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98135b69dc2a60362c7700a81df72dfd0631df6e
82 Commits
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38dc2369ef |
Adds GAGS fedoras, updates all other fedora sprites to match the Detective's (+ other related tweaks) (#90132)
## About The Pull Request First just to get it out of the way, yippee, greyscale fedoras. Available in the Clothesmate. Now you can make a hat to match those custom buttondowns+suitjackets we already have.  However, because so many of the fedoras pair with other sprites, I couldn't just make all of them greyscale. Then they wouldn't quite match! So I've updated them all - most of the on-mobs are just slight tweaks to shading so they (as mentioned) match the detective fedora. The obj sprites were also changed - most are the newer sprite (again, detective's) but I opted to keep the Reporter and Curator fedoras as slightly updated old ones because those in particular feel cooler to have the wide-brims and the angle.  **Additional changes you might notice in the screenshot:** - Beige Suit had its contrast just _barely_ tweaked to match the fedora. - Carpskin hat has like 3px changed because they were stray/inconsistent - Curator's `treasure hunter jacket` had its color changed to pair with the hat. As it was, the hat being the same color would have been near identical to the detective's, and this actually matches up with the intended reference better too. (Plus it inadvertently matches the boots) - All the hats are down 1px to match the detective. With hair masks, it looks a **lot** better over hair now... <details><summary>However, for spritetainer's curiosity, this is the comparison of how it'd look if they were all up 1px</summary>  </details> <details><summary>I also had to slightly alter the mask because it originally cut off 1px too much. No visual change on the only other hat that uses it (the sec helmet) </summary>  </details> ## Why It's Good For The Game **Greyscale Fedoras** We #love customization. Players can already make their own suits, why not their own hats to match? **All the resprites** Having all of the fedoras looking similar is nice, especially with the onmob sprites' shading and obj sprites' shapes. Helps players associate the items with each other better. Plus, the curator's was _really_ soulful. As for the curator's jacket, I feel having it not be as similar to the detective's palette will make it stand out more as the unique item it is. It's a treasure hunter. Give them the admiration they deserve. **Height/Hairmask** The height is consistency - one fedora being lower than the other is confusing and almost looks like a bug. The hairmask solves the issue that lowering them previously caused - no more severe clipping with hair. ## Changelog 🆑 add: Added greyscale Fedoras, available in the Clothesmate! image: Resprited most of the Fedoras - now they'll all be much more consistent with the detective's updated and sleek ones. They also all have a hairmask now, so hair will no longer clip with them! image: To pair with this, the Beige suit has been just slightly tweaked and the Curator's "Treasure Hunter Jacket" entirely recolored to better match their fedoras. /🆑 |
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8bc74ce874 | Resprites all eyes and gives cybernetic eyes unique sprites (#89841) | ||
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e3933ba938 | This year's medkit resprite (#89085) | ||
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8b9da265ba |
Digitigrade code refactor and shoes + explorer suit (Using GAGS and zero sprite bloat) (#88096)
## About The Pull Request Refactors and extends the existing [digitigrade clothing system](https://github.com/tgstation/tgstation/pull/85406) to also support oversuits and shoes (only enabled for sneakers, specific boots, and shaft miner's explorer suit). All digitigrade-specific clothes are generated by GAGS by color sampling the base sprite and applying it to a greyscale template.  More up to date boots:   Credit to MrMelbert for prototype code and Junkgle for new sprites ## Why It's Good For The Game Looks good, doesn't introduce maintainability issues or sprite bloat ## Changelog 🆑 add: digitigrade lizards can wear certain shoes and suits image: added digitigrade shoes & oversuit templates refactor: improved digi clothing generator code /🆑 --------- Co-authored-by: MrMelbert <kmelbert4@gmail.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> |
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251c0accb7 |
vampires are a human subtype & have stomachs/lungs (#87622)
## About The Pull Request Vampires have stomachs and lungs. They still don't have hunger. Vampires are a human subtype. Vamp bloodtype from "U"nknown to "V"ampire ## Why It's Good For The Game For some stupid reason vampires lacked stomachs. Vampires drinking wine is a classic trope that currently results in vomit magically appearing below you. Evidence of wine:  Vampires are a human subtype too like felinids because this resulted in dumb bugs like no screaming sound. Vamp bloodtype from "U"nknown to "V"ampire I mean if we haev these guys on halloween. We probably know their blood right. ## Changelog 🆑 fix: vampires are a human subtype & have stomachs/lungs /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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4a0097c7f9 |
Fix digi legs sprites getting stuck (#87254)
## About The Pull Request Fixes #86756 Fixes #67174 (isn't this already fixed? Oh well now it's really fixed because I tested it) Basically changed the random calls to `update_body_parts` with a bespoke proc which better explains what they are there to do Adds one missing call to head items (for `HIDESNOUT`) ## Changelog 🆑 Melbert fix: Fixed digitigrade pants sprite not updating in accordance to some leg updates /🆑 |
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ad111f4950 |
Spacemove refactor - Newtonian physics (#84869)
## About The Pull Request This PR significantly enhances how zero-g movement works. Its no longer locked to one of 8 directions, everything now has inertia and is affected by weight. This means that throwing a piece of wire will no longer completely reverse your movement direction, and that being thrown out of mass driver no longer will slow you down to a halt at some point. This leads to following gameplay changes: * Guns now accelerate you. Ballistics have higher acceleration than lasers, and higher calibers have higher acceleration than smaller ones. This means that firing full-auto weapons in zero-g will make you drift and accelerate significantly. While this can be a hilarious way to travel in space, it makes using them trickier. * Impacting a wall or an object while moving at high speeds will cause you to violently crash into it as if you were thrown. Careful when exploring! * Jetpacks now have inertia. Changes introduced in #84712 have been mostly reverted, although speed buff has been reduced to 0.3 instead of 0.5 (although this is compensated by new movement mechanics, so overall speed should be roughly equal). All MODsuit jetpacks now possess the speed boost. Advanced MODsuit jets (which has also been added back) and captain's jetpack instead have higher acceleration and stabilization power, providing much more precise control over your movement. * Firing guns while moving on a jetpack will partially negate your pack's acceleration, slowing you down. Non-advanced jetpacks' stabilization is not enough to compensate for heavy caliber weaponry as sniper rifles, shotguns or rocket launchers. * You no longer instantly decelerate upon sliding along a wall. Instead, it may take a few tiles if you are moving at extreme speeds. Passing over lattices still allows you to grab onto them! As space movement is angle-based instead of dir-based now, its much more smooth than before due to using new movement logic. Example of jetpack stabilization in action: https://github.com/tgstation/tgstation/assets/44720187/6761a4fd-b7de-4523-97ea-38144b8aab41 And, of course, you can do this now.  **This pull request requires extensive gameplay testing before merging**, as a large amount of numbers have been picked arbitrarily in an attempt to keep consistency with previous behavior (guns and normal-sized items applying 1 drift force, which is equal to what everything applied before this PR). Jetpacks and impacts may also require adjustments as to not be frustrating to use. Closes #85165 ## Why It's Good For The Game Zero-G refactor - currently our zero-g movement is rather ugly and can be uncomfortable to work with. A piece of cable being able to accelerate you the same as a duffelbag full of items when thrown makes no sense, and so does instantly changing directions. Inertia-based version is smoother and more intuitive. This also makes being thrown into space more of a hazard (possibly opening the door for explosive decompressions?) Jetpack inertia and gun changes - this is mostly a consequence of inertia-based movement. However, zero-g combat being preferred during modes like warops was an issue due to it negatively affecting everyone without jetpacks which are in limited supply onboard. This reverts the mobility changes which severely impacted space exploration, while making zero-g combat more dangerous and having it require more skill to be a viable option. ## What's left - [x] Refactor moth wings to use jetpack code - [x] Refactor functional wings to use jetpack code - [x] Locate and fix a recursion runtime that sometimes occurs upon splattering against a wall - [x] Add craftable tethers and modify engineering MOD tethers to use the same system ## Changelog 🆑 add: You can now craft tether anchors, which can be secured with a wrench and attached to with right click. They won't let you drift into space and you can adjust tether length/cut it via lmb/rmb/ctrl click on the wire. add: MOD tethers now remotely place and connect to tether anchors instead of throwing you at where they landed. balance: MOD tethers can now be used in gravity balance: Jetpacks are now inertia-based. balance: Guns can accelerate you significantly in zero-g. balance: All jetpacks now give you equal speed buff, however advanced MOD ion jets and captain's jetpack have higher acceleration/deceleration values. refactor: Refactored zero-g movement to be inertia-based and utilize angles instead of directions. /🆑 |
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df3fc8c626 |
Fixes cat ear layering, makes getFlatIcon account for RESET_COLOR on under/overlays (#86757)
## About The Pull Request After the external organ removal pr, cat ears stopped being as weirdly specialcased, and instead just used a `/datum/bodypart_overlay/mutant` subtype. However, this was set up in a way where the inner ears were put on a different layer from the outer ears, leading to wonky layering. In this pr, we revert their layers and instead apply the inner ears as an overlay onto the base ears, fixing this. Thank you Melbert for the idea. o7 ### Addendum: Additionally, as this pr tripped the screenshot tests, makes the `getFlatIcon(...)` proc account for `RESET_COLOR` on under/overlays. We do this by making it stop applying the colour after merging all the under/overlays, and instead apply it and the parent color _before_ merging any under/overlays, while proxying the parent color as a new parameter `parentcolor` to any new `getFlatIcon(...)` calls. This coincidentally also fixes usage of `getFlatIcon(...)` on husked bodies, as those also used `RESET_COLOR` for their blood overlay. The screenshot tests had to be updated for this. ## Why It's Good For The Game Fixes #86453. ## Changelog 🆑 fix: Fixed cat ears not layering properly. fix: Husked bodies show their blood with the right colours in photographs. /🆑 |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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ed2f017923 |
Digitigrade clothing sprites (feat. GAGS and 0 sprite bloat) (#85406)
## About The Pull Request Use GAGS to auto-generate digitgrade leg sprites based off of 1 basic template + color sampling. Icons are cached relatively aggressively, like female sprite variations. So no need to worry about that. The result: All of these sprites with only **3** icons added (the base template, and the masks) Obviously it's not perfect - some of the sprites (like the engineer's jumpsuit) lose some "luster", but it does the job if I do say so myself.  Only applied to undersuits, for now. ## Why It's Good For The Game - Allows Lizards to show off their handicap, rather than hiding it or necessitating they use skirts. - (Ideally) leads to an uptick in Digitigrade abuse (due to being easier to identify), which is also a net positive. - Implemented without any common issues revolving alt bodytype clothing sprites (those being maintainability and sprite bloat) ## Changelog 🆑 Melbert add: Auto-generated digitigrade clothing sprites for most jumpsuits /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
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bc7d576f26 | Updated clipboard sprite, adds white and black clipboard skins for med/sci and security (#85468) | ||
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299efc9c8a |
Updates the sprite of the bulldog shotgun and fixes some related code (#85121)
Fixes bulldog shotgun unique mag display not working on the sprite, resprites the bulldog shotgun along with inhands and new worn sprites and cleans up a little of the code surrounding the bulldog. |
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89cf4c7787 |
The Voidwalker | New Midround Antagonist (#84674)
## The Voidwalker Adds a new antagonist, the Voidwalker! It's a rare antag that spawns in space when there's at least 40 people Design doc is here: https://hackmd.io/jE4YScP8RPykXo37rTBV2Q (there's some deviations) No biddle ## Summary Spooky space antag that moves around space, ambushing people either in space or near space. They can move through glass, have an ability to stamina drain you if they remain in your vision for 8 seconds, can temporarily remove glass windows to drag you through them and deal ~~stamina damage~~ incredibly violence. Upon being taken, they can be kidnapped and cursed, muting and pacifying the person and sending them to the void. ## Passive   Passive abilities: - Permanent space flight and indoor flight - Space regen - Slowdown when in gravity - Space camo (very low alpha when in space - Can freely move through unshocked glass - Mute, but can hear all station frequencies (excluding binary) - Will quickly die when on planets or moons (obviously can't roll on icebox) - 10 brute armor and 20 burn armor. They can't wear any form of armor and don't have any get out of jail free cards, so I think it'll help with their survivability a slight bit ## Abilities **Void eater:** Literally just a light-eater but instead of eating light it instantly shatters windows, but restores them after a few seconds **Space Dive:** New ability that lets you move under the station with a 2 second do_after, so they can still get to closed of space spots without being as annoying as heretic space shift **Unsettle:** Remain in view of the target for 8 seconds to give them a short stun, slurring and 80 stamina damage, but announce your presence and location to them. Both you and your target can move, as long as you remain in their view. **Space Kidnap:** When your target is incapacitated and in space, you can drag them into the cosmic void. They'll be returned cursed after undergoing a sort of reverse heretic sacrifice (more on that in the next section). [Showcase of all the above abilities!](https://youtu.be/NJ01H28PV9w) ## Voided Crew A brain trauma received when you get kidnapped. While under it's influence, you are muted and pacified. You will die in planetary gravity and cannot enter space.  It can be cured with a lobotomy or by dying in planetary gravity. You get warned to avoid the Voidwalker. The voidwalker now does extra damage and gets the option to glass gib you if you die, leaving just a brain ## Loot On death, the Voidwalker shatters into glass and drops a cosmic skull. Looking into the skull gives you a stable version of the Voided brain trauma. It doesn't give you pacifism and doesn't ban you from space. It also makes you space immune and gives you the ability to walk through unshocked glass after 2 seconds do_after. Sprites for the cosmic skull by Justice12354 and Rex9001! I'll throw up a video showcasing death and their sprites on Sunday ## Why It's Good For The Game We don't have any space centered antagonists. The closest we have are Space Dragons, but they have to go deep into the station anyway. I'm also quite fond of simpler antagonists, like revenant and nightmare. Give people the tools, and they'll make the fun themselves. I've been comparing the Voidwalker with the Nightmare. Both are goalles, simple antagonists, but where the Nightmare's gimmick is darkness, the Voidwalker's gimmick is space. They also get a dark tentacle arm so they can murderize people, but it only gets them to crit. After that they can drag people into the "void" to kidnap them. This is mostly to encourage the Voidwalker not to just space them cause that's kinda lame. They still can though, just in-case it would be very funny ## Changelog 🆑 Time-Green, Justice12354, Rex9001 add: Adds the Voidwalker, a new rare space based midround antagonist! code: Adds the ability to texture limbs and bodypart_overlays Sprite: Cosmic skull sprites by Justice12354 and Rex9001 /🆑 - [x] Add a better kidnapping mechanic, instead of just teleporting someone to a station turf - [x] Add an armblade or weapon or something, unarmed combat is kinda ass for this - [x] Fix the antag preview not rendering textures - [x] Prevent them from space phasing when in combat so they can actually be killed in space combat, even if really fucking hard - [x] Nerf visibility for people with space parallax disabled, probably also something to improve camo with colored parallax - [x] Replace the stamina damage stuff - [x] Cool rework of space phase idea I have - [x] Update/implement vidual effects - [x] Implement names ## Considerations There's a few things that I might change or implement later, depending on how it actually plays. It's a space focused antag, but there might not be enough people near space in a given round. An ability to let them "capture" area's or let them turn into a meteor or something might be needed later if they turn out to be too passive. They might also be _too_ oppressive in space. I designed them for near-space combat, but may've made them insanely overpowered in in raw space combat. Probably wont do biddle, but might add more powers that you can reroll every few minutes or something (like blob). Either wat it wont be this PR --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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5560edeb93 |
[no gbp] fixes master screenshot tests (again) (#84759)
## About The Pull Request worked on my machine |
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5a2b882088 |
Glove Love - Updates some glove sprites (#84481)
## About The Pull Request Updates sprites for insulated gloves, HAUL gauntlets and normal and rocket tacklers.  ## Why It's Good For The Game Insuls look extremely pale, HAUL gauntlets are extremely contrasting and tacklers are very old ## Changelog 🆑 image: Some gloves have received new sprites /🆑 |
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2c7fe7b8cd |
Returns medical jumpsuits for medical doctors and CMO (#83191)
## About The Pull Request Gives medical doctors and CMOs back their jumpsuits. Additionally removes their surgery cap from their starting gear. Surgical scrubs and surgery caps are still available in vending machines and in other places. Coroner still has their scrubs. ## Why It's Good For The Game The scrubs have never made sense to be as part of a medical doctor's starting gear. Scrubs are meant to be put on for one surgery and replaced afterwards, not to be worn 24/7. Also, in my opinion, they look goofy as hell. Especially when doctors are wearing lab coats over them. [_Being a medical doctor does not inherently mean you're doing surgeries either._](https://www.youtube.com/watch?v=8byiwOY5XM0) ## Changelog 🆑 image: Medical doctors and CMOs now start with their jumpsuits rather than surgery scrubs and caps. /🆑 |
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7847efd270 |
[READY] the unfuckening of clothing rendering (#79784)
## About The Pull Request refactors clothing visors to use the same system, including masks being toggled and stuff like riot helmets toggling using the same system and welding helmets and such adds a handler that updates all visuals in slots that an item has obscured, each visual proc calls that so you no longer have weird shit happening like having to hardcode a proc for heads where you need to also update hair, mask, glasses everytime you put on an item one thing here i could also do is make check_obscured_slots return the HIDEX flags instead of item slots, because in 99% of cases its hardcoded to be ran against specific slots (like eye code running it against the glasses slot), but maintainers didnt seem to like that :/ ## Why It's Good For The Game fuck this 2003 bullshit ## Changelog theres like several bugs here i fixed but i forgot them all and they are small |
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611c48be40 |
Monkeys now use height offset (and monkey tail works) (#81598)
This PR adds the ability for monkeys to wear any jumpsuit in the game, and adds support for them to wear things like coats, gloves, and shoes (though this cannot be obtained in-game and is solely achieved through admins, which I also improved a bit upon by adding a defined bitfield for no equip flags). This reverts a lot of changes from https://github.com/tgstation/tgstation/pull/73325 - We no longer check height from limbs and such to bring sprites down, instead monkeys now work more similarly to humans, so the entire PR was made irrelevant, and I didn't really want to leave around dead code for the sake of having a human with longer legs. I've now also added support for Dwarfism, which makes monkeys look even smaller. Very minor change but at least now the mutation doesn't feel like it does literally nothing to monkeys (since they can already walk over tables). Here's a few examples of how it can appear in game (purely for demonstration, as it is currently intentionally made impossible to obtain in-game, though if someone wants to change that post-this PR now that support is added, feel free): Tails have been broken for a while now, the only reason you see them in-game is because they are baked into the monkey sprites. This fixes that, which means humans can now get monkey tails implanted into them (hell yeah) and monkeys can have their tails removed (also hell yeah) |
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afe1b7443c |
Fix species var/hair_color not being used for, well, hair color (#82168)
## About The Pull Request `var/hair_color` for species was intended to be used as a "this species uses this type of hair color thing" But at some point that got completely lost and now it's only used for sprite accessories This fixes that. That means Slimepeople now have properly slimey hair. And Ethereals are less snowflake once more. ## Changelog 🆑 Melbert fix: Fixed Slimepeople's hair not matching their slimey colors. /🆑 |
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ef714c1c34 |
Overlay Lighting Color/Intensity Pass (#81425)
## About The Pull Request I was looking at screenshots of the game and realized we had a lot of light sources that were really... flat. Medium intensity, not colored at all, cringe. So I went over all the uses of overlay styled lighting (since I've done matrix lighting already) and gave them more unique features. Colors that match the sprite they're used with, intensity to produce vibes, that sort of thing. It's kinda impossible to go one by one cause there's a LOT. I may have gone a bit overboard with a few, I'm messing around with some things like giving bots colors based off their department, etc. We'll see how this all turns out. Oh also I tweaked how the cone of overlay lighting is drawn. It seemed a bit too present to me so I dropped the alpha down from like 200 to 120 at max (so it's roughly half of the mask's alpha so it's less overwhelming ## Why It's Good For The Game Lighting should be impactful, subtle and colorful <details> <summary> Old Lights </summary>           </details> <details> <summary> New Lights </summary>           </details> ## Changelog 🆑 add: Tweaked the saturation, color and intensity of a bunch of lights /🆑 |
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977799a2e7 |
A red spy has entered the base: Adds Spies, a roundstart antagonist inspired by Goonstation's Spy-Thief (#81231)
# Disclaimer: No Goon code was referenced or used in the making of this PR ## About The Pull Request [Design Document (Read this for more information)](https://hackmd.io/@L9JPMsZhRO2wI25rNI6GYg/rkYKM9Yc6) This PR adds Spies as a new roundstart antagonist type, inspired by Spy-Thiefs from Goonstation. Spies are tasked with stealing various objects around the station, from insulated gloves to the black box, from the clown's left leg to the bridge's communications console. For every item stolen, the Spy is rewarded with a random item from the Syndicate Uplink, plus some items uniquely available to the Spy. Stolen items are then shipped off and sold on the Black Market Uplink, allowing the crew - or maybe some other evil-doers - to get their hands on them.  More ideas for theft items and bounties are welcome. ## Why It's Good For The Game See the design document for more information. In short: Adds a solo antagonist which has less impact than your Traitors and Heretics, but more impact than Paradox Clones and Thieves. In other words: On the same tier as old traitors. Seeks to embrace the sandbox aspect of antagonists more by having no precise greentext objective, and instead some suggestions for chaos you can embark in. Have fun with it! ## Changelog 🆑 Melbert add: Spies may now roam the halls of Space Station 13. Watch your belongings closely. /🆑 |
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3f44c2d816 |
Removes holographic monkey species (#81606)
## About The Pull Request Split this off from https://github.com/tgstation/tgstation/pull/81598 in hopes to keep it as atomic as I can. Genericizes the things that holographic monkey species existed to replace, so now we don't have to worry about having to copy paste this to any future mob later down the line. ## Why It's Good For The Game Removes a monkey species subtype, and a pretty bad one at that. Preferably makes hologram mobs more consistent with eachother and prevents copy paste happening everywhere in the future if any new mobs ever gets added to the holodeck. ## Changelog 🆑 refactor: Holographic mobs now gives better feedback to players and should more consistently not give any drops. /🆑 |
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3e9ea4d77c |
Resprites changeling abilities and weapons (By MelokGleb and KREKS, McRamon) (#81394)
## About The Pull Request The original PR has went stale for a long while now, which is a pity, since it's an overall improvement on lingus' sprites: #80702 ## Why It's Good For The Game >Old changeling sprites look old and boring, we thought they should get an update ## Changelog 🆑 MelokGleb and KREKS, McRamon, Ghommie image: New sprites for changeling powers and items. Woooh. /🆑 --------- Co-authored-by: MelokGleb <99420088+MelokGleb@users.noreply.github.com> |
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832149261d |
Dynamic Husk Icons (#81080)
## About The Pull Request Husk icons are now generated dynamically by greyscaling the limbs and applying the husk blood overlay rather than everything using the same husk sprite ## Why It's Good For The Game Less sprites needed, also good for nonhuman races especially those with non-humanoid shapes All that is needed for a husk icon now is a blood overlay instead of an entire limb set Human, Lizard, Moth, Monkey husks PIC IS A BIT OUTDATED, THE BLOOD IN PIC IS DARKER THAN HUSK BLOOD (fixed) AND IT DOESNT "FIT" TO LIMB SPRITE (fixed)  ## Changelog 🆑 refactor: Husk icons are now dynamically generated. See if you can identify what species it was! /🆑 |
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ca61d0f868 |
Turns mush cap into an extorgan (#80952)
Pretty self explanatory. I suppose this isn't a 100% fix or refactor, since it adds a UI for their features and makes it removable, but also these never happen 🆑 code: The mushroom cap is now an external organ (jungle station will never happen) fix: Mushpeople caps are no longer solid black /🆑 |
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ed06502fb6 |
Fix flaky wizard screenshot test failure, and try to make screenshot tests run more consistently (#80631)
From https://github.com/tgstation/tgstation/pull/80542 Not exactly sure why this only fails once. My hint is that it happens when the alternate tests are skipped from this:  ...though this should still be *consistent* at least. |
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3f63a7133f | Fixes bug with high luminosity eyes, & fixes eyes being on the wrong side of the head! (#79760) | ||
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ba5ae73dac |
Adds more bitrunning antagonists + fixes (READY) (#79522)
## About The Pull Request Reopened #78997 Larger patch for bitrunning that addresses a few issues. - Two new antagonists: cyber tac and netguardian - Quantum server emag opportunity - Modular mob packs: Like random spawners, but for groups - Antag spawning fixed: vdom antags now have up to a 10% chance to spawn based on domains loaded - Virtual domains are no longer all fullbright by default, only the outdoorsy ones - Actually deletes legion map file, since it was removed in #79424 <details> <summary>images</summary> The netguardian prime   The glitch effect - this mob is being mutated  Cyber tac (t2 antagonist)  </details> ## Why It's Good For The Game - Bitrunning antagonists are so incredibly rare that it's underwhelming to play as one for the solid second they offer if you even get the role - Bitrunners had basically no traitor route to follow, they became assistants with black outfits Fixes #79465 <details> <summary>More info</summary> Bitrunners don't have any type of traitor options. If they're made into traitors, there's nothing bitrunner related they can do, and their access is particularly bad so it's like they're a worse assistant. I've coupled this with the bitrunning antagonist system, which is now fixed.\. Bitrunners can now attempt to coax these entities to come onto the station, however they are not given any form of allegiance for doing so (and are quite counterable). Previously, vdom antagonists relied on so many factors to spawn that it basically wouldn't happen. Now, it runs on the server each time there is a map loaded, with increasing probability as the round progresses. This builds up the list of spawnable antagonists, of which two are new, including an entirely new giant mech megafauna. This is the first "megafauna-esque" basic mob in the game. Its AI is bad, it's really only meant to be player controlled, but this does mean an admin can spawn them. Being mech, they are very counterable with ion rifles and the like. Several refactors, rewrites, and overall bug fixes are included in this PR. Lastly, I added a framework for making bitrunner maps more random, the modular mob spawning system, which works in conjunction with random crate locations. </details> ## Changelog jlsnow301, infraredbaron 🆑 add: Bitrunning Patch 1 features a host of changes! add: Added randomized mobs to virtual domains, which will be indicated with a unique icon. add: New emag interaction with the quantum server. Antags will spawn more frequently, and they can hack themselves onto the station. You have been warned. add: Both living and dead players can now see which mob is going to spawn an antagonist in the vdom. add: Two new vdom antagonists: Cyber Tac and the NetGuardian. These unlock at specific thresholds. balance: You can no longer stack copies of the same ability with bitrunning disks. balance: Some of the disk items have been replaced with stronger versions. fix: You can no longer spy on crew using the advanced camera console on syndicate assault. fix: Fixed the spawning mechanism of virtual domain antagonists. You should now have a chance of playing as one. This chance increases as more domains are completed. fix: Vdom antagonists shouldn't spawn at the end of the run any longer. fix: The preference for vdom antagonists has been changed to factor in the new types. Check your preferences! fix: The quantum server will now show its balloon alerts to all observers. fix: Random domains should be fully random again. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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6a9a323f5f |
GAGSify colored/job labcoats (#79096)
## About The Pull Request Title. ## Why It's Good For The Game Cuts down on sprites, converts colored labcoats into GAGS labcoats. GAGS labcoats are primarily built by 3 components on top of the, well, actual labcoat. - The shoulder parts - Back pattern - Belt/sash thing <details> <summary> Before Image </summary>  </details> <details> <summary> After Image </summary>  </details> ## Changelog 🆑 Jolly image: Colored labcoats have been GAGSed! Please report any weird oddities on Github. fix: The coroners lab coat is no longer offset by one pixel. /🆑 |
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a5f26ce473 |
Turns Holodeck Monkeys into actual Monkeys (#79068)
## About The Pull Request Old holodeck monkeys weren't even a subtype of simple animal monkeys, so this really just got swept under the floor in the sweeping monkey species refactors. Anyways, let's just spin up a quick species datum+mob subtype that will have all the traits we wanted from old holodeck monkeys (no meat, no organs, etc.) but reaping all of the benefits of modern monkeys (better AI, etc.) ## Why It's Good For The Game One more refactor done, very simple too. l'm not the greatest at carbon code so let me know if something is wack, but I'm fond of the way everything turned out (especially since I don't have to spam seven billion subtypes of every organ and bodypart). If you're concerned about the cost keep in mind people can spam monkeys through cubes, having a max of three more (that are virtually useless) via the holodeck will not kill us. Also the fact that slimes could eat holodeck monkeys irked me so I also touched that up. I swore there was something for it in the code but I was mistaken, it's codified now. ## Changelog 🆑 refactor: Holodeck monkeys have been moved to the same system as old monkeys, and should retain the similar "ephermeal" behavior, while being a whole lot smarter by leveraging new AI. Please report anything that is completely wack about this. balance: Slimes can't eat holodeck monkeys anymore, because apparently they could and that is wack. /🆑 again let me know if my carbon/bodyparts code sucks. it does the job fwiw |
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389cdd6716 |
Replaces the changeling spacesuit with a passive ability (#78763)
## About The Pull Request Fixes #74168 I was going to make changes to the changeling spacesuit so that it works on Icebox but then I thought, why not _not_ do that. This isn't a commonly picked adaption so why don't we make it a little better. What's more spooky, hearing a knock on the window and seeing a fat suit outside? Or this?  Picking Void Adaption will now make you immune to low temperature and pressure (but not high temperature and pressure) and you will stop breathing. If you enter an area with low temperature or pressure then your chemical regeneration rate will decrease until you leave that area. Because it doesn't put a suit on you, it now also works during Lesser Form. While testing this I noticed that we weren't calling `Grant` on passive changeling abilities for some reason, I replaced that with the already-written interface for making "an action which doesn't give you a button". If people really _really_ miss the fat suit I guess I'll rework that instead, but I think I like this more. ## Why It's Good For The Game Makes a niche-pick ability more useful and easier to use. Meteor Changelings who land on Icebox now don't roll a dice to see if they get instantly knocked out by the atmosphere there. ## Changelog 🆑 balance: The Changeling Space Suit has been replaced by a new ability which makes you passively spaceproof without replacing your clothing. admin: Editing the atmos sensitivity variables on a basic mob during the game will now actually do something. /🆑 |
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9e1c71f794 |
Reworks transformation sting to be temporarily in living mobs, forever in dead mobs (#78502)
## About The Pull Request
- Reworks transformation sting.
- Transformation sting is now temporary, lasting 8 minutes (number not
final) in humans.
- If used on a monkey, it lasts forever instead.
- While the target mob is dead or in stasis, the duration will not
progress, making it functionally infinite until revived and taken off
stasis, where it will resume its timer where it left off.
- Chemical cost reduced to 33
- DNA cost reduced to 2
- Removes TRAIT_NO_TRANSFORMATION_STING, instead just checks for
TRAIT_NO_DNA_COPY
- These were essentially the same traits, so I just combined the two
- Organizes some trait lists alphabetically
- Adds TRAIT_STASIS, to allow for reacting to mobs entering and exiting
stasis via COMSIGS
- Everything that checks IS_IN_STASIS now checks HAS_TRAIT TRAIT_STASIS,
which is probably more performant, so that's a bonus.
## Why It's Good For The Game
A lot of people don't like the current iteration of Transformation
Sting, me included
Right now it's only use is for a meme - you make the entire station into
felinids until you get lynched, and that's it.
It's not really a healthy ability for ling's current kit, so this pr
attempts to soft rework it to make it a bit more in line with how ling
should be acting - turning it into a source of short term confusion
between people, or using it on a body to cover your tracks.
This accomplish it two fold - One, it is now cheap enough to use twice
in rapid succession, allowing for quick on-the-spot "BE CONFUSED"
situations while you abscond. Two, as mentioned in the last paragraph,
you can poke a body of someone you murder to obfuscate the crime scene
and maybe help out in taking over someone's identity.
## Changelog
🆑 Melbert
balance: Transformation sting now lasts 8 minutes, down from permanent.
However, the effect is paused for dead and stasis mobs, making it
permanent SO LONG AS they stay dead or in stasis. The effect is also
permanent if used on a monkey.
balance: Transformation sting now costs 33 chemicals, down from 50.
balance: Transformation sting now costs 2 dna points, down from 3.
fix: Transformation sting works on monkeys again.
refactor: Refactored a bit of human randomization.
/🆑
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a3849062b8 |
Feature: bitrunner, a new supply role (READY) (#77259)
## About The Pull Request [Design doc](https://hackmd.io/@shadowh4nd/r1P7atPjn) Adds a new supply role centered on short dungeon-esque runs with a focus on unifying the job with the fun part. Some virtual domains are combat related, some are silly, some focus on "objectives". Avatar health is linked to your physical presence and retries are limited. <details> <summary>Photos, WIP</summary> Net pod stasis  Server loaded  Server cooldown  the quantum console UI  Cyber police antag page  A safehouse  Domain info page, every domain gets this (and sometimes help text)  Me getting steamrolled in one of the missions  Ghost roles getting notified that server is kicking them out  Players enjoying the new combat missions  Players exploring some of the virtual maps  (Not part of the PR, but)  New bitrunner vendor  </details> ## Why It's Good For The Game Content, firstly, and moreso being supply department content. The framework that this implements is a great (preauthorized) replacement for two systems which are collecting dust: BEPIS and the gateway. They integrate into this system and it's a direct upgrade. This adds a way for the players on station to generate materials (if that remains). The nice part about it is that I can throw balance and believability to the wind, as unlike its unrelated predecessor VR or away missions, bitrunning entirely washes its hands of the map and mobs each reboot. It offers a very expandable map framework to add content and it's all fairly well documented. I'd like to add a feature that represents the idea that jobs don't have to be mundane and "external" jobs can stay tied to the main gameplay loop. ## Changelog jlsnow301, kinneb, mmmiracles, ical92, spockye 🆑 add: Adds Bitrunning to supply department- a semi-offstation role that rewards teamwork. add: Adds new machines to complement the job- net pod, quantum server, quantum consoles, and the nexacache vendor. add: Adds several new maps which can be loaded and unloaded at will. add: Some flair for the new bitrunning vendor. add: Adds a new antagonist for the virtual domain only. Short lived ghost role that fights bitrunners. del: Removes the BEPIS machine, moves its tech into the Bitrunning vendor. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: MMMiracles <lolaccount1@hotmail.com> Co-authored-by: Ical <wolfsgamingtips@gmail.com> Co-authored-by: spockye <79304582+spockye@users.noreply.github.com> Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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728faa3e70 |
Adjustments to the new Cargo sprites, and updates to a few missed sprites (#77964)
## About The Pull Request There were a few things about that last cargo resprite that people didn't quite agree with. The resprite had heart, but so did the complaints. This aims to be the best of both worlds, keeping the "dark cargo" resprite but making it blend better with the rest of the game. First, this gets a few sprites that were missed: Winter Coat QM Winter Coat QM Cloak Beret (This is a Greyscale item so icon quality isn't something I can change. Its just the best color I could get it now) This also adds a skirt variant of the cargo shorts, the cargo shortskirt As for the old sprites: Fixes the contrast/palette on the new cargo sprites to make them less violently black and dark  Redoes the Object sprites to better match the rest of the codebase's objects, as well as fixing the same contrast/palette issue mentioned above  And finally, adds **proper** rolled-down states to all of them  Smaller things: - Renames "outfits" to "uniforms" (I've never seen any clothes called "outfits" before and it seemed very out of place) - Adjusts the mining suits code to have Name above Description like every other item in this file No Sealed I'm not doing the banner. And anybody who asks about Cargorilla, they had a huge stockpile of the old uniform in the gorilla's size that nobody else could really wear so they need to use it all up ## Why It's Good For The Game There was a lot of player (and spriter) feedback that should have been taken into consideration; the one that stood out most to me was @Draganfrukts, who even gave an example of a better palette - I attempted to mesh both his idea and the original colors into a combination that fits the game environment a lot better. ## Changelog 🆑 add: Cargo now once again has access to a "Cargo Shortskirt", a skirt variant of their shorts! image: tweaks and adjustments to the Cargo resprite have been made, as well as respriting some missed icons such as the Winter Coats and QM Cloak /🆑 --------- Co-authored-by: Sealed101 <cool.bullseye@yandex.ru> |
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1addb749ea | SPESSMEN 2.0: le cargo resprite (no mining) ((i hate mining)) (#77456) | ||
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5ed6407462 |
Ethereal Pirates (Re-pr) (#76554)
Other pr had some weird check failure, making a new pr to see if it fixes it. ## About The Pull Request After he ended up finishing his pirate pr before I could, SethLafuente graciously offered to let me roll my in-progress pirate pr into his overall pirate expansion project. This pr essentially adds a new faction of pirates, along with a new subspecies of Ethereals a-la silverscales. - The Lustrous: A unique subspecies of Ethereal, with years of exposure to bluespace dust mutating them into crystalline abominations sporting a new pointy head, pressure resistance, and a permanent bluespace prophet brain trauma. They're still as fragile as ever, but far more capable of getting in and out of sticky situations. - Geode Pirates: A hollowed out asteroid manned by three Lustrous, equipped with switchblades, traitor PKAs, jump boots, two teleporting turrets, and an upgradable bluespace launchpad. However, they lack proper armor and ship defenses, forcing them to adopt a coordinated hit-and-run playstyle.    ## Why It's Good For The Game When I started working on this project, I wanted to implement this faction to cover for the loss of psykers and as a means of creating a "rock-paper-scissors" system to how standard pirate playstyles would work; with default pirates being offensive, Silverscales defensive, and Lustrous mobile. With Seth's pr, things are a little different now, but I still believe a glass cannon mobility-focused pirate faction would be a welcome addition to the pirate roster. ## Changelog 🆑 add: Adds the Lustrous, ethereal pirates in a big bluespace geode! sound: Unique scream sound for the Lustrous species. image: Unique head icon for the Lustrous species. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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f030b3b5aa |
SPECIES NUKING 2023: Refactors a bunch of species traits into flags for the head bodypart (#76074)
## About The Pull Request Title. I saw a comment on psyker code complaining about these species traits (which admittedly, they suck) and heeded the call to turn all of this crap into something defined almost entirely by the head bodypart. ## Why It's Good For The Game Potential to simplify species code further in the future, by delegating more visuals to bodyparts, which is where most of them should be handled. ## Changelog Should not be player facing, unless I fucked up. --------- Co-authored-by: Time-Green <timkoster1@hotmail.com> |
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6977a041a9 | Do not add external organs if not needed and not rendered. (#75963) | ||
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640686b127 |
Chaplain suits (#75984)
## About The Pull Request Updates Nun, Eastern Monk, and Holiday Priest chaplain outfits.  Credit: https://github.com/EricZilla for the Eastern Priest Item sprite. ## Why It's Good For The Game Updates some old outdated sprites. ## Changelog 🆑 image: Updated Eastern Monk, Nun, Holiday Priest Chaplain Suits. EricZilla helped. /🆑 |
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8d6b5d8366 |
routine codebase maint
This reverts commit
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bcc649462a |
Pink Security (#75946)
## About The Pull Request ATTENTION: In celebration of government sanctioned Pride Month as well as Breast Cancer Awareness, NanoTrasen has temporarily swapped out the uniforms of the Security Department with pink variations. Reminder, laughing at security officers wearing this new uniform is ~~encouraged~~ frowned upon and will be met with ~~praise~~ disciplinary actions in the form of ~~increased~~ docked pay.  ## Why It's Good For The Game https://www.youtube.com/watch?v=ZyhrYis509A ## Changelog 🆑 add: Added security specific gloves image: Changed all standard security uniforms pink /🆑 --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: ZephyrTFA <matthew@tfaluc.com> |
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92f9113201 |
Belt resprite with soul? Blasphemy! (#75901)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request The classic belts have been a staple of SS13 as a whole for years, all the way back since /TG was first created. They have pooled downstream to many other smaller servers with little to no change (except for the rare few) to their overall design. This PR aims to give the old belts some fresh life while retaining the soul that makes them that staple. Better shading, more defined shape/color, just an overall facelift.   Link to OLD belts for comparison https://cdn.discordapp.com/attachments/326849939240124419/1116113448259031040/image.png <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Replaces a ~~depreciated~~ classic sprite with a better, more modern sprite. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Added new EMT belt (really just renamed the Paramedic belt path) image: Added new EMT belt sprite image: Added shiny new belts and detective/syndicate holsters (`onmob` sprites included) image: Removed old, unused red military belt sprite /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: san7890 <the@san7890.com> |
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53c4e59ebe |
the cooler daniel: ninja's katana looks cooler when on the belt (#75719)
## About The Pull Request  i made this a long ass time ago for when i ported tg ninja to a different codebase and i repurposed the katana sprite to look cool and edgy when on the belt but never actually brought it to here i thought it looks nice ## Why It's Good For The Game it looks better and is more visually telling than just the generic 'this is a katana' belt sprite ## Changelog 🆑 image: energy katana on belt /🆑 |
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65bae6e1ed |
Medkits-- resprited-- AGAIN. (#75683)
## About The Pull Request wow look, medkits have been resprited again!!!   ## Why It's Good For The Game idk, is it? it is. it looks better. ## Changelog 🆑 axietheaxolotl / viro image: new medkit sprites, again. /🆑 |
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1a918a2e14 |
Golem Rework (#74197)
This PR implements this design document: https://hackmd.io/@Y6uzGFDGSXKRaWDNicSiEg/BkRr176st Put briefly, this will remove every existing golem subtype and consolidate golems into a single species with cool new sprites. NOT implemented from that PR is the ability to eat Telecrystals, I couldn't come up with an appropriate visual that can stack with the existing ones, but that should be a reasonably trivial add for a future artist & developer. New Golems have a food-based mechanic where their hunger decays pretty quickly and can only be replenished by eating minerals. They start moving slower as they get hungrier, until eventually they become completely immobilised and need to be rescued. Eating different kinds of minerals will visually change your sprite and give you a special effect in a similar way to old golems, but temporary. While transformed, you can't eat any other kind of mineral which would transform you (but can still consume glass). To see the full list of effects, look at the hackmd above. In service of these sprites working I have refactored the `species/offset_features` feature by killing it and delegating that responsibility to limbs instead. Rather than applying an offset to items due to your species, it is due to your weird head or arms. This makes overall more sense to me, but it inflates the code changes in this PR somewhat. It doesn't make a lot of sense to atomise unfortunately because that code also seemed to be entirely unused until I tried to use it in this PR, so you wouldn't be able to tell if my changes broke anything. I might make a downstream sad by doing this. All of the actual numbers in this PR are made up and only loosely tested, it will need some testmerges to gather feedback about whether it sucks or not. Other relevant changes: I reworked how bioscrambling works based off bodypart bodytypes, to automatically exclude golem limbs in either direction. There's really no way to have those work on humans or vice versa. Organs still fly though. |
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2c8ecdab3f |
Stowaway Changelings (Latejoin Changelings) (#74670)
## About The Pull Request Adds a latejoin form of Changeling flavored as a stowaway. ## Why It's Good For The Game We don't have a latejoin form of Changelings. It ups the paranoia that anyone can be a Changeling, latejoin or not. They're also one of the few non-progression antagonists which would work perfectly as a late join. ## Changelog 🆑 add: Stowaway Changelings will now appear as a late join form of Changeling. /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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6b6d9fe152 |
Hides worn PDAs (#74838)
## About The Pull Request PDAs no longer have a visible appearance on your character when equipped in the belt or ID slot.   Pictured:  Me uh... not visibly wearing a PDA? ## Why It's Good For The Game There's virtually no game advantage gained by knowing whether someone is or is not wearing a PDA, and even if there were they could just as easily have it in a pocket or other storage slot. They create visual noise on your sprite and are an accessory that virtually everyone always has, making the game look worse. When ID card sprites were restored as part of a bug fix when introducing missing worn icon unit testing, they were intentionally hidden again for similar reasons. ## Changelog 🆑 imagedel: you can no longer tell if someone is wearing a PDA by looking at them /🆑 |
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08898964e6 |
Updates Lizard Sprites & New Digitigrade Sprites (#74549)
## About The Pull Request Hi. This pr contains work that is a collaborative effort between myself, Halcyon, Mqiib and `2cents#8442` for the original leg-work (Ha Ha, Get it?), ultimately finished by myself. Here's a preview!  And here's some side previews!  ## Why It's Good For The Game Lizard sprites have not been updated since their inception in 2016. They will now be updated and be much more consistent with everything else. Signed off by @optimumtact ## Changelog 🆑 imageadd: Lizards have been resprited, as well as Digitigrade sprites. Please remember to update your colors to account for this. /🆑 |
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9e11f73136 |
Lavaland Monster Sprite Update (#74299)
Updates most Lavaland mob sprites, merges some icon files and adjusts the pathing. ## About The Pull Request Updates Most Lavaland Mob Sprites with work provided by Sheets. Merges, splits, and moves a few icon files and icons to adjust for the new icons. Repaths the dmi locations and pixel shifts for the adjusted sprites. Examples:    ## Why It's Good For The Game Better quality sprites are better to look at. Putting sprites that are the same type in the same file is much saner. ## Changelog 🆑 imageadd: added new lavaland sprites, moved some sprites to a new location, adjusted pixel shift for the updated sprites, adjusted the name of some sprites. /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> |