Commit Graph

5117 Commits

Author SHA1 Message Date
SkyratBot
9d70d6835a [MIRROR] Smuggler satchel spawning is blacklisted in the "near station" area (#29113)
* Smuggler satchel spawning is blacklisted in the "near station" area (#85248)

## About The Pull Request
northstar has a lot of tiles in nearstation areas and smuggler satchels
can spawn under them.
closes https://github.com/tgstation/tgstation/issues/78304
## Changelog
🆑 grungussuss
fix: smuggler satchels will no longer spawn in space
/🆑

* Smuggler satchel spawning is blacklisted in the "near station" area

---------

Co-authored-by: grungussuss <96586172+Sadboysuss@users.noreply.github.com>
2024-07-31 07:26:37 +05:30
SkyratBot
b4a0903cbe [MIRROR] refactor pod spawn from code copypaste to use podspawn instead. Add convenient way to spawn multiple items of same type in pod (#29111)
* refactor pod spawn from code copypaste to use `podspawn` instead. Add convenient way to spawn multiple items of same type in pod (#85151)

## About The Pull Request

Refactor pod spawn from code copypaste to use `podspawn` instead.
Add convenient way to spawn multiple items of same type in pod

## Why It's Good For The Game

Nothing player facing. Cleaner code.

## Changelog

🆑
refactor: replace some copypaste code for pod spawn to use `podspawn`
proc instead
code: modify `podspawn` proc to accept amount of item type to spawn in
`spawn` specification
/🆑

* refactor pod spawn from code copypaste to use `podspawn` instead. Add convenient way to spawn multiple items of same type in pod

---------

Co-authored-by: Gaxeer <44334376+Gaxeer@users.noreply.github.com>
2024-07-31 07:25:55 +05:30
SkyratBot
9cec18423f [MIRROR] localizes create_all_lighting_objects (#29110)
* localizes create_all_lighting_objects (#85135)

## About The Pull Request

Moves create_all_lighting_objects to the only thing that uses it - the
lighting subsystem

I saw zero difference in lighting system init time

## Why It's Good For The Game

Reduces global proc pollution and keeps everything in the same place,
improving code readability

## Changelog
🆑
refactor: moves the create_all_lighting_objects proc to the lighting
subsystem
/🆑

* localizes create_all_lighting_objects

---------

Co-authored-by: Jackriip <97582790+Jackriip@users.noreply.github.com>
2024-07-31 07:25:43 +05:30
SkyratBot
90319e252b [MIRROR] Deletes monkey tail DNA block, minor sprite accessory cleanup, monkeys (and lizardpeople) will no longer random spawn without tails (#29062)
* Deletes monkey tail DNA block, minor sprite accessory cleanup, monkeys (and lizardpeople) will no longer random spawn without tails

* fix

* [MIRROR] Deletes monkey tail DNA block, minor sprite accessory cleanup, monkeys (and lizardpeople) will no longer random spawn without tails [MDB IGNORE] (#4013)

* Deletes monkey tail DNA block, minor sprite accessory cleanup, monkeys (and lizardpeople) will no longer random spawn without tails

* Fix conflicts

* Update sprite_accessories.dm

* None of that

* Update horns.dm

* There was more

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: Fluffles <piecopresident@gmail.com>
2024-07-29 21:30:46 +05:30
Ghom
e00eb5ec6a Added a config to override the def gateway delay for specific start points. (#85341)
## About The Pull Request
I've a few gripes with start points and the gateway delay. First of all,
there's no way to discriminate peaceful away locations that do not need
a with a 30 minutes timegate from the rest. Places like the beach and
the museum hardly have anything OP that could tip the scales.

Second, none of the awaystart landmarks have identifiers of their own,
which means all awaystart landmarks from all away missions are linked
under the same destination point datum. This is hardly an issue in the
current state where only one map is ever loaded and all maps have only
one way in that directs you to one of several locations at least until
the gateways are linked, but it's nevertheless something that I have to
take care of, since the config requires it.

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

## Changelog

🆑
config: Added a config for specific gateway delays so locations like the
beach and the museum don't have to take 30 minutes to become available
like the rest.
/🆑
2024-07-29 15:56:09 +00:00
grungussuss
6a2c3550a2 Smuggler satchel spawning is blacklisted in the "near station" area (#85248)
## About The Pull Request
northstar has a lot of tiles in nearstation areas and smuggler satchels
can spawn under them.
closes https://github.com/tgstation/tgstation/issues/78304
## Changelog
🆑 grungussuss
fix: smuggler satchels will no longer spawn in space
/🆑
2024-07-29 15:53:36 +01:00
Gaxeer
39035c5479 refactor pod spawn from code copypaste to use podspawn instead. Add convenient way to spawn multiple items of same type in pod (#85151)
## About The Pull Request

Refactor pod spawn from code copypaste to use `podspawn` instead.
Add convenient way to spawn multiple items of same type in pod

## Why It's Good For The Game

Nothing player facing. Cleaner code.

## Changelog

🆑
refactor: replace some copypaste code for pod spawn to use `podspawn`
proc instead
code: modify `podspawn` proc to accept amount of item type to spawn in
`spawn` specification
/🆑
2024-07-29 15:45:34 +01:00
Jackriip
4d36dfc2ff localizes create_all_lighting_objects (#85135)
## About The Pull Request

Moves create_all_lighting_objects to the only thing that uses it - the
lighting subsystem

I saw zero difference in lighting system init time

## Why It's Good For The Game

Reduces global proc pollution and keeps everything in the same place,
improving code readability

## Changelog
🆑
refactor: moves the create_all_lighting_objects proc to the lighting
subsystem
/🆑
2024-07-29 15:42:14 +01:00
Y0SH1M4S73R
d1ccb530b2 Replaces Auxlua with the byondapi-based Dreamluau (#84810)
## About The Pull Request

Ever since byondapi went stable, I've been meaning to create a
replacement lua library that uses it instead of the auxtools-based
auxlua. After so many months, I've finally got the code just about into
a position where it's ready for a PR.

[Click here](https://hackmd.io/@aloZJicNQrmfYgykhfFwAQ/BySAS18u0) for a
guide to rewriting auxlua scripts for dreamluau syntax.

## Why It's Good For The Game

Code that runs on production servers should not depend on memory hacks
that are liable to break any time Dream Daemon updates.

## Changelog

🆑
admin: Admin lua scripting uses a new library that (probably) will not
break when BYOND updates.
/🆑

## TODO:
- [x] Convert the lua editor ui to TS
- [x] Include a guide for converting scripts from auxlua syntax to
dreamluau syntax
2024-07-28 18:45:49 +00:00
SkyratBot
ce2318494b [MIRROR] Dynamic - fixes a comment for proc/lorentz_to_amount() (#29079)
* Dynamic - fixes a comment for proc/lorentz_to_amount() (#85291)

## About The Pull Request
I'm not going crazy, right? This comment must be wrong unless my math is
wrong...

![image](https://github.com/user-attachments/assets/5fe49a17-04bd-488a-9777-f779869552f7)

## Why It's Good For The Game
Comments don't lie so people don't get their hairs out if their values
don't match with comments

* Dynamic - fixes a comment for proc/lorentz_to_amount()

---------

Co-authored-by: larentoun <31931237+larentoun@users.noreply.github.com>
2024-07-28 13:52:07 +05:30
SkyratBot
2d46f8f5d3 [MIRROR] Makes Voidwalker check SSmapping.is_planetary when spawning (#29080)
* Makes Voidwalker check SSmapping.is_planetary when spawning (#85274)

## About The Pull Request

Per title. Dynamic naturally running will not spawn a voidwalker on
icebox now. ``find_space_spawn()`` checks only for carp landmarks, and
icebox has carp landmarks for the other midround invasion antags. As a
bonus, I also made SSpolling use the cosmic skull sprite to alert ghosts
with.

## Why It's Good For The Game

Just a lil' bug I found. Plus the skull sprite is cool as hell.

![image](https://github.com/user-attachments/assets/6459db22-f4a4-45b6-b770-8ec0d83bc379)

## Changelog

🆑
fix: Voidwalker should not run on planetary maps.
/🆑

* Makes Voidwalker check SSmapping.is_planetary when spawning

---------

Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com>
2024-07-28 13:51:57 +05:30
SkyratBot
fc94ed2f53 [MIRROR] (Black)market Telepad (LTSRBT) Update: Restocking Edition (#29094)
* (Black)market Telepad (LTSRBT) Update: Restocking Edition (#85066)

## About The Pull Request
This is a suggestion that was to me several months ago to add the
ability to pay credits to restock the black market. I liked the idea
because it'd add anothe small reason to buy the board, though I had
forgotten about it shortly after and just happened to remember it now.

So, yeah, you can swat the LTSRBT with a holochip to restock the
market(s). The price is shared amongst all pads and starts at 675
credits, but it doubles up everytime this is done, for obvious balance
purposes.

I've also updated included this new feature in the unit test, given the
LTSRBT new sprites and renamed the Blackmarket subsystem to Market,
because of how it can support different types of market datums, not just
the blackmarket

## Why It's Good For The Game
This adds one more reason to buy and build the LTSRBT and make markets
less dependant on the bad side of RNG, if you have the credits. It's a
bit of a money sink.

## Changelog

🆑
add: You can now restock the black market by hitting the LTSRBT with
enough credits. The price doubles each time this is done.
imageadd: Updated the LTSRBT sprites.
balance: Reintroduced the LTSRBT to cargo for 2000 credits vs the
original 4000 (the ansible and crystals to build it are included btw),
and slightly lowered the average blackmarket price for the same item to
account for shipping costs.
/🆑

* (Black)market Telepad (LTSRBT) Update: Restocking Edition

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-07-28 13:49:35 +05:30
Ghom
27d048f6cb (Black)market Telepad (LTSRBT) Update: Restocking Edition (#85066)
## About The Pull Request
This is a suggestion that was to me several months ago to add the
ability to pay credits to restock the black market. I liked the idea
because it'd add anothe small reason to buy the board, though I had
forgotten about it shortly after and just happened to remember it now.

So, yeah, you can swat the LTSRBT with a holochip to restock the
market(s). The price is shared amongst all pads and starts at 675
credits, but it doubles up everytime this is done, for obvious balance
purposes.

I've also updated included this new feature in the unit test, given the
LTSRBT new sprites and renamed the Blackmarket subsystem to Market,
because of how it can support different types of market datums, not just
the blackmarket

## Why It's Good For The Game
This adds one more reason to buy and build the LTSRBT and make markets
less dependant on the bad side of RNG, if you have the credits. It's a
bit of a money sink.

## Changelog

🆑
add: You can now restock the black market by hitting the LTSRBT with
enough credits. The price doubles each time this is done.
imageadd: Updated the LTSRBT sprites.
balance: Reintroduced the LTSRBT to cargo for 2000 credits vs the
original 4000 (the ansible and crystals to build it are included btw),
and slightly lowered the average blackmarket price for the same item to
account for shipping costs.
/🆑
2024-07-27 17:28:13 -04:00
larentoun
e43a90f912 Dynamic - fixes a comment for proc/lorentz_to_amount() (#85291)
## About The Pull Request
I'm not going crazy, right? This comment must be wrong unless my math is
wrong...


![image](https://github.com/user-attachments/assets/5fe49a17-04bd-488a-9777-f779869552f7)


## Why It's Good For The Game
Comments don't lie so people don't get their hairs out if their values
don't match with comments
2024-07-27 21:21:49 +02:00
The Sharkening
1449bdab3f Makes Voidwalker check SSmapping.is_planetary when spawning (#85274)
## About The Pull Request

Per title. Dynamic naturally running will not spawn a voidwalker on
icebox now. ``find_space_spawn()`` checks only for carp landmarks, and
icebox has carp landmarks for the other midround invasion antags. As a
bonus, I also made SSpolling use the cosmic skull sprite to alert ghosts
with.

## Why It's Good For The Game

Just a lil' bug I found. Plus the skull sprite is cool as hell.


![image](https://github.com/user-attachments/assets/6459db22-f4a4-45b6-b770-8ec0d83bc379)

## Changelog

🆑
fix: Voidwalker should not run on planetary maps.
/🆑
2024-07-27 21:21:20 +02:00
SkyratBot
4ad877a8dd [MIRROR] Fixed possessed blades being broken (#29067)
* Fixed possessed blades being broken (#85090)

## About The Pull Request

Fixed possessed blades being broken

If testing is enabled everyone is polled in ghost polls.

## Why It's Good For The Game

> Fixed possessed blades being broken

oopse

> If testing is enabled everyone is polled in ghost polls.

MUCH eaiser to test

## Changelog

🆑
fix: Fixed possessed blades being broken
code: If testing is enabled everyone is polled in ghost polls.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@ users.noreply.github.com>

* Fixed possessed blades being broken

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@ users.noreply.github.com>
2024-07-26 20:17:33 +05:30
carlarctg
bcf21b2073 Fixed possessed blades being broken (#85090)
## About The Pull Request

Fixed possessed blades being broken

If testing is enabled everyone is polled in ghost polls.

## Why It's Good For The Game

> Fixed possessed blades being broken

oopse

> If testing is enabled everyone is polled in ghost polls.

MUCH eaiser to test

## Changelog

🆑
fix: Fixed possessed blades being broken
code: If testing is enabled everyone is polled in ghost polls.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2024-07-26 07:26:58 +00:00
MrMelbert
8df2c4bee1 Deletes monkey tail DNA block, minor sprite accessory cleanup, monkeys (and lizardpeople) will no longer random spawn without tails (#85112)
## About The Pull Request

- Deletes monkey tail DNA block
- This is not something DNA blocks should be used for. If your only
options are "exists" or "doesn't exist", it doesn't need a DNA block,
you should just remove the tail!

- Minor sprite accessory cleanup
- Replaces a lot of blank SAs with `add_blank` usage. Tested in game and
it works.
- No reason to copy-paste blanks when we have a designated function for
it.

- Randomizing features can no longer select locked features
   - Bugfix, though it doesn't affect us at the moment.

- Monkeys (and lizard people) will no longer random into being tailless
- Felinids can still random into tailless (though that function is
broken ATM)

## Why It's Good For The Game

For the tailless change: 

It's a bit weird for these species to spawn without tails. They're kinda
a huge part of their identity.
I left in the tailless Sprite Accessory, however, so you can still
select them in the prefs menu.

## Changelog

🆑 Melbert
qol: All randomly spawned monkeys (and lizardpeople) will spawn with
tails. You can still select to be tailless.
code: Cleaned up some code relating to species features (like tails,
markings, etc). Report any oddities
/🆑
2024-07-26 07:55:05 +02:00
StrangeWeirdKitten
38c3a6336d Merge branch 'master' of https://github.com/skyrat-ss13/skyrat-tg into upstream-7-24/204 2024-07-25 00:08:53 -06:00
larentoun
47932c4ebf Adds TRAITOR_SCALING_MULTIPLIER to config and makes it a float value (#85162)
## About The Pull Request
Added a missing entry to game_config.txt
Fixed this entry being an integer, not a float

## Why It's Good For The Game
Config can be used to modify the speed at which the traitors progress.
It was missing from the example config.

## Changelog
🆑
config: Added an entry for TRAITOR_SCALING_MULTIPLIER, disabled by
default
/🆑
2024-07-23 16:35:25 -04:00
larentoun
5407a96a98 Adds TRAITOR_SCALING_MULTIPLIER to config and makes it a float value (#85162)
## About The Pull Request
Added a missing entry to game_config.txt
Fixed this entry being an integer, not a float

## Why It's Good For The Game
Config can be used to modify the speed at which the traitors progress.
It was missing from the example config.

## Changelog
🆑
config: Added an entry for TRAITOR_SCALING_MULTIPLIER, disabled by
default
/🆑
2024-07-23 13:27:07 -06:00
projectkepler-RU
5dcae7bce5 Merge pull request #28982 from Skyrat-SS13/upstream-merge-85169
[MIRROR] Corrects 200+ instances of "it's" where it should've been "its" instead
2024-07-24 01:14:27 +07:00
SkyratBot
2d8cb334d3 [MIRROR] Removes 8 cases of double indentation (#28992)
* Removes 8 cases of double indentation (#85140)

## About The Pull Request

Thanks to Potato (Lemon here) on discord for writing a regex to find
these ``^/.*\).*\n\t\t``

## Changelog
🆑
code: Removed 8 cases of double indentation
/🆑

* Removes 8 cases of double indentation

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2024-07-22 22:01:36 +05:30
SmArtKar
77a82d4747 Removes 8 cases of double indentation (#85140)
## About The Pull Request

Thanks to Potato (Lemon here) on discord for writing a regex to find
these ``^/.*\).*\n\t\t``

## Changelog
🆑
code: Removed 8 cases of double indentation
/🆑
2024-07-21 21:57:44 -07:00
norsvenska
aefec7cb2b Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request

it's - conjunction of "it" and "is"
its - possessive form of "it"

grammar is hard, and there were a lot of places where "it's" was used
where it shouldn't have been. i went and painstakingly searched the
entire repository for these instances, spending a few hours on it. i
completely ignored the changelog archive, and i may have missed some
outliers. most player-facing ones should be corrected, though
## Why It's Good For The Game
proper grammar is good

## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
2024-07-21 15:47:03 -04:00
norsvenska
5f80128fa9 Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request

it's - conjunction of "it" and "is"
its - possessive form of "it"

grammar is hard, and there were a lot of places where "it's" was used
where it shouldn't have been. i went and painstakingly searched the
entire repository for these instances, spending a few hours on it. i
completely ignored the changelog archive, and i may have missed some
outliers. most player-facing ones should be corrected, though
## Why It's Good For The Game
proper grammar is good

## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
2024-07-21 13:41:37 -06:00
SkyratBot
c4ebe3da2a [MIRROR] APC and SSmachines hotfixes [NO GBP] (#28930)
* APC and SSmachines hotfixes [NO GBP]

* Update apc_main.dm

* Update apc_main.dm

* Update apc_main.dm

* Update machines.dm

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-20 21:38:22 +05:30
SkyratBot
16854f2358 [MIRROR] The Voidwalker | New Midround Antagonist (#28832)
* The Voidwalker | New Midround Antagonist

* [MIRROR] The Voidwalker | New Midround Antagonist [MDB IGNORE] (#3755)

* The Voidwalker | New Midround Antagonist

* Update role_preferences.dm

* Update sql_ban_system.dm

* Update _bodyparts.dm

* Update role_preferences.dm

* Update lazy_templates.dm

* Update _bodyparts.dm

* Update _bodyparts.dm

* Grep

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2024-07-20 17:44:24 +05:30
SpaceLoveSs13
fa2ab65f07 Missed mirrors (#28919)
Handful of missed mirrors (#3739)

* fix duplicate traits

* Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003)

This PR does a few things but centrally it's all centered around
mechanically enforcing what items are and are-not considered contraband
in-game.

Contraband items are visually indistinguishable from non-contraband. If
an item is Contraband, it can only be detected in two ways:
* After being scanned by an N-Spect scanner, which is a standard item
security item, assuming it still has a charge to do so.
* Via a scanner gate, which can now be upgraded with an N-spect scanner
to allow for it to scan a person and all their contents for contraband.

Contraband items are intended to be determined both logically and
through other relevant examine text. However, here's the short list of
items that are considered contraband, reserving the right to expand the
list.

<details>
  <summary>In hindsight it's kind of a long list.</summary>

* Items that have "contraband" or "illegal" in the name or description.
* Items that allow for the player to obtain other illegal items, that
are NOT particularly stealthy.
* This means that a syndicate uplink is NOT considered contraband, as
they're typically hidden on your person as something else.
* Stealth items under the syndicate uplink, the revolutionary flash, and
some mapped in dangerous items that can come from both syndicate and
company-aligned resources are not considered dangerous.
* Items that are purchased from cargo after emagging or switching to
extended cargo range.
* Items purchased FROM syndicate uplinks, the wizard knowledge scroll,
or other antagonist shops.
* Cursed artifacts/tools magically produced by cultists or heretics.
* Items purchased from the blackmarket.
* Items purchased from the contraband section of vending machines.
* Some drugs and overtly dangerous or criminal byproducts.

</details>

Well, primarily, this is an aid for in-game enforcement of space law.
Based on the length of the above list, we have a LONG, LONG list of
items in-game that are technically considered, in one way or another,
illegal to have on the station, and yet without either metaknowledge of
what those items are, or how they're used, security officers lack some
of the certainty of how to deal with these kinds of encounters.

Additionally to the knowledge aspect of this trait, security officers
may now receive a new civilian bounty to collect items that are
considered contraband, also giving them an incentive to look for and
confiscate contraband that's been found across the station while
upholding space law.

Security has a bounty for 3 different rechargers, and considering access
limitations, most security players aren't going to make this exchange,
so I've lowered the required amount down to 1.

Adjusted the N-spect scanner's description to match it's new
functionality.

The Civilian bounty TGUI now has an additional 1 point of padding to
make it feel less cramped.

https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d

**Updated as of 6/19/2024:**
Additionally, some storage items will block the presence of contraband
when going through a contraband aligned scanning gate. These items
include the infiltrator modsuit core, storage implant, void cloak, the
aptly named smuggler's satchel, and the chameleon kit's backpack.

**Updated as of 6/23/2024:**
N-spect scanner now has contextual screentips.

**Updated as of 6/29/2024:**
Scanner gates are now available in all lathes that have a feature
specific to how scanner gates function. So, includes cargo (contraband),
security (weapons), and medbay (diseases).

Originally, this started out as a way to be able to provide more
in-character and in-flavor bounties for security officers, because they
suck! Most security bounties as they exist right now do the worst
possible things from all respective bounties:
* They detract away from a job's actual responsibilities as opposed to
working with them.
* They're best completed while sitting next to your lathe and running
items back to the bounty pad.
* They exist with such esoteric rarity of high quantity of items that
it's miserable to fulfil.

As a result, I started work on this as a framework to allow security
officers to be further incentivized to collect contraband across the
station, either as a result of the gamemode or just through routine
patrols across the station.

Implementing it as a learning tool for security as well just happened to
work out as an additional bonus, and having a function in-game allowing
newer or less experienced players to know if an item is considered
dangerous or conspicuous also works as a particularly good way to
provide information where a player may not know what they're up against.

If nothing else, this might be interesting to try, and if not, I'll just
snip out the QOL changes from it and we'll see how it goes.

Going forward, I am a bit hesitant about the contraband scanner gate
mode, and as such, will try working with the admin team to determine if
that's a good feature to keep around for game health, while hoping to
give it a chance in the fullness of time.

🆑
add: Items spawned via traitor uplinks or are known illegal contraband
on the station can now be scanned and identified as such by the N-spect
scanners in security. These only applies to overt traitor or antagonist
items, and "stealth" items will not be seen as such.
add: Scanner gates can now be upgraded by using an N-spect scanner on it
to unlock "contraband scanning" mode.
add: Security officers can now be offered a bounty to turn in pieces of
contraband.
add: Some stealthy storage items like storage implants, smuggler's
satchels, void cloaks, the infiltrator modsuit, and the chameleon
backpack will block the presence of contraband on your person when
placed inside.
qol: N-spect scanner contextual screentips.
balance: Recharger security bounties ask for a quantity of 1, down from
3.
qol: security, cargo, and medbay have access to scanner gate boards.
/🆑

---------



* Adds six new strange object powers! (#84775)

DESIGN CONCEPT: Strange Devices are at their best when they're odd tools
which can help a department out, with some strange drawbacks that make
them interesting and unique. Foam for the Janitor, Flashbang for
Security, Teleporter for tiders, Corgimaker for the chef. They're also
ambiguous enough that they can really be used by anyone for silly
hijinks.

Drink Dispenser: Creates a glass, then fills it up with a random drink.

Bioscrambler: After a noticeable warning, bioscrambles people nearby.
33% chance to be used up on use.

Recharger: Shocks you, but recharges one random item to max battery.

Hugger: Hugs everyone in range as if you had the friendly trait.

DImensional: Converts the surroundings to a random material-theme. Each
use increases cooldown by two seconds.

Disguiser: Drops your clothing to the ground and replaces it with a
delete-on-drop costume and a randomly assigned cardboard ID.

Removed an unused and unusable shock flag.

Removed an unused dumb ghost item.

Added a proc that returns a hex color with the # attached.

> DESIGN CONCEPT: Strange Devices are at their best when they're odd
tools which can help a department out, with some strange drawbacks that
make them interesting and unique. Foam for the Janitor, Flashbang for
Security, Teleporter for tiders, Corgimaker for the chef. They're also
ambiguous enough that they can really be used by anyone for silly
hijinks.

Request by ArcaneMusic! He wanted new abilities to go along with the new
sprites, and approved these.

> Removed an unused dumb ghost item.

please stop using costume subtypes for OP items. whats the damn point of
the subtype if youre just going to screw with it

> Added a proc that returns a hex color with the # attached.

idk why it didnt have this tbh

🆑
add: Adds six new strange object powers! Drink dispenser, bioscrambler,
recharger, hugger, dimensional, disguiser.
code: Removed some unused code and items, and added a proc that returns
a random #colorstring.
/🆑

* [NO GBP] the random spawner loot weight config is not an integer (#84814)

Sets `integer` to false.
Also a tidbit about the `skew_loot_weight` proc, though loot lists with
uneven weights all tend to add a value to all entries so it isn't an
issue.

The config isn't an integer.

N/A

* The techweb no longer erroneously refers to MODsuits as exosuits (#84800)

At some point, some of the techweb node descriptions were changed, so
that it referred to certain modsuits as exosuits. This just changes it
back.

The term "exosuit" is generally used for mechs, not modsuits. The
techweb descriptions should refer to modsuits as modsuits.
🆑
spellcheck: The techweb no longer erroneously refers to MODsuits as
exosuits.
/🆑

* Adds new hairstyle - Short Bangs 2 (#84804)

Adds a new hairstyle called Short Bangs 2.
The hairstyle is basically an edit of the existing double buns, except
the hair buns themselves are removed.

https://github.com/tgstation/tgstation/assets/66234359/38fe3b09-c42b-43e6-9e30-949428aab506

More customization, variety and character flavor is great. Double buns
itself is a good hairstyle but some may not like the hair buns out of
personal preference or that it can look weird on non-human species like
felinids.

🆑 Hardly3D
add: Added new hairstyle: Short Bangs 2
/🆑

* Offset render relays for non-offsetting planes to match highest matching render plane (#84184)

**Alternate title: "Fix blind people getting so blind they become deaf
when going down a flight of stairs"**

So 'bout half a week to a week ago I overheard a friend complaining
about blind people not seeing runechat on lower multi-z levels. Asked a
bit, apparently they'd reported this about half a year ago, and it's
still an issue.
So in my never-ending hubris I decided to just go and fix it!
Now, admittedly? I really _really_ do not get the rendering system we
use.
The simple options were right out: we can't allow the fullscreens plane
to be offset, as this causes issues with looking up/down, or disallow
runechat from being offset, which causes issues with runechat from other
levels.

After poking our very cool and smart rendering guy several times over
the course of the last week, this is what we got to:

We simply make the rendering relays for non-offsetting plane masters
point to the highest rendering plane that matches the target.
We do this by offsetting the rendering relays in place, by adjusting
their plane and layer values to match the new offset, with a new
`offset_relays_in_place(new_offset)` proc called in
`/datum/plane_master_group/proc/transform_lower_turfs(...)`.
Importantly, we compare the current layer values to what they should've
been, so we don't accidentally override relays with custom-set layers.

This fixes our issue (as tested on wawastation):
<details>
  <summary>Images</summary>

![image](https://github.com/tgstation/tgstation/assets/42909981/c6a10e04-dd08-4642-bc4d-d99ae5004a40)

![image](https://github.com/tgstation/tgstation/assets/42909981/740dc894-7495-4c35-b729-ffcc539ca928)

![image](https://github.com/tgstation/tgstation/assets/42909981/986433a7-e66e-408a-8e77-1f1eb89cb67c)

</details>

Fixes #80376.
🆑
fix: You can see runechat above fullscreen overlays on lower multi-z
levels again. Rejoice, blind players. Please report any weird rendering
layering issues.
/🆑

* illegal tech flag got changed

* Automatic changelog for PR #84003 [ci skip]

* Automatic changelog for PR #84775 [ci skip]

* Automatic changelog for PR #84800 [ci skip]

* Automatic changelog for PR #84804 [ci skip]

* Automatic changelog for PR #84184 [ci skip]

* Makes the smoking pipe sprite not give you a phantom stache. (#84898)

The smoking pipe currently gives you a phantom stache. Observe, note the
black background and know this character has no facial hair.

![image](https://github.com/tgstation/tgstation/assets/70115628/2939afa9-e4e4-4ee2-b38b-fc517e207d01)
I basically adjusted the pixels so it'd look better from different
directions.
This is the new look - approximately.

![image](https://github.com/tgstation/tgstation/assets/70115628/55e23d8e-2367-468a-94c2-9c5741f34762)
Smoking pipe is cool for RP but the sprite's fucked.
🆑
image: the smoking pipe's directional looks have been altered to make it
less ugly
/🆑

(cherry picked from commit c499c51bb3)

* Automatic changelog for PR #84898 [ci skip]

(cherry picked from commit 1e80a72dee)

* Revert "Automatic changelog for PR #84898 [ci skip]"

This reverts commit 1ddc7d43de30bb7ef029d1ddd39f86ded94e110c.

* Revert "Makes the smoking pipe sprite not give you a phantom stache. (#84898)"

This reverts commit b66b9d634e5f28e40e800586d4642468049767e6.

---------

Co-authored-by: FlufflesTheDog <piecopresident@gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com>
Co-authored-by: Hardly3D <66234359+Hardly3D@users.noreply.github.com>
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: orange man <61334995+comfyorange@users.noreply.github.com>
Co-authored-by: NewyearnewmeUwu <70115628+NewyearnewmeUwu@users.noreply.github.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2024-07-20 14:23:18 +05:30
SkyratBot
0a84ecdee5 [MIRROR] Emitters and Shieldgens work roundstart, APCs charge evenly (#28897)
* Emitters and Shieldgens work roundstart, APCs charge evenly

* modular

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-20 09:36:40 +05:30
Andrew
5aa4604bce APC and SSmachines hotfixes [NO GBP] (#85043)
## About The Pull Request

Fixed an issue with APC icon not turning green from #84983


![NVIDIA_Overlay_tnqmxMvWAt](https://github.com/user-attachments/assets/a2c74636-9783-4c6c-8591-6064dbe5ea38)

Also changed the implementation of the way the emitters are prioritized.
Now there are separate lists for early and late processing machines.

## Why It's Good For The Game

Bug fixes, better power distribution, power monitors showing reliable
data

## Changelog

🆑
fix: APC icon properly turns green on full charge
fix: APC shows correct charging rate in UI
code: Added early machine process for shield generators and emitters to
prioritize power draw
code: Added late machine process for power monitors to gather accurate
powernet load
/🆑
2024-07-19 01:18:38 +02:00
larentoun
cedb74519d Fixes Research queue runtimes (#85020)
## About The Pull Request
Research Queue now checks the correct datum instead of trying to call
procs on keys. This fixes automatic research for free nodes.

## Why It's Good For The Game
Fixes good, runtimes bad

## Changelog
🆑
fix: Free items in research queue will now correctly be researched
automatically.
/🆑
2024-07-17 16:27:13 -04:00
larentoun
e333c72d50 Fixes Research queue runtimes (#85020)
## About The Pull Request
Research Queue now checks the correct datum instead of trying to call
procs on keys. This fixes automatic research for free nodes.

## Why It's Good For The Game
Fixes good, runtimes bad

## Changelog
🆑
fix: Free items in research queue will now correctly be researched
automatically.
/🆑
2024-07-17 20:11:04 +02:00
Andrew
69c935dbf1 Emitters and Shieldgens work roundstart, APCs charge evenly (#84983)
## About The Pull Request

Fixed the issue when the power priority was preferring random machinery
around the station over the crucial Emitters and Shieldgens.

Because of how the consumers are selected right now, PACMAN attached to
a station network will give power for the machinery/lights/environment
of a random APC instead of the emitters next to it.

This also makes power sinks process before APCs.

Also made APCs charge in cascades within a powernet:

1. APCs try to charge to 5% to enable environment channel.
2. When all are above 5%, then allow APCs to charge to 20% to enable
lighting channel
2. When all are above 20%, then allow APCs to charge to 35% to enable
equipment channel
3. When all are above 35%, then allow APC to charge to full battery

As a result, a low-rate power source can provide enough power to at
least make all airlocks working and have dim lights enabled.

Charlie station APCs after you run PACMAN with 15 uranium sheets:

![image](https://github.com/user-attachments/assets/7bb282da-2189-4123-a31b-c5f294a092cb)

## Why It's Good For The Game

Makes emitters actually work, instead of having people fire kisses at SM
to raise the internal energy.
Makes it possible to use PACMAN to kickstart SM.
Gives a reason to set up solars.
Makes the power distribution more fair and equal after the recent APC
battery buff.

## Changelog

🆑
fix: Fixed emitters, shield gens and other wired machinery having lower
power consumption priority than APCs
qol: Made APCs charge more evenly to ensure that environment and lights
are working everywhere before giving the power for equipment
/🆑
2024-07-17 09:22:43 +02:00
SkyratBot
fabae971c3 [MIRROR] Positive moodlets when examining high-value paintings, plus tgui nitpicks (#28861)
* Positive moodlets when examining high-value paintings, plus tgui nitpicks (#84646)

## About The Pull Request
This PR makes it so that, when framed, paintings can give positive
moodlets based on their art element, which is based upon their
patronage, meaning, the higher tha patronage, the better the positive
moodlets.

This PR also adjusts the tgui states to allow observers to interact with
the painting, but only for zooming in and out. And expands the tgui
window a little so hopefully you can see the plaquette when it's framed.

## Why It's Good For The Game
Higher-valued pieces tend to also look better, right? . . . right?
Ok, jokes apart, I think this is a nice touch to paintings.

## Changelog

🆑
add: Examining high-value paintings now can give a positive moodlet.
qol: Observers can now zoom paintings in and out in the UI.
/🆑

* Positive moodlets when examining high-value paintings, plus tgui nitpicks

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-07-16 10:46:02 +05:30
Ghom
86d9bae412 Positive moodlets when examining high-value paintings, plus tgui nitpicks (#84646)
## About The Pull Request
This PR makes it so that, when framed, paintings can give positive
moodlets based on their art element, which is based upon their
patronage, meaning, the higher tha patronage, the better the positive
moodlets.

This PR also adjusts the tgui states to allow observers to interact with
the painting, but only for zooming in and out. And expands the tgui
window a little so hopefully you can see the plaquette when it's framed.

## Why It's Good For The Game
Higher-valued pieces tend to also look better, right? . . . right?
Ok, jokes apart, I think this is a nice touch to paintings.

## Changelog

🆑
add: Examining high-value paintings now can give a positive moodlet.
qol: Observers can now zoom paintings in and out in the UI.
/🆑
2024-07-15 14:13:24 +01:00
Waterpig
b11037632c Merge branch 'master' into upstream-2407c 2024-07-15 10:50:28 +02:00
Waterpig
a3b79bb3b3 Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-2407c 2024-07-15 10:13:59 +02:00
SkyratBot
a585b40a1c [MIRROR] Research queue (#28846)
* Research queue (#84731)

## About The Pull Request

<img alt="2dZbpr8MK1"
src="https://github.com/tgstation/tgstation/assets/3625094/dd78feba-224a-41a1-8d4a-83af3a8b68df">

Added an ability to queue up to one node per player in a techweb for an
automatic research.

You can queue up a node only when all requirements are met, but there
are not enough points.

People can't research when there is something in the queue, only add
things to the queue. So a 40 points node can't be researched if someone
queued up a 200 points node ahead of it.

When a node is enqueued by RD, it is placed in front of the queue.

The research button is available when the queue is empty.

TODO:

- [x] Bypass queue when the node cost is zero

## Why It's Good For The Game

No need to stay at the console to wait for the points. No "Research"
button spamming.

## Changelog

🆑
qol: Research nodes can be queued, one per player. RDs can place their
node at the beginning of the queue.
/🆑

* Research queue

---------

Co-authored-by: Andrew <mt.forspam@gmail.com>
2024-07-15 10:05:42 +05:30
BurgerLUA
a9ab9c83d9 Adds Antag Tickets (#1599) 2024-07-14 20:52:49 -06:00
Andrew
41ff0fbb40 Research queue (#84731)
## About The Pull Request

<img alt="2dZbpr8MK1"
src="https://github.com/tgstation/tgstation/assets/3625094/dd78feba-224a-41a1-8d4a-83af3a8b68df">


Added an ability to queue up to one node per player in a techweb for an
automatic research.

You can queue up a node only when all requirements are met, but there
are not enough points.

People can't research when there is something in the queue, only add
things to the queue. So a 40 points node can't be researched if someone
queued up a 200 points node ahead of it.

When a node is enqueued by RD, it is placed in front of the queue.

The research button is available when the queue is empty.

TODO:

- [x] Bypass queue when the node cost is zero

## Why It's Good For The Game

No need to stay at the console to wait for the points. No "Research"
button spamming.

## Changelog

🆑
qol: Research nodes can be queued, one per player. RDs can place their
node at the beginning of the queue.
/🆑
2024-07-15 14:03:24 +12:00
Time-Green
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

![image](https://github.com/tgstation/tgstation/assets/7501474/e2bbac33-bac8-4eb9-9042-994904ebec18)

![image](https://github.com/tgstation/tgstation/assets/7501474/b76df700-84d4-4722-bf6f-2e2049c345b3)

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.


![image](https://github.com/tgstation/tgstation/assets/7501474/ea90bf9b-b8d1-4d46-8c69-7b0900e8e50c)

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>
2024-07-14 18:57:44 +00:00
SkyratBot
5741e1893d [MIRROR] Toggle the ability for the dead to vote in-game + understandability for the dead whether voting is disabled. (#28819)
* Toggle the ability for the dead to vote in-game + understandability for the dead whether voting is disabled. (#84352)

## About The Pull Request

Adds a convenient switch to change the ability to vote dead (previously
only in the config), and also turns off the button and adds a tooltip to
let players know why they can't vote (previously, you could just click,
since the button wasn't turned off, but the vote didn't count).

https://github.com/tgstation/tgstation/assets/78199449/404aac9c-0b41-4c16-8ffd-2a435cf25e2c

## Why It's Good For The Game

At the right moments, you can just stop considering the opinions of dead
players.
The dead players will be able to understand why they can't vote.

## Changelog

🆑 Vishenka0704
qol: With voting turned off for the dead, you can now understand why you
can't vote (being dead).
admin: Voting switch for the dead players
/🆑

* Toggle the ability for the dead to vote in-game + understandability for the dead whether voting is disabled.

---------

Co-authored-by: Yaroslav Nurkov <78199449+AnywayFarus@users.noreply.github.com>
2024-07-13 14:59:47 +05:30
SkyratBot
c3cf3ea5d6 [MIRROR] Full revert of #79995 (tri-ai station trait). Partal revert of #81681 (human ai) (#28820)
* Full revert of #79995 (tri-ai station trait). Partal revert of #81681 (human ai)

* Update neutral_traits.dm

---------

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com>
2024-07-13 14:59:32 +05:30
Kyle Spier-Swenson
45ca1717d0 Full revert of #79995 (tri-ai station trait). Partal revert of #81681 (human ai) (#84850)
#79995 removed the verb and secrets button for no reason. This means you
can no longer decide to do tri-ai in the lobby, you have to do it next
round or make players suffer thru another init cycle.

**__In general systems that require things be decided the previous round
are really fucking annoying and should be minimized to only specific
things that absolutely have to for technical reason.__**

This is not one of them.

I do not have the time to redesign the station trait to make use of the
existing admin code so this is a full revert instead.

If the station trait is re-added, it should be done so without removing
the secrets button or admin verb.

#81681 had an undocumented and un-atmoized change, in that it removed a
job related signal needlessly, that undocumented change has been
reverted because this system used that signal.

@Fikou 
@JohnFulpWillard 

(also cc @tralezab and @Ghommie as you merged the reverted prs)
2024-07-13 11:07:09 +12:00
Yaroslav Nurkov
fa0d602da6 Toggle the ability for the dead to vote in-game + understandability for the dead whether voting is disabled. (#84352)
## About The Pull Request

Adds a convenient switch to change the ability to vote dead (previously
only in the config), and also turns off the button and adds a tooltip to
let players know why they can't vote (previously, you could just click,
since the button wasn't turned off, but the vote didn't count).



https://github.com/tgstation/tgstation/assets/78199449/404aac9c-0b41-4c16-8ffd-2a435cf25e2c

## Why It's Good For The Game

At the right moments, you can just stop considering the opinions of dead
players.
The dead players will be able to understand why they can't vote.

## Changelog

🆑 Vishenka0704
qol: With voting turned off for the dead, you can now understand why you
can't vote (being dead).
admin: Voting switch for the dead players
/🆑
2024-07-12 16:47:51 -06:00
SkyratBot
0db1b9fc85 [MIRROR] Feedback: splits the stats for account age and job exp related job preference denials (#28785)
* Feedback: splits the stats for account age and job exp related job preference denials (#84854)

* Feedback: splits the stats for account age and job exp related job preference denials

---------

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2024-07-12 09:35:53 +05:30
lessthanthree
396b36393c [MIRROR] Incident displays: wallening edition [MDB IGNORE] [NO GBP] (#28784)
* [MIRROR] Incident displays: wallening edition [MDB IGNORE] (#3685)

* Incident displays: wallening edition (#84812)

## About The Pull Request

Redoes the delam/tram incident displays to be wallening compatible.

![image](https://github.com/tgstation/tgstation/assets/83487515/34c4c930-7fe8-4dda-b95a-60d3011cb047)

## Why It's Good For The Game

Looks better, and won't be jank when wallening comes.

## Changelog

🆑 LT3
image: Incident displays got a makeover
/🆑

* Automatic changelog for PR #84812 [ci skip]

* am template

* maps

* Update scram.dm

---------

Co-authored-by: orange man <61334995+comfyorange@users.noreply.github.com>
# Conflicts:
#	_maps/map_files/VoidRaptor/VoidRaptor.dmm
#	modular_skyrat/modules/delam_emergency_stop/code/scram.dm

* Automatic changelog for PR #3685 [ci skip]

* Delam scram counter penalty (#1977)

* penalties for delam scram

* do it in the main check

* max penalty of 16

* reset to 0, shrimple

* reset on activation
# Conflicts:
#	modular_skyrat/modules/delam_emergency_stop/code/scram.dm

* Automatic changelog for PR #1977 [ci skip]

* Update KiloStation.dmm

---------

Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com>
2024-07-12 09:35:21 +05:30
Kyle Spier-Swenson
69d8c2eaa7 Feedback: splits the stats for account age and job exp related job preference denials (#84854) 2024-07-11 16:52:55 +01:00
_0Steven
5e753b6788 Offset render relays for non-offsetting planes to match highest matching render plane (#84184)
## About The Pull Request

**Alternate title: "Fix blind people getting so blind they become deaf
when going down a flight of stairs"**

So 'bout half a week to a week ago I overheard a friend complaining
about blind people not seeing runechat on lower multi-z levels. Asked a
bit, apparently they'd reported this about half a year ago, and it's
still an issue.
So in my never-ending hubris I decided to just go and fix it!
Now, admittedly? I really _really_ do not get the rendering system we
use.
The simple options were right out: we can't allow the fullscreens plane
to be offset, as this causes issues with looking up/down, or disallow
runechat from being offset, which causes issues with runechat from other
levels.

After poking our very cool and smart rendering guy several times over
the course of the last week, this is what we got to:

### The technical bits

We simply make the rendering relays for non-offsetting plane masters
point to the highest rendering plane that matches the target.
We do this by offsetting the rendering relays in place, by adjusting
their plane and layer values to match the new offset, with a new
`offset_relays_in_place(new_offset)` proc called in
`/datum/plane_master_group/proc/transform_lower_turfs(...)`.
Importantly, we compare the current layer values to what they should've
been, so we don't accidentally override relays with custom-set layers.

This fixes our issue (as tested on wawastation):
<details>
  <summary>Images</summary>
  

![image](https://github.com/tgstation/tgstation/assets/42909981/c6a10e04-dd08-4642-bc4d-d99ae5004a40)

![image](https://github.com/tgstation/tgstation/assets/42909981/740dc894-7495-4c35-b729-ffcc539ca928)

![image](https://github.com/tgstation/tgstation/assets/42909981/986433a7-e66e-408a-8e77-1f1eb89cb67c)
  
</details>

## Why It's Good For The Game

Fixes #80376.
## Changelog
🆑
fix: You can see runechat above fullscreen overlays on lower multi-z
levels again. Rejoice, blind players. Please report any weird rendering
layering issues.
/🆑
2024-07-11 01:05:07 -07:00