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3836 Commits
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8a6db3b445 |
Buffs the L6 Saw (#2639)
## About The Pull Request Buffs the L6 saw ~ 30 percent more damage ## Why It's Good For The Game The l6 saw has always been left behind for a nukie weapon. This will help get it to a better state. - /obj/projectile/bullet/a7mm (normal ammo) 30 --> 39 - /obj/projectile/bullet/a7mm/ap (AP ammo) 25 --> 30 - /obj/projectile/bullet/incendiary/a7mm (Incendiary Ammo) 15 --> 20 - /obj/projectile/bullet/a7mm/bouncy (bouncy ammo) 20 --> 25 ## Proof Of Testing It compiles and works. ## Changelog 🆑 balance: Increases the L6 Saw damage by around 30 percent /🆑 |
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5961aa3b53 |
Fixes improper static list declarations + adds grep for it (#87207)
## About The Pull Request I randomly came across a `var/list/static` in the code, which does not actually do what was intended, and thought it was silly. A ctrl+f revealed that this was a fairly common mistake, so I went and fixed all the instances of it I could find. ~~Including one in lighting code, which it looked like they were trying to create a global list to cache generated lighting sheet values for speed, but it was just a normal list that got created each time pointlessly. Now those values are actually being cached (using a global var, because a `static` list was not the right thing to use there in the first place).~~ Nevermind, it seems that this was in fact being cached even if it shouldn't have been, because byond. Just rearranged it there seeing as it works either way. ## Why It's Good For The Game Code that does what it's supposed to ## Changelog 🆑 fix: fixes a bunch of improper static list declarations /🆑 # Conflicts: # code/game/objects/items/kirby_plants/kirbyplants.dm |
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ec1eb8bd64 |
ballistics handling sounds try 2 (#87053)
## About The Pull Request just trying to salvage https://github.com/tgstation/tgstation/pull/85603 mostly https://github.com/user-attachments/assets/32f4634a-ff76-4a4e-9ddb-7607e1e7a2d0 ## Why It's Good For The Game more sound variety ## Changelog 🆑 grungussuss sound: ballistics have new handling sounds /🆑 |
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cd8aae5100 |
General maintenance for inducer (#86929)
## About The Pull Request **1. Qol** - Adds examines & screentips for screwdriver act, inserting & removing cell **2. Code Improvements** - Autodocs & removes some unused/redundant vars - Corrects return values of `screwdriver_act()` **3. Fixes** - Fixes #85408. Charging is consistent with cell rating & scales for higher tier cells - Syndicate inducers now uses super batteries not cells so they have higher charge **4. Refactor** - Moved attack chain to `item_interaction()` & `interact_with_atom()` & removes a lot of procs to merge with this new attack chain ## Changelog 🆑 qol: adds extra examines & screentips for inducer fix: inducer charging rate scales with cell rating fix: syndicate inducers now have correct charge & batteries installed refactor: inducer attack chain has been improved & redundant vars/procs have been removed, report bugs on github /🆑 --------- Co-authored-by: Sealed101 <cool.bullseye@yandex.ru> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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d658634152 |
Returns the original Revolver look for traitors (#87039)
## About The Pull Request Returns the original look of the revolver for traitors:  While still giving Nuclear Operatives the red-revolver:  Re-flavors the red revolver to a "Badass Revolver" as well, so that it helps differentiate it a bit more:  ## Why It's Good For The Game I always thought that the red "Syndicate Revolver" was way too on the nose and dorky, especially for undercover agents. However, I thought that dorkiness was a perfect fit for the Nuclear Operatives who love painting all of their gear to be red and over-the-top badass looking. ## Changelog 🆑 image: Traitors now get the classic Revolver in their uplink. Nuclear Operatives still keep the red look for their revolvers. /🆑 |
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a13d317796 | Changes weak_against_armour to weakness_against_armour (#86973) | ||
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e59d8ba64b | Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b | ||
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f8faccd70a | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-10a | ||
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bb70889f6e |
TG Upstream Part 1
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff |
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63f78024c6 |
Reverting PR #1223, which removed gun safeties (#2170)
<!-- 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 This PR reverts Bubberstation/Bubberstation#1223 aka "RULE 1: Always keep the muzzle pointed in a safe direction", which disabled gun safeties on Bubberstation. ~~Does not add new content, solely re-enables gun safeties by reverting the PR that disabled them.~~ EDIT: Reverts the removal of gun safeties, guns also now disable their safety when you attempt to fire with an enabled safety. ~~Untested but it should work fine, as the original simply comments out the line that adds safeties.~~ EDIT: Locally tested, works as intended, compiles with no errors or warnings <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game Gun safeties are a good feature for preventing accidental misclicks and shooting a gun. On top of this, there is an RP aspect to disabling a safety during an interaction when one or more people have a gun. It's easy to ignore if you don't want to use it and quite helpful if you do want to use it. Along with this, there's an 80% majority for re-adding safeties on the #suggestions channel in the discord:  Ultimately I believe people want this to be re-added and for a mechanic that is ultimately optional I don't see a reason to deny it. <!-- 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. --> ## Proof Of Testing ~~N/A, this revert shouldn't cause issues. I can locally test it to ensure it works if you would like.~~ Locally tested, functions as expected. <!-- Compile and run your code locally. Make sure it works. This is the place to show off your changes! We are not responsible for testing your features. --> ## 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 its 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: Re-adds gun safeties add: Guns with enabled safeties will disable their safeties if you attempt to fire with it on. /🆑 <!-- 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. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> --------- Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com> |
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68be76e817 |
Journeying Hitchhikers Shuttle Events + Bugfixes (#86655)
## About The Pull Request Adds the following new general shuttle events:_ **Hitchhiker** - 1% chance - A single assistant in an EVA suit and some PBJs in a suitcase **Assistant Wave** - 0.1% chance - Spawns 10 assistants with internals - For clarity, they don't get sent to the shuttle, but get launched at it from space. It's a scuffle of 10 assistants trying to get in without being spaced or succumbing to the cold/pressure **Intern Wave** - Admin only - Unarmed and armed version - Spawns centcom interns, with a little announcement to warn they're coming I've also fixed projectiles bugging out and admin forced shuttle events not activating if they were added after the shuttle launched <details> <summary>Admin only events added</summary> **Nukie** Spawns a single nukie, armed with a shotgun, pistol and edagger. Basically the deathmatch nukie loadout, you dont want to fight this **Meaty ores** Meaty-ores meteors. Have a 4% chance to hit the shuttle, posing a potential hazard **3 player controlled fire-sharks** 3 fire sharks controlled by players. Not much to talk about here **Fireball Wave** Shoots a wave of fireballs at the shuttle. I think it's cool but apparently shuttle walls and windows deflect fireballs so it's kind of moot unless you're outside :/ </details> ## Why It's Good For The Game The assistant and hitchhiker events are some flavoring that I thought up a while ago. The Hitchhiker is just intentionally a flavor addition, but the assistant wave and intern wave can be used by admins to repopulate or retake the emergency shuttle as well. ## Changelog 🆑 add: Adds an assistant and hitchiker shuttle event, replenishing the crew mid flight! admin: Adds two intern wave shuttle events code: You can now supply shuttle events with outfits! code: You can now shoot projectiles with the shuttle events! fix: Fixes projectiles bugging out when fired in shuttle transit space fix: Fixes admin forced shuttle events not activating when added mid transit /🆑 |
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ac6231b432 |
Rebalances Donksoft vendors. (#86542)
## About The Pull Request    Notable changes: - Prices have been increased across the board. They're about on par with the good clean fun vendor now. - Less of each item. The machine will have to be restocked more often. - Fake emags and fake hot potatoes are now avaliable. - The ammo boxes are half-size boxes (20 darts) in the non-syndicate vendor. Each foam dart costs 5 credits, and every riot dart costs 10 credits. The syndicate vendor sells the old size of boxes (40 darts) for the same price, getting twice as many darts per credit. - Syndicate balloon is now in the contraband section. There is only one of them per vendor and they cost 999 credits. - Replica space suits come in boxes now, instead of the parts being bought seperately. - All toy guns bought from the syndicate vendor are loaded with riot darts. - No more discounts for service jobs. Everyone pays the full price. ## Why It's Good For The Game The current vendor isn't balanced very well, the pricing is a placeholder and the vast amounts of gear in them make them a destabilizing element when it makes its way on station. Spawning a lot of high-end riot dart guns is easy, and the fact that this has 5 syndicate balloons with a value of 20 telecrystals avaliable for effectively free is simply absurd. Reining it in a little makes it easier for mappers and admins to put these machines in player-accessible spots without worrying about it derailing rounds or empowering griefers. Additionally, this change makes this vendor play nicer with the new vending restock economy. None of the pricing changes affect any vending machine that was mapped in off the station z-level. Lavaland syndicates will continue not to be charged for using their machine. ## Changelog 🆑 balance: Donksoft vendors now stock slightly more items, slightly less of each item, and has increased prices across the board. /🆑 |
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3f0b4abb8d |
Replaces world.icon_size (and some magic numbers) with defines (#86819)
## About The Pull Request All usages of world.icon_size in code have been replaced with new `ICONSIZE_X`, `ICONSIZE_Y` and `ICONSIZE_ALL` defines depending on context Replaces some "32" magic numbers with the defines A few bits of code have been modified to split up x/y math as well ## Why It's Good For The Game Magic number bad, code more readable, code more flexible and I'm told there's an access cost to doing world.icon_size so minor performance gains ## Changelog 🆑 tonty code: made some code relating to the world's icon size more readable /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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18ffabca05 |
Laser Musket & Smoothbore Disabler BUFFS (Crank it AND Run) (#86867)
## About The Pull Request This rebalances the Laser Musket and Heroic Laser Musket Replaces glasses with 2 drinking glasses in the crafting recipe Removes 2-handed demand Standard shot damage slightly increased and stamina damage greatly decreased Heroic shot made a 3-round scatter shot, very powerful, damage and stamina damage decreased to compensate Crank-charge weapons, except the thermal revolvers, can be charged while moving Muskets can also be worn on jackets ## Why It's Good For The Game These things were severely underused, and I always kinda wanted them to be crankable while you moved, I just didn't know how. This should also help the Militiamen ERT be less of a joke. I would appreciate balanceposters giving some advice on the numbers if you're seeing this. The heroic musket is incredibly rare, and SHOULD be pretty powerful. ## Changelog 🆑 balance: laser muskets have been rebalanced balance: crank weapons can be charged while moving /🆑 |
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d4ac95a0e1 |
Nobody expects the span inquisition: replaces most <span>s with macros (#86798)
## About The Pull Request 123 changed files and multiple crashes after writing broken regex, I replaced most remains of direct spans with macros. This cleans up the code and makes it easier to work with in general, see justification for the original PR. I also fixed a bunch of broken and/or unclosed spans here too. I intentionally avoided replacing spans with multiple classes (in most cases) and spans in the middle of strings as it would impact readability (in my opinion at least) and could be done later if required. ## Why It's Good For The Game Cleaner code, actually using our macros, fixes borked HTML in some places. See original PR. ## Changelog Nothing player-facing |
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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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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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7d3004bc79 |
Removes caps from many improper items (#86759)
## About The Pull Request Removes caps from many improper items. For example - Heated Rebar Crossbow -> heated rebar crossbow I've kept a lot of items untouched because for some reason or another it felt nicer to me that they be, uh, capsed. For example Hat of the Honkmother, anything that has 'weight' to it. There's also some minor name changes that I think fit better, such as Rebar Storage Quiver -> rebar quiver. I mean, we already know it's for storage. That's the whole point of quivers. ## Why It's Good For The Game This is one of my biggest pet peeves, Randomly Capitalized Items For No Reason. It looks sloppy, awkward, and half-assed. This PR brings a lot of the worst offenders in line. if your name isn't a proper noun it almost never should have caps. ## Changelog 🆑 spellcheck: Removes caps from many improper items /🆑 --------- Co-authored-by: LT3 <83487515+lessthnthree@users.noreply.github.com> |
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ff87c71689 |
Various syndicate crossbow adjustments (#86781)
## About The Pull Request
Adjustments have been made to the Syndicate Crossbow to address its
current strength and balance issues. The weapon is being heavily abused
due to its overpowering combination of damage and utility. These changes
aim to reduce its effectiveness while maintaining its role in the game.
List of Changes:
Syndicate Rebar Bolt Damage: Reduced to 45 from 55.
Hydrogen Bolt Damage: Reduced 35 from 55.
Hydrogen Bolt Wound chance: reduced to 0 to prevent delimbing.
Quiver Reload: Reload is now interrupted by movement.
Quiver Reload: Reload increased 1.2 seconds from 0.8 seconds.
Crossbow TC Cost Increased to 12 from 10.
Quiver size: Increased to normal from small.
Edit : after some more thought and looking at the original creator's
ideal, i've made some more changes. I've adjusted damage slightly to
still fit in damage breakpoints but not rely on mood. Syndicate crossbow
was meant to be a sidegrade to the syndicate revolver, it is currently
an upgrade, even with these changes.
## Why It's Good For The Game
The Syndicate Crossbow’s high damage output, especially with hydrogen
bolts, makes it overly powerful, leading to imbalanced gameplay.
Reducing the damage brings it more in line with other weapons like the
syndicate revolver while ensuring it still remains useful in certain
situations.
We should consider this weapon as a sidegrade to the syndicate revolver,
we should look at what armor does to the damage. With these changes, we
kill both a security officer and an unarmored crew member in 3 shots.
The revolver kills an unarmored crew member in 2 shots but an armored
security officer in 3 or 4, depending on their mood.
Comparing the Syndicate crossbow to the Syndicate Revolver, it is easier
to find ammo for, has higher armor pen, is easier to store ammo for,
easier to reload, has a scope, and the ammo is reusable. The crossbow
needs a bit more of a trade-off than some reduced ammo capacity.
Metal hydrogen bolts fill a niche for silently killing pets across the
map, not killing the entire station from a 1x1 hole in maintenance. They
have no reason to be doing as much damage as syndicate rebar bolt damage
or close to zaukerite bolts which are significantly more difficult to
make.
With the introduction of the syndicate quiver, the syndicate crossbow
has gotten significantly more powerful. Much of the clunkiness that made
it 'worse' than the syndicate revolver has been removed (similar TC
cost, damage, utility. 13 TC for revolver, 10 TC for crossbow). The
increase in power deserves an increase in TC cost. The syndicate
crossbow was meant to be a sidegrade to the syndicate revolver, we can
adjust the price so balance between them is more cut and dry.
The ability to reload the crossbow with the quiver while moving is also
a bit too strong. It effectively gives you a magazine of 20 shots while
in active combat. You can spam your reload keybind and left mouse button
while moving to continue firing at a rate of one shot per 0.8 seconds. I
feel like this kind of defeats the entire idea behind the crossbow.
Edit : I found while testing that I could still reload while moving at
0.8 second reload if i stutter step, I could still reload during combat.
I've increased it to 1.2 seconds.
Quiver size was increased because it's silly for a quiver with 20 bolts
to be able to fit in a box
## Changelog
🆑
balance: Syndicate Rebar Bolt damage reduced to 45 from 55.
balance: Hydrogen Bolt damage reduced to 35 from 55.
balance: Syndicate Quiver reload is now interrupted by movement.
balance: Syndicate Quiver reload increased to 1.2 seconds from 0.8
seconds.
balance: Crossbow TC cost increased to 12 from 10.
balance: Quiver size increased to normal from small.
/🆑
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e8fe0f4e1e |
Fixes ballistic weapons not making any firing sound (#86250)
## About The Pull Request Fixes https://github.com/NovaSector/NovaSector/issues/4337 https://github.com/tgstation/tgstation/pull/85470 added some checks in `/obj/item/gun/ballistic/shoot_live_shot()` that were causing runtimes in probably most of the ballistic gun types. To see for yourself just take out a revolver and shoot it a few times, then check the runtimes log. The runtime was preventing the parent `/obj/item/gun/ballistic/shoot_live_shot()` from being called, which is where the firing sound gets played. Fix is just acknowledging that `chambered` can be null at this point in the call chain and adding a quick check in there for good measure. Also fixes the runtime here, though that one didn't cause any functional bugs apart from polluting the log since it occurs at the end of the proc.  Also adds a missing multiline list comma that I noticed cough. ## Why It's Good For The Game Guns go boom again. ## Changelog 🆑 fix: due to a clerical error, all ballistic guns were shipping with built-in silencers. this has been resolved-they will now make noise once again when fired. /🆑 |
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4c58bf51db |
Fixes the offsets of the chimp shotgun (#86632)
## About The Pull Request Gee... ## Why It's Good For The Game ## Changelog 🆑 fix: Fixed the offsets of the chimp shotgun when held. /🆑 |
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a4e7929a3b |
Lighters use welding fuel and can be used as welders in some cases (#85941)
## About The Pull Request Lighters now have welding fuel which can be filled/extracted by hand, giving a small but consistent source of welding fuel for non-chemists. Welding fuel is now required for these lighters to work, they'll close automatically once they're out of fuel. They last for a minute, zippo lasts 2 minutes, before they need to be refuelled. It can have other reagents put into it but it only checks for welding fuel, so it won't work at all unless its got some. They can be used as welding tools in minor cases, mostly fixing things and welding doors shut, but can't do big things like deconstruction, except the xenobio one because it's a lot hotter than the normal lighter. Also added a baseline support to check for heat to perform certain welds, before heat is just this binary "has or doesnt have heat", which made its value useless. ## Why It's Good For The Game Adds a ghetto way of getting welding fuel, hiding reagents, and a ghetto welding tool without being something that prisoners could break out of prison with. They could weld the doors shut which is a little funny, security still has proper welding tools to counter it. It also currently is kinda lame that lighters could just be open 24/7, unlike matches which has a lifespan of 10 seconds each or something. ## Changelog 🆑 add: Lighters now use and require welding fuel to work, but can be used as a welding tool for tasks that don't require much heat. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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e61afc4318 |
New Syndicate Stealth MODule: Wraith. (#86449)
## About The Pull Request Introduces a new MODule in the uplink, makes the user transperent and grants the ability to siphon light sources to recharge your suit. Ingame demonstration: https://www.youtube.com/watch?v=bhXNOAMDy4U ## Why It's Good For The Game I've been playing a ton of Splinter Cell and Intravenous recently and this random idea popped in my head. "Wouldn't it be cool if traitors could blend in the darkness to get a jump on their opponents?" Also unrelated "Wouldn't it be cool if tots had a tool to recharge their suit that didn't involve sitting in a pod for 10 minutes?" This PR introduces a new module to the uplink, the Wraith. It comes with a passive and active component. Passively it works exactly like the crew version of the cloaking module with just a couple of differences. 1) Doesn't need to be manually activated, if you lose the cloak it's regained after 5 seconds. 2) Lower stealth alpha value( how trasperent you are basically), slightly less visible than the crew version, not as good the ninja module however , I tuned it just enough so that you are more or less undetectable in the dark. The active component of the module lets you destroy stationary lights to recharge your suit power, if used on handheld or borg lights it turns them off for a minute. **Why do we need this module when we already have the stealth implant and the chameleon projector?** I can think of a few reasons. 1) MODsuits were designed to be customizible, traitor suits range between 6 to 16 TC, having to invest in a 7-8 TC item after you already bought a suit is fairly expensive. 2) This MODule would be a better fit for ambushes, as it doesn't have the *uncloaking* delay of its counterparts. It is however considerably worse if you get caught, as the cloak is disrupted on bump or damage. 3) It has better interactions with the sandbox. Lights can go out for many reasons, maybe it’s just a power outage, or some assistant broke it, or maybe it was anightmare. It leaves room for plausible deniability, adding to the paranoia. It's also not complete invisibility, if you want to stay undetected you need to lurk in the darkness, you might expand your domain, at the cost of the crew eventually wising up to your shaeneningans. Lastly, since the active component of the module uses the same proc of the saboteur handgun, I've updated the code to be a generic proc rather than a signal, to make it easier to reuse in the future. Item desc provided by NecromancerAnne. Module sprite made by Orcacora. ## Changelog 🆑 add: The Wraith Cloaking Module is now available in the uplink, costs 3 TC. code: the saboteur handgun now uses a generic proc rather than a signal /🆑 --------- Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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06ba9d93eb |
Pun Pun Station Trait, But it's only active on Monkey Day (14 December, every round) (#86091)
## About The Pull Request This is a remake of https://github.com/tgstation/tgstation/pull/84501 with a few small changes to avoid mapping issues. This time it's restricted to a once-in-a-year event, mainly because neither Jacq and Lemon were ok with the possibility of Pun Pun being posibly playable all year, however Jacq said he's fine with it being available on the holiday, while Lemon isn't around on Discord atm so I don't know what he's to say. The trait makes pun pun playable and gives them the job of being a busser (waiter) in the cafeteria. They're clever and can use tools most other monkeys can't, but cannot be humanized, while also being unable to speak Galactic Common. Should they roll traitor, they'll be able to buy syndicate monkey reinforcements and equipment, which it can also use, being a monkey itself. ## Why It's Good For The Game This is a fairly unique job, like the Cargo Gorilla, due to the fact it's not a conventional humanoid crew member nor the AI or a cyborg. I thought this was a fun idea, though I met some obstacles and the original PR was DNM'ed and then closed. However, the trait perfectly fits the theme of the holiday, making a good compromise since Pun Pun will stay AI-controlled the rest of the year, as Jacquarel and Lemon want it to be. It can also be added by an admin through VV, whether they're planning some shenanigean or just want to add something more to the round. ## Changelog 🆑 add: Pun Pun is a playable crewmember during Monkey Day (14 December). /🆑 |
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4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
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468fad73be |
[MIRROR] Adds new sprites for hellfire lasers (#29618)
Adds new sprites for hellfire lasers (#86074) ## About The Pull Request Resprited hellfire lasers to be slightly fancier and easier to distinguish from normal ones   Closes #86072 ## Why It's Good For The Game Currently they're just x2 scaled up normal lasers which results in them being larger than a human. ## Changelog 🆑 image: Added new sprites for hellfire lasers /🆑 Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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ac5c09e982 |
[MIRROR] Reformats rebar crossbow description, removes nonexistent misfire warning. (#29651)
Reformats rebar crossbow description, removes nonexistent misfire warning. (#86474) Reworked description of rebarxbow, and rebarxbow/syndie. Removed incorrect missfire label on rebarxbow regular variant. ## About The Pull Request The description for the rebar crossbow is too long-winded, so I made it succinct. Fixes a few typos too, and removes a warning about misfire for regular crossbows that has no business for being there. What this PR does **not** fix are the recent changes in gun code lowering the reserve ammo count for all crossbows by one, thanks to some off-by-one shenanigans that crossbows formerly exploited. I chose to not include a fix for it in this PR, as it could be considered a balance change. ## Why It's Good For The Game Good grammar good, Bad grammar bad. Long text bad, shorter text good. ## Changelog 🆑 spellcheck: Changed description of Rebar crossbow. fix: Rebar crossbow description will no longer lie about it's missfire potential. /🆑 Co-authored-by: BeansKidney <39193093+OverwatchVoice@users.noreply.github.com> |
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55bd28d0ae |
Reformats rebar crossbow description, removes nonexistent misfire warning. (#86474)
Reworked description of rebarxbow, and rebarxbow/syndie. Removed incorrect missfire label on rebarxbow regular variant. ## About The Pull Request The description for the rebar crossbow is too long-winded, so I made it succinct. Fixes a few typos too, and removes a warning about misfire for regular crossbows that has no business for being there. What this PR does **not** fix are the recent changes in gun code lowering the reserve ammo count for all crossbows by one, thanks to some off-by-one shenanigans that crossbows formerly exploited. I chose to not include a fix for it in this PR, as it could be considered a balance change. ## Why It's Good For The Game Good grammar good, Bad grammar bad. Long text bad, shorter text good. ## Changelog 🆑 spellcheck: Changed description of Rebar crossbow. fix: Rebar crossbow description will no longer lie about it's missfire potential. /🆑 |
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a380e4c218 |
gives some items sound_vary true (#86467)
## About The Pull Request changed the `sound_vary` var that gives `vary` to pickup/drop sounds to `TRUE` on: - grenade - handcuffs - lead pipe - batons - beaker - drinking glass ## Why It's Good For The Game will give more variety for the soundscape, only did it for items that will sounds good with it ## Changelog 🆑 grungussuss sound: some more items will vary in pitch when picking them up and placing them down /🆑 |
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aac4419a89 |
[MIRROR] Fixes ballistic weapons not making any firing sound (#29621)
Fixes ballistic weapons not making any firing sound (#86250) ## About The Pull Request Fixes https://github.com/NovaSector/NovaSector/issues/4337 https://github.com/tgstation/tgstation/pull/85470 added some checks in `/obj/item/gun/ballistic/shoot_live_shot()` that were causing runtimes in probably most of the ballistic gun types. To see for yourself just take out a revolver and shoot it a few times, then check the runtimes log. The runtime was preventing the parent `/obj/item/gun/ballistic/shoot_live_shot()` from being called, which is where the firing sound gets played. Fix is just acknowledging that `chambered` can be null at this point in the call chain and adding a quick check in there for good measure. Also fixes the runtime here, though that one didn't cause any functional bugs apart from polluting the log since it occurs at the end of the proc.  Also adds a missing multiline list comma that I noticed cough. ## Why It's Good For The Game Guns go boom again. ## Changelog 🆑 fix: due to a clerical error, all ballistic guns were shipping with built-in silencers. this has been resolved-they will now make noise once again when fired. /🆑 Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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91baa94ac5 |
event based incapicated and able_to_run (#86031)
## About The Pull Request this is a revival of #82635 . i got permission from potato to reopen this, he did almost all the work. i only just solved the conflicts and fixed all the bugs that were preventing the original from being merged (but it should be TMed first) ## Why It's Good For The Game slightly improves the performance of basic mob AI ## Changelog 🆑 LemonInTheDark refactor: able_to_run and incapacitated have been refactored to be event based /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: ZephyrTFA <matthew@tfaluc.com> |
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8436d3e0de |
Adds a Quiver to the Syndie rebar + various rebar and bolt improvements. (#86116)
## About The Pull Request Adds a quiver to the traitor "Syndicate Rebar" kit, can be used to store rods and reload the Rebar more efficiently.  Fixes Rebar bows having more ammo than intended. Rebar bows will now draw their string with left click instead of just the use button. Quivers are now a neck storage item. Hydrogen bolts have lost their ability to embed and pierce an infinite number of targets in exchange for a small damage buff , increased accuracy on bodyparts and the ability to pierce walls. ## Why It's Good For The Game This PR is the fruit of a discussion spanned over the course of several months between me and KingKumaArt (the creator of the rebar bows.), He's now busy abroad, so I'm pushing these changes in his stead. **Changes to the syndie rebar and quivers** The syndicate rebar bow is a fun albeit slightly underwhelming weapon, at least compared to its direct competitor, the revolver. The numbers prove this, as according to the charts it's very rarely bought on LRP and doesn't even show on the MRP charts. https://superset.moth.fans/superset/dashboard/4/?native_filters_key=cBYTbRt2At8pt1VkwV8O7NEZZZeDiIQ5fZgSMfjoICB0yow1BWJXDG5SyV9MJKTf I think most of the issues with the weapon can be attributed to the horrible jank that surrounds it. Reloading and storing ammunition for this weapon is a management nightmare, as the rods cannot be stacked and have to be manually loaded by hand, making it horrendous to use in combat. While that's fine for the makeshift crew version, Traitor weapons should be more realiable in a combat scenario. **So i'm squashing both problems by introducing a traitor version of the quiver.** It comes packed with the box you get the crossbow from, can be worn on the neck, stacks up to 20 rods, and features an action button that allows you to slowly chamber your rods into the rebar. Video demonstration: https://www.youtube.com/watch?v=nG9efFOyauw The crew version has also been moved to a neck storage item, but has half the capacity and lacks the ability to quick reload. I've also made the firing process slightly less annoying by having left click draw and undraw the string; as it stands, you have to alternate left click and use on hand after each shot, which is just jarring. Created 2 new variables to replace the ALWAYS_HIT_TRAIT, so we don't have to slap a new trait every time we want to dictate how accurate a gun or projectile should be at range. Lastly, I fixed an issue that allowed the bow to fit 1 extra bolt than its intended capacity. if you were to chamber your last rod, it does end up nerfing the burst of the syndie variant, as it drops down from 4 to 3, but the smoother reload should make up for it. **Hydrogen bolts** As it stands, all the atmosian bolt variants occupy different niches and they are more or less balanced. Except for the hydrogen bolts. With zauker bolts doing 60 toxin damage, guaranteed embed, and Syndie bolts doing 55 brute + the high delimb chance, Hydrogen bolts just don't have any real purpose to exist with their lower damage and lack of the ability to delimb. Metallic hydrogen in general doesn't have any good applications, the armor is weaker than your run of the mill sec vest, the axe is a downgrade over the roundstarting one....; I could go on, point being that something that requires in depth atmos knowledge and 30-40 minutes of hard work shouldn't be outclassed by what's readily available at the start of the shift. So what if we made the hydrogen bolts go through walls? Long range weaponry is a niche that remains mostly unfilled in the traitor arsenal. The syndicate rebar technically does have a scope, but requiring direct line of sight makes it unreliable and far too risky to use, since you could be jumped at any times while you are zoomed in. So i've made the hydrogen bolts a weaker version of the nukie penetrator rounds, with slightly lower damage, no infinite pierce and inability to damage the AI core. I've also improved their long range accuracy, as these bolts are meant to be accurate at longer ranges, (they drop off massively past the 15 tiles) Now yes, the bolts will be accessible to the crew as well, so why am I discussing this as if it were a traitor change? Well for starters, the actual applications of a crew atmos tech using these are fairly limited. Regular rebar bows can only fire 1 shot at a time, don't have a scope, and you won't get much mileage out of the wall piercing component unless you get thermals or x-rays, which are very much a stretch to acquire as an atmos tech. In the hands of a traitor, however, I can see it as a potential use for a long-range sniping tool, if you are willing to commit half of your round to make the bolts that is. ## Changelog 🆑 add: A Syndicate Rebar Quiver has been added to the uplink qol: Left clicking with a rebar crossbow will now draw/undraw the string. balance: Rebar quivers are now a neck slot item. balance: Hydrogen bolts damage has been upped to 55 brute and can now pierce through walls, they no longer have infinite piercing and can no longer embed however. code: removed the TRAIT_ALWAYS_HIT_ZONE, replaced with 2 new variables. fix: fixes rebar crossbows having a higher capacity than intended if a bolt had already been chambered. /🆑 --------- Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> |
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40dfabd836 |
Fixes ballistic weapons not making any firing sound (#86250)
## About The Pull Request Fixes https://github.com/NovaSector/NovaSector/issues/4337 https://github.com/tgstation/tgstation/pull/85470 added some checks in `/obj/item/gun/ballistic/shoot_live_shot()` that were causing runtimes in probably most of the ballistic gun types. To see for yourself just take out a revolver and shoot it a few times, then check the runtimes log. The runtime was preventing the parent `/obj/item/gun/ballistic/shoot_live_shot()` from being called, which is where the firing sound gets played. Fix is just acknowledging that `chambered` can be null at this point in the call chain and adding a quick check in there for good measure. Also fixes the runtime here, though that one didn't cause any functional bugs apart from polluting the log since it occurs at the end of the proc.  Also adds a missing multiline list comma that I noticed cough. ## Why It's Good For The Game Guns go boom again. ## Changelog 🆑 fix: due to a clerical error, all ballistic guns were shipping with built-in silencers. this has been resolved-they will now make noise once again when fired. /🆑 |
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6c0ba4fe98 |
Adds new sprites for hellfire lasers (#86074)
## About The Pull Request Resprited hellfire lasers to be slightly fancier and easier to distinguish from normal ones   Closes #86072 ## Why It's Good For The Game Currently they're just x2 scaled up normal lasers which results in them being larger than a human. ## Changelog 🆑 image: Added new sprites for hellfire lasers /🆑 |
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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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88bc037b7b |
Projectiles no longer always play turf hit sound (#86095)
## About The Pull Request Closes #86085 ## Changelog 🆑 fix: Projectiles no longer always play turf hit sound /🆑 |
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a4278728bd |
Followup 4 (#2001)
<!-- 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 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game <!-- 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. --> ## Proof Of Testing <!-- Compile and run your code locally. Make sure it works. This is the place to show off your changes! We are not responsible for testing your features. --> ## 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 its 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: woodstock shotgun now buyable fix: any remaining import gun being buyable balance: riot shotgun now fire faster balance: renoster now hold 9 + 1 shot balance: casing pouch bumped to hold 14 shot code: moved the infanteria rifle crate down to emag contraband /🆑 <!-- 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. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> --------- Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: SkyratBot <59378654+SkyratBot@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> Co-authored-by: Changelogs <action@github.com> |
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b3ebfad022 |
27409 Followup 3 (#29539)
* agh * thats it * how did i forget this * Update shotgun.dm * tocompensate * Update shotgun.dm * Update allstar.dm * Update microstar_energy.dm |
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0f637c8360 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-08d | ||
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b76c42417e |
[MIRROR] Jarvis, add buckshot to the blackmarket. (#29522)
* Jarvis, add buckshot to the blackmarket. (#85470) ## About The Pull Request  ~discord light-theme big L.~ By the by, these are slightly nerfed buckshots, create big puffs of powder smoke when fired, damage your gun, and MIGHT blow you up in the same style of using a detective revolver loaded with .357 if you fire too many. Also, the integrity of the firearm now counts towards the damage of bullets it's fired from. ## Why It's Good For The Game The blackmarket is a place where you can find illegally illegal, evil items, along with other trinkets. I thought it'd be a nice place to reintroduce buckshot with a little downgrading twist after it has been nerfed (it used to do 60 damage without falloff) AFTER it was removed from the lathes and the station. ## Changelog 🆑 add: Buckshot is back on the menu, on the blackmarket. balance: the integrity of firearms now counts toward projectile damage. A gun that's on the very verge of breaking down will deal half as much damage. /🆑 * Jarvis, add buckshot to the blackmarket. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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11fce492bb |
Jarvis, add buckshot to the blackmarket. (#85470)
## About The Pull Request  ~discord light-theme big L.~ By the by, these are slightly nerfed buckshots, create big puffs of powder smoke when fired, damage your gun, and MIGHT blow you up in the same style of using a detective revolver loaded with .357 if you fire too many. Also, the integrity of the firearm now counts towards the damage of bullets it's fired from. ## Why It's Good For The Game The blackmarket is a place where you can find illegally illegal, evil items, along with other trinkets. I thought it'd be a nice place to reintroduce buckshot with a little downgrading twist after it has been nerfed (it used to do 60 damage without falloff) AFTER it was removed from the lathes and the station. ## Changelog 🆑 add: Buckshot is back on the menu, on the blackmarket. balance: the integrity of firearms now counts toward projectile damage. A gun that's on the very verge of breaking down will deal half as much damage. /🆑 |
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4dd0fef1cf |
[READY]Armadyne Anti Trust Act Part 2: Return of The Ballistic Security (#27409)
* Update pistol.dm * Update pistol.dm * Update pistol.dm * we fix the linter * Update pistol.dm * Update pistol.dmi * Update pistol.dm * this shit * Update pistol.dm * Update pistol.dm * Update pistol.dm * Update rifle.dm * I am happy. * Update vending.dm * new file * fire delay * Create magazine.dm * finally * Update pistol.dm * bazinga * Update pistol.dm * this is impossible * Update magazine.dm * mm * as * i forgot! * Update pistol.dm * what the hell are we doing * Update pistol.dm * Update security.dm * Update pistol.dm * what * i fixed linter * help me gordon * Update allstar.dm * Update tgstation.dme * Update pistol.dm * Update pistol.dm * now what * Update tgstation.dme * i crave sex * Update smg.dm * Update magazine.dm * Update pistol.dm * Update sec_research.dm * Update sec_research.dm * accurate * mmm * Update tgstation.dme * Update sec_research.dm * Update all_nodes.dm * don't you feel silly? * Update all_nodes.dm * Update tgstation.dme * Update cargo_stuff.dm * Update cargo_stuff.dm * Update magazine.dm * Update magazine.dm * we are ready * Update all_nodes.dm * Update rifle.dm * Update gun48x32.dmi * Update rifle.dm * bird * Update rifle.dm * Why * its ready? * what * Update rifle.dm * i wish i can die soon * Update ammo.dmi * more curious about the result * Update rifle.dm * mister mister president i want to die * Update magazines.dm * what * fml lol * Update gun40x32.dmi * this is sick af * Update rifle.dm * what * Update rifle.dm * Update all_nodes.dm * what * Update rifle.dm * Update all_nodes.dm * yeah * Update all_nodes.dm * Update pistol.dm * so * Update sec_research.dm * Update rifle.dm * ready * Update head.dmi * wwhat * Update gun40x32.dmi * yeah * ww got vything done * we h int at a darker past * yeah I know that there's no pleasing you * Update magazines.dm * Update sol_fed.dm * mhm * Update rifle.dm * Update rifle.dm * Update magazines.dm * Update magazine.dm * Update cargo_stuff.dm * Update cargo_stuff.dm * Update gun_redemption.dm * what * Update rifle.dm * how did we mess this up so badly * be more thorough next time? * fixed * Update pistol.dm * Update rifle.dm * Update rifle.dm * stats and stats * Update rifle.dm * Update ammobox.dm * Update beams.dm * Update magazine.dm * Update rifle.dm * Update rifle.dm * Update magazine.dm * Update rifle.dm * Update helmet.dmi * this should fix it * Update packs.dm * Update rifle.dm * why doesnt this work is beyond me * Update shotgun.dm * Update pistol.dm * i pray this fix it before i die * Update ammobox.dm * this should work * Update shotgun.dm * this is utterly shit code thati should die for * Update shotgun.dm * fix the helmet * Update sec_clothing_overrides.dm * Update shotgun.dm * what did i do * what else? * Update pistol.dm * Update shotgun.dm * an ode to joy * Update rifle.dm * Update pistol.dm * here we go * Update tgstation.dme * Update tgstation.dme * Update tgstation.dme * so * forgive yourself * Update pistol.dmi * Update pistol.dm * Update magazine.dmi * Update magazine.dmi * it was also my plan * mmm * Update magazine.dm * Update rifle.dm * vanilla expanded * yeah * Update sec_research.dm * silly * Update all_nodes.dm * yeah * Update sec_research.dm * yes * can you even say, my name * Update shotgun.dm * this is easier * wonderful * Update tgstation.dme * Update tgstation.dme * Update rifle.dm * Update rifle.dm * done * Update tgstation.dme * yeah * Update tgstation.dme * yes * Update tgstation.dme * Update shotgun.dm * there * yeah! * it feels right * Update helmet.dmi * Update cargo_packs.dm * Update peacekeeper_clothing.dm --------- Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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330cf42ff9 | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-08c | ||
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b6d3e114da |
Adds taunting as a replacement for spin/flip in style meter and parrying (#85605)
## About The Pull Request Replaces spin/flip's uses in mining's style meter and bitrunner's projectile parrying and instead uses a new emote, taunt. It also does not play a sound effect for emoting, only when you successfully block a projectile. The parrying time from the flip was 1.4 seconds, with taunting it is now 0.9 seconds. Taunting also has a cooldown of 1.5 seconds between uses. https://www.youtube.com/watch?v=cJGuEqNhqUs https://github.com/user-attachments/assets/1c6bf8b2-6a0d-4ae2-9b5b-9c6e619e76d6 ## Why It's Good For The Game Spin and flip are emotes that get a little boring and repetitive, which makes its complete overuse quite annoying to see. Compared to spin, taunting is a quick turn, which stacked with the cooldown, makes it a shorter and un-overusable emote. It also has a cooldown of 1.5s between hits, so players now actually have a limit to how much they can parry/style. Currently if you have some way to regenerate stamina damage, you're pretty set to spam parry all projectiles at essentially no cost, since emotes cost nothing to use, removing the limit of having to actually time it. I wouldnt say falling over is necessarily a downside since anyone who uses these items for a while can quickly figure out exactly hwo to maximize parrying time. ## Changelog 🆑 add: Added Taunting, a faster and cooldowned version of the Spin emote. balance: Wizards blocking projectiles with Transparence and the bitrunner matrix skillchip now have a visible effect of deflecting the projectile. balance: The bitrunner skillchip now uses taunt instead of flip. balance: The style meter now uses taunting instead of flips and spins. /🆑 |
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700c67d767 |
[MIRROR] add syndie lipstick (#29305)
* add syndie lipstick * Ready! --------- Co-authored-by: hack-wrench <60922927+hack-wrench@users.noreply.github.com> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com> |
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fec946e9c0 |
/Icon/ Folder cleansing crusade part, I think 4; post-wallening clean-up. (#85823)
Hello everybuddy, your number three rated coder-failure here to clean up some mess. This PR accomplishes some of the more major structural clean up changes I wanted to do with /obj/ folder, but decided to wait on until wallening gets merged, and so, time has come. Several things to still be done, although I know these cleaning PR's are quite a load, so will wait for this one to get done with first. ## Why It's Good For The Game Saner spriters, better sprites, less annoyance. Also deleted a whole load of redundancy this time around, a lot of sprites which existed simultaniously in two places now got exit their quantum superposition. |
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f6036c5ed4 |
[MIRROR] Chameleon gun counts as harmless and can be fired by pacifists (#29320)
* Chameleon gun counts as harmless and can be fired by pacifists (#85520) ## About The Pull Request Closes #85496 ## Changelog 🆑 fix: Chameleon gun counts as harmless and can be fired by pacifists /🆑 * Chameleon gun counts as harmless and can be fired by pacifists --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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7e9c22bd6a |
Chameleon gun counts as harmless and can be fired by pacifists (#85520)
## About The Pull Request Closes #85496 ## Changelog 🆑 fix: Chameleon gun counts as harmless and can be fired by pacifists /🆑 |
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c5e2321313 |
add syndie lipstick (#85249)
## About The Pull Request Add syndicate branded lipstick for stealth operations, super-secret formula allows you to do similar energy gun damage with just a kiss, leaving a distinctive laser-like mark. ## Why It's Good For The Game The traitor arsenal is replenished with a new method of killing, elegant and without suspicion. Just send an air `*kiss`! You might ask what makes syndie kiss different from mime gun, besides similar characteristics to egun: - Causes burn damage - It's the emote `*kiss` after lipstick application that does the damage, not the lipstick itself - It has standard kissing cooldown - Kisses always fly to the head, good for the investigation - Can fly through windows and lattice - Unlimited number of lipstick uses - Could be wiped out, unlike mime gun - Can be reapplied after wiping off In addition to adding lipstick, also: - Fix wallhit sound, accidentally hit a wall and no sound came out of it, and not just with a kiss - Kiss log no longer contains on hitting the kisser name, but there is a log about sending a kiss ## Changelog     🆑 add: add syndicate branded lipstick to uplink (6 TC), after applying lipstick *kiss deals damage equal to energy gun fix: fix wallhit sound for projectile /🆑 |
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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> |