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99ca6be8919668db901b18bf1799a87f33c09701
424 Commits
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e59d8ba64b | Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b | ||
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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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feb474550f |
Removes vestigial req_access from vending machines + some cleanup (#86550)
## About The Pull Request Once upon a time, vending machines were access locked I guess? It's been so many years since that has been the case that most people don't remember (including myself). This just removes all the old unused req_access lists that reside on the various vending machines. ## Why It's Good For The Game Less chance of cargo culting something that serves no purpose anymore. ## Changelog Nothing player facing I should hope --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
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d2ab513332 |
Reintroducing my PRs that were lost in the wallening revert. (#86439)
## About The Pull Request This PR reintroduces #85759, #85892 and #85894. #85892 has post-wallening arrows, but it isn't a big deal because they fit the top-down or 3/4 style we've for a lot of things. ## Why It's Good For The Game Reintroducing lost features and improvements. Remember to remove the 'Lost in the wallening revert' label from those PRs when this is merged. ## Changelog N/A |
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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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e5761e0bfc | Porting and adapting food sprites from other repos (plus a couple original resprites) (#85759) | ||
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4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
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ec27343127 |
[MIRROR] Separates tabletop/wallmounted ID authorisation panels (#29024)
* Separates tabletop/wallmounted ID authorisation panels (#85124) ## About The Pull Request We have an ID authorisation panel machine used for things like red alert, where you need to swipe a card in two different places to validate it. _Normally_ this is mounted on a wall in an office, but sometimes it is on a table. We use the same machine code and sprite for both, This _mostly_ works but is going to become problematic after the Wallening. Resultingly, I've added a sprite and typepath for a desktop version.  Wow! (We need desktop buttons too now that I look at this, I hope the wallening branch already has that!) This sprite is secretly the wall-mounted version from the Wallening (made by Imaginos), but flipped upside down so it looks like it is on a table not a wall. Delightfully devious (and proposed by "Kok0nut" on discord). Also as a result of doing this, I've made wallmounted ID card auth devices _actually_ attach to the wall in terms of "If the wall goes, they go too". This may or may not be a good idea given that as far as I can tell they aren't constructible (and probably shouldn't be given that then you'd just activate both with one ID card all the time) but seems broadly sensible to me? ## Why It's Good For The Game Wallmounted devices should generally deconstruct when associated walls are destroyed. Tablemounted devices are going to need different visuals to the wall-mounted versions. ## Changelog 🆑 Jacquerel, Kok0nut, Imaginos image: Wall-mounted and Table-mounted ID card authorisation machines now use different sprites fix: Wall-mounted ID card authorisation devices will now be destroyed if their wall is destroyed /🆑 * Separates tabletop/wallmounted ID authorisation panels * [MIRROR] Separates tabletop/wallmounted ID authorisation panels [MDB IGNORE] (#3961) * Separates tabletop/wallmounted ID authorisation panels (#85124) We have an ID authorisation panel machine used for things like red alert, where you need to swipe a card in two different places to validate it. _Normally_ this is mounted on a wall in an office, but sometimes it is on a table. We use the same machine code and sprite for both, This _mostly_ works but is going to become problematic after the Wallening. Resultingly, I've added a sprite and typepath for a desktop version.  Wow! (We need desktop buttons too now that I look at this, I hope the wallening branch already has that!) This sprite is secretly the wall-mounted version from the Wallening (made by Imaginos), but flipped upside down so it looks like it is on a table not a wall. Delightfully devious (and proposed by "Kok0nut" on discord). Also as a result of doing this, I've made wallmounted ID card auth devices _actually_ attach to the wall in terms of "If the wall goes, they go too". This may or may not be a good idea given that as far as I can tell they aren't constructible (and probably shouldn't be given that then you'd just activate both with one ID card all the time) but seems broadly sensible to me? Wallmounted devices should generally deconstruct when associated walls are destroyed. Tablemounted devices are going to need different visuals to the wall-mounted versions. 🆑 Jacquerel, Kok0nut, Imaginos image: Wall-mounted and Table-mounted ID card authorisation machines now use different sprites fix: Wall-mounted ID card authorisation devices will now be destroyed if their wall is destroyed /🆑 * Separates tabletop/wallmounted ID authorisation panels * modular maps --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: NovaBot13 <novasector13@gmail.com> Co-authored-by: Fluffles <piecopresident@gmail.com> --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com> Co-authored-by: NovaBot13 <novasector13@gmail.com> Co-authored-by: Fluffles <piecopresident@gmail.com> |
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13686fa1d2 |
[MIRROR] Dehydrator, machine version of drying rack (#28996)
* Dehydrator, machine version of drying rack * [MIRROR] Dehydrator, machine version of drying rack [MDB IGNORE] (#3928) * Dehydrator, machine version of drying rack (#85141)  Added dehydrator, a machine version of drying rack. Replaced the second fryer with this rack on some maps to be available roundstart. Also changed the colors of Smart Fridge to be more in line with other kitchen appliances. We have plenty of recipes requiring dried items, and it's silly that the chef has to break down a cafeteria table to build a rack for regular recipes. 🆑 add: Dehydrator, a machine version of drying rack, with a circuit board and available on some kitchens roundstart. image: Updated the color palette of Smart Fridge /🆑 * conflicts, nova maps. * icecats I guess. * f --------- Co-authored-by: Andrew <mt.forspam@gmail.com> Co-authored-by: sqn <zephyrthebreeze@gmail.com> * icewalker * Update icemoon_underground_icewalker_lower.dmm --------- Co-authored-by: Andrew <mt.forspam@gmail.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com> Co-authored-by: sqn <zephyrthebreeze@gmail.com> |
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8233d67bbd |
Separates tabletop/wallmounted ID authorisation panels (#85124)
## About The Pull Request We have an ID authorisation panel machine used for things like red alert, where you need to swipe a card in two different places to validate it. _Normally_ this is mounted on a wall in an office, but sometimes it is on a table. We use the same machine code and sprite for both, This _mostly_ works but is going to become problematic after the Wallening. Resultingly, I've added a sprite and typepath for a desktop version.  Wow! (We need desktop buttons too now that I look at this, I hope the wallening branch already has that!) This sprite is secretly the wall-mounted version from the Wallening (made by Imaginos), but flipped upside down so it looks like it is on a table not a wall. Delightfully devious (and proposed by "Kok0nut" on discord). Also as a result of doing this, I've made wallmounted ID card auth devices _actually_ attach to the wall in terms of "If the wall goes, they go too". This may or may not be a good idea given that as far as I can tell they aren't constructible (and probably shouldn't be given that then you'd just activate both with one ID card all the time) but seems broadly sensible to me? ## Why It's Good For The Game Wallmounted devices should generally deconstruct when associated walls are destroyed. Tablemounted devices are going to need different visuals to the wall-mounted versions. ## Changelog 🆑 Jacquerel, Kok0nut, Imaginos image: Wall-mounted and Table-mounted ID card authorisation machines now use different sprites fix: Wall-mounted ID card authorisation devices will now be destroyed if their wall is destroyed /🆑 |
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c04af38744 |
Dehydrator, machine version of drying rack (#85141)
## About The Pull Request  Added dehydrator, a machine version of drying rack. Replaced the second fryer with this rack on some maps to be available roundstart. Also changed the colors of Smart Fridge to be more in line with other kitchen appliances. ## Why It's Good For The Game We have plenty of recipes requiring dried items, and it's silly that the chef has to break down a cafeteria table to build a rack for regular recipes. ## Changelog 🆑 add: Dehydrator, a machine version of drying rack, with a circuit board and available on some kitchens roundstart. image: Updated the color palette of Smart Fridge /🆑 |
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bb3c12d7d9 |
[MIRROR] Resprites Catwalk Tiles to match TG's floortiles (#28778)
* Resprites Catwalk Tiles to match TG's floortiles (#84819) ## About The Pull Request Forgive me Maintainers, for I have sinned. Months ago, a year ago, maybe longer, I PR'd some new and improved sprites for the Catwalk Tiles here to TG. And when I did, I did not use the right tile palettes for reference. I have come to atone.      Additionally, I removed a duplicate white catwalk tile (flat_white - the one left is iron_white) and changed the `none`/error icon in the file to double as both an error marker, and a template of the catwalk mesh for future catwalk tile sprites. ## Why It's Good For The Game Consistent matching tile sprites are much, much nicer to look at. ## Changelog 🆑 image: re-sprited Catwalk Floor Tiles to fit with TG floor tiles /🆑 * Resprites Catwalk Tiles to match TG's floortiles * modular --------- Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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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.  ## 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> |
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3e4721b9d4 |
Incident displays: wallening edition (#84812)
## About The Pull Request Redoes the delam/tram incident displays to be wallening compatible.  ## 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 /🆑 |
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ddef344307 |
Resprites Catwalk Tiles to match TG's floortiles (#84819)
## About The Pull Request Forgive me Maintainers, for I have sinned. Months ago, a year ago, maybe longer, I PR'd some new and improved sprites for the Catwalk Tiles here to TG. And when I did, I did not use the right tile palettes for reference. I have come to atone.      Additionally, I removed a duplicate white catwalk tile (flat_white - the one left is iron_white) and changed the `none`/error icon in the file to double as both an error marker, and a template of the catwalk mesh for future catwalk tile sprites. ## Why It's Good For The Game Consistent matching tile sprites are much, much nicer to look at. ## Changelog 🆑 image: re-sprited Catwalk Floor Tiles to fit with TG floor tiles /🆑 |
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c6b4fc0df8 |
[MIRROR] Cytology without plumbing (#28630)
* Cytology without plumbing * fix conflict * fix modular * fix * fix 3 --------- Co-authored-by: Andrew <mt.forspam@gmail.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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d4765c0657 |
Cytology without plumbing (#84235)
## About The Pull Request Makes Growing Vat work as a normal machine akin hydrotray. Doesn't need plunger to clear reagents, doesn't need plumbing to input reagents. Still has the plumbing port, but can be used without it. Also made the examine text a bit more compact. Removed science plumbing RCD from the game. Removed plumbing tools from cytology equipment, and added a protein powder jug instead.  Automatically fixes #84573 ## Why It's Good For The Game Plumbing was an unnecessary complication for Cytology. Growing vat is a relatively simple machine that shouldn't require plumbing knowledge. Now it works more like hydrotray, and you can pour reagents directly, and clear them out with a right click. ## Changelog 🆑 refactor: Vat grower is a normal machine now that doesn't need plumbing qol: Cytology petri dish smartfridge starts with 3 random samples add: Added protein powder condiment bottle, available in the cytology supplies locker and the cargo pack del: Removed science variant of plumbing RCD fix: Fixed a bug when machines without stock parts didn't spawn frames on deconstruction fix: Fixed vat grower not growing /🆑 |
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1df0e42efb |
[MIRROR] Cigarettes and vapes are no longer subtypes of masks. (#28479)
* Cigarettes and vapes are no longer subtypes of masks. * clothing path * clothing misses * more * fix donator * more2 * more3 * Update prop_summoner.dm * Update prop_summoner.dm * fix --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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65f0e6bd76 |
[MIRROR] Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] (#28376)
* Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] * Multi chargers * all this other shit * maps * more fixes * even more * mapping * map fixes * MCR * map2 * map3 * map4 * map5 --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> Co-authored-by: Fluffles <piecopresident@gmail.com> |
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35484728f1 |
Cigarettes and vapes are no longer subtypes of masks. (#82942)
## About The Pull Request Since non-clothing items can also be worn on several slots, there's no need for cigarettes/vapes to be subtypes of masks anymore, since that comes with a few oddities like #82870. ## Why It's Good For The Game This should fix #82870, with about no side-effect aside them no longer being edible by moths 🤢. |
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2a29b09fc7 |
[MIRROR] basic firebots refactor (#28397)
* basic firebots refactor (#83861) ## About The Pull Request this refactors firebots into basic bots. also this adds a small addition of emagged firebots giving out (extremely dubious) fire safety hazard tips!  ## Why It's Good For The Game refactors firebots into basic bots and makes them alot more responsive and helpful ## Changelog 🆑 refactor: firebots are now basic bots /🆑 Fixes #83568 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com> * basic firebots refactor --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> Co-authored-by: Afevis <ShizCalev@ users.noreply.github.com> |
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13d759b1a8 |
basic firebots refactor (#83861)
## About The Pull Request this refactors firebots into basic bots. also this adds a small addition of emagged firebots giving out (extremely dubious) fire safety hazard tips!  ## Why It's Good For The Game refactors firebots into basic bots and makes them alot more responsive and helpful ## Changelog 🆑 refactor: firebots are now basic bots /🆑 Fixes #83568 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Afevis <ShizCalev@users.noreply.github.com> |
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9966325a3a |
[MIRROR] basic vibebot (and small rework) (#28377)
* basic vibebot (and small rework) (#84143) ## About The Pull Request this refactors vibebots and reworks them to be a little more useful. vibebots can now play a range of MIDI songs. they will seek out depressed players and play an upbeat tune for them and celebrate with them to cheer them up and increase their mood a little bit. if its ur birthday, it will play a happy birthday tune for u. emagged vibebots are ruthless, they will look for sad people and go play grim music for them to ruin their day even more and decrease their moods. ## Why It's Good For The Game refactors vibebots into basic bots and gives them a bit more character ## Changelog 🆑 refactor: vibebots are not basic bots add: vibebots will now seek out the depressed and cheer them up /🆑 * basic vibebot (and small rework) --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> |
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abbd040526 |
basic vibebot (and small rework) (#84143)
## About The Pull Request this refactors vibebots and reworks them to be a little more useful. vibebots can now play a range of MIDI songs. they will seek out depressed players and play an upbeat tune for them and celebrate with them to cheer them up and increase their mood a little bit. if its ur birthday, it will play a happy birthday tune for u. emagged vibebots are ruthless, they will look for sad people and go play grim music for them to ruin their day even more and decrease their moods. ## Why It's Good For The Game refactors vibebots into basic bots and gives them a bit more character ## Changelog 🆑 refactor: vibebots are not basic bots add: vibebots will now seek out the depressed and cheer them up /🆑 |
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0db2a23faf |
Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] (#84079)
## About The Pull Request As the title says. A standard power cell now only stores 10 KJ and drains power similar to how it did before the refactor to all power appliances. The new standard megacell stock part stores 1 MJ (what cells store right now). APCs and SMESs have had their power cells replaced with these megacell stock parts instead. Megacells can only be used in APCs and SMESs. It shouldn't be possible to use megacells in any typical appliance. This shouldn't change anything about how much 'use' you can get out of a power cell in regular practice. Most should operate the same and you should still get the same amount of shots out of a laser gun, and we can look at expanding what can be switched over to megacells, e.g. if we want mechs to require significantly more power than a typical appliance. Thanks to Meyhazah for the megacell icon sprites. ## Why It's Good For The Game Power cell consumption is way too high ever since the power appliance refactor that converted most things to be in joules. It's a bit ridiculous for most of our machinery to drain the station's power supply this early on. The reason it's like this is because regular appliances (laser guns, borgs, lights) all have a cell type that is identical to the APC/SMES cell type. And it means that if we want to provide an easy way to charge these appliances without making it easy to charge APCs/SMESs through a power bug exploit, we need to introduce a new cell type to differentiate between what supplies power and regular appliances that use power. This is primarily what the megacell stock part does. This moves us back to what it was originally like before the power refactor, where recharging power cells wouldn't drain an exorbitant amount of energy. However, it maintains the goal of the original refactor which was to prevent people from cheesing power generation to produce an infinite amount of power, as the power that APCs and SMESs operate at is drastically different from the power that a regular appliance uses. ## Changelog 🆑 Watermelon, Mayhazah balance: Drastically reduces the power consumption and max charge of power cells balance: Added a new stock part called the battery, used primarily in the construction of APCs and SMESs. add: Suiciding with a cell/battery will shock you and potentially dust you/shock the people around you if the charge is great enough. /🆑 --------- Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com> Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> |
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0f2aad9e2f |
[MIRROR] basic honkbots (#28007)
* basic honkbots (#81920) ## About The Pull Request this refactors honkbots into basic mobs. its mostly a faithful 1:1 refactor but i couldnt keep my hands to myselves so i gave them some new behaviors. honkbots now love playing with clowns, they will go seek out for clowns and celebrate around them. also, if the honkbot finds a banana peel or a slippery item near it, it will actively drag people onto them honkbots will now go out of theirway to mess with secbots and annoy them ## Why It's Good For The Game refactors hinkbots into basic bots and also undoes some of the silliness i did in the previous basic bot prs. i also added lazylist support to remove_thing_from_list. ## Changelog 🆑 refactor: honkbots are now basic mobs, please report any bugs add: honkbots will try to slip people on banana peels /🆑 * basic honkbots --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> |
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55c41fb9ad |
basic honkbots (#81920)
## About The Pull Request this refactors honkbots into basic mobs. its mostly a faithful 1:1 refactor but i couldnt keep my hands to myselves so i gave them some new behaviors. honkbots now love playing with clowns, they will go seek out for clowns and celebrate around them. also, if the honkbot finds a banana peel or a slippery item near it, it will actively drag people onto them honkbots will now go out of theirway to mess with secbots and annoy them ## Why It's Good For The Game refactors hinkbots into basic bots and also undoes some of the silliness i did in the previous basic bot prs. i also added lazylist support to remove_thing_from_list. ## Changelog 🆑 refactor: honkbots are now basic mobs, please report any bugs add: honkbots will try to slip people on banana peels /🆑 |
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f591dd3bd3 |
[MIRROR] Gondolas are now basic mobs (#27934)
* Gondolas are now basic mobs (#83451) ## About The Pull Request This PR turns gondolas into basic mobs and does some fiddling with gondola pods Their verbs are now action buttons which they lose upon delivering. If set to stay, they won't have their abilities afterwards (or wont get them in the first place if the delivery is already done). Lets them survive without a pod requirement in case admins want to spawn one for their own stuff, so I also removed it from the snowflake checks to exclude them from stuff. Also replaced the hardcoded "cant speak" with simply giving the mute trait, so admins can make gondolas speak if they want to for any reason. ## Why It's Good For The Game The pet level of simple animals can finally be killed off, also gives admins more control over gondola-related stuff if they so wish. ## Changelog 🆑 refactor: Gondolas (including gondola pods) are now basic mobs. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Well then. Hope it works. * Ohhh. --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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8442124bcd |
Gondolas are now basic mobs (#83451)
## About The Pull Request This PR turns gondolas into basic mobs and does some fiddling with gondola pods Their verbs are now action buttons which they lose upon delivering. If set to stay, they won't have their abilities afterwards (or wont get them in the first place if the delivery is already done). Lets them survive without a pod requirement in case admins want to spawn one for their own stuff, so I also removed it from the snowflake checks to exclude them from stuff. Also replaced the hardcoded "cant speak" with simply giving the mute trait, so admins can make gondolas speak if they want to for any reason. ## Why It's Good For The Game The pet level of simple animals can finally be killed off, also gives admins more control over gondola-related stuff if they so wish. ## Changelog 🆑 refactor: Gondolas (including gondola pods) are now basic mobs. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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61c379045c |
[MIRROR] lavaland raptors (#27746)
lavaland raptors (#82537) adds raptors to lavaland. these are creatures that have been created through countless xenobiological experiments by nanotrasen to breed an animal that can withstand the harsh conditions of lavaland and aid miners. theres now a new ranch miners can access bottom right to the mining base  this ranch starts somewhat empty as most raptors have escaped containment and are now scattered all across lavaland, u can find them and return them to ur ranch. in order to tame a raptor, u first need to prove to it that ur a capable master. when u try to ride it, a little minigame prompt will pop up  in this game, the bird's icon rapidly changes direction and u have to quickly click the arrow thats OPPOSITE to the direction its facing several times before the direction changes. if you fail 3 times itll knock you off and run away, however if u win it will deem u a suitable master and listen to your orders. There's many different breeds of raptors you can find across lavaland, all with different capabilities: red raptors: these excel at combat and can be very useful for dealing with lavaland mobs or defending the node drone yellow raptors: are very speedy mounts, theyll get u from point A to point B in record time green raptors: they are the tankiest type of raptor and are very good miners. while mounted, they will clear any rock walls in their path purple raptors: can store items in them. they have a decent storage size allowing players to carry more items across trips white raptors: are able to heal other injured raptors. having one in ur party would be very useful as they can nurse the combat raptors back to full health when they need it blue raptors: produce very nutritious milk with healing capabilities. having 1 or 2 of these back at ur ranch would be very useful black raptors: by far the rarest breed, its very unlikely that ull be able to get one of these, but in the case u do, they have the combat capabilities of the red raptor, speed of the yellow raptor, and tankiness of the green raptor. Breeding different colored raptors together can net u an entirely new colored raptor. each breed has atleast 1 guaranteed combination of parents that it will result out of. you will also need to maintain a good friendship bond with ur raptors, this is done by feeding them, grooming them, and petting them. u can see the strength of ur bond by SHIFT clicking them. more hearts indicate a stronger bond  having higher friendship bonds means ur raptors will perform better in combat, and in the case of blue raptors, they will produce more milk. Maintaining friendship bonds with baby raptors and keeping them happy will also encourage them to grow faster U can also analyze raptors using the new raptor-dex device available at ur ranch  the inherit modifiers indicate how strong this raptor's offspring will be. raptors inherit attack and health stats from both their parents, breeding raptors with higher inherit modifiers means the offspring will be stronger. raptors will also inherit some traits from their parents that will change how they will act around u and around other raptors, some of them being: Playful: raptors will play with their masters and tease them motherly: raptors will care for baby raptors, this will encourage baby raptors to grow quicker depressed: means its hard to keep this raptor happy and friendship bonds will deteriorate faster if not given enough care. coward: makes them flee combat if severly injured, ditching u to the wolves trouble maker: makes them attack other raptors at the ranch. however, trouble maker raptors will not attack other trouble maker raptors, instead they will form posses and bully raptors together. it might be a good idea to isolate them from the other raptors raptors primarily consume ores. to feed raptors, you need to place ore into the food troughs at the ranch. they are too civilized to eat ores off the ground or directly from ur hand, they will only eat it if its in their trough  beautiful raptor sprites by spessmenart! (rest are codersprites) adds a new layer to lavaland mobs, and gives miners new interesting tools and ways to tackle the challenges of lavaland. 🆑 sheets, spacemenart, ben10omintrix, goofball, infrared baron, aofie add: adds lavaland raptors and the raptor ranch /🆑 --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> |
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761b14ef7c |
lavaland raptors (#82537)
## About The Pull Request adds raptors to lavaland. these are creatures that have been created through countless xenobiological experiments by nanotrasen to breed an animal that can withstand the harsh conditions of lavaland and aid miners. theres now a new ranch miners can access bottom right to the mining base  this ranch starts somewhat empty as most raptors have escaped containment and are now scattered all across lavaland, u can find them and return them to ur ranch. in order to tame a raptor, u first need to prove to it that ur a capable master. when u try to ride it, a little minigame prompt will pop up  in this game, the bird's icon rapidly changes direction and u have to quickly click the arrow thats OPPOSITE to the direction its facing several times before the direction changes. if you fail 3 times itll knock you off and run away, however if u win it will deem u a suitable master and listen to your orders. There's many different breeds of raptors you can find across lavaland, all with different capabilities: red raptors: these excel at combat and can be very useful for dealing with lavaland mobs or defending the node drone yellow raptors: are very speedy mounts, theyll get u from point A to point B in record time green raptors: they are the tankiest type of raptor and are very good miners. while mounted, they will clear any rock walls in their path purple raptors: can store items in them. they have a decent storage size allowing players to carry more items across trips white raptors: are able to heal other injured raptors. having one in ur party would be very useful as they can nurse the combat raptors back to full health when they need it blue raptors: produce very nutritious milk with healing capabilities. having 1 or 2 of these back at ur ranch would be very useful black raptors: by far the rarest breed, its very unlikely that ull be able to get one of these, but in the case u do, they have the combat capabilities of the red raptor, speed of the yellow raptor, and tankiness of the green raptor. Breeding different colored raptors together can net u an entirely new colored raptor. each breed has atleast 1 guaranteed combination of parents that it will result out of. you will also need to maintain a good friendship bond with ur raptors, this is done by feeding them, grooming them, and petting them. u can see the strength of ur bond by SHIFT clicking them. more hearts indicate a stronger bond  having higher friendship bonds means ur raptors will perform better in combat, and in the case of blue raptors, they will produce more milk. Maintaining friendship bonds with baby raptors and keeping them happy will also encourage them to grow faster U can also analyze raptors using the new raptor-dex device available at ur ranch  the inherit modifiers indicate how strong this raptor's offspring will be. raptors inherit attack and health stats from both their parents, breeding raptors with higher inherit modifiers means the offspring will be stronger. raptors will also inherit some traits from their parents that will change how they will act around u and around other raptors, some of them being: Playful: raptors will play with their masters and tease them motherly: raptors will care for baby raptors, this will encourage baby raptors to grow quicker depressed: means its hard to keep this raptor happy and friendship bonds will deteriorate faster if not given enough care. coward: makes them flee combat if severly injured, ditching u to the wolves trouble maker: makes them attack other raptors at the ranch. however, trouble maker raptors will not attack other trouble maker raptors, instead they will form posses and bully raptors together. it might be a good idea to isolate them from the other raptors raptors primarily consume ores. to feed raptors, you need to place ore into the food troughs at the ranch. they are too civilized to eat ores off the ground or directly from ur hand, they will only eat it if its in their trough  beautiful raptor sprites by spessmenart! (rest are codersprites) ## Why It's Good For The Game adds a new layer to lavaland mobs, and gives miners new interesting tools and ways to tackle the challenges of lavaland. ## Changelog 🆑 sheets, spacemenart, ben10omintrix, goofball, infrared baron, aofie add: adds lavaland raptors and the raptor ranch /🆑 --------- Co-authored-by: Iamgoofball <iamgoofball@gmail.com> |
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7aa6664021 |
Mirror (#27453)
* Fix Conflicts
* Change COGBAR_ANIMATION_TIME to seconds and not deciseconds (#82530)
Most people should not be using this define
* New Battle Arcade (#81810)
Remakes Battle Arcade from just about the ground up, with exceptions
taken for emagged stuff since I didn't really want to touch its
behavior.
The Battle Arcade now has stages that players can go through, unlocking
a stage by beating 2 enemies and the boss of the previous one, but this
must all be done in a row. You can choose to take a break between each
battle and there's a good chance you'll sleep just fine but there's also
a chance it can go wrong either through an ambush or robbery.
The Inn lets you restore everything for 15 gold and you can buy a sword
and armor, each level you unlock is a new sword and armor pair you can
buy that's better than the last, it's 30 gold each but scales up as you
progress through levels. They are really worth getting so it's best to
try to not lose your money early in.
The battle system is nearly the same as how it was before but I removed
the poor combo system that plagued the old arcade as one big knowledge
lock, now it's more just turn based. The game is built on permadeath so
dying means you restart from the beginning, but if you are going to lose
you can try to escape instead which costs you half of your gold.
Getting to higher levels increases the difficulty of enemies but also
increases the gaming exp rewards which could make this a better way to
get exp if you can get good at it.
Gaming EXP is used to increase chances of counterattacking but doesn't
give any extra health to the player.
I also removed the exploit of being able to screwdriver arcade cabinets
because people would do that if they thought they were on the verge of
losing to bypass the effects of loss. I instead replaced it with a new
interaction that the Curator's display case key can be used to reset
arcade cabinets (there's several keys on the chain so it made sense to
me), which I added solely because I thought Curators would be the type
of person to have run an actual arcade.
This is some gameplay
https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede
As a misc sidenote, I also split up the arcade file just like how Orion
Trail was before, just for neat code organization.
The Inn keeper is straight up just a photo of my localhost dude, he's
not a player reference or anything it's not my actual character.
I also have no idea how well balanced this is cause I suck at it lol.
Battle Arcade is one of 3 last machines in my hackmd here to turn into
TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view
I've always thought the current version of battle arcade is quite lame
and lacks any progression, like Orion Trail I thought that since I was
moving this to TGUI, it would also be a perfect opportunity to revamp it
and try to improve on where it failed before, especially since the
alternative (NTOS Arcade) is also lame as hell and is even lamer than
HTML battle arcade (spam mana, then spam health, then just spam attack,
rinse and repeat).
This will hopefully be more entertaining and give players sense that
they are getting through a series of tasks rather than doing one same
one again and again.
🆑 JohnFulpWillard, Zeek the Rat
add: Battle Arcade has been completely overhauled in a new progression
system, this time using TGUI.
add: The Curator's keys can now reset arcade cabinets.
balance: You now need to be literate to play arcade games, except for
Mediborg's Amputation Adventure.
fix: You can no longer screwdriver emagged arcade consoles. Accept your
fate.
fix: Silicons can no longer play Mediborg's Amputation Adventure.
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Change setting item weight class to a setter to patch some weight class related shenanigans (#82494)
## About The Pull Request
Fixes #81052
Fixes #58008
Setting weight class of items is now done via `update_weight_class`.
I updated as many occurrences of manually setting `w_class` as I could
find but I may have missed some. Let me know if you know of any I
missed.
This is done to allow datums to react to an item having its weight class
changed.
Humans and atom storage are two such datums which now react to having an
item in its contents change weight class, to allow it to expel items
that grow to a weight class beyond what is normally allowed.
## Changelog
🆑 Melbert
fix: You can't fit items which are normally too large for a storage by
fitting it in the storage when it is small, then growing it to a larger
size.
/🆑
* Material datum color update, plus touching up some material items (knight armor, tiles) (#82500)
## About The Pull Request
Tries to bring the material datum colors in closer approximation to the
stacks they're attached too. I literally used the colors on the stacks.
some might need to be lighter or darker, but for the most part they'll
look...closer to their actual material hues.

I've also tweaked the sprites of both the tile object and the actual
material tile turf to give it the right shading.

In addition to the tiles, I've also updated the knight armor and helmet
to look closer to the much higher quality plate armor already in the
game.
## Why It's Good For The Game
It bothered me that the material datum coloring was inconsistent with
the actual colors used for the material stacks. When they were updated,
and even before they were updated, material datum stuff just never
looked _right_. I wanted to change that so that it looks just right.
I did not like the old material knight armor whatsoever. It was a
dithered mess, and seemed to already use parts of the standard plate
armor but with all the actual shading removed or replaced with the wrong
colors. This fixes that so that the armor is actually readable for what
it is.
## Changelog
🆑
image: Updates the colors of various material datum to bring them closer
in-line with their actual material stacks
image: Improves the sprites for the material knight armor and helmet.
/🆑
* LateInitialize is not allowed to call parent anymore (#82540)
## About The Pull Request
I've seen a few cases in the past where LateInitialize is done cause of
the init return value being set to do so for no real reason, I thought I
should try to avoid that by ensuring LateInitialize isn't ever called
without overriding.
This fixes a ton of machine's LateInitialize not calling parent
(mechpad, door buttons, message monitor, a lot of tram machines,
abductor console, holodeck computer & disposal bin), avoiding having to
set itself up to be connected to power. If they were intended to not
connect to power, they should be using ``NO_POWER_USE`` instead.
Also removes a ton of returns to LateInit when it's already getting it
from parent regardless (many cases of that in machine code).
## Why It's Good For The Game
I think this is better for coding standard reasons as well as just
making sure we're not calling this proc on things that does absolutely
nothing with them. A machine not using power can be seen evidently not
using power with ``NO_POWER_USE``, not so much if it's LateInitialize
not calling parent.
## Changelog
🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑
* Fix table top deconstruction (#82508)
## About The Pull Request
Edited: updated changelog, read comments for changes in implementation
details
So previously, tables would let you use a wrench to fully deconstruct
them, or a screwdriver to take off only their top.
This, however, broke in two different ways in #82280, when their
deconstruction logic got changed.
First off, deconstructed tables would only drop the materials for their
top and not their frame.
For this, the primary culprit seems to be on line 307:
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2b60c77e55 |
Yet another mirror batch (#27314)
* A skub-related station trait. Reduced weight of annoyingly frequent neutral traits. (#81388) ## About The Pull Request This PR introduces a new station trait that lets people choose if they want to be pro-skub or anti-skub (or neither, really). It works the same lobby buttons that job-related station traits also use. Depending on whether you chose to be pro or anti skub, you'll spawn in with a special box that contains the (bulky) skub and a pro-skub shirt, or an anti-skub shirt. EDIT: Both also receive a number of stickers to propagate their causes. Kudos to @Fikou for coding the lobby buttons to be accessible by any station trait rather than only job-related ones when you made the Cargorilla station trait. Another thing this PR also halves the exaggerated weight of low-cost traits such as scarves, wallets and glitched PDAs, which I clearly underestimated. ## Why It's Good For The Game We've learned that low-cost, high weight traits are a bit of a design mistake, because they tend to tip the scales toward themselves over and over and over, leveling the diverseness of the feature and therefore making it shallow and boring. Beside, I've been thinking of the popular [skub comic strip](https://pbfcomics.com/comics/skub/) lately. ## Changelog 🆑 add: Added a Skub-related station trait. You can now choose if you want to be pro-skub or anti-skub, complete of shirt and stickers. Please don't shank each other over it. balance: Halved the weight of station traits such as scarves, wallets and glitched PDAs. /🆑 * Fix some slime species subtypes not having burn resistance (#82164) ## About The Pull Request All slime species limb subtypes now inherent from the parent `/jelly` subtype, giving them all their proper burn resistance. ## Changelog 🆑 Melbert fix: Slimepeople and Luminescents are now 50% burn resistant like Stargazers /🆑 * There we go * FIX: Makes Hatsune mi-go a (friendly) gold slime mob (#82251) ## About The Pull Request: The hatsune mi-go is now a friendly gold slime mob. This means it won't try and kill you. It also now doesn't make your ears hurt, and drops a keyboard synth on death (you monster.)  ## Why It's Good For The Game So in making my resprited mi-go and subsequent speedmerge, I failed to realize that there are only 10 possible migo spawnpoints - 5 in snowdin gateway, 3 on ceres whiteship, and 2 on kilo whiteship. This means at most eight can exist on anyround, with a decent likelyhood of 0. This, combined with the fact the hatsune migo is banned from spawning outside of roundstart locations, along with the fact people seem to love the thing, made it feel _too_ rare, even for a shiny mob. You still have to roll the random odds with the life chem or friendly gold slime pools, but you should actually see them outside of two mutually exclusive space ruins and a gateway now. Also, they don't try and kill you now, because it would have been wrong to add a hostile creature to the friendly pool. 🆑 fix: Hatsune mi-go now is a friendly gold slime mob, and doesn't hurt your ears. add: Hatsune mi-go drops a keyboard synth on death (you monster.) /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * [THE QUIRKENING] Adds customization options to Organ Prosthetic, Junkie, Smoker, and Alcoholic! (#82051) ## About The Pull Request Lets people pick: - The shitty organ they spawn with (still has the restrictions of not being possible to get heart when you are a plasmamen, for example) - Their favorite alcohol to blackout with - Their favorite brand of cigs - Their favorite brand of drugs! A lot of the code was taken from a downstream, made by @Floofies, i already had my own implementation but it was buggy and not nearly as clean, then i was made aware of theirs. ## Why It's Good For The Game Character Customization is good and fun and lets people have more choice in their roleplay. ## Changelog 🆑 add: Prosthetic organ users are now allowed to pick what they want to start with. add: Junkie of all kinds, including smokers and alcoholics, are also able to pick their favorite type. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> * [NO GBP] Fixes the "Drop Pod: Syndies" deathmatch modifier. (#82216) ## About The Pull Request I've had false memories of `pick_weight` working with assoc-value-less lists. ## Why It's Good For The Game This will fix an issue with deathmatch modifiers. ## Changelog 🆑 fix: Fixed the "Drop Pod: Syndies" deathmatch modifier. /🆑 * Fix robocontrol access runtime (#82242) ## About The Pull Request  `check_access` expects an item, such as an ID card, to... check access. Not a mob. We can circumvent this entirely by using `allowed`. But this has an averse effect in that `allowed` will only check the user's ID, not the ID in the mod PC. So we need to run a separate check of `check_access` for the computer ID card. ## Changelog 🆑 Melbert fix: Robocontrol should work better. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Adds a photobooth (#82105) ## About The Pull Request Adds a photobooth machine to the HoP line which can be used to update your security records photo. It updates the records of the person's name, which means hiding your identity and wearing an ID will let you change other people's photos. If you aren't hiding your identity and are wearing someone else's ID, it won't update at all because it will be unable to find your record. There's 2 variants of this machine, one at the HoP line that's tied behind Law Office access (so Lawyers have an extra thing they can help out with if no one's available, but maybe it would be better behind Library access since Curators are our "photographer" role?), and the Security one that requires Security access. The Security one has a special feature that it adds a height chart behind the player.  This machine is used by either right-clicking on it or by pressing a button, so the HoP can do it remotely from their line (except on Tram where it's in the library), and after a few delays it'll update your records automatically to how you look like. Emagging the machine will remove its access restrictions but every time it updates your photos it will spam camera flashing and blind you. Sprites Open  Closed  Security version on the left, has a red tint on it  Video demonstration (old sprites): https://github.com/tgstation/tgstation/assets/53777086/a2e59f08-2d58-4f5b-b081-e137c7606d35 ## Why It's Good For The Game Current security records has no way to change your photo ID, something that was a feature before it was moved to TGUI. The only alternative is to fully delete your record and make a new one with a photo and the same name, but this shares a major issue with the HTML UI: You're immediately sold out by the fact you have a background. No matter how well you try to cover your tracks, any security officer looking at records will see you are the only photo on the manifest that has a background and even a camera in your hand, which makes it impossible to get away with it unless security essentially takes pity on you. This opens up the ability to fully mask yourself in records, finally. This is also better even for non antagonists because you can now properly update your photos to match what you look like in the event of an appearance change or even just a job change, which makes it a benefit for HoPs who likes to keep records as up-to-date as possible. ## Changelog 🆑 JohnFulpWillard, Twox add: Added a new photobooth machine to the HoP's line. fix: Things checking for access now checks your off hand, too. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * Converts slimes to basic mobs (#82176) After months of preparation, and further months of work, I am finally done. Please bear with me, as this is a massive refactor, but I have already atomized everything I could. This is now ready for review. General - The hilbert hotel slimes are now a subtype instead of a varedit. - The `use_mob_ability` subtree now also accepts non cooldown abilities. If set_behaviours is set up properly, mobs won't keep continously triggering it as if it were a 0 second cooldown action. The alternative would have been turning the slime abilities into cooldown abilities. - Wrestling off a slime now signs up to the `COMSIG_ATOM_ATTACK_HAND` signal, instead of being part of attack_hand. - Adds datum/ai_controller/controller as a fourth, optional argument to `/datum/ai_behavior/find_hunt_target/valid_dinner()` to make it possible to access blackboard keys. - Slimes no longer attack windows if they would accidentally move into them (when the conditions are met), since random walk behaviour ignores tiles they can't go in. It was also not worth to keep. Did you know this was the sole override of `ObjBump()`? - Examine was made less snowflaky/bespoke. Also added a new element: `/datum/element/basic_health_examine`, which is a simple bespoke element that prints out a custom message based on how damaged the basic mob it is attached to is. - Slimes only perform knockdown instead of paralysis, as they can attack more often now, and paralysis is not that fun. - LAssailant has been removed due being archaic code. To befriend a slime, you have to spawn a monkey with the slime console, or feed them a sheet of plasma. Simple grabbing the monkey or stuffing them in disposals do not work anymore. Slime console spawned monkeys will have a visible status effect, with pheromones coming off them to make this clearer. Actions - Feeding, reproduction and evolution is no longer a verb. - Slime feeding is no longer an action button. You have to use right click, or as previously, mousedrop. Slimes can always unbuckle from mobs they are attached to. Hunger - Instead randomly changing the starvation and max nutrition values while growing up, evolution costs 200 nutrion. This makes the code more readable, and behaviour more predictable, while still giving the intended time between evolving and splitting. As a result, I could also turn these into defines. - Added a component that handles doing an effect over time while buckled to a mob, until the mob dies or you get unbuckled. - Slimes gained nutrition is no longer randomly multiplied by the damage config value, but rather gain nutrition equal to twice the damage dealt. You'll have to eat one monkey to evolve, just as before. - Slimes do not heal passively. They only heal from eating. It was a rather miniscule value that did not have much effect. - Slimes generate electricity from hunger threshold, instead of the random amount of hunger threshold + 100. Environment - Slimes take 15 damage from cold every second, instead of using a complex formula (that also decreased the damage up to a point?). - Slimes still heal from burn damage, but this is now set on the damage coefficient list. - Slimes instead of getting stunned by the cold, freeze in an ice cube. BZ instead of setting them unconscious, calls the stasis status effect, allowing you to safely stash your hungry slimes for later. They also no longer slow down from the cold, as they are already slowed down by the damage they get. Conversely they no longer get a speed up from a random amount of temperature. I could be convinced to readd this either as part of the basic sensitive component, or a similar one. AI - Removed the attacked_stacks system. Slimes will just perform regular retaliation if you hit them in a harmful manner. - Slimes now use the pet orders component. They will interrupt their feeding when given a command by their master. - Slimes have their own subtrees. I tried to replicate as much as I could from the old code, dividing ancient code artifacts and intentional stuff, so there might be some weirdness. - Slime speech has been almost fully reduced to basic blorbing, as you can not even understand them anymore, and most of them require the slime to loop through all of their surroundings. - Discipline does not have stacks either. Disciplined baby slimes have a chance to clear their attack and hunt blackboard keys. All slimes will stop feeding on the target otherwise. - Since discipline is not a stack, rabidity instead gets removed at a 10% chance per disciplining. - Slimes faces are a bit more randomly picked now. - We want to convert all simple animals to basic mobs. Old slime code was also very strange, and had some systems that have been replicated by components. - Slimes fully paralyzing you is not fun at all. Knockdown should give you a fighting chance when a slime would like to eat you. - Slimes slow down from the heavy damage they get from the cold, so I don't think they need extra slowdown, nor do they need to speed up from warmth, as they are already fast. - Slimes turning into an icecube instead of becoming paralyzed from the cold is more fun for the slimes, as they can break out for a few moments. It is also funny. - Slimes entering proper stasis from BZ is not just a visual indicator of a slime that is safe to approach, but also keeps the slimes's hunger value in check, allowing it to not starve while stopped. They can also look around and blorble, instead of staring at a black screen, if player controlled. - The attack_stack and discipline_stack behaviours were rather overcomplicated, and the xenobio mains I talked with didn't even know it was a thing, so I argue it needed simplification. - The bespoke friendship system of slimes was also too complicated. Slimes slowly gained levels of trust, and at certain levels commands costed friendship, and other levels, they did not. The binary friend/not friend system that everything else in the game uses is much more sensible. - Using right click for feeding is much more sensible than using an action, and then picking someone from a dropdown. - Slime speech was very soulful but not only did it loop through everything in sight, you couldn't even understand it unless you spoke slime. Maybe it can be readded later in a different form. - Slime's passive healing was miniscule, and having them rely on feeding is more interesting. also fixes #81463 🆑 refactor: Slimes are now basic mobs. Please report any strange behaviours! balance: Slimes only stun you for two seconds when they shock you, the rest of the duration is a knockdown. balance: Slimes are not stunned from the cold, but rather, get frozen in a freon icecube. BZ also puts them in complete stasis, instead of making them unconscious. Their speed is likewise unchanged by temperatures. balance: Slimes do not passively heal, they instead rely on feeding. fix: Slimes can use the buckling screen alert to unbuckle and stop feeding, along with clicking on the mob they are riding /🆑 * Oh, right. * Fixes AI verb Jump To Network (#70016) * check for camera loc to not be a silicon * check for z=0 instead * Update code/modules/mob/living/silicon/ai/ai.dm Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> * evil touch * redundancy Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> * Removes camera assembly structures (#81656) Removes the camera assembly structure middleman between the camera wallframe and camera machine. All its behavior has been instead moved to the camera, and I've tried to keep as much of the behavior the same as before. This also fixes the issue that camera assemblies had where, upon the construction being finished, it would move itself into the newly finished camera machine, therefore taking itself off a wall, therefore deconstructing itself. This resulted in 2 piece of iron being in each camera machine (except roundstart ones), and because camera machines rely on the assembly inside of them for upgrades and such, upgrading didn't work at all. I've also made camera nets use defines (not in map) so it's easier to find a list of them all, and tried to add autodoc comments to nearly every var in camera code. Removes copy paste and spaghetti code between structure and machine camera, thus making it easier to work around with. Closes https://github.com/tgstation/tgstation/issues/79019 🆑 fix: Cameras built in-round can be upgraded again. fix: Deconstructing cameras now more consistently return to you the upgrades inside of the camera. fix: RD's telescreen can now properly see Ordnance cameras again. fix: [Deltastation] Library art gallery no longer has an invisible camera. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * [MDB Ignore] Combines Cargobus consoles with Dept. Order Consoles, freeing all departments of 1 whole tile of space (#82210) ## About The Pull Request - Departmental orders are now an NTOS app - To download, they require `ACCESS_COMMAND`. - To use, they require one access from the department. - This means you cannot order things from not-your-department unless you have an ID. - When newly downloading the app, it will prompt a head of staff to insert an ID, to determine which department to be linked to. - Changes chat room overlay from the kind that AI uploads use to a new icon. - Minor refactors to department order in general.   ## Why It's Good For The Game These two computers are surprising waste spacers for two things which are tied together. So why not combine them? The lesser used cargobus chat is still there, and departmental orders are front and center. This gives mappers a ton more leeway when mapping departments out and is overall less clutter. ## Changelog 🆑 Melbert qol: Cargobus chat console and Departmental Order console are now combined into one. qol: Mod PCs active on the "chat client" apps no longer look like AI uploads (and now have their own sprite) refactor: Departmental order consoles were refactored a bit, report any oddities. /🆑 * This should cut it. * Was it really just skub? * [No GBP] Fixes slow slime feed (#82284) ## About The Pull Request Slimes were supposed to gain the same amount of nutrition as the damage they dealt while feeding. However, I have accidentally multiplied this again by `seconds_between_ticks` a second time. This meant that locally slimes fed normally, but on the server they got about the third nutrition they were supposed to, probably due to having more ticks per second then my machine. This PR fixes that. Also raised the nutrition gained by slimes by 20%, after careful testing, one monkey wasn't always enough. ## Why It's Good For The Game Fixes #82283 ## Changelog 🆑 fix: Slimes now feed faster, and should only need one monkey to reach their next lifestage. /🆑 * [No GBP] Fixes a slime speed config and ai controller null error in slime nutrition handling (#82330) ## About The Pull Request Someone has linked the runtimes logs of round 226376 to show off a runtime, and I took a look, and found some unrelated runtimes in slime code. - The config file for slime slowdown was still using the simple_animal path. This has been fixed. - Somehow, a grey slime has lost its AI controller, and when it got hungry, it runtimed. For now, a coalesce operator has been put in place. Later, an investigation is needed to figure out where did its AI controller go. ## Why It's Good For The Game Runtimes bad. ## Changelog 🆑 fix: Slime properly load their slowdown values from the config files. fix: Slimes who lose their AI controller will no longer runtime when they get hungry. /🆑 * [No GBP] Slime stasis fixes (#82304) ## About The Pull Request `handle_environment` is never called when the target was in stasis, so slimes stayed in stasis forever. This PR fixes that, albeit in an ugly way. It also makes slimes actually not get hungry while in stasis. ## Why It's Good For The Game Fixes #82300 I also claimed slimes can be safely kept in stasis, but I didn't actually put a stasis check before handle_nutrition. This is fixed now. ## Changelog 🆑 fix: Slimes stop being in stasis when taken out of a BZ filled environment fix: Slimes no longer become hungry while in stasis /🆑 * Add a unit test to check that maploaded simple/basic mobs are in an environment they can survive in. (#82180) I've recently noticed that the maploaded penguins from the snowdin away mission were dying from unsafe atmos/temperature. This sparked the idea of making a (focus only) unit test that would prevent this sort of issues from happening. This PR also implements the usage of the `atmos_requirements` and `body_temp_sensitive` elements for simple animals too, cutting down the copypaste. More unit tests to make sure things are done correctly. 🆑 fix: Made sure that mapped critters (i.e. penguins on the snow cabin away mission) can survive in the environment they're spawned in. /🆑 * This all is going to suck. * A step further * Is this hell over? * I hope it is. * Autosort I suppose * This should cut it for VoidRaptor * And Blueshift * Revert "Autosort I suppose" This reverts commit 9100de67c30514fc25db3ba29df81d1b0ac54e24. * Dear god, the chicken. * I fucking hate mapping * fixes gas analyzers (#82278) ## About The Pull Request #82180 accidentally messed up air analyzers being able to read or send readouts to the chat. ## Why It's Good For The Game air analyzer good ## Changelog 🆑 fix: air analyzers work again /🆑 * [NO GBP]Grind & juice fixes (#82272) - Fixes #82266. Anything that has reagents can be either grinded or juiced - If something doesn't have reagents but has grind results it can still be grinded but not juiced 🆑 fix: anything that has reagents can be either grinded or juiced fix: stuff that does not have reagents but has grind results can still be grinded but not juiced /🆑 * Birdshot Engineering Retrofitting (#81840) Warning: Nanotrasen Confidential Proprietary Information (NCPI) must only be accessed and viewed within a Nanotrasen Virtual Environment (NVE, vNTOS-3). Employees in violation of this information ordnance will have their wages A) garnished, and B) sent to a labour camp up to a maximum of ten (10y) years. Questions regarding policies related to NCPI should be directed towards departmental heads or your sector Central Command Information Authority (CCIA) personnel. ## About The Pull Request Credentials Confirmed The Birdshot Engineering Revitalization Plan (formerly proposal Blindfold, now BERP) is a procurement effort to address growing maintenance liabilities and costs on the Skitter-MDR Class Orbital Station located in the Spinward Stellar Cluster (SSC, Sector 28-7b). Over the course of the previous year, ongoing analysis data has provided vital feedback since the station was once again brought into operation after 17 years of abandonment; and using this data, 4 options were outlined for the Blindfold Proposal. 1) Abandonment - No Cost. Operations on Birdshot will cease. 28-7b operations will be moderately impacted. 2) Procurement - Medium Cost. Replace offending station sections completely with low-cost, working alternatives. Operational gains in 28-7b expected. 3) Do Nothing - No Cost. Moderate long-term impacts to operations in 28-7b. 4) >>>_Was removed_ Option 2 was selected for BERP. Procurement efforts identified 3 solutions and later narrowed it down to 1. Following the selection process architects were brought in to draft up low-impact refits to the designated hulk. 5 selections made it past initial drafting, with 3 ultimately being selected for engineering board review. Penultimately draft proposal 3 was selected for the project and now awaits engineering certification. The draft plan is provided on the next page:  Following board certification, implementation of the plan will be commenced by 28-7b Nanotrasen Enigneering Corps. (NECs). Construction time-frame pending Project Foremans review. ## Why It's Good For The Game Birdshot Engineering is where this whole station began. Back then, things were going to look closer to Birdboat Station, but that became looser and more ill-defined as progress was made on the overall station. While I was satisfied of the decrepit feel of Birdshot Enigneering initially, I knew that at some point, it would require modification to better play into Birdshots strengths. I've had a long laundry list of a roadmap that I've wanted to implement since the station was added, and this was the top item. Tier Zero. Problema Numero Uno. You get the idea. This has been a year of drafting, redrafting, and redrafting everything until it fit Birdshot right. With this, we're nearly there. I see this being the definitive Engineering Department for this station for quite some time to come. However, this is still a draft and some elements are subject to change as I begin to work out some of the more minor kinks in the draft such as pipe locations and transit tubes. Presently Atmospherics is completely rebuilt from the bottom up. There is more space, enough to do projects, but you'll have to tear down some windows and walls to gain it. Nothing ventured, nothing gained. You also have most of the gas distro line outside. I'm a firm believer in enabling whatever antics ANY lunatic may have. Atmos techs can rest assured that outside lines are completely reconfigurable (and powered) enabling some... unique project prospects. You also gained an inside HFR and Spare burn chamber. Enjoy. The Engineering Common Areas are now inside the department proper instead of the satellite treatment in the original implementation. Security gets an actual outpost and engineers now have a proper office to file engineering documentation. They say that office colleagues can form tight bonds so let's see whose is stronger: Purples or Yellows? The Supermatter Engine is more of an upgrade over the previous model (Leaky SM is here to stay so deal with it). The room is larger with less rock, allowing some manner of greater customization, but I believe engineers will be more than happy to find that they now have a Burn Chamber of their own. I have zero clue of what they'll do with it, but I think any enterprising CE will be able to create something that even god should fear. Finally we have maint improvements. Nothing really to see here though maybe there's the beginning of something for the future if you care to speculate. I couldn't really keep the meandering maint of the previous rock, so instead we now have some pseudo dead-ends. It's all connected by transit tubes to the north (not shown) so you can slowly get around if you will it. Of course there's plenty of cut-throughs, not-so-finished sections, and opportunity for those who need it. Caution to the blind, this whole rock is spicy. Overall I'm happy with this and want to open it up in Draft Mode for initial thoughts. I have a rough timeline on finishing this that stretches out to the weekend, so the earlier comments are, the more likely I'll be able to MAYBE do something about it. Thanks for the patience and hopefully this is a doozy of an update for all our players. Previous Engineering Provided for Point of Reference:  closes #75590 ## Changelog 🆑 qol: Wholesale Revamp of Birdshots Engineering Department fix: Some Birdshot Amtospherics Concerns fix: Some Birdshot Engine Concerns /🆑 * Bumps `dependencies.sh` to 515.1633 Stable (#82138) ## About The Pull Request Two reasons for this. 1. It's the stable branch, so let's move it up. This PR will detect any issues that we might have with the latest 515.1633 as far as the codebase is concerned (the servers have been running 1633 for at least a week now). 2. ~~I'm fucking sick of seeing the Lua Scripting Notice in CI even though it was fixed a few days ago in #82074 ( |
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be3684c2f0 |
[MIRROR] New GaGs clothing: Part 1 - 'Dress'ing up! (#26905)
* New GaGs clothing: Part 1 - 'Dress'ing up! (#81785) I'm going to keep this simple, I have added four GaGs configs and the sprites for some outfits, I intend to expand on the recolouring abilities, so you will be able to use more than just spraycans. The outfits are as follows; The Cardigan skirt (formerly named black skirt), the Evening gown (It's no longer the 'RED' gown, since it can be any colour), the striped dress and the sailor dress.     Customisation is always good, allowing players to express their character how they want isn't a bad thing! 🆑 image: added gags sprites for; Sailor dress, Evening gown, Cardigan skirts and striped dresses. /🆑 * New GaGs clothing: Part 1 - 'Dress'ing up! * a * will this work * iconstate * aaa --------- Co-authored-by: xXPawnStarrXx <53197594+xXPawnStarrXx@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> Co-authored-by: Waterpig <wtryoutube@seznam.cz> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
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c462c462d8 |
[MIRROR] Simple animal xenos are now basic animal xenos (#27051)
* Simple animal xenos are now basic animal xenos * Conflict + updatepaths * more repaths * file repath * womp womp * bam me thinks * mapfix --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Waterpig <wtryoutube@seznam.cz> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
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430896b5cf |
Blueprints tgui (#82565)
## About The Pull Request Blueprints now use a TGUI panel instead of the old HTML one. Also did general code improvement and maintaining to blueprints in general and also destroyed the ``areaeditor`` level, repathing it to just 'blueprints'. Also adds a sound when you look at structural data cause why not Video demonstration: https://github.com/tgstation/tgstation/assets/53777086/861773fd-3d57-472d-bc94-d67b0d4f1dbd The 4 blueprint types:  ## Why It's Good For The Game Another HTML menu dead underground. This is more responsive and doesn't require constant updating to see which area you're in, feels less OOC (instead of saying "the blueprints say", just say it, you ARE the blueprints). Like, come on  Look at all this wasted space  ## Changelog 🆑 refactor: Blueprints now use TGUI. qol: Blueprints can now be used while lying down. /🆑 |
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5bef7fadcf |
GAGSifies the jester costume (#82339)
## About The Pull Request Updates the jester costume to support GAGS.  ## Why It's Good For The Game More freedom for players to customise their jestering. ## Changelog 🆑 image: The jester costume now supports GAGS /🆑 |
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b20c982404 |
Converts slimes to basic mobs (#82176)
## About The Pull Request After months of preparation, and further months of work, I am finally done. Please bear with me, as this is a massive refactor, but I have already atomized everything I could. This is now ready for review. General - The hilbert hotel slimes are now a subtype instead of a varedit. - The `use_mob_ability` subtree now also accepts non cooldown abilities. If set_behaviours is set up properly, mobs won't keep continously triggering it as if it were a 0 second cooldown action. The alternative would have been turning the slime abilities into cooldown abilities. - Wrestling off a slime now signs up to the `COMSIG_ATOM_ATTACK_HAND` signal, instead of being part of attack_hand. - Adds datum/ai_controller/controller as a fourth, optional argument to `/datum/ai_behavior/find_hunt_target/valid_dinner()` to make it possible to access blackboard keys. - Slimes no longer attack windows if they would accidentally move into them (when the conditions are met), since random walk behaviour ignores tiles they can't go in. It was also not worth to keep. Did you know this was the sole override of `ObjBump()`? - Examine was made less snowflaky/bespoke. Also added a new element: `/datum/element/basic_health_examine`, which is a simple bespoke element that prints out a custom message based on how damaged the basic mob it is attached to is. - Slimes only perform knockdown instead of paralysis, as they can attack more often now, and paralysis is not that fun. - LAssailant has been removed due being archaic code. To befriend a slime, you have to spawn a monkey with the slime console, or feed them a sheet of plasma. Simple grabbing the monkey or stuffing them in disposals do not work anymore. Slime console spawned monkeys will have a visible status effect, with pheromones coming off them to make this clearer. Actions - Feeding, reproduction and evolution is no longer a verb. - Slime feeding is no longer an action button. You have to use right click, or as previously, mousedrop. Slimes can always unbuckle from mobs they are attached to. Hunger - Instead randomly changing the starvation and max nutrition values while growing up, evolution costs 200 nutrion. This makes the code more readable, and behaviour more predictable, while still giving the intended time between evolving and splitting. As a result, I could also turn these into defines. - Added a component that handles doing an effect over time while buckled to a mob, until the mob dies or you get unbuckled. - Slimes gained nutrition is no longer randomly multiplied by the damage config value, but rather gain nutrition equal to twice the damage dealt. You'll have to eat one monkey to evolve, just as before. - Slimes do not heal passively. They only heal from eating. It was a rather miniscule value that did not have much effect. - Slimes generate electricity from hunger threshold, instead of the random amount of hunger threshold + 100. Environment - Slimes take 15 damage from cold every second, instead of using a complex formula (that also decreased the damage up to a point?). - Slimes still heal from burn damage, but this is now set on the damage coefficient list. - Slimes instead of getting stunned by the cold, freeze in an ice cube. BZ instead of setting them unconscious, calls the stasis status effect, allowing you to safely stash your hungry slimes for later. They also no longer slow down from the cold, as they are already slowed down by the damage they get. Conversely they no longer get a speed up from a random amount of temperature. I could be convinced to readd this either as part of the basic sensitive component, or a similar one. AI - Removed the attacked_stacks system. Slimes will just perform regular retaliation if you hit them in a harmful manner. - Slimes now use the pet orders component. They will interrupt their feeding when given a command by their master. - Slimes have their own subtrees. I tried to replicate as much as I could from the old code, dividing ancient code artifacts and intentional stuff, so there might be some weirdness. - Slime speech has been almost fully reduced to basic blorbing, as you can not even understand them anymore, and most of them require the slime to loop through all of their surroundings. - Discipline does not have stacks either. Disciplined baby slimes have a chance to clear their attack and hunt blackboard keys. All slimes will stop feeding on the target otherwise. - Since discipline is not a stack, rabidity instead gets removed at a 10% chance per disciplining. - Slimes faces are a bit more randomly picked now. ## Why It's Good For The Game - We want to convert all simple animals to basic mobs. Old slime code was also very strange, and had some systems that have been replicated by components. - Slimes fully paralyzing you is not fun at all. Knockdown should give you a fighting chance when a slime would like to eat you. - Slimes slow down from the heavy damage they get from the cold, so I don't think they need extra slowdown, nor do they need to speed up from warmth, as they are already fast. - Slimes turning into an icecube instead of becoming paralyzed from the cold is more fun for the slimes, as they can break out for a few moments. It is also funny. - Slimes entering proper stasis from BZ is not just a visual indicator of a slime that is safe to approach, but also keeps the slimes's hunger value in check, allowing it to not starve while stopped. They can also look around and blorble, instead of staring at a black screen, if player controlled. - The attack_stack and discipline_stack behaviours were rather overcomplicated, and the xenobio mains I talked with didn't even know it was a thing, so I argue it needed simplification. - The bespoke friendship system of slimes was also too complicated. Slimes slowly gained levels of trust, and at certain levels commands costed friendship, and other levels, they did not. The binary friend/not friend system that everything else in the game uses is much more sensible. - Using right click for feeding is much more sensible than using an action, and then picking someone from a dropdown. - Slime speech was very soulful but not only did it loop through everything in sight, you couldn't even understand it unless you spoke slime. Maybe it can be readded later in a different form. - Slime's passive healing was miniscule, and having them rely on feeding is more interesting. also fixes #81463 ## Changelog 🆑 refactor: Slimes are now basic mobs. Please report any strange behaviours! balance: Slimes only stun you for two seconds when they shock you, the rest of the duration is a knockdown. balance: Slimes are not stunned from the cold, but rather, get frozen in a freon icecube. BZ also puts them in complete stasis, instead of making them unconscious. Their speed is likewise unchanged by temperatures. balance: Slimes do not passively heal, they instead rely on feeding. fix: Slimes can use the buckling screen alert to unbuckle and stop feeding, along with clicking on the mob they are riding /🆑 |
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2163f60527 |
Simple animal xenos are now basic animal xenos (#82187)
## About The Pull Request We currently have 2 types of xenos in the codebase, simple animal and carbon. I'd like to unite them both under basic, and I thought I should go for simple animal first since it's more of a conversion than a remake. This helps set a base for a future basic-only xeno, which would require the following: - Basic mobs (or just anything than Carbon) to have Organs, which we can then use for things like referring to their plasma sac for egg-laying, etc. - All xeno types having a basic mob variant, preferably with an AI so they would work without a player. - Something be done about larva, either we'd split basic xenos into "larva" and "adult" (like carbon) or have it be a separate path that can also have organs so they can still have hivemind. Everything else seems to have been done overtime as simple animals have been converted to basic (HUDs and holding things now seem possible, etc.) Even if this doesn't work out, at least this cuts off a good chunk of the remaining simple animals to convert to basic. Sprites used (for mapping helpers): Fire medkit Toxin medkit Oingo Boingo punch face (i tried to shrink it down) ## Why It's Good For The Game This helps advance us move away from simple animals, and helps move carbon xenos to basic mob later too if that's what we want to go for. ## Changelog 🆑 refactor: Xenomorphs (Lavaland & Oldstation ones) are now basic mobs. /🆑 |
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409527e3e3 |
New GaGs clothing: Part 1 - 'Dress'ing up! (#81785)
## About The Pull Request I'm going to keep this simple, I have added four GaGs configs and the sprites for some outfits, I intend to expand on the recolouring abilities, so you will be able to use more than just spraycans. The outfits are as follows; The Cardigan skirt (formerly named black skirt), the Evening gown (It's no longer the 'RED' gown, since it can be any colour), the striped dress and the sailor dress.     ## Why It's Good For The Game Customisation is always good, allowing players to express their character how they want isn't a bad thing! ## Changelog 🆑 image: added gags sprites for; Sailor dress, Evening gown, Cardigan skirts and striped dresses. /🆑 |
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e46274fc7e |
[MIRROR] Spider web graphics (#26775)
* Spider web graphics * Update icon_smoothing.dm --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com> |
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2eac95b7a1 |
[MIRROR] Adds a small cafeteria behind the right wing shutters of the museum. (#26766)
* Adds a small cafeteria behind the right wing shutters of the museum. (#81465) ## About The Pull Request I was thinking to contribute something to the new away mission map to make it better. Mapping and all takes too much time for me, so I could do little. Though it comes with its own unique gimmicks. To reach the cafeteria, one has to complete a couple puzzles. The first set is opened by inputing the correct PIN on the password panel beside it. There're several clues to help you guess this fairly easy puzzle, in the form of several number graffitis, a scrapped piece of paper full of numbers, and a board filled with colored dots also found just beside the panel. The second one is opened by a keycard, and is generally lazier. To find it, you'll need to do a bit of (toilet) searching. As for the unique things this PR adds: - A fire extinguisher... that actually contains welding fuel - A (dirt-cheap) hotdog vending machine* - A completely ornamental maneki-neko (that's the name of the luck-bringing, paw-waving cat figurine) - A piggy bank that carries money between rounds. It has a cap of 10k credits worth of holochips, cash and coins, which is pretty high, but I'm confident people will just destroy it for its contents the moment they find it. His name is Pigston Swinelord VI. - More, totally legit and not actually fake bombable walls :^) *By the by, you can also find it during the national hotdog day. Screenshots of the new location:   ## Why It's Good For The Game You know how most away missions are not that special at all? Yeah, @ mc-oofert set an example of a pretty decent one actually, if not a tad small. I thought it could use a touch of another mind actually contributing to it too, because it deserves it. Also, this sets the basis for other persistent piggy banks. I don't think they should all have that 10k cap like this one, perhaps 1k is enough. Beside, the code that mothblocks did for json database datum is pretty good, so there is not a whole lot of shitcode here. ## Changelog 🆑 add: Added a cafeteria to the museum away mission, with a few special things to it. To reach it, you'll have to complete a couple puzzles however. map: The museum away mission now has a couple restrooms. add: Hotdog vending machines may spawn during the National Hot Dog Day. /🆑 * Adds a small cafeteria behind the right wing shutters of the museum. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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9d9da3a790 |
Spider web graphics (#81839)
## About The Pull Request Here is what webs look like. It looks like pure ass and I hate seeing it.  Here's my attempt at making them look nicer.  Notes: Genetics Power webs now have a slight purple tint to differentiate them from regular spider webs, so spiders aren't confused about why they can't cross these ones. On the backend I condensed a lot of these typepaths to inherit from each other instead of not doing that. In the future I am going to use this to cut down on the excessive amount of action buttons we have for these too. Here's (most of) what the action buttons look like. this screenshot also demonstrating that we have a serious problem with how many buttons we give to spiders.  After this is merged I will embark on two further projects: - Wallening version - Reworking spider web placement to not be a function of having 15 action buttons, it's _so bad_. While I was working on this I noticed that AI spiders would not automatically place webs on certain crossable tiles, because we forgot to pass an argument to a proc. I fixed that too. Oh also final change I almost forgot to document:  I made you jiggle if you get stuck in a web. ## Why It's Good For The Game The previous sprites looked bad and these look less bad. ## Changelog 🆑 fix: AI-controlled spiders can correctly recognise where they can place webs. image: New sprites for most kinds of spider web /🆑 |
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88bdabe53b |
Adds a small cafeteria behind the right wing shutters of the museum. (#81465)
## About The Pull Request I was thinking to contribute something to the new away mission map to make it better. Mapping and all takes too much time for me, so I could do little. Though it comes with its own unique gimmicks. To reach the cafeteria, one has to complete a couple puzzles. The first set is opened by inputing the correct PIN on the password panel beside it. There're several clues to help you guess this fairly easy puzzle, in the form of several number graffitis, a scrapped piece of paper full of numbers, and a board filled with colored dots also found just beside the panel. The second one is opened by a keycard, and is generally lazier. To find it, you'll need to do a bit of (toilet) searching. As for the unique things this PR adds: - A fire extinguisher... that actually contains welding fuel - A (dirt-cheap) hotdog vending machine* - A completely ornamental maneki-neko (that's the name of the luck-bringing, paw-waving cat figurine) - A piggy bank that carries money between rounds. It has a cap of 10k credits worth of holochips, cash and coins, which is pretty high, but I'm confident people will just destroy it for its contents the moment they find it. His name is Pigston Swinelord VI. - More, totally legit and not actually fake bombable walls :^) *By the by, you can also find it during the national hotdog day. Screenshots of the new location:   ## Why It's Good For The Game You know how most away missions are not that special at all? Yeah, @mc-oofert set an example of a pretty decent one actually, if not a tad small. I thought it could use a touch of another mind actually contributing to it too, because it deserves it. Also, this sets the basis for other persistent piggy banks. I don't think they should all have that 10k cap like this one, perhaps 1k is enough. Beside, the code that mothblocks did for json database datum is pretty good, so there is not a whole lot of shitcode here. ## Changelog 🆑 add: Added a cafeteria to the museum away mission, with a few special things to it. To reach it, you'll have to complete a couple puzzles however. map: The museum away mission now has a couple restrooms. add: Hotdog vending machines may spawn during the National Hot Dog Day. /🆑 |
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6aef9d5203 |
[MIRROR] [MDB Ignore] Converts random bedsheets to spawners + 3 bedsheets I made long time ago. (#26518)
* [MDB Ignore] Converts random bedsheets to spawners + 3 bedsheets I made long time ago. (#81435) * Aaand modular * wuh * idk how I missed these * geez --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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677afadade |
[MIRROR] General maintenance for all things boulder related. (#26557)
* General maintenance for all things boulder related. (#81358) ## About The Pull Request **1. Qol** - Adds screen tips & examines for screwdriver & crowbar acts on BRM, Refinery & Smelter - Adds examines to display number of boulders stored inside a refinery & maximum number of boulders it can hold. Right click screentip to remove boulders - Adds examines to display maximum number of boulders than can be teleported by a BRM & screentips for interacting with wires - More audio & visual feedback for refinery processing. If a boulder requires multiple steps you will get a balloon alert saying "crushing" for refineries & "smelting" for smelters along with a sound per process tick(which is every 2 seconds so no need for cooldown) giving you a better idea of what's happening in the pipeline - BRM now will display all lights when the "Automatic boulder retrieval" is on & turn off the lights when disabled along with examines giving you a visual indicator of its state **2. Code Improvements** - Splits types of boulders into its own file `boulder_types.dm` for easy maintainability - Moves beacon for refinery machines into its own file `boulder_processing/beacon.dm` for easy maintainability - Moves the cooldown for processing a boulder `processing_cooldown` into the refinery machine itself. Since 100's of boulders can be created per round this var can take up memory quickly so by moving them into the refinery machine it gives us some savings - Compressed & merged procs such as `create_mineral_contents()` , `flavour_boulder()` etc with the vent code. These procs were only used by the vent 1 time & by merging the code we removed if conditions to check if a parent vent was passed or not(since now that's always the case). Helped in removing boilder plate code **3. Fixes** - **Fixes vents always spawning "Small size boulders" & not medium, nor large boulders.** Once a vent generates a boulder it calls `flavour_boulder()` |
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2c83952d3b |
[MIRROR] MuleBOT UI/ID Fixes (#26460)
MuleBOT UI/ID Fixes (#81380) ## About The Pull Request - Fixes https://github.com/tgstation/tgstation/issues/81363 - Fixes unable to set MuleBOT home from control panel - Fixes missing MuleBOT ID from Botkeeper PDA app - Adds input validation for changing MuleBOT ID from control panel - Removes hardcoding of MuleBOT IDs and home destinations - MuleBOT will now automatically set its home to the navigation beacon on its initialization turf ## Changelog 🆑 LT3 fix: MULEbot will correctly display its loaded cargo on BotKeeper fix: MULEbot home beacon can be set from control panel code: MULEbot home location is automatically set on init /🆑 Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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df2ce692ee |
General maintenance for all things boulder related. (#81358)
## About The Pull Request **1. Qol** - Adds screen tips & examines for screwdriver & crowbar acts on BRM, Refinery & Smelter - Adds examines to display number of boulders stored inside a refinery & maximum number of boulders it can hold. Right click screentip to remove boulders - Adds examines to display maximum number of boulders than can be teleported by a BRM & screentips for interacting with wires - More audio & visual feedback for refinery processing. If a boulder requires multiple steps you will get a balloon alert saying "crushing" for refineries & "smelting" for smelters along with a sound per process tick(which is every 2 seconds so no need for cooldown) giving you a better idea of what's happening in the pipeline - BRM now will display all lights when the "Automatic boulder retrieval" is on & turn off the lights when disabled along with examines giving you a visual indicator of its state **2. Code Improvements** - Splits types of boulders into its own file `boulder_types.dm` for easy maintainability - Moves beacon for refinery machines into its own file `boulder_processing/beacon.dm` for easy maintainability - Moves the cooldown for processing a boulder `processing_cooldown` into the refinery machine itself. Since 100's of boulders can be created per round this var can take up memory quickly so by moving them into the refinery machine it gives us some savings - Compressed & merged procs such as `create_mineral_contents()` , `flavour_boulder()` etc with the vent code. These procs were only used by the vent 1 time & by merging the code we removed if conditions to check if a parent vent was passed or not(since now that's always the case). Helped in removing boilder plate code **3. Fixes** - **Fixes vents always spawning "Small size boulders" & not medium, nor large boulders.** Once a vent generates a boulder it calls `flavour_boulder()` |
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16009a3ccf | [MDB Ignore] Converts random bedsheets to spawners + 3 bedsheets I made long time ago. (#81435) |