.
Between clothings and inventory management, it's already quite tricky as
a gimmick and without doubt a double-edged sword that can lead to
goofy-ass situations where officers actually confuse you for an
assistant. As for the camera, it's just a stealth buff.

## Changelog

🆑
add: Gave the detective an ID that can flipped to look like an assistant
ID.
balance: The detective camera is now silent and doesn't flash.
/🆑
2024-09-15 11:48:09 -07:00
Ghom 5409570e01 Upgrades GODMODE from a flag to a trait. (#86596)
## About The Pull Request
GODMODE has a lot of sources that toggle it. From admin-stuff to status
effects, components, actions and mobs which are supposed to be
invincible. It's better off as a trait than a flag, so we can manage
these sources.

## Why It's Good For The Game
See above.

## Changelog

🆑
admin: godmode is now a datum trait instead of a bitflag. This means the
process for toggling it is a little different now.
/🆑
2024-09-15 13:40:19 +00:00
Ghom 8d0e6734fe Fish (ya know, from fishing) is now edible (#86110)
## About The Pull Request
Fish (the item that you catch with a fishing rod) now has an edible
component attached to it, making it possible to eat them if you really
have to, at the cost of eventually killing and deleting the fish,
however, you normally shouldn't.
Along with the seafood and meat foodtypes flags, it possess the gore and
raw foodtypes too, making them pretty awful to eat unless you're a
(non-vegan) lizard, felinid, or wearing the strange bandana*, which can
only be found in the cqc kit case. Furthermore, it carry diseases like
the ones from food left on the floors for too long, so a strong stomach
is required to safely eat it even if you actually like it, dummy...
UNLESS you fry or grill it, thus killing the diseases (as well as the
fish) and removing both the gore and raw food types, then it becomes an
actually ok meal... UNLESS you're dumb enough to eat a pufferfish, a
donkfish or a slimefish.

That is more or less the general rule. A few fish stray for it. For
example, lavaloops are never raw (still gorey). The skeleton fish are
never edibles, and holodeck fish is, well, holographic and thus
disappears if you try to eat it.

*the strange bandana is a reference to MSG, and this is a reference to
the MGS3 fish eating animation.

This is WIP btw, I'll have to test it and add some then polish it.

## Why It's Good For The Game
Whole unprocessed fish should be technically edible, even if not safe to
eat nine times out of ten. Also I kinda need this if I want to add a
tasty fishing spot to the kitchen deepfriers.

## Changelog

🆑
add: Whole, unprocessed fish is now edible. However it's pretty much
reccomended to grill or fry it for over 30 spess seconds before
attempting to eat it.
fix: germ-covered, dirty food no longer tries to infect you through
contact.
/🆑
2024-09-15 13:13:47 +02:00
Oxotnak cd412b06d2 Health analyzer can print results (#86464)
## About The Pull Request
Adds det's scanner feature to health analyzer so it's able to print
analyzed patient results. Show to your colleague how horribly was
destroyed clown's body! Prove to sec that John Syndicate hurt you really
badly!

![Screenshot_21](https://github.com/user-attachments/assets/4528e938-edc3-4f70-b707-0463b04f2481)
## Why It's Good For The Game
It's good for when you want to roleplay in somethin' like a court and
you able to prove that someone beat you up 'cause we can't always count
on medic's words, people can lie you know
## Changelog
🆑
add: health analyzer now able to print scanned results via
Ctrl-shift-click!
qol: text from healthscan proc now use < br >
/🆑
2024-09-13 16:25:26 +00:00
John Willard a4e7929a3b Lighters use welding fuel and can be used as welders in some cases (#85941)
## About The Pull Request

Lighters now have welding fuel which can be filled/extracted by hand,
giving a small but consistent source of welding fuel for non-chemists.
Welding fuel is now required for these lighters to work, they'll close
automatically once they're out of fuel.
They last for a minute, zippo lasts 2 minutes, before they need to be
refuelled. It can have other reagents put into it but it only checks for
welding fuel, so it won't work at all unless its got some.
They can be used as welding tools in minor cases, mostly fixing things
and welding doors shut, but can't do big things like deconstruction,
except the xenobio one because it's a lot hotter than the normal
lighter.

Also added a baseline support to check for heat to perform certain
welds, before heat is just this binary "has or doesnt have heat", which
made its value useless.

## Why It's Good For The Game

Adds a ghetto way of getting welding fuel, hiding reagents, and a ghetto
welding tool without being something that prisoners could break out of
prison with. They could weld the doors shut which is a little funny,
security still has proper welding tools to counter it.
It also currently is kinda lame that lighters could just be open 24/7,
unlike matches which has a lifespan of 10 seconds each or something.

## Changelog

🆑
add: Lighters now use and require welding fuel to work, but can be used
as a welding tool for tasks that don't require much heat.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-13 12:32:09 +00:00
Timberpoes 6808a082eb Assorted changes to job assignment code and logging. Runtime free, guaranteed or your money back. Price: $£0. (#85947)
## About The Previous Pull Request

#85308 reverted by #85929


![image](https://github.com/user-attachments/assets/e7518dcb-a60a-4bf1-a3d4-a5a8966d8633)

~~Causes the round to not start when a player isn't eligible for any
jobs at a specific priority level due to runtimes trying to `pick()`
from an empty list aborting the entire job assignment stack.~~
(Fixed???? by
https://github.com/tgstation/tgstation/pull/85947/commits/e0e9f2f430079d4ab7097abe12e75f934131a638)

Maybe we should test merge this for a mo just to make sure no more
cheeky runtimes pop up before merging.

## About The Pull Request

This PR does a couple of minor things:
Makes the job debug logging a bit easier to follow.
Minorly brings some SSjob code up to code standards, converting proc
names to snake_case and doing some otherm is cleanup.
Refactored some stuff into different procs, updated some comments.

And some major things:
Changes the job assignment logic.
Old behaviour
> Assign dynamic priority roles
> Force one Head of Staff (if possible)
> Assign all AIs
> Assign overflow roles (bugged in 2 ways)
> Shuffle the available jobs list once, at the start of the random job
assignment loop
> Pick and assign random jobs for random players from High prefs down,
with a priority on Head of Staff roles
> Handle everyone that couldn't be assigned a random job

New behaviour
> Assign dynamic priority roles
> Assign all Head of Staff roles to players with High prefs
> If no Head of Staff was made in the above way, force one Head of Staff
(if possible)
> Assign all AIs
> Assign overflow roles (fixed)
> Prioritise and fill unfilled head roles at each job priority pref
level, from High prefs down.
> Build a list of all jobs that each unassigned player could be eligible
for at the above pref level.
> Pick a job from that list at random and assign it to the player.
> Handle everyone that couldn't be assigned a random job.

In reality there should be little impact on overall job assignment, the
code changes read more as semantics. For example, the priority check for
filling Head slots will have the same candidate pool in both old and new
versions, but in the new version we're more clearly saying that Heads
are important and we want to prioritise filling them for the sake of
round progression even though the outcome in new and old is the same.

A key change will lead to an increase in assistants - Overflow fixes.

Currently the code block to do early assignments to the Overflow role
doesn't work - or works but not as you'd expect. The idea was is that
because enabling the Overflow role in the prefs menu is an On/Off toggle
that sets the job to High priority when enabled and prevents any other
High priority pref, players that have the Overflow role enabled will
**always** get it. It's their highest priority job with infinite slots.
So we do a pass right at the start to give everyone with the Overflow
role enabled that role and save us wasting time later on in random job
code giving them that same role but with more work.

The problem is the code for this only assigns the Overflow role to
people with it set to Low priority in their prefs, resulting in log
readouts like:
```
[2024-07-27 09:49:43.469] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:43.469] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Radioprague, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caluan, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caractaser, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Apsua, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: AC1, Candidates: 0
```
Where nobody gets pre-assigned the overflow role because their prefs are
all set to the High priority from being toggled... Except wait a second,
some people have it at Medium priority when it should just be a No
Role/High Priority Role toggle?

And herein we meet a problem. My hypothesis is that traits and stuff
that change the overflow have allowed players to set the "ordinary"
overflow role of Assistant to Medium and/or Low priority.

This still shows as enabled in the prefs menu, but leads to an outcome
where a player with assistant enabled is assigned Cook instead.
```
[2024-07-27 09:49:47.775] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:47.775] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
...
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
...
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
```

So players with the Overflow job pref set to Low (an unexpected state,
should be disabled or High) would be guaranteed to get that role if none
of the higher priority Head of Staff/AI/Dynamic roles took over via the
bugged "force overflow for people with the pref enabled" proc.

Players with the Overflow job pref set to High would be guaranteed to
get that role if none of the higher priority Head of Staff/AI/Dynamic
roles took over via the random job assignment code giving them their
Highest priority role thanks to the infinite job slots of the Overflow.

And players with the Overflow job pref set to Medium (an unexpected
state, should be disabled or High) would get Assistant if the shuffle
step of the available jobs list put Assisstant before any of the other
jobs they had prefs enabled for at Medium that weren't already filled,
otherwise they'd get another random job.

This code is now changed to ignore the priority the player has set when
looking for people to fill the overflow role. As long as it **is**
enabled, the player will get it unless they're forced into a dynamic
ruleset role (AI when malf rolls) or a Head of Staff role due to their
other prefs (they have RD set to med or low, and no other player has a
Head of Staff at high so they get randomly picked and miss the overflow
role).

This will increase the number of assistants in shifts where their pref
state has Assisstant in the bugged Medium priority, but doesn't change
it for bugged Low and not-bugged High/On priority.

On the other side of the coin, we have how the random jobs are picked.
They're kinda not random, and I noticed this reading the logs then
reading the code.

The list of available jobs to pick from is randomly shuffled - but only
**once**. All players pull from a list of jobs in the same order. So you
end up with a log block like this:
```
[2024-07-27 09:49:47.985] DEBUG-JOB: DO pass, Player: Pierow, Level:3, Job:Botanist
[2024-07-27 09:49:47.985] DEBUG-JOB: Running AR, Player: Pierow, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.985] DEBUG-JOB: Player: Pierow is now Rank: Botanist, JCP:0, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: DO pass, Player: Daddos, Level:3, Job:Botanist
[2024-07-27 09:49:47.986] DEBUG-JOB: Running AR, Player: Daddos, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.986] DEBUG-JOB: Player: Daddos is now Rank: Botanist, JCP:1, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: FOC job filled and not overflow, Player: Bebrus2, Job: /datum/job/botanist, Current: 2, Limit: 2
[2024-07-27 09:49:47.987] DEBUG-JOB: FOC player job not enabled, Player: Bebrus2
[2024-07-27 09:49:47.987] DEBUG-JOB: DO pass, Player: Bebrus2, Level:3, Job:Cook
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
[2024-07-27 09:49:47.988] DEBUG-JOB: Player: Bebrus2 is now Rank: Cook, JCP:0, JPL:1
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC player job not enabled, Player: Redwizz
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC job filled and not overflow, Player: Redwizz, Job: /datum/job/cook, Current: 1, Limit: 1
```

The list is shuffled into an order of something like `list("Scientist",
"Botanist", "Cook", "Sec Officer", ...)` then iterated over for each
player. So every random job selection goes:
> "Does Player1 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player2 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player3 have Scientist enabled and at the right priority? No?
Okay, Botanist has no slots left so we'll remove it from the list. Okay,
Cook? Yes? You get cook."
> "Does Player4 have Scientist enabled and at the right priority? No?
Okay, Cook has no slots left so we'll remove it from the list. Okay, Sec
Officer? ..."

This can lead to stacked individual departments if it gets randomly
rolled to the start of the list in the shuffle, and completely empty
departments if they end up at the end.

On high pop shifts this is probably less of an issue. Player prefs add
noise to this and as departments at the front fill up, those at the back
pick up some of the lower pref players.

But have you ever had a shift where there's just like... No fucking sec
even though there's tons of players? The logging (before I made changes
in this PR) was a bit ass, but my hypothesis there is that sec officer
was shuffled right at the end of the random job list, so every other
department was filled up before sec officers were picked.

To mitigate this, I made the list shuffle every single time the game
picks a random available job for the player. This should lead to a more
balanced selection of available jobs by avoiding situations where the
code is biased towards packing some departments by accident.
## Why It's Good For The Game

Overflow fixes mean people who go to their prefs and see the Overflow
Role is On will all have the same experience - They will be the Overflow
role.

More random random job selection should prevent individual departments
having a jobs be stacked when it would have otherwise been possible for
a more balanced selection but the code unintentially biased random
departments to be overstaffed and understaffed each shift.
## Changelog
🆑
fix: Having the Overflow Role set to On will properly ensure you get
that role at a High priority as intended by the game code.
fix: Job selection is now a little bit more random. Fixes an
unintentional bias in random job assignment that could lead to
feast-or-famine for roles where everyone is assigned one job and nobody
is assigned another job.
/🆑
2024-09-13 13:58:35 +02:00
Bloop 8d9f1689ba Decouples free vending machine behavior from the 'onstation' var (#86548)
## About The Pull Request

The `onstation` var was being used for too many things (AI brand
intelligence + whether the products are free or not), and was
overcomplicating the logic.

On top of that it makes things like trying to make a vending machine
that is considered offstation for purposes of the brand intelligence
event but that still dispenses free goods needlessly difficult.

This PR just decouples the two behaviors and gives the 'free' behavior
its own var.

As a result, the majority of the of `onstation` map varedits are no
longer necessary

Tested with various edge cases, all seem working as intended:

<details><summary>arrivals (onstation, all_free_products = null /
FALSE)</summary>


![dreamseeker_bkpGCsXoaN](https://github.com/user-attachments/assets/3f92a454-ac04-41f8-9235-281a0c8dd309)

</details>

<details><summary>arrivals (onstation, all_free_products =
TRUE)</summary>


![dreamseeker_7Osn49NoHg](https://github.com/user-attachments/assets/374e2632-c727-44e3-aa47-f31d5db375ca)

</details>

<details><summary>spacehotel (not onstation, all_free_products =
null)</summary>


![dreamseeker_dtQFNIRlxl](https://github.com/user-attachments/assets/1dc859d9-ac8d-4d38-946f-8070f1176915)

</details>

<details><summary>hauntedruins (not onstation, all_free_products =
FALSE)</summary>


![dreamseeker_JLcsJCaOIK](https://github.com/user-attachments/assets/02948139-615a-477e-b0c5-f0da8d721cae)

</details>

<details><summary>silverscale shuttle (not onstation, all_free_products
= TRUE)</summary>


![dreamseeker_FNgw2JILVg](https://github.com/user-attachments/assets/7deef056-e331-48e6-88a8-fdfd22d706d4)

</details>

<details><summary>labor camp (not onstation, all_free_products =
FALSE)</summary>


![dreamseeker_NWT6dxYV9d](https://github.com/user-attachments/assets/ea0c3ddd-a4dd-477a-8838-ae1ddf8ad198)

</details>


## Why It's Good For The Game

Less complicated vending machines, less varedits in our maps. Less
confusing code. Ability to spawn a vending machine and varedit it to be
free without affecting any other systems.

## Changelog
N/A
2024-09-13 13:44:55 +02:00
MrMelbert 8486f2f7e2 Storage / table interactions at the bottom of the interaction chain (#85512)
Because the wings were in fact made of wax 

## About The Pull Request

Storage goes to the very bottom of the interaction chain, hardcoded in
on `/atom`.
This is not preferred, obviously, but it ends up being a lot less
snowflaking overall.

Tables also go at the very bottom by extending `base_item_interaction`. 

Fixes #83742
Fixes #84434 
Fixes #83982
Fixes #85516
Fixes #84990
Fixes #84890
Closes #85036
Closes #84025 (RMB places it on the table.)
Closes #86616

Other changes:

Refactored pod storage to be less jank. Patches some exploits around it.

## Why It's Good For The Game

Should make a lot more interactions a lot more reliable... hopefully

## Changelog

🆑 Melbert
refactor: Storage and Tables are now a lower priority action, meaning
some uses of items on storage should work... better, now. Here's hoping
at least, report any oddities.
refactor: Note: For an overwhelming majority of items, **combat mode**
will attempt to attack/insert into the target, while **non-combat-mode**
will attempt to use on a target. This means screwdrivering or emagging a
MODsuit must be done on non-combat-mode, as combat mode will simply put
the screwdriver or emag into its storage. Same applies to tables, though
when in doubt, RMB may help (for things which are also weapons, like
mops).
refactor: Refactored escape pod storage, now they actually properly show
as unlocked on red alert and above.
/🆑
2024-09-12 23:48:19 +02:00
EnterTheJake e61afc4318 New Syndicate Stealth MODule: Wraith. (#86449)
## About The Pull Request

Introduces a new MODule in the uplink, makes the user transperent and
grants the ability to siphon light sources to recharge your suit.

Ingame demonstration: https://www.youtube.com/watch?v=bhXNOAMDy4U

## Why It's Good For The Game

I've been playing a ton of Splinter Cell and Intravenous recently and
this random idea popped in my head.

"Wouldn't it be cool if traitors could blend in the darkness to get a
jump on their opponents?"

Also unrelated

"Wouldn't it be cool if tots had a tool to recharge their suit that
didn't involve sitting in a pod for 10 minutes?"

This PR introduces a new module to the uplink, the Wraith.

It comes with a passive and active component.

Passively it works exactly like the crew version of the cloaking module
with just a couple of differences.

1) Doesn't need to be manually activated, if you lose the cloak it's
regained after 5 seconds.

2) Lower stealth alpha value( how trasperent you are basically),
slightly less visible than the crew version, not as good the ninja
module however , I tuned it just enough so that you are more or less
undetectable in the dark.

The active component of the module lets you destroy stationary lights to
recharge your suit power, if used on handheld or borg lights it turns
them off for a minute.

**Why do we need this module when we already have the stealth implant
and the chameleon projector?**

I can think of a few reasons.

1) MODsuits were designed to be customizible, traitor suits range
between 6 to 16 TC, having to invest in a 7-8 TC item after you already
bought a suit is fairly expensive.

2) This MODule would be a better fit for ambushes, as it doesn't have
the *uncloaking* delay of its counterparts.

It is however considerably worse if you get caught, as the cloak is
disrupted on bump or damage.

3) It has better interactions with the sandbox.

Lights can go out for many reasons, maybe it’s just a power outage, or
some assistant broke it, or maybe it was anightmare.

 It leaves room for plausible deniability, adding to the paranoia.

It's also not complete invisibility, if you want to stay undetected you
need to lurk in the darkness, you might expand your domain, at the cost
of the crew eventually wising up to your shaeneningans.

Lastly, since the active component of the module uses the same proc of
the saboteur handgun, I've updated the code to be a generic proc rather
than a signal, to make it easier to reuse in the future.

Item desc provided by NecromancerAnne.

Module sprite made by Orcacora.

## Changelog

🆑
add: The Wraith Cloaking Module is now available in the uplink, costs 3
TC.
code: the saboteur handgun now uses a  generic proc rather than a signal
/🆑

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-12 17:51:09 +00:00
Rhials e2c4ab9900 Teleport blocker security implants prevent jaunting (#86597)
## About The Pull Request

This extends the teleport blocker security implant's capabilities to
block jaunts. All jaunt subtypes (ethereal, ashen passage, shadow walk)
are blocked and stun you upon attempting to use them.

This took way more trial and error than it should have. 
## Why It's Good For The Game

This was my initial vision when I added these. I even marketed them as
being useful for keeping a wizard or heretic contained, but that turned
out to be false advertising. After being served a civil claim under
Section 43(a) of the Lanham Act, I have been fined an undisclosed amount
of money and am being forced to rectify this.

Jokes aside, this was my intent from the get-go, and I'm only just now
getting around to making it so. It also just makes sense, because
jaunting is basically just teleporting with extra steps.
## Changelog
🆑 Rhials
balance: Teleport blocker implants now prevent implantees from jaunting.
/🆑
2024-09-12 17:19:27 +02:00
MrMelbert 48bbd6fddf Reworks examine (a little) (#86506)
## About The Pull Request

Basically, reworks how examining things looks to the user.

#86497 is required even though this pretty much replaces the entire PR.

Examining random objects and simplemobs:


![image](https://github.com/user-attachments/assets/a2634a7f-b337-483a-a4e7-699586b4d6ac)


![image](https://github.com/user-attachments/assets/84cfa824-4cb3-4bc1-831c-8db3ccd6b162)

Examining a person:


![image](https://github.com/user-attachments/assets/91dc5492-9ba6-44d1-a284-5c97190b12c6)


![image](https://github.com/user-attachments/assets/7af83bea-e364-4daf-9090-551d2ec2b1a1)

Examining an ID card a person is wearing (by clicking the hyperlink
adorning the ID card when examining them):
(Note, you can only pull up this if you are within 3 tiles of the
person)


![image](https://github.com/user-attachments/assets/d9658605-0830-4cd2-9b6a-3821f19555c6)

## Why It's Good For The Game

Examine is very old and very inconsistent between atoms and mobs. So I
thought I could spruce it up a bit while bringing some consistency
along.

This should also help with losing certain details in massive walls of
examine text - stuff like names will stick out more.

## Changelog

🆑 Melbert
qol: The way examine looks has been updated.
qol: A person's ID card no longer appears with a big icon on examine.
You can now click on their ID card (in the chat box) to get a bigger
picture of it, as well as information about them.
refactor: Much of examine backend code has been refactored, report any
odd looking text.
/🆑
2024-09-10 22:47:58 +02:00
Ghom 023bfd0e5d Autowiki for fishing. (#86035)
## About The Pull Request
I've come to realize manually updating all fishing stuff on the very
much outdated wiki would be a colossal pain in the rear, so I've decided
to automate a few bits to generate autowiki lists containing information
about fish, fish traits, bait, hooks, reels, fishng rods, fish sources
and fish experiments.

Now tested.

## Why It's Good For The Game
Making a huge autowiki for a feature that's being constantly updated (by
me) but still has a particularly lame and outdated page on the wiki.

## Changelog
N/A
2024-09-10 12:58:05 -04:00
klorpa 69176298ed Spelling Fixes (#86056)
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
Improves readability and user experience.
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
2024-09-10 17:04:59 +02:00
hack-wrench e555914aba add speaker voice to recorder (#86570)
## About The Pull Request

Adding speaker voice to tape recorder

## Why It's Good For The Game

Interrogations will become easier

## Changelog


![666](https://github.com/user-attachments/assets/924e8af6-c58a-45dc-888e-d9ca30601dcb)

🆑
add: tape recorder now records speaker name
/🆑
2024-09-10 08:43:14 -04:00
SmArtKar faf3eb5106 Adds OD's new pragma to lints, fixes all issues it found (#86568)
## About The Pull Request

Closes #86567
Don't think any of these were found/reported or actually could trigger
in-game

## Why It's Good For The Game
Glory to OpenDream

## Changelog
🆑
code: Fixed multiple minor logic issues with code found by OpenDream's
new pragma
/🆑
2024-09-10 10:33:26 +12:00
nesquik f6c8c46757 *Add a capacity upgrade for janitorial cyborg light replacers (#86351)
## About The Pull Request
This is a researchable upgrade for janitorial cyborgs. It gives them
slightly more than double the amount of lights, and it is researchable
in the same suite of upgrades.

## Why It's Good For The Game
I often found myself wanting more lights, or wanting to fix small broken
windows as a cyborg, and this PR adds a solution.

## Changelog
🆑
add: Add a capacity upgrade for janitorial cyborg light replacers
/🆑
2024-09-09 23:54:01 +02:00
grungussuss a2ee15f060 Batone sounds overhaul (#86475)
## About The Pull Request
<details>


https://github.com/user-attachments/assets/069353f3-7c29-49d6-ab6b-51f9a8d65d23

</details>

## Why It's Good For The Game


![image](https://github.com/user-attachments/assets/d1698242-395c-4f59-af58-09f52c2716bd)

## Changelog
🆑 grungussuss
sound: changed sounds for stun baton, stun prod, contractor baton and
telescopic baton
code: made it easier to modify turning on and turning off for batons
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-08 03:08:23 +00:00
Sealed101 c956a3ff8d Makes borg deconstruction drop installed upgrades and an exoskeleton (again) (#86480)
## About The Pull Request

Borg upgrades would vanish upon deconstruction via lockdown-wrench
pipeline, which is inconsistent with them being dropped upon a module
change, and it's also kinda scummy.
Exoskeletons were not being dropped upon such deconstruction because
some melbert guy codered too hard i think haha whoops (#76583)
also made borg exoskeleton's part removal process use head and chest's
`drop_organs()` to handle flash/cell/wiring removal. it seems to be
neater but i could be wrong

## Why It's Good For The Game

Fixes #59647 
Makes the exoskeleton (the most expensive and vital borg shell piece)
drop upon deconstruction again which is nice and cool

## Changelog

🆑
fix: fixed borg exoskeletons not dropping when a borg is manually
deconstructed
fix: borg upgrade modules are now dropped when a borg is deconstructed
/🆑

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-08 01:51:15 +00:00
EnterTheJake 32249d28e2 [NO GBP] changes the size of the Syndicate quiver (#86478)
## About The Pull Request

Changes the size of the syndicate quiver from bulky to small.

## Why It's Good For The Game

Fuckup on my part, i forgot to give it a different size than the crew
version in my previous PR.

Syndicate Rebar bow is supposed to be easily concealable, It being bulky
kinda ruins that and overkill for what's functionally a cardboard box
that can store a few rods.

## Changelog

🆑
balance: Syndicate quiver is now small sized instead of Bulky.
/🆑
2024-09-07 17:49:10 +00:00
Ghom 10c2b7364e The fishening v3: Fishing lures. (#86007)
## About The Pull Request
Over half of the line changes are merely from splitting the
fish_types.dm into several files since it was over 1k lines already.

One of the small issues with fishing right now is RNG. You want to get
some specific fish, and you go through all the micromanaging with hooks,
reels and baits only for the random number god to say "nope", and that's
only going to get worse the more fish are in the game.

However, I've a solution: (unconsumable/reusable) fishing lures, each of
which attracts different fish based on different conditions. The only
caveat is that they require to be spun at set intervals (usually 1 to 3
seconds, depending on the lure, with a second-long window). Worry not,
there're visual cues in the form of a green/red light hovering the
fishing float, so you won't get screwed up by the server slowing down or
whatever.
The whole box of lures (12 so far) can be from cargo for the fair price
of 450 credits.

I've also added 5 new fish: monkfish, plaice, pike, another punnier
variant of the pike, perch and squid. The latter is quite special
because of the ink production trait, which lets players use it to blind
others at a close range and when butchered, it yields an ink sac, which
can be processed into a can of squid ink (one less item exclusive to the
produce console), or thrown at people in a sort-of-similar fashion of
banana cream pies (except it's ink).

<details>
  <summary>Images</summary>

Fishing lures (forgot to take my cursor off the veggie one before the
screenshot):

![immagine](https://github.com/user-attachments/assets/8ba7a0f2-2a9f-4177-9c0d-ebeabd8a0ef7)

The five new fish:

![immagine](https://github.com/user-attachments/assets/1c251079-3b39-48bb-af6c-0a35623953a7)

</details>

<details>
<summary>A table of fish catchable wth each lure (excluding
holodeck)</summary>


![table](https://github.com/user-attachments/assets/dee95855-405b-4945-bfc2-70e816e46109)

</details>

A few more things in the CL, baitfish are a thing now.

## Why It's Good For The Game
There should be ways to contrast some of the RNG fishing has. After all,
it's only going to get more random the more fish are in the game.
Furthermore, I find it disappointing that a lot of food stuff is
exclusive to the ingredients console and there're no other ways to get
it.

## Changelog

🆑
add: Added fishing lures to the game. They don't get used up like baits
and let you catch specific kinds of fish, though they need to be spun
every few seconds. The whole set can be ordered from cargo for 450
credits.
balance: The magnet hook now removes dud chances.
add: Added five new fish types: perch, two types of pike, monkfish,
plaice and squid. Squids have a fairly special ink production trait,
which lets you use them (unless dead) to ink people face at close range,
and can be butchered for an ink sac, which can either be processed into
canned squid ink, or thrown at someone.
fix: Refactored throwing a little. Some items (specifically
components/elements) won't be triggered when caught. no more plates
shattering despite being caught for example.
add: Goldfish, lavaloops, needlefish and armorfish can now be used as
baits.
/🆑
2024-09-06 19:50:28 -04:00
Xackii 35aac1a7c4 You don't need two hands to stream with broadcast camera (#86473)
## About Pull Request
You don't need two hands to stream with broadcast camera. Insteed you
need just click on camera to start streaming and click again to finish.

## Why It's Good For The Game

It’s very inconvenient when camera takes two hands and to take something
you need to turn off the stream because the stream only works when the
camera is in two hands.

## Changelog

🆑
qol: You don't need two hands to stream with broadcast camera.
/🆑
2024-09-06 16:22:18 -06:00
Singul0 3600f3c4ae Makes it so that every shields can be shieldbashed, not just riot shields. Take Two (#86039)
## About The Pull Request
This PR adds shieldbashing to every single shields, not just riotshields
specifically. Various different sounds is made depending on the type of
shield you shieldbash.

Also adds an energy shieldbash sound, for the e-shields. by editing the
shieldbash.ogg.
## Why It's Good For The Game
It always bugged me why you could only shieldbash using riot shields
specifically, even though there's really should be nothing stopping you
from being able to do it on every shield types. This PR makes it so that
the shieldbash feature is consistent across all shields, not just the
riot shield specifically. reducing snowflake code.
## Changelog
🆑
sound: adds sounds for energy shieldbashing
code: Shieldbashing feature is now consistent across all shield types
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-09-05 15:39:37 +02:00
Hardly3D 5f47989109 Gives Plumbing Constructors and RTDs pick up and UI sounds (#86103)
## About The Pull Request
Gives the Plumbing Constructor and Rapid-Tiling-Device the same pick up
and UI interaction sounds as the RCD's (Plumbing Constructor already had
the UI one actually)

Additionally fixes an issue where ghosts could interact with the RCD,
Plumbing Constructors and RPDs


https://github.com/user-attachments/assets/c743981c-0231-45c4-b003-e8aa89b8fc12



https://github.com/user-attachments/assets/4dc51f6d-eb4d-40c7-bf4e-ed29053796d9



## Why It's Good For The Game
Both of them are meant to be modified RCDs, so it makes sense to give
them the same sounds.


## Changelog
🆑 Hardly
sound: Plumbing Constructor and Rapid-Tiling-Device now has RCD's pick
up and UI sounds
fix: Fixes ghosts being able to interact with the RCD, RPLD and RPDs
/🆑
2024-09-05 15:22:25 +02:00
grungussuss a380e4c218 gives some items sound_vary true (#86467)
## About The Pull Request
changed the `sound_vary` var that gives `vary` to pickup/drop sounds to
`TRUE` on:
- grenade
- handcuffs
- lead pipe
- batons
- beaker
- drinking glass
## Why It's Good For The Game
will give more variety for the soundscape, only did it for items that
will sounds good with it
## Changelog
🆑 grungussuss
sound: some more items will vary in pitch when picking them up and
placing them down
/🆑
2024-09-05 15:10:32 +02:00
Ghom 541cb3e3ca Syndie Sleepers now drop appropriate circuitboards and are aptly named. (#86092)
## About The Pull Request
Syndicate Sleepers are only found on syndicate bases and shuttles, as
well as one Interdyne-themed space ruin with zombies, however when
deconstructed, they drop a generic sleeper board. This PR fixes that.

Syndicate Sleeper have also been aptly renamed so that it shows on the
circuit board, otherwise it'd be named just like the normal sleeper
board.

## Why It's Good For The Game
Consistency foremost. Balance is not an issue as sleepers weren't as
great as they once were. They don't cure wounds and several other
ailments that medical can with its starting tools, plus the syndie
version is fairly rare to find and get your hands on.

## Changelog

🆑
fix: Syndie sleepers now drop the appropriate syndicate sleeper boards.
/🆑
2024-09-05 09:34:12 +02:00
KazooBard 4c5273b2af (prev grey bull only) Soda and bee cans fit on tool belts - honoring the age-old tradition of drinking on the job (#86099)
## About The Pull Request
The grey bull can fits on storage belts. There's so little value to be
had from using it to store other reagents that it's not worth it, but
grey bull on a belt lets people do more micro in backpacks. Yes, I could
do it without this, yes, it'd be easier if I didn't have to juggle to
have my kidney stone juice. Really small change, really neat, not game
breaking or anything, plenty of people would be happy *if you count
assistant players as people

## Why It's Good For The Game

Look, it fits! 


![361471076-c53bbf46-cc30-411b-bd12-1c0ad1ea87f3](https://github.com/user-attachments/assets/6d2bb404-6889-44b4-b105-6500589db454)


## Changelog

🆑
qol: All cans (soda cans etc) fit on utility belts now. Drink on the
job!
/🆑
2024-09-04 22:01:04 -04:00
Ben10Omintrix 91baa94ac5 event based incapicated and able_to_run (#86031)
## About The Pull Request
this is a revival of #82635 . i got permission from potato to reopen
this, he did almost all the work. i only just solved the conflicts and
fixed all the bugs that were preventing the original from being merged
(but it should be TMed first)

## Why It's Good For The Game
slightly improves the performance of basic mob AI

## Changelog
🆑
LemonInTheDark
refactor: able_to_run and incapacitated have been refactored to be event
based
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: ZephyrTFA <matthew@tfaluc.com>
2024-09-04 10:02:49 -04:00
EnterTheJake 8436d3e0de Adds a Quiver to the Syndie rebar + various rebar and bolt improvements. (#86116)
## About The Pull Request

Adds a quiver to the traitor "Syndicate Rebar" kit, can be used to store
rods and reload the Rebar more efficiently.


![image](https://github.com/user-attachments/assets/bedc98d5-4b2d-4a68-b598-0853c17d73cb)


Fixes Rebar bows having more ammo than intended.

Rebar bows will now draw their string with left click instead of just
the use button.

Quivers are now a neck storage item.

Hydrogen bolts have lost their ability to embed and pierce an infinite
number of targets in exchange for a small damage buff , increased
accuracy on bodyparts and the ability to pierce walls.

## Why It's Good For The Game

This PR is the fruit of a discussion spanned over the course of several
months between me and KingKumaArt (the creator of the rebar bows.), He's
now busy abroad, so I'm pushing these changes in his stead.

**Changes to the syndie rebar and quivers**

The syndicate rebar bow is a fun albeit slightly underwhelming weapon,
at least compared to its direct competitor, the revolver.

The numbers prove this, as according to the charts it's very rarely
bought on LRP and doesn't even show on the MRP charts.


https://superset.moth.fans/superset/dashboard/4/?native_filters_key=cBYTbRt2At8pt1VkwV8O7NEZZZeDiIQ5fZgSMfjoICB0yow1BWJXDG5SyV9MJKTf

I think most of the issues with the weapon can be attributed to the
horrible jank that surrounds it.

Reloading and storing ammunition for this weapon is a management
nightmare, as the rods cannot be stacked and have to be manually loaded
by hand, making it horrendous to use in combat.

While that's fine for the makeshift crew version, Traitor weapons should
be more realiable in a combat scenario.

**So i'm squashing both problems by introducing a traitor version of the
quiver.**

It comes packed with the box you get the crossbow from, can be worn on
the neck, stacks up to 20 rods, and features an action button that
allows you to slowly chamber your rods into the rebar.

Video demonstration: https://www.youtube.com/watch?v=nG9efFOyauw

The crew version has also been moved to a neck storage item, but has
half the capacity and lacks the ability to quick reload.

I've also made the firing process slightly less annoying by having left
click draw and undraw the string; as it stands, you have to alternate
left click and use on hand after each shot, which is just jarring.

Created 2 new variables to replace the ALWAYS_HIT_TRAIT, so we don't
have to slap a new trait every time we want to dictate how accurate a
gun or projectile should be at range.

Lastly, I fixed an issue that allowed the bow to fit 1 extra bolt than
its intended capacity. if you were to chamber your last rod, it does end
up nerfing the burst of the syndie variant, as it drops down from 4 to
3, but the smoother reload should make up for it.

**Hydrogen bolts**

As it stands, all the atmosian bolt variants occupy different niches and
they are more or less balanced.

Except for the hydrogen bolts.

With zauker bolts doing 60 toxin damage, guaranteed embed, and Syndie
bolts doing 55 brute + the high delimb chance, Hydrogen bolts just don't
have any real purpose to exist with their lower damage and lack of the
ability to delimb.

Metallic hydrogen in general doesn't have any good applications, the
armor is weaker than your run of the mill sec vest, the axe is a
downgrade over the roundstarting one....; I could go on, point being
that something that requires in depth atmos knowledge and 30-40 minutes
of hard work shouldn't be outclassed by what's readily available at the
start of the shift.

So what if we made the hydrogen bolts go through walls?

Long range weaponry is a niche that remains mostly unfilled in the
traitor arsenal.

The syndicate rebar technically does have a scope, but requiring direct
line of sight makes it unreliable and far too risky to use, since you
could be jumped at any times while you are zoomed in.

So i've made the hydrogen bolts a weaker version of the nukie penetrator
rounds, with slightly lower damage, no infinite pierce and inability to
damage the AI core.

I've also improved their long range accuracy, as these bolts are meant
to be accurate at longer ranges, (they drop off massively past the 15
tiles)

Now yes, the bolts will be accessible to the crew as well, so why am I
discussing this as if it were a traitor change?

Well for starters, the actual applications of a crew atmos tech using
these are fairly limited.

Regular rebar bows can only fire 1 shot at a time, don't have a scope,
and you won't get much mileage out of the wall piercing component unless
you get thermals or x-rays, which are very much a stretch to acquire as
an atmos tech.

In the hands of a traitor, however, I can see it as a potential use for
a long-range sniping tool, if you are willing to commit half of your
round to make the bolts that is.

## Changelog

🆑
add: A Syndicate Rebar Quiver has been added to the uplink
qol: Left clicking with a rebar crossbow will now draw/undraw the
string.
balance: Rebar quivers are now a neck slot item.
balance: Hydrogen bolts damage has been upped to 55 brute and can now
pierce through walls, they no longer have infinite piercing and can no
longer embed however.
code: removed the TRAIT_ALWAYS_HIT_ZONE, replaced with 2 new variables.
fix: fixes rebar crossbows having a higher capacity than intended if a
bolt had already been chambered.
/🆑

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
2024-09-04 12:59:08 +02:00
Ghom d2ab513332 Reintroducing my PRs that were lost in the wallening revert. (#86439)
## About The Pull Request
This PR reintroduces #85759, #85892 and #85894.
#85892 has post-wallening arrows, but it isn't a big deal because they
fit the top-down or 3/4 style we've for a lot of things.

## Why It's Good For The Game
Reintroducing lost features and improvements. Remember to remove the
'Lost in the wallening revert' label from those PRs when this is merged.

## Changelog
N/A
2024-09-04 06:50:04 -04:00
r3dj4ck0424 99424053f6 [NO GBP] Re-adds the cytopro to the science areas (#86441)
## About The Pull Request

The Cytopro makes a grand return post-revert! Also renames the starting
petri dishes to "basic sample petri dish"

This noticeably does NOT fix the fact that the machine sells the wrong
sort of labcoat, so I strongly recommend merging #86122 immediately
following this PR.

## Why It's Good For The Game

Puts #85338 and #85996 back

## Changelog

🆑
add: The vendor of cytology equipment, the CytoPro, is once again
available in your local science department!
/🆑
2024-09-04 12:31:02 +02:00
lessthanthree d1a37bd047 Sticker packs/Chief Engineer sticker (#86154)
## About The Pull Request

- Changes sticker container from a generic box to a specialised 'sticker
pack' with label
- Adds a Chief Engineer seal of approval sticker


![image](https://github.com/user-attachments/assets/7b1d8789-6a06-46ec-a2a3-be4272eb5268)

## Why It's Good For The Game

The CE can now quell crew concerns about machinery they find in the
hallway

Before:


![ce_sticker_1](https://github.com/user-attachments/assets/0e7c1752-743f-4b6a-8e5c-8627a3f11d82)

After:


![ce_sticker_2](https://github.com/user-attachments/assets/82f74a09-f007-45ad-8dcd-f70840681ba6)

## Changelog

🆑 LT3
add: Added Chief Engineer SEAL OF APPROVAL sticker
code: Stickers now come in sticker packs, not boxes
code: Stickers can now add examine text to whatever they're stuck on
/🆑
2024-09-04 12:22:47 +02:00
Astrogem2 40399032da Shield "las" typos fixed (#86251)
## About The Pull Request
Changes a few typos in the energy shield items from "las" to "as".
## Why It's Good For The Game
Typos are bad actually.
## Changelog
🆑
spellcheck: fixed a few typos with energy shield descriptions.
/🆑
2024-09-04 10:19:37 +02:00
_0Steven 0585c67b43 Adds multi-z disposal segments to the RPD, fixes wonky multi-z disposal segment sprites. (#86087)
## About The Pull Request

So while multi-z disposals were added quite a while back, it seems like
it wasn't actually added to the list of disposal pipes the RPD can
place. This makes it so you can't fix multi-z disposals let alone make
new ones.

This pr simply adds both the up and down disposals segments to the RPD.

Additionally, in doing so I noticed the sprites for up disposals were
janky (names changed since image):

![image](https://github.com/user-attachments/assets/c69b6f3d-cfd7-4fdb-b4a6-1aa51226f3a3)
That being that the south pipe has a wonky sprite, while the west pipe
looks like a south pipe.
As the other sprites are copied over from trunks, we simply copy those
over to replace the wonky sprites:

![image](https://github.com/user-attachments/assets/e78a635c-94e1-40d0-9c23-4f9e86307877)
## Why It's Good For The Game

Annoying to not be able to make nor repair multi-z disposals, especially
now we have a pile of multi-z maps.

Better when the sprites aren't wonky, like west actually being west
instead of south, and the north pipe not being inexplicably different.
## Changelog
🆑
qol: Multi-z disposal segments can actually be made with an RPD.
image: Upwards multi-z disposal segments no longer have wonky sprites.
/🆑
2024-09-03 17:50:49 +02:00
Xackii 6045bd0faf Fix screwing radio headset in combat mode don't do anything (#86082)
## About The Pull Request

Fix that screwing radio headset in combat mode don't give you encryption
key and also don't do anything.

## Changelog
🆑
fix: fixed that screwdriwing radio headset in combat mode don't do
anything.
/🆑
2024-09-03 17:46:56 +02:00
Redrover1760 b82028e30d Fixes Light Overload draining almost no power and Powersinks draining almost no APC charge. Also rebalances powersinks (#86048)
## About The Pull Request

Fixes #85779,
Fixes #86041
APCs use batteries instead of cells now, and overload and power sink APC
drain were made to scale off of cell capacity instead of battery
capacity. Power sinks were not adjusted at all to match the new power
changes.

## Why It's Good For The Game
## Changelog
🆑
fix: Fixed light overloads not draining significant amounts of energy.
fix: Power sinks now drain APCs at a significant rate instead of
glacially slow.
balance: Power sinks are adjusted to not explode within 30 seconds of
the average power output a station produces.
/🆑
2024-09-03 17:44:35 +02:00
Bloop c6ae6963e1 Fixes radio noise prefs not being respected (unless you're deaf) (#86132)
## About The Pull Request

Fixes https://github.com/NovaSector/NovaSector/issues/4322

Seems to be introduced with
https://github.com/tgstation/tgstation/pull/86046, they added a var for
disabling the noise on a radio-specific basis for the new entertainment
monitors but there were some mistakes in the logic (aka, the pref _only_
works for deaf people, who wouldn't be able to hear it in the first
place!). This should get it working again.

## Why It's Good For The Game

Prefs that actually work are nice yes

## Changelog

🆑
fix: fixed 'Enable Radio Noise' pref only being respected for deaf
people
/🆑
2024-09-03 17:42:18 +02:00
Bloop b1b2d2e552 Fixes the die of fate deleting all your organs when rolling a 4 (#86152)
## About The Pull Request

Fixes https://github.com/tgstation/tgstation/issues/86133

Rolling a 4 is supposed to destroy 'everything you are holding and
wearing'. At the time this was coded, this worked as intended, because
organs were in nullspace. In modern times, however, our organs now fall
under the category of 'holding and wearing' according to the code.
Always read the fine print...

This PR swaps over to a more safe method of getting all equipped and
held items that does not include vital organs.

## Why It's Good For The Game

Your fate is sealed the moment you step foot on the station but this was
just excessive.

## Changelog

🆑
fix: fixed the die of fate deleting all your organs when rolling a 4
/🆑
2024-09-03 17:42:00 +02:00
tgstation-ci[bot] 9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
#85491.

The following 239 (39 + Wallening Main PR excluded) PRs need to be
replayed (DO NOT EDIT THIS LIST MANUALLY, IT IS USED BY THE BOT TO TRACK
PROGRESS):

  - [x] #85777 - Reverted in 3
  - [x] #85767 - Reverted in 2
  - [x] #85763 - Reverted in c
  - [x] #85762 - Reverted in 2
  - [x] #85760 - Reverted in dbc19df13b033ac8bb5a83fa38c5cf140cf31836
  - [x] #85733 - Reverted in 22f17d057eac71661b86c3f2186489568c130043
  - [x] #85721 - Reverted in 6d90643dbbc90f3d21f2d25dc85dc4d4f706d6a3
  - [x] #85719 - Reverted in c52954648309ad4786238f409cd33142d486190f
  - [x] #85705 - Reverted in 3b5ddabfd5ab2cfec226a643be6e8a8fd656c831
  - [x] #85684 - Reverted in cbc1839625f44ba67bcd5489c3629ef98e31b2d4
  - [x] #85662 - Reverted in 69cac24e236604c262093abea7b9566ecbd092c4
  - [x] #85663 - Reverted in f394c3b1430d346b0598abf19fe511b30c3f4676
  - [x] #85673 - Reverted in 8a9ae0411488c9c779a54c5c41076238c230a304
  - [x] #85718 - Reverted in f8f18d8b626e963b06555f76850702740d5de0c3
  - [x] #85667 - Reverted in a1365766d178b727b6c6b503ad410e9d88d57ddd
  - [x] #85683 - Reverted in 3bdb0207d883de8db6f726d976025517cc6d3cba
  - [x] #85676 - Reverted in 0a5d667b2c8a9a2519af2a4fda8cd39f568e5049
  - [x] #85661 - Reverted in 49fc6bc1815133644d7173aa7914ede6c900218a
  - [x] #85682 - Reverted in b41efe96fd72228b079319ac07c660f4cd974af6
  - [x] #85695 - Reverted in 89a173b136cb0297070cef39c5bc9783b6323f02
  - [x] #85654 - Reverted in 1e4836b5173a40fbeb8755e0fb76ebc8d39fe1e0
  - [x] #85655 - Reverted in b4dde41eebd0422e1ec440b4d8d54229fc9617f4
  - [x] #85634 - Reverted in 0c352fc785762da025a68873438593b508f757d9
  - [x] #85700 - Reverted in 1327cf7fe48d7f4fd227120508f77c831aefa4ca
  - [x] #85633 - Reverted in c71c8c9d43112a1f4c6331bbba546881dcffd59d
  - [x] #85649 - Reverted in 73484337077f616878e63208d9bf2309f0d2e579
  - [x] #85475 - Reverted in 839f700001a57646109e75332d5311fe27bbc957
  - [x] #85467 - Reverted in 6f08421f64d01b13775d146cf7a451f9f38e195a
  - [x] #85472 - Reverted in 63c6a9b04e72e8130df5eeb2861c75f80a97e3de
  - [x] #85300 - Reverted in 7c776034f34ee6a76810c1a3779f169f2430c418
  - [x] #85249 - Reverted in 257d02273751fc1f939f76756f70b614a6e06789
  - [x] #85236 - Reverted in f9f4c444c8fc027dea87d4dbe0ebb8dd6bc67154
  - [x] #85299 - Reverted in f24ddff51dc3fec7145a2e97f057f1b286921db3
  - [x] #85228 - Reverted in cb8c318f7e2183d9f941c582f79e4c8b2503d95c
  - [x] #84910 - Reverted in 2a562ca26d9d13f335c276487f66edaa0d21b3bd
  - [x] #84889 - Reverted in 679da6885b034bcd8843f7f4c855388bce263733
  - [x] #84766 - Reverted in 4035dd7adee74af0fed82c14a8749585b2ab1c96
  - [x] #85607 - Reverted in dc9a0462b4c287cee2d541925f8a9988d18d9d85
  - [x] #85618 - Reverted in 2a06f57c89939dc31e9273ef250bd050cff17ff1
  - [x] #85619 - Reverted in b98661affc90e44c68a58c05e57cdf1dfd094c93
  - [x] #85608 - Reverted in 57a935126233f90255aef0a55dab16524be1faac
  - [x] #85648 - Reverted in ab82c66a95d4fbff86040b421a86cc82dca73009
  - [x] #85692 - Reverted in f04fac92bd3594f12f244bae9ea0c5c300c737fb
  - [x] #85544 - Reverted in 7b1198eb5c700e85ec163e60828c01fac55a9909
  - [x] #85631 - Reverted in 81c04ceb553f9887d59f8edf8b2526ff3807264b
  - [x] #85529 - Reverted in 2a7e2c8e3856d67cdefda0d25803393070a6e996
  - [x] #85525 - Reverted in 6ed2d9f28a9333c705eafd21acf54771b8e4db36
  - [x] #85514 - Reverted in a4fa2aa79d93b69d15e0fb9cb1fb7a5bc288bb34
  - [x] #85520 - Reverted in 6e1bd4b11cd55e36cab332c5a0c90c76a2e43703
  - [x] #85521 - Reverted in 79afdac194da5f42b38fb0fdfc394f2b8d485266
  - [x] #85519 - Reverted in a967cae1fb3feea23fdf196595e496431740f52d
  - [x] #85513 - Reverted in e3934edf8794f93a37dc7f63c60aa64ed7b60736
  - [x] #85498 - Reverted in cf1fadbc54a1365362aaeb142cbbd4e2c3be6f15
  - [x] #85485 - Reverted in 2a650ef9c0454bd650d6a13d10c0cb71bb134b2b
  - [x] #85494 - Reverted in bbb97958010dc0f74cee279fd304a7fcaccb625e
  - [x] #85552 - Reverted in f1780715bd054300e50e9102ad150c76690d4ca1
  - [x] #85724 - Reverted in 6933699cef8b01f9aef989f36ca079680a2777ff
  - [x] #85735 - Reverted in a6564f19226ef3969bec0573b49fa772d6e6df31
  - [x] #85729 - Reverted in f728d121a2f27a3cc7973fc2041df9b7193b796d
  - [x] #85704 - Reverted in 38f5b034a3370eda4657a2a5a6adcf3df6ec280c
  - [x] #85660 - Reverted in 7db39869d37ff5b39574d88ffc872449ab5b457c
  - [x] #85752 - Reverted in 1f2988028b7cccad121fc658d6547d89453703b7
  - [x] #85592 - Reverted in 263cbcfcb54746a9361369d86b44cc3e2d375199
  - [x] #85580 - Reverted in a92d53624198dce844c108b5dbea09cf2a16cd10
  - [x] #85573 - Reverted in a7d51042355798038ced44f64e987261b85e93bc
  - [x] #85534 - Reverted in 31787e7d1ce4fec2ce20776672099bf35486a296
  - [x] #85511 - Reverted in 2567a2eb56cdb7058f89ea298e53197147198d82
  - [x] #85508 - Reverted in 69de2ac16c20d968adcd19f0732fd2f84a4ae90e
  - [x] #85680 - Reverted in 44437ac406c708b9a3ab3b47f4e3c10e77a0b91b
  - [x] #85551 - Reverted in 7f17d428fd2787a6982534bfc9ac9188fd4b8675
  - [x] #85478 - Reverted in bd9e575dafc62dc7e1259e8c19199ba15d82be4f
  - [x] #85476 - Reverted in 4ce8052076de0bb52f1ed87663920e98482ade62
  - [x] #85593 - Reverted in 9ff5924d3d56fcba3f180fc4b539568fb2013323
  - [x] #85441 - Reverted in db96015adaec01f3fbcb978796a0d7abd5668932
  - [x] #85567 - Reverted in 62696ad04fb34fd946708309bd3e439db9b3f488
  - [x] #85337 - Reverted in 1267e9f002d03c33187afd2e734e95a78a5ca6ac
  - [x] #85348 - Reverted in 4fcc3c659ee2a38d978e137252309644d5adde8f
  - [x] #85350 - Reverted in e691c833dd5aca2e7808591516e8443e8ccf1b27
  - [x] #85744 - Reverted in 251578d2868a691981b824a268c540b9c15a424e
  - [x] #85772 - Reverted in bc6804a04aa9368074bcc853e689c8fe6de2cb3a
  - [x] #85797 - Reverted in a05e36ec4a0129ff6901ea07488120b54a8ee124
  - [x] #85787 - Reverted in a5393f94b9e71d9ea0625e5fcfb5baaf16af38d3
  - [x] #85742 - Reverted in cd99a2aeaa1347b790c9bfdae35e41900e2ada9a
  - [x] #85440 - Reverted in 8b5ead7c7f0d8087b41256a296e730443752f17d
  - [x] #85739 - Reverted in 3511aae5a4798104220b79ad0e5b2b357dc1e83b
  - [x] #85293 - Reverted in fc687ca36ef476ab9080f0c62b427ab0af533d68
  - [x] #85716 - Reverted in 130b32a222a7585cfdde71aa561fb8b2c7d8083b
- ~~[ ] #85848 - Reverted in f6c46ca2f5cb2d039e4b26731570ca801741cc5d~~
(SKIPPED)
  - [x] #85795 - Reverted in 4684c3325a9135b6bf10eb43026f373993bf605d
  - [x] #85859 - Reverted in 0e0838fe11b7d9af4f62af4f7388ed8fb57bf49c
  - [x] #84873 - Reverted in 34407b79a45718a305f3bfe3fac7f129b4f1c51f
  - [x] #85864 - Reverted in 4b25a209c5019bb65922cd793aff339f20c3d026
- ~~[ ] #85845 - Reverted in a326246e81b7b9242bbf45e7ab3b31caf9ce8147~~
(SKIPPED)
  - [x] #85844 - Reverted in bdf1e6c1e3469884550d3211e51ec9303a022482
- ~~[ ] #85843 - Reverted in 41a8acb196af0988372b06ade7131d07d03daab3~~
(NOT BEING INCLUDED)
- ~~[ ] #85840 - Reverted in 4807bacea8418000f84d62ca0fb122846cab4929~~
(NOT BEING INCLUDED)
- ~~[ ] #85837 - Reverted in bc9edfa8666de14ca4e57e466146d753182a3a71~~
(NOT BEING INCLUDED)
  - [x] #85865 - Reverted in 14c958b465af40f0ff28b100047c4c572919ae19
- ~~[ ] #85818 - Reverted in a77256f74e2d330f5f76141eb9c994a8e5e45810~~
(NOT BEING INCLUDED)
  - [x] #85822 - Reverted in caba685be95fd336f0b09e88bccfb8856d5ad9b4
  - [x] #85794 - Reverted in 0d4de984eb8513d065e8ac724e8cde11f01d4ef7
  - [x] #85756 - Reverted in 9c5a7e1a5f895851493e149ccb5cd50e35cd6101
  - [x] #85852 - Reverted in 74303e5bbae8426a073d068ef4342d8acc420a09
- ~~[ ] #85841 - Reverted in e5831ce3cc87765cb13e6d342417bc1730780392~~
(NOT BEING INCLUDED)
- ~~[ ] #85834 - Reverted in 1be665204da791ec7520d0799c015157fc625953~~
(NOT BEING INCLUDED)
  - [x] #85792 - Reverted in 33b4e48175040f9f76ef83d3154f10c69589b6ad
  - [x] #85646 - Reverted in fd23a0d6c4c96470b688dc0a35370c61c7e32f61
- ~~[ ] #85799 - Reverted in 4a7a6d812f2f301c1e749c92f324223f9bde8a39~~
(NOT BEING INCLUDED)
  - [x] #85819 - Reverted in 8bf001b7889d3a4282947cd332833c473b98eac1
  - [x] #85479 - Reverted in 6aeb5ef4582c03febe0c914185d29f75df4d5d94
- ~~[ ] #85824 - Reverted in 9ca3edfaa17d97306ac73207ef32fd1272061f6b~~
(SKIPPED)
  - [x] #85406 - Reverted in 702280ff48c8aef44f4da9a85eb33a7bc5faa013
  - [x] #85778 - Reverted in ce0ec5c685aadb02ae049d6714f1d2fd6dae1f26
- ~~[ ] #85851 - Reverted in 610c68b275cf3c54181d36ce48bd97b0cce0665c~~
(NOT BEING INCLUDED)
  - [x] #85754 - Reverted in 5cbdda00c5335db79ea50aedba097de1d06bf91b
  - [x] #85266 - Reverted in abdfec798e5223dfa9d67e1967d7618454dbec28
- ~~[ ] #85823 - Reverted in 86b766abd3d77af8ad835a3464fc5ff95cc11079~~
(NOT BEING INCLUDED)
- ~~[ ] #85842 - Reverted in 7ddd47e26ef1bc336e92a6675a33ec3191039c16~~
(NOT BEING INCLUDED)
  - [x] #85857 - Reverted in e32312ee20e9fdccb6dd7c4dc2d185540bd2276b
  - [x] #85856 - Reverted in 7d5d74c2b55a08ef5553568e996053157359dbe2
  - [x] #85276 - Reverted in 1d6fa881e4aef1e6b368d5b6809bccb021fbbd2a
  - [x] #85886 - Reverted in f27d6cabdf8f06f29926616345fa82c4e1e48708
- ~~[ ] #85771 - Reverted in 019d898b601c9ef4d45b7ee0f2144518ee127ca9~~
(SKIPPED)
  - [x] #85464 - Reverted in adc00417795deb85f8aa6170b0f0a07c40c8798c
- ~~[ ] #85870 - Reverted in d69b998420bfb39693bb59b9b9a20611880fdafa~~
(NOT BEING INCLUDED)
- ~~[ ] #85869 - Reverted in 0063c69f111bb67144f9b379476250ce86c99eee~~
(NOT BEING INCLUDED)
  - [x] #85530 - Reverted in b40c93399411d277b3899e149196f3eb974f841f
- ~~[ ] #85871 - Reverted in 63908bbd0a71d0a2bd0a4691816c17cc9eb5310c~~
(NOT BEING INCLUDED)
- ~~[ ] #85832 - Reverted in b29dab083f091198d65a9b0754536f13a935dc2c~~
(SKIPPED)
- ~~[ ] #85825 - Reverted in d072b294ca3bc526df5128df45653db97ba38fe1~~
(NOT BEING INCLUDED)
  - [x] #85632 - Reverted in 290092c7d826aa5b100a38cd4bacc5330b39a934
  - [x] #85902 - Reverted in 76118d620e71f1819a9385863b689d9a8d4ea810
  - [x] #85906 - Reverted in 82623c2cc0fd9aee3e79c95fe5558146c59bc941
  - [x] #85907 - Reverted in 68b7305f21240ca28c33afc904ee532966b7c4bd
  - [x] #85449 - Reverted in ab86a79339ef7b01ceb08dc7279c698927ebcbfa
- ~~[ ] #85875 - Reverted in 0a1fcda90e638e66d574c247e93f0669d0c27b0e~~
(NOT BEING INCLUDED)
- ~~[ ] #85861 - Reverted in 6dad5111aa144860371c93a2d78094fe3d39a7e1~~
(NOT BEING INCLUDED)
  - [x] #85264 - Reverted in dc1d2dcc995f33fc5773e037f5171e9516897281
  - [x] #85726 - Reverted in dbd9ec81586c87c1ab2afc43d43c4f020907dc1b
  - [x] #85730 - Reverted in 7de2c2a1d012ccb03f82c6beabd71a66aa0f910a
  - [x] #85880 - Reverted in 02169d2f28611765997fa332dda69c8031436fd1
  - [x] #85176 - Reverted in e3c85aae1cf665c9892bf7280b7b48ea42323198
- ~~[ ] #85887 - Reverted in 56b35f294b303fd30fbd7685011d37b456d584c7~~
(NOT BEING INCLUDED)
  - [x] #85883 - Reverted in 53be06a505ebd8581114bba8590e378d387b6c1a
- ~~[ ] #85882 - Reverted in a8877ff0083ca5753e3d3b1b9c9edc3613fa6570~~
(NOT BEING INCLUDED)
  - [x] #85895 - Reverted in 741235d41b3a19a40434653f1c14fc0999fac9c3
- ~~[ ] #85746 - Reverted in b7aebb6e5788f6c484173f0a5e29f042ea0c8560~~
(NOT BEING INCLUDED)
- ~~[ ] #85889 - Reverted in d677231d8c55efcd2cf427d510d961cd00f186c7~~
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- ~~[ ] #85888 - Reverted in 693f79abae54980ee098d602ed79926d51d5094b~~
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  - [x] #85898 - Reverted in 4f41fda23e6b9711aef5d00836591c1ac230612e
- ~~[ ] #85821 - Reverted in 738c9a75f65c4a376da36ad208e1fd8fdeac1ff0~~
(NOT BEING INCLUDED)
  - [x] #85694 - Reverted in f7ea4d19cdaa2067c87c43362b514c684b56b1f3
  - [x] #85308 - Reverted in 4a89b62774da5e9ec9ea241c60ec2a99f51f9bed
  - [x] #85904 - Reverted in 999dbe1773cc7488c629bb8d0d21be5454dbef60
- ~~[ ] #85901 - Reverted in bbf832da9e0c61ad25221530df3b1e93cace25dd~~
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- ~~[ ] #85896 - Reverted in 542fe408728faaef8a16869e13c4661018a8a07c~~
(NOT BEING INCLUDED)
  - [x] #85927 - Reverted in 7dc87df28e79ef3e9f3fad83cc0907d2dc867c47
  - [x] #85908 - Reverted in bcca80f073a486ca7908e9636d0e8b275c2085bf
  - [x] #85929 - Reverted in 094bf3610a73961f6433a52ada1a52f25d853738
  - [x] #85877 - Reverted in 5874cafd0dab8d3bd61cf1f662793c2708f42dcc
  - [x] #85903 - Reverted in b3ba8fffc5548e0f2ae6bada3baf10bad3c75e54
- ~~[ ] #85913 - Reverted in 67f7ec48d20f9a64ce4664fa2c452a25b60db59e~~
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  - [x] #85914 - Reverted in 7efcd3a5f7fef33c2a1625386bfead80a6ed5309
  - [x] #85917 - Reverted in fc50a5ff998d0e7269131a029e533e90e9dc3c54
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  - [x] #85923 - Reverted in 2c6ffa4decf40eb52a92353aeb98aee8cbc7b4a2
- ~~[ ] #85920 - Reverted in 1de5b03981d9fcf9c2e6823bffa515fb939aa541~~
(NOT BEING INCLUDED)
  - [x] #85919 - Reverted in 1773e9baccdc941285f56ccb416f5c7125b031ef
  - [x] #85271 - Reverted in aecf8002cf2807a76b6b295867e50392b4bc4534
  - [x] #85918 - Reverted in 023ec3a4d1b1b2fc8f596fea65a77ddc9a06689f
  - [x] #85924 - Reverted in e4886079ad90f33628ac59e0793dfbbc8b8b9420
  - [x] #85928 - Reverted in 7470b7d5ac40be21c345e8825f4c4efc4738e29f
  - [x] #85926 - Reverted in 7761c9e3a1f442f37d4db4b27e5d78fae95edf00
  - [x] #85900 - Reverted in 633736cb0655dc464e9794666c63ae6ec7689826
  - [x] #85909 - Reverted in a47c7ec8a77bd02f8b7bb1ce3c621efbe57077c3
- ~~[ ] #85931 - Reverted in 9bc7a412982da6fbdb9cd24570d98877b76a45c3~~
(NOT BEING INCLUDED)
- ~~[ ] #85894 - Reverted in c15e1711656929aeb59f482145ecf029b40d58b8~~
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- ~~[ ] #85759 - Reverted in f45d70be0ffb9bf007bfa18a1bd1b5ce23d6dcfc~~
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- ~~[ ] #85892 - Reverted in fc08dc1a7160f584c94e368962eb56c18dccc86a~~
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- ~~[ ] #85915 - Reverted in 428f475c26f383998a689560a16de86da3f17557~~
(NOT BEING INCLUDED)
  - [x] #85222 - Reverted in 66e7ac2f00735c90acdb69a50c9e485a0f4e1552
  - [x] #85150 - Reverted in 3079387f926e41febb576105ec0b3acec2f7beba
  - [x] #85935 - Reverted in ce6114f644593ead295763362a61d19077f22acf
- ~~[ ] #85936 - Reverted in f601fa796bce7e70645a84fff91391cbb6ed8e37~~
(NOT BEING INCLUDED)
  - [x] #85937 - Reverted in 64242f589df3d9118fd5c09d19574758260c76a1
- ~~[ ] #85940 - Reverted in a979c6c24705a8729efab5eca40840f1c8070f1d~~
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- ~~[ ] #85942 - Reverted in 9562c14083212fc962b8687663ba5fac2ebfdd1a~~
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  - [x] #85944 - Reverted in adf8e1927e4b9886c9042d6a0eaaef74e4e0e102
  - [x] #85605 - Reverted in 88dbfb4f859f12549e8cf8ed5204ee8d7183d40f
  - [x] #85945 - Reverted in dea9e79a9c298eae05b8d173d8df4a37218e2d9c
  - [x] #84964 - Reverted in 234481fb1d92a266768fcbca49245151236803ed
  - [x] #85952 - Reverted in c62d87ab54d687db64b1551b319195527ca92924
  - [x] #85953 - Reverted in bd0e46245ccb597081b8baa4f81ff85949f672be
- ~~[ ] #85943 - Reverted in 697b6841391354885ef2d314d9185b8eee7a5cb0~~
(NOT BEING INCLUDED)
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  - [x] #86105 - Reverted in f5b8e7ecbe99cb38e829a98a4f6eb2c200af8b91
  - [x] #86070 - Reverted in 6c460bbc22827bdbc566b524b8e6a959cbb61c37

After that some startup commits on this branch need to be reverted then
it can be merged.

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2024-09-03 10:41:51 +02:00
Xackii de114a90df Revolver in roundstart holsters is on the last slot and not on first (#86023)
## Why It's Good For The Game
Always have to move revolver to the last slot, and if you don't, the
hotkey will give you a speedloader instead, which is very annoying
sometimes(especially in deathmatch).

🆑
qol: revolver in roundstart holsters is on the last slot and not on
first
/🆑
2024-08-28 14:21:26 -04:00
SmArtKar ec0ad6af1c Refactors creampies and face paint into a single face_decal component (#86014)
## About The Pull Request

Creamed component has been refactored into a more generic face_decal
component, with pie-unique logic moved to a subtype instead.
Spraypainting someone in the face now uses the new component instead of
modifying their... lipstick.

Closes #83614 by adding monkey and lizard spraypaint sprites, just like
with creampies
Fixes an issue with spraypaint overlay being removed when something is
covering your hair due to how lipstick and beards are rendered.

## Why It's Good For The Game

Easier to use, could be used for more cases.

## Changelog
🆑
refactor: Refactored creampies and spray paint to use the same
component.
sprites: Monkeys and lizards now have their own face spraypaint overlays
/🆑
2024-08-25 20:07:58 -06:00
Bloop 753ddb1cb6 Hides no longer clang like metal (#86004)
## About The Pull Request

Fixes https://github.com/NovaSector/NovaSector/issues/4241

Just simply reuses the sound effects for dropping leather goods that was
added here: https://github.com/tgstation/tgstation/pull/85254

## Why It's Good For The Game

Muh immersion

## Changelog

🆑
fix: wet hides and hairless hides no longer make metal clanging noises
when picked up/dropped
/🆑
2024-08-25 03:53:19 -04:00
grungussuss 89e24acc83 lead pipe (#86040)
## About The Pull Request


https://github.com/user-attachments/assets/209f8e0b-4202-4e06-8b6d-e5d1f659824b
## Why It's Good For The Game

![image](https://github.com/user-attachments/assets/54bafe68-a82b-4dc2-af2f-d53351e812f5)
## Changelog
🆑 grungussuss
sound: lead pipe has sound
/🆑
2024-08-25 03:51:47 -04:00
Waterpig a6a894dd00 500 cigarettes, and one edible component update (#85891)
## About The Pull Request

Makes cigarettes edible, and adds an achievement for eating 500 of them.

The examine text also hides all the interesting info about being able to
eat it

![image](https://github.com/user-attachments/assets/cd0eace5-721d-41e4-b68c-f377336063e1)

![image](https://github.com/user-attachments/assets/6ba87a3c-0ec9-420b-a542-d06a48b7955f)

This means the edible component has been touched up with a variable to
hide examines.

## Why It's Good For The Game

An interesting challenge for achievement hunters. Also it's kinda funny
and goes in line with the Sisyphus one

## Changelog

🆑
add: Achievement for eating 500 cigarettes
balance: Cigarettes are now edible
code: Adds a variable to hide the food examine on the edible element
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-08-25 05:17:49 +02:00
DrTuxedo 531486b995 Curator LIVE Journalism (#86046)
## About The Pull Request
The first Curator now spawns with a **Broadcast Camera**, a normal-sized
item that can be wielded to start a live broadcast to all entertainment
screens across the Station! It also broadcasts sound through a new
Entertainment radio channel that can be spoken into by the Curator. The
broadcast name can be changed by right-clicking the camera.
<details>


https://github.com/user-attachments/assets/cfe2a147-15b3-4a96-85e2-3082376a0e9a

</details>

Also adds a new clothing set to the Heroic Beacon of the Curator themed
around Journalists containing some unique clothing, a microphone, a
Press badge used for shoving into people's faces and crafting more
clothes (like Press armor and helmet), and also a set of 1 TV and 1
entertainment radio in-case station does not have places to watch
Curator's brilliant broadcasts.


![press_drip](https://github.com/user-attachments/assets/ea264e13-01b8-46c4-87cd-6b174bc5b470)
## Why It's Good For The Game
The job of Curator has 3 things it can do:

- Curate Library (lol)
- Explore Space
- **Create News!**

Although the Curator does have extended access to the Newscaster -
that's not enough of content. Inspired by the Combat Correspondent from
the Colonial Marines server - Curator now has a **Broadcast Camera**!
Using it they can show the station what the most important matters that
are going on without lifting the butts of their comfortable chairs.
No matter what Curator will report: Security raiding Medbay? Interviews
of Cargo Techs complaining about Command? Maybe even shows produced in a
studio? Anything really!

Also, entertainment screens will get more use, as right now they only
_sometimes_ broadcast Bitrunning avatars and nothing else unless admins
mess with them.
## Changelog
🆑 DrDiasyl aka DrTuxedo
add: Curator has received a new BROADCAST CAMERA which can broadcast the
surroundings LIVE on Entertainment Screens/ Alongside with some other
Journalism related gear in his Heroic Beacon
sound: Entertainment screens now play muffled speech when hearing a
message on Entertainment frequency
/🆑
2024-08-25 00:21:12 +02:00
Ghom 73081bcff0 Add messages (paper, photos, cash) in bottles. (#85703)
## About The Pull Request
This PR adds a new persistent feature: message inside bottles. These are
basically glass bottles with inside a piece of paper, a photo or space
cash (no holocredits, and most bills rarely go over 1000 credits anyway)
from a previous round, which can be fished at the beach, or from the
relative fishing portals.

Each piece of written paper or photo that isn't map-loaded has a roughly
a 0.2% chance to be added to the message bottles database at the end of
the round. However, you can also manually toss a glass bottle with
inside a paper/photo/bill into the ocean (or a fishing portal generator
with the ocean/beach module loaded) for guaranteed results.

The bottles are removed from the database once fished up by the by,
unless tossed back into the ocean.

I've also offset a couple bottle sprites that weren't properly aligned
(for the message overlays).

TODO:
- [x] add a couple (20 prob or less) message bottle spawners to the
beach away mission or something.
- [x] add a few sounds for adding and removing the message from the
bottle. (pickup/drop sounds already handle that)
- [x] test it properly.

## Why It's Good For The Game
I think it'd be neat to have a way to send photos, snarky "seek grass"
messages, as well as the occasional financial aid to future players, and
furthermore, another thing to tie fishing to.

## Changelog

🆑
add: You can place papers, photos and cash bills (no holochips) inside
bottles and then toss them into the ocean (or fishing portal gen with
relative settings) with right-click, for others to fish them up on
future rounds.
/🆑
2024-08-24 01:31:38 -04:00
klorpa e1bf793264 Spelling and Grammar Fixes (#86022)
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
2024-08-23 21:49:46 +02:00
Waterpig 6d20aede16 Reintroduces custom pies and cakes (#86013)
## About The Pull Request

Fixes (Or so I'd guess) part of the #59312 and #81480 issues.

I'll do kebabs and sandwiches in their own atomized PRs as they actually
need some codework

## Why It's Good For The Game

Long before time had a name custom pies and cake were created by the
First Chef Master by using the four Weapons of Chefing: The Knife of
Quakes, the Microwave of Lightning, the Freezer of Ice, and the Oven of
Fire. Weapons so powerful no one can handle all of their power at once.

When he passed away his two sons swore to protect them, but the oldest
was consumed by darkness and destroyed the custom recipes forever with a
rework. A battle between brothers broke out and the oldest was struck
down and banished to the Underworld with the power of this PR.


![image](https://github.com/user-attachments/assets/7f3c377d-d80f-4ba4-8cc3-523b4d576d98)

![image](https://github.com/user-attachments/assets/d3030053-9a05-4bf1-971f-396c09fd1005)


## Changelog

🆑
fix: custom pies and cakes are craftable again
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-08-22 18:33:44 +02:00
Ghom 11fce492bb Jarvis, add buckshot to the blackmarket. (#85470)
## About The Pull Request

![immagine](https://github.com/user-attachments/assets/82a41ea7-9951-43d5-a553-7c9884058bf2)

~discord light-theme big L.~

By the by, these are slightly nerfed buckshots, create big puffs of
powder smoke when fired, damage your gun, and MIGHT blow you up in the
same style of using a detective revolver loaded with .357 if you fire
too many.

Also, the integrity of the firearm now counts towards the damage of
bullets it's fired from.

## Why It's Good For The Game
The blackmarket is a place where you can find illegally illegal, evil
items, along with other trinkets. I thought it'd be a nice place to
reintroduce buckshot with a little downgrading twist after it has been
nerfed (it used to do 60 damage without falloff) AFTER it was removed
from the lathes and the station.

## Changelog

🆑
add: Buckshot is back on the menu, on the blackmarket.
balance: the integrity of firearms now counts toward projectile damage.
A gun that's on the very verge of breaking down will deal half as much
damage.
/🆑
2024-08-21 16:27:18 +01:00