Fixed not being able to disable specific antagonists randomly.
For me, this meant I was unable to toggle cultist and traitor. This might've been a migration bug, though it's safe to just sanitize it on read.
When explosions got refactored, this stopped harming mobs because it lacked a check. Goof must have missed this, but it's also probably not as simple to put everything back as it was. This mostly restores old behaviour by putting the relevant code into on_hit() and out of Bump() when handling living mobs, since it's a projectile and all. I don't know if the values I added are appropriate but given that the old behaviour was a high damage localized explosion, it almost certainly isn't far off.
fixes#61244
* refactors borg reskinning
* shits fukt
* drinking champgne
made of an angel's
tears and pain
but i feel celestial
* drinking champagne
made by the angel
who goes by the name
of glittering gabriel
* written in the stars
* i hate maintainers! i hate maintainers!
people driving fancy cars look like biddles in the stars
* Update code/modules/mob/living/silicon/robot/robot_model.dm
* bitch
## About The Pull Request
Fixes#61594#59556 changed atmos tanks so that they do not automatically connect to adjacent pipes, but can support up to 4 directional connection, and merge with neighboring tanks to form one large one. Old tanks would connect based on their dir variable. New tanks would not. A work around was to varedit both dir *and* initialize_direction variables to the same value in the map editor - but this is not expected behavior for mapping.
This adds a check for mapload in the tank's initialize proc. If the tank is initializing during mapload, dir will be copied to initialize_directions (as it is in most other atmos devices), and the tank will connect in the specified direction(s).
The behavior of player constructed tanks is unchanged.
## Why It's Good For The Game
The primary purpose of these large, constructed atmos tanks is to provide a bulk source of gas to a map, such as a plasma tank for the incinerator, or air supply tanks to ruins or disconnected parts of the station. This enables them to be readily used for their purpose.
This fixes the 41 broken atmospheric tanks currently mapped in the codebase.
## About The Pull Request
stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it
for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload

## Regex used:
procs without args, not even regex
`/Initialize()`
procs with args
`\/Initialize\((?!mapload)((.)*\w)?`
cleanup of things i didn't want to mapload:
`\/datum\/(.)*\/Initialize\(mapload`
Adds 2 new elements, one for slowing down pulling of dangerous objects (dispenser tanks and canisters), and one for preventing hostile attacking of elements in a typecache.
Also updates the obj_flags bitfield 'cause I thought I was gonna use that, but I didn't.
Adds these elements to spiders and space carp (from space dragon)
So I fucked up in #61541 (a86e939bd4) - I didn't test/know Inacusiate/Oculine to know thats what the code was for.
Snowflake code in their on_life specifically there in case inacusiate/oculine was drank.
I thought about trying to make it something all organs did, rather than reverting my change, though I can just revert it if thats preferable.
Eyes/Ears can now be repaired with Inacusiate and Oculine again.
First off, I am aware of the Feature Freeze for this month. This PR was initially started in #60401 about a month ago to break the changes into smaller PRs. The end result for this PR is a poor man's attempt at roguelike procedural generation. Enjoy!
Link to the README for how the new spawner system works.
Added the following new random mapping spawners:
pen, crayon, stamp, paper, pamphlet, briefcase, folder, wardrobe closet, wardrobe closet colored, backpack, narcotics, permabrig_weapon, permabrig_gear, prison, material, carpet, ornament, generic decoration, statue, showcase, paint, tool, tool_advanced, tool_rare, material_cheap, material, material_rare, toolbox, flashlight, canister, tank, vending_restock, atmospherics_portable, tracking_beacon, musical_instrument, gambling, coin, money_small, money, money_large, drugs, dice, cigarette_pack, cigarette, cigar, wallet_lighter, lighter, wallet_storage, deck, toy, toy_figure, booze, snack, condiment, cups, minor_healing, injector, surgery_tool, surgery_tool_advanced, surgery_tool_rare, firstaid_rare, firstaid, patient_stretcher, medical supplies, crate, crate_abandoned, girder, grille, lattice, spare_parts, table_or_rack, table, table_fancy, tank_holder, crate_empty, crate_loot, closet_private, closet_hallway, closet_empty, closet_maintencne, chair, chair_maintence, chair_flipped, chair_comfy, barricade, data_disk, graffiti, mopbucket, caution_sign, bucket, soap, box, bin, janitor_supplies, soup, salad, dinner
Removed deprecated wizard trap, vault, and armory spawners.
Admins can now revert (most) station traits before a round starts, as well as setup the station traits that will run next round.
Previously, admins had no control over this system, making it sometimes painful for running planned events.
It is not feasible to update the station traits of the current round, considering some apply pre-roundstart, but it is doable to edit the station traits of the next round.
Admin circuit components were limited in their utility due to the setvar, getvar, proccall, and signal handler components only being able to operate on atoms. I have improved them by adding the datum datatype, which is used exclusively by the aforementioned components in place of the atom datatype their target port currently uses. Furthermore, an option for the expected output type has been added to the getvar and proccall components. This option defaults to any.
About The Pull Request
Hallo! This is part two of my PDA update, where I take the old hokey colors that were just left in to not rock the boat, and changes them to better fit the current aesthetic of the game. It also makes the captain's PDA have some more fanfare, without even adding a sprite, I just did a funny trick with the layers.
In addition to that, I have updated the sprite for the survival pen, and made it so QMs start with one in their PDA.
bespoke final
peen
Why It's Good For The Game
The old PDA colors on the new PDA sprites were odd in a few places, this fixes that. I spent about a week or so going to different players of the different jobs and departments getting their input on what colors they'd like their PDAs to be, and now the best looking options that make sense, will be added in! Woo!
Also I just think the QM having a emergency shovel is kind of cool, and its a really neat item that deserves just a little more love, so why not?
Changelog
cl
expansion: Updated old GAGS colors for the PDAs based on user feedback
imageadd: Updated appearance of the Survival Pen
expansion: The Quartermaster now starts with a Survival Pen because its flavorful. Survival Pen has also been updated to use the fancy font, since, its fancy.
/cl
About The Pull Request
Original pr: yogstation13/Yogstation#4988
This sprite's origins...
HAVE BEEN FOUND!
Thank you grimm-hollowknight!
Why It's Good For The Game
Blutarch Mann found it and he is correct in that it is a hilarious and excellent borg sprite
Changelog
cl grimm-hollowknight, ported by tralezab with a few overlays
imageadd: New borg sprite, from Yogstation!
About The Pull Request
Changes the drop code handling from being in pickup (requiring some shitcode to work) to instead handle the same code in equip. This behaviour is nonsense, but it at least now works as intended.
fixes#61281
Why It's Good For The Game
Shit ruin with bad loot and bullshit like this
Changelog
cl
fix: Stickmen flatguns now properly drop out of your hands when picked up, as intended.
/cl
About The Pull Request
Admins can bypass IsAdminAdvancedProcCall checks by using these methods of proccall because proccall protection is kinda dumb. This has been tweaked so that there is proper proccall protection for these methods of proccall.
Code is hacky, but there's not much of a choice if we want procs to be properly protected from admin proccalls from any sort of remote source. If anyone has a better idea on how to implement this, feel free to hit me up.
We need a special global mob that handles proccalls from sources that may not have a usr/client to refer back to. IsAdminAdvancedProcCall() relies usr being defined, so if no usr is defined, then this will always return false. This has been adjusted so that proccalls without a usr/client to refer back to will instead set usr to this special mob, which will then let the IsAdminAdvancedProcCall() return true by comparing whether usr == this special global mob.
Why It's Good For The Game
Admins can no longer bypass IsAdminAdvancedProcCall checks.
Changelog
cl
admin: Admins are no longer able to bypass proccall protections using remote methods of proccalling.
/cl
The old CentCom armour outfit looked like shite, and was old as hell. It's not been updated to have the Cap's armour suit values and an edited version of the Cap's suit sprite, with a complimentary green.
Also adds a suit storage unit that contains a unique gas mask as well, because why not.
Old armour = cringe, looked bad
New armour = very sexy, looks good
and a suit storage thingy is good for anyone who wants to add it to a map per se, idk.
About The Pull Request
If you are on combat mode, your bullets will hit people lying down or stunned, otherwise they pass through.
Why It's Good For The Game
The original PR that added it was labeled a fix (#55495) only mentioning it in the changelog once, when it was a balance change, as resting to avoid bullets was intentionally removed after we added crawling and a rest button, for being fucking stupid.
The thing that original pr "fixed" was mobs being bullet sponges, which you can now prevent by switching off combat mode, so it is no longer needed.
Avoiding people shooting at you while also having guns of your own you are perfectly able to shoot is stupid.
It makes mobs like beepsky super annoying, where unless youre in a large area the robot chasing you with one of the only hardstuns left in the game will be really hard to hit.
Changelog
cl
balance: If you are on Combat Mode, your bullets no longer pass through prone people
/cl
Bumping into things to push them didn't add fingerprints. This means that it's possible to push things like fuel tanks without any way to track IC or OOC.
Now when you bump into a movable atom and it successfully gets moved by you, fingerprints get added the same as if you'd grabbed it and pulled it.
So I started with fixing some timing stuff in #61540, decided to look into foam harddels since I've known about them for a while, got bored, tried to figure out the plane master failures I've seen, and well uh, did.
I'm sure there'll be more, but for now:
Fixes foam darts sticking around post qdel due to dumb guncode, adds a stack trace to handle it.
Makes map popups actually clear the screen they're effecting of their objects, preventing plane master harddels, most commonly sourced from admin pod memes. Not clearing from the screen WAS SOMEHOW AN INTENDED FEATURE!?!@ because "clients log out often anyway and that clears screen so it's fine" I am having a meltdown
Changes examine timers from a ref + signal to a ref(), the timer's 1 second, it's not gonna cause any collisions for the love of christ
The bug #61469 (940d9aa99d) was trying to fix is mostly successful, except in rare cases of a lot of people opening preferences pre-timer SS init, where addtimer is delayed. This changes it to spawn, which is good to run pre-init, though in small amounts. If this doesn't work, then I'm going to make a savefile pass through every proc as an argument, but it's a very tedious and frustrating change to do, and I only really want to do it if necessary.