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122 Commits
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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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c7c691f381 |
[MIRROR] Request GaGsification - Gis (#26933)
* Request GaGsification - Gis (#82040) ## About The Pull Request This GAGsification is a request from Fitz Sholl, using their wonderful sprites to breathe some new life into a mostly forgotten outfit. EDIT: I increased the available amount from 1 to 4. Meaning that a robust Sensei can have a class of three  ~~there's also a second version which is a rendition of the prexisting one which I couldn't bring myself to delete completely, DBZ was a massive part of my childhood and will never leave me.~~  ## Why It's Good For The Game As Bruce Lee was reported saying, "Be like water, water can flow, or water can crash" What does that mean? I don't know exactly, but it's cool as hell, look like water while handing out an absolute savage beating? You can now. ## Changelog 🆑 image: modified gi sprites, making them more customisable. /🆑 * Request GaGsification - Gis --------- Co-authored-by: xXPawnStarrXx <53197594+xXPawnStarrXx@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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32ca7f5816 |
[MIRROR] virtual pets (#26692)
Virtual pets Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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7d0e1bfd05 |
[MIRROR] New masks (#26478)
* New masks (#81217) ## About The Pull Request Adds 3 new masks: * Kitsune mask * Facescarf * Rebellion mask All masks (and facescarf) are recolorable. And also thanks to Kovac for the scarf sprites ## Why It's Good For The Game Cool masks for make character style more unique. All are recolourable.  ## Changelog 🆑 add: 3 new masks for your characters (thanks to Kovac for the scarf sprites) /🆑 --------- Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com> * New masks --------- Co-authored-by: NeonNik2245 <106491639+NeonNik2245@users.noreply.github.com> Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com> |
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8eeca186df |
[MIRROR] Cleans up some extra args in Destroy() [MDB IGNORE] (#25907)
* Cleans up some extra args in Destroy() (#80642) ## About The Pull Request After https://github.com/tgstation/tgstation/pull/80628, these shouldn't be needed anymore right? ## Why It's Good For The Game Cleans up some vestigial code ## Changelog EDIT: Not player-facing. * Cleans up some extra args in Destroy() --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
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aaa8c8128b |
[MIRROR] Fixes labcoats having the wrong sprites when thrown [MDB IGNORE] (#24772)
* Fixes labcoats having the wrong sprites when thrown * fixes * Update three_layer_hats.json --------- Co-authored-by: D4C-420 <75496851+D4C-420@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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5cc6fe943c |
[MIRROR] GAGSify colored/job labcoats [MDB IGNORE] (#24498)
* GAGSify colored/job labcoats * fixes two of our coats * a few more fixes * okay * Update interdynefob.dmm * okay digi * e --------- Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com> Co-authored-by: jjpark-kb <mccorvey.norman@gmail.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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5c516aef02 |
[MIRROR] Adding a GaGs recolourable santa hat. [MDB IGNORE] (#25780)
* Adding a GaGs recolourable santa hat. (#80483) * Adding a GaGs recolourable santa hat. --------- Co-authored-by: xXPawnStarrXx <53197594+xXPawnStarrXx@users.noreply.github.com> |
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1740f3f6b3 |
[MIRROR] New Cleanbot and Bucket sprites (No GAGS) [MDB IGNORE] (#25546)
* New Cleanbot and Bucket sprites (No GAGS) (#80205) * New Cleanbot and Bucket sprites (No GAGS) --------- Co-authored-by: Andrew <mt.forspam@gmail.com> |
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3658c80e57 |
[MIRROR] Explodes device.dmi [MDB IGNORE] (#25523)
* Explodes device.dmi * Demodularize these * Update traitordevices.dm * Update traitordevices.dm * Modularizes hypnotic flash * Modular dmi repath * Modular dmi repath --------- Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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3e43c91ce6 |
[MIRROR] General maintenance for canisters [MDB IGNORE] (#25501)
* General maintenance for canisters (#80145) ## About The Pull Request 1. Fixes #80139 The greyscale config was not applied correctly and run timing halfway causing the appearance of the canister to be broken. That's fixed now. 2. Removes prototype canisters. They are not available in game and even as an admin tool their only function is to open the valve after an elapsed time interval. Even this was broken cause the UI for adjusting the timer was never added and the params had to be manually var edited all for a pretty pointless function. A better solution would be to allow players to attach signallers to canisters to control the delay but that could be a future PR 4. Other smaller optimizations include - converted vars like `can_min_release_pressure` and `can_max_release_pressure` & `temperature_resistance` into defines. Vars take up memory but not defines and so we saved some memory from this - removed var `starter_temp` cause its unused - removed var `protected_contents` cause it did nothing - moved the global canister list to its appropriate `code/define/globalvars/lists` folder where it belongs - Auto doc some vars & procs 5. Converted UI to typescript ## Changelog 🆑 fix: canisters don't disappear when their colours are changed code: changed some vars into defines to save memory, removed unused/useless vars & added auto docs code: converted UI to typescript. moved global canister list to its appropriate folder refactor: removed prototype canisters and optimized canisters as a whole. /🆑 * General maintenance for canisters --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> |
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9c78808284 |
[MIRROR] Nukes radio.dmi, adds inhands for somewhat relevant items. [MDB IGNORE] (#25147)
* Nukes radio.dmi, adds inhands for somewhat relevant items. (#79792) ## About The Pull Request Third /icon/ cleansing splinter 1. Comments on commits say all it does pretty much.  ## Why It's Good For The Game Inhand for walkietalkie was requested in the project, gets rid of some usecases of old 'gangtool', headset splitoff requested by Fazzie. Inhands reflecting the items they are supposed to represent is nice. ## Changelog 🆑 image: Following now have unique item sprites: syndicate war declaration radio, curator and chief beacon's, chaplain beacon. image: Following now have unique inhand sprites: radio, export scanner, walkie-talkie, syndicate war declaration radio, curator and chief beacon's, chaplain beacon. /🆑 * Nukes radio.dmi, adds inhands for somewhat relevant items. --------- Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> |
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d8056a2c68 |
[MIRROR] basic gutlunchers and ashwalker ranching [MDB IGNORE] (#24970)
* basic gutlunchers and ashwalker ranching * Update goldgrub.dm * UpdatePaths * Modular * Modular * Modular --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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120cea1200 |
[MIRROR] Adds a cowboy bundle to the nuclear ops uplink [MDB IGNORE] (#24234)
* Adds a cowboy bundle to the nuclear ops uplink (#78874) ## About The Pull Request Tin The bundle includes revolver, holster, armored cowboy outfit, horse, apples to tame said horse, and a complimentary lighter. It costs 18tc, so it's a little more expensive than getting the revolver & holster on their own, but you also get a horse so it's worth it. ## Why It's Good For The Game This was intended as a lone-ops bundle so we can finally have some lone rangers but I think having a crew of cowboy outlaws doing a "train heist" for a nuke is really funny. ## Changelog 🆑 Wallem add: Nuclear Operatives now have ready access to ancient cowboy technology in the form of the Outlaw Bundle. Now you too can roll into town on your horse. /🆑 * Adds a cowboy bundle to the nuclear ops uplink --------- Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com> |
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f537bb2097 |
[MIRROR] GAGS, recolorable and actually glowing glow shoes. [MDB IGNORE] (#23568)
* GAGS, recolorable and actually glowing glow shoes. (#78071) ## About The Pull Request I've converted the gags_recolorable component into an element (it has no var of its own) and the glow shoes icons to greyscale, added emissive icon states for the shoes, both for its own sprite or when worn, and the ability to recolor them with a spraycan (tbh a lot of clothing should be recolorable with a spraycan in general but that's beyond the scope of this PR) Oh yeah, if you examine an item with the gags_recolorable element twice, it now tells you can use a spraycan to recolor it. ## Why It's Good For The Game They are called glow shoes yet don't glow, and the supposed glowing stripes only come in a single flavor of blue. Truly the definition of lame. Overall, it looks as goofy as ever: I didn't put much effort into the grayscale icons beyond the necessary:  ## Changelog 🆑 image: The glow shoes from the ClothesMate now actually glow and can be recolored, even with a spraycan. /🆑 --------- Co-authored-by: san7890 <the@ san7890.com> * GAGS, recolorable and actually glowing glow shoes. * Modular stuff --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: san7890 <the@ san7890.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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16a9fb61cc |
[MIRROR] Worn Shirt Resprite (& GAGS Enhancement) [MDB IGNORE] (#23542)
* Worn Shirt Resprite (& GAGS Enhancement) (#78014) ## About The Pull Request Hi! Sheets gave me some new sprites for the worn shirt, the Ian shirt, and the gamer shirt you can find on MetaStation. These come in three variants.  Clean, worn out, and messy, for varying degrees of 'washedness.'  As seen here on these mobs. They are now also GAGS grayscaled, which means  they are highly recolorable; and look good to boot. However, I have also elected to give them a variant for each version; a 'graphics' variant with either Ian, or Phanic the Weasel.  The gamer shirt and the Ian shirt retain their unique names and descriptions, luckily. Due to the Phanic shirt using an uncolorable third zone, this allows you to make your very own Phanic OCs, seen here in the full vignette.  ## Why It's Good For The Game Drip drip drip. ## Changelog 🆑 Sheets and Nerev4r sprite: Complete redo of the worn shirt, Ian shirt, and gamer shirts; now GAGS-compatible! /🆑 --------- Co-authored-by: Snakebittenn <12636964+Snakebittenn@ users.noreply.github.com> * Worn Shirt Resprite (& GAGS Enhancement) * Modular & loadout * Update loadout_datum_suit.dm * This is a dupe --------- Co-authored-by: Nerevar <12636964+Nerev4r@users.noreply.github.com> Co-authored-by: Snakebittenn <12636964+Snakebittenn@ users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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0ffe662b49 |
[MIRROR] Adds links to additional help documents on hackmd to the GAGS readme [MDB IGNORE] (#23441)
* Adds links to additional help documents on hackmd to the GAGS readme (#78027) Just some additional links in the readme for coders and spriters, no player facing changes. I'll update the guides themselves more as I see what information people need or issues they have. * Adds links to additional help documents on hackmd to the GAGS readme --------- Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> |
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91837e26b4 |
[MIRROR] Progress bars & cleaning particles will centre on the tile occupied by large icon objects [MDB IGNORE] (#23394)
* Progress bars & cleaning particles will centre on the tile occupied by large icon objects (#77940) ## About The Pull Request Do_after bars always draw based on the top-left corner of the targetted atom, for atoms with sprites that are larger than 32x32 this gives them a weird offset instead of being centred, which bugs me. I have tried my best to figure out a way to reverse this which does not interfere with atoms which use pixel_x/pixel_y to visually appear to be on a different tile. ## Why It's Good For The Game Before:  he hates how you missed him completely 😦 After:  now you're cleaning his feet 🙂 ## Changelog 🆑 image: progress bars and cleaning particles are now centered on the tile occupied by the target, if it is a big sprite /🆑 * Progress bars & cleaning particles will centre on the tile occupied by large icon objects --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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51d62e685e |
[MIRROR] More Suits resprites (Bonus: Chef/Bartender updates!) [MDB IGNORE] (#23088)
* More Suits resprites (Bonus: Chef/Bartender updates!) (#77558) ## About The Pull Request Finally, my ultimate goal: All Lawyer suits are now under suits.dmi. Having some suits in suits.dmi and some in civilian.dmi was just really really weird and confusing. Also updated some more Service stuff, specifically the Chef and Bartender. Their uniform is the generic Service Buttondown, and their other gear has been updated. The Bartender, notably, now has a new item, the bowtie! Full changelog: - Adds Bowtie (and yes, it's in relevant vendors) - Adds a greyscale Formal Jacket (the lawyer jackets but greyscaled) - Removes `/obj/item/clothing/under/rank/civilian/chef` and `/obj/item/clothing/under/rank/civilian/bartender`; replaces them with `/obj/item/clothing/under/costume/buttondown/slacks/service` - **Moves all Lawyer suit sprites to the suits.dmi** - Converted `/obj/item/clothing/under/rank/civilian/lawyer/bluesuit` to use the same GAGS configs as the buttondown (path unchanged) - Resprited all Lawyer suits (except galaxy ones) - Resprited the Lawyer jackets to match (including a currently unused GAGS-palette one) - Resprited the Chef Apron-Jacket and Hat - Resprited the Botanist Overalls (and made them Greyscale) - Updated the shirt on the Cook Jorts to be more up-to-date instead of being new pants on a super crusty old shirt sprite. - Puts stuff into vendors ## Why It's Good For The Game Sprote updates yahoo! Chef/Bartender showed their age, and essentially had the same uniform. Now they look much more at home.  GAGS Suit jacket yippee!  This jacket was put into to the Bartender's vendor for the sake of allowing them their own gimmicks, such as this:  New greyscale overalls wahooo! Since they're greyscaled they're also in the clothesmate for anybody who really wants them.  The Lawyer suits just used an entirely different type of shading and it made them stick out weird... I'm not quite sure on reshaping their jackets but figured it's better to start with this and update them if requested.  As for moving Lawyer suits to suits.dmi... I just don't like them being split up. It makes it annoying to prevent duplicates or keep them all updated. ## Changelog 🆑 add: Added the Bowtie! Bartenders start with one on, but they can also be found in the Bardrobe, Autodrobe, and Clothesmate. No need to tie it either, it's just a clip-on. add: Added a Greyscale "Formal Jacket" of the style that most suits use, for crew who want to make their own using the buttondown shirt. del: Removed the generic Cook/Bartender uniforms and changed them to use the Service buttondown w/ slacks. image: updated the majority of Lawyer suit sprites, along with the Cook's Apron-Jacket and Hat, and updated/greyscaled Botany's Overalls! Also the Overalls are available in the clothesmate, and the Cook Jorts' shirt is less crusty. /🆑 * More Suits resprites (Bonus: Chef/Bartender updates!) * Modular path changes/removals * Modular adjustments: removing deleted sprites, creating digi sprites for overalls and purple bartender resprite, removing greyscale overalls * Fix grayscale configs * Update misc.dm * Moves icons to new location * Update civilian.dm * I hate all of this so very much. * Update civilian.dm * Update loadout_datum_suit.dm --------- Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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21006a4e77 |
[MIRROR] Adds rolling up sleeves to the greyscale buttondown, adds greyscale suitskirt, minor buttondown resprite [MDB IGNORE] (#22952)
* Adds rolling up sleeves to the greyscale buttondown, adds greyscale suitskirt, minor buttondown resprite (#77404) ## About The Pull Request I noticed some recent PRs were replacing some suits with the buttondown + slacks, which isn't a terrible idea, but these changes also removed the suitskirt variants of these, as well as the buttondown not supporting rolling up its sleeves and more subjectively, I _really_ don't like the horizontal line on the buttondown, makes you look fat, don't like it so I decided to remedy these issues myself <details> <summary> Screenshots </summary> Service suitskirt  Rolled up sleeves  Rolled up sleeves sidesprite  </details> The skirt itself is a slightly modified version of the skirt from the greyscale skirtleneck I had to put it in the shorts_pants_shirts.dmi files for greyscale config reasons, not sure if everything is named correctly or necessarily in the right place here ## Why It's Good For The Game Re-adding the removed suitskirts is more objectively a good thing, the resprite is more subjective but honestly I was mostly motivated to make this by my hatred for how the buttondown looked before so lol I also noticed a minor bug that was implemented when the old black suit was replaced with a variant of the slacks ## Changelog 🆑 add: Added greyscale suitskirt, available in clothesmates add: You can now roll up the sleeves of greyscale buttondown shirts qol: Re-added previously removed black suitskirt and the RD's tan suitskirt, as pre-colored variants of the above fix: Fixed only one buttondown with slacks being available in clothesmates image: Slightly adjusted greyscale buttondown sprite, you look less fat now! /🆑 * Adds rolling up sleeves to the greyscale buttondown, adds greyscale suitskirt, minor buttondown resprite * Adds the new clothing to loadouts * Modular icons * Removing some bloat from a previous pr while we are at it --------- Co-authored-by: siliconOpossum <138069572+siliconOpossum@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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ef71cfb9e2 |
[MIRROR] Updates all the icons in under/suits.dmi and related sorting/cleanup [MDB IGNORE] (#22819)
* Updates all the icons in under/suits.dmi and related sorting/cleanup (#76865) Somebody was pointing out how our suits varied WILDLY in quality Figured I'd go through and tidy them up * Updates all the icons in under/suits.dmi and related sorting/cleanup * Rename Amish suit, remove scratch suit (was removed upstream) * Fixes a rogue path --------- Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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60df7291ce |
[MIRROR] [READY] Fishing and aquarium expansion. [MDB IGNORE] (#22731)
* [READY] Fishing and aquarium expansion. * Update general.dm * Update production_skill.dm * Merge conflict * Merge branch 'upstream-merge-76531' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-merge-76531 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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c8bcaebadc |
[MIRROR] Standardizes a majority of the GAGS configs for Clothing [MDB IGNORE] (#22554)
* Standardizes a majority of the GAGS configs for Clothing * why was this unchecked * Painfully updates our modular * Delete bandanafix.dm * Update tgstation.dme --------- Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com> Co-authored-by: Bloop <vinylspiders@gmail.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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2f552919c1 |
[MIRROR] Icons folder cleaning wave two [MDB IGNORE] (#22454)
* Icons folder cleaning wave two * Merge conflict resolution * Modular path hell * hmm * Update 2022-10.yml * Another modular thing --------- Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> Co-authored-by: Giz <vinylspiders@gmail.com> |
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fcacebfe38 |
[MIRROR] Adds Roach Infusion to the DNA infuser [MDB IGNORE] (#22190)
* Adds Roach Infusion to the DNA infuser * Icons --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Giz <vinylspiders@gmail.com> |
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2f5c7f8389 |
[MIRROR] Icon folder cleaning wave one [MDB IGNORE] (#22374)
* Icon folder cleaning wave one * Fixe a merge conflict * Fixes some more merge conflicts * Fixes some modular icon paths * Fixes even more modular icon paths... Hopefully that's the last of them * Fixes some merge discrepencies * More merge issues * ok * not ok --------- Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> Co-authored-by: Giz <vinylspiders@gmail.com> |
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15b7c7bf71 |
removes sneaky merge conflict marker (#21919)
remove marker |
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8b7bdc4959 |
[MIRROR] Shuttle events [MDB IGNORE] (#21917)
Shuttle events Co-authored-by: Time-Green <timkoster1@hotmail.com> Co-authored-by: ghost sheep <sheepwiththemask@gmail.com> |
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7b94ae1c04 |
[MIRROR] Sorts the Greyscale Configs files [MDB IGNORE] (#21891)
* Sorts the Greyscale Configs files * fix --------- Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com> Co-authored-by: ghost sheep <sheepwiththemask@gmail.com> |
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4f41c8dbfa |
[MIRROR] GAGS-ifies the Hawaiian Shirt, adds it to the ClothesMate [MDB IGNORE] (#21683)
* GAGS-ifies the Hawaiian Shirt, adds it to the ClothesMate (#75866) ## About The Pull Request Technically a port of https://github.com/Skyrat-SS13/Skyrat-tg/pull/17085 On the tin, it was mentioned that they could use it, I had these on-hand. Probably should have been up here in the first place anyways.    Also makes them available in the ClothesMate so that crew can enjoy this beautiful... just... beautiful item. Worth noting, this item may be reworked in the future to an accessory. This is just the greyscale half, the hard part. Changing the type to an accessory in the future is easy now. ## Why It's Good For The Game GAGS is good for items like this that just deserve lots of color. And making them available for crew to actually use is cool. ## Changelog 🆑 add: The Hawaiian Overshirt is now GAGS, and available to crew in the ClothesMate. Mahalo a aloha! /🆑 * GAGS-ifies the Hawaiian Shirt, adds it to the ClothesMate * removes duplicate --------- Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com> Co-authored-by: ghost sheep <sheepwiththemask@gmail.com> |
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ff6c2c3ca5 |
[MIRROR] PDA Fixes and Changes and Cargo Console Fix [MDB IGNORE] (#21617)
* PDA Fixes and Changes and Cargo Console Fix (#75768) Was updating the documentation about PDAs on the wiki and saw some minor issues, threw in the bug fix for issue https://github.com/tgstation/tgstation/issues/75231 as well because why not. Also added the ability to put medipens into PDAs, they're small and pen-like enough, right? * PDA Fixes and Changes and Cargo Console Fix --------- Co-authored-by: Oreo <20830349+Peliex@users.noreply.github.com> |
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c57f774df3 |
[MIRROR] GAGSifies Plushies [MDB IGNORE] (#21307)
* GAGSifies Plushies (#75442) image: Space lizard, carp, slime and snake plushies have been resprited and set up to support GAGS. * GAGSifies Plushies * sneezes - oh this is updatepaths --------- Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com> Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com> |
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33961776ce |
[MIRROR] Wintercoats can now be zipped and unzipped through alt-click and separates the hood sprites from the jacket sprites [MDB IGNORE] (#20718)
* Wintercoats can now be zipped and unzipped through alt-click and separates the hood sprites from the jacket sprites (#74886) ## About The Pull Request The title says it all, really. ~~Initially, I was only going to do it for all wintercoats, but then I figured I might as well bring it down to all of `/hooded`, just so other suits could benefit from it, since that behavior came from there anyway. Does that mean that it does nothing for some of them? Yes, it does. Does that justify having another variable to tell whether or not that should be possible? In my humble opinion, not really, but I'm not against it if it's requested.~~ ~~That functionality was intentionally removed from the Void Cloak, as there would be balance implications (since bringing up the hood makes the whole cloak invisible, which you could skirt by just "zipping" it, which also makes it invisible.~~ ~~The sprites were already there, so this change was very simple to do. Simply unties the zipped up look from the fact that the hood is up. However, toggling the hood forces the zipping/unzipping, just so there's no balance implications involved. It's just simpler that way.~~ So, I ended up going back and changing the sprites so that the hoods would no longer be baked into the jacket's sprites, so that they could be done as overlays instead, which ended up solving my problem with hoods not being there on zipped-up versions. For now, it's been made on winter coats only, but it shouldn't be that difficult to bring it back down to the `/hooded` level. I just didn't want to bother touching up the sprites down there, as it already took me like 2-3 hours touching up the sprites of the winter coats alone. I also took the decision to make it so EVA winter coats used the regular winter coat's sprites, because they had special ones that just looked like worse versions of the original, without anything special going on for them. It was just a straight downgrade compared to the base sprite, in my opinion. There's still issues with the custom winter coat, in that the hood isn't made into an overlay for it yet (and that'll require an extra bit of logic to make it work, too), but it was already an issue before, the hood is always present on the current version of the custom winter coat. There's still a handful (sadly, most) of the winter coats that don't properly reflect on their obj sprites when they're opened versus when they're closed, but that's due to an initial spriter oversight, and not to my doing. The open versions were just left as closed on many of them, and I simply don't have the patience nor the appropriate skills to edit that many coats that way. ## Why It's Good For The Game Now you can be stylish with or without the hoodie!    According to ChatGPT, with one small tweak (thanks Opera GX for the suggestion): > Zipped and unzipped through alt-click, winter coats can now be. Hmm, stylishly warm, you shall be. Feel like a Spaceman, you will. Use the Force, to zip and unzip, you must. Look cool, you will. Yes, hmmm. ## Changelog 🆑 GoldenAlpharex, ChatGPT for the first changelog entry (slightly edited) qol: Zipped and unzipped through alt-click, winter coats can now be. Hmm, stylishly warm, you shall be. Feel like a Spaceman, you will. Use the Force, to zip and unzip, you must. Look cool, you will. Yes, hmmm. image: Winter coats no longer have their hood baked into their jacket's sprite, both in item form and when worn. fix: Updated the Icebox EVA winter coats (the Endotherm winter coats) to use the same sprites as the regular winter coats. /🆑 --------- Co-authored-by: san7890 <the@ san7890.com> * Wintercoats can now be zipped and unzipped through alt-click and separates the hood sprites from the jacket sprites * update modular wintercoat.dmi * forgot --------- Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> Co-authored-by: san7890 <the@ san7890.com> Co-authored-by: ghost sheep <sheepwiththemask@gmail.com> |
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9ad30cd3aa |
[MIRROR] Only checks for greyscale json config folder [MDB IGNORE] (#20639)
* Only checks for greyscale json config folder * Update _greyscale_config.dm --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
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9a594755f3 |
[MIRROR] Renames delta time to be a more obvious name [MDB IGNORE] (#20507)
* Renames delta time to be a more obvious name * updates to our code --------- Co-authored-by: oranges <email@oranges.net.nz> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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a078fe797b |
[MIRROR] Cleans up marisa shoes GAGS [MDB IGNORE] (#20306)
* Cleans up marisa shoes GAGS (#74451) ## About The Pull Request The marisa shoes were building their icon using greyscale config for their normal icons, but the worn ones were for some reason using a `worn_icon_state` "marisa" that had its own full sprite. I removed the sprite and added an overlay instead for the one part of the shoes that differs from base sneakers. Cleaned up the weirdness, now it uses the sneakers base config to build its icon like all the other sneakers. ## Why It's Good For The Game Clearer code, less weirdness. Icons created using GAGS are consistent now. <details> <summary>The default colors on a mob still look exactly the same as the old icon, removing the need for it</summary>  </details> <details> <summary>Now worn icons get set up correctly, where the yellow bit is uncolored</summary>  </details> ## Changelog 🆑 fix: marisa shoes will now build its worn icon using the greyscale config like sneakers do /🆑 * Cleans up marisa shoes GAGS --------- Co-authored-by: Bloop <vinylspiders@gmail.com> |
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893e1996ad |
[MIRROR] New Station Trait, Employee Birthday! [MDB IGNORE] (#19690)
* New Station Trait, Employee Birthday! * Update generic_positive_events.dm * vr additions --------- Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com> |
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03d9def35d |
[MIRROR] Customizable GAGS Witch Hat [MDB IGNORE] (#19087)
* Customizable GAGS Witch Hat (#72477) ## About The Pull Request Implements new sprites for the witch (Marisa) hat, divided into three greyscale icon states - base, bow, and charms. The hat can have its colours customized at an AutoDrobe. The not fake version has also been changed in the same way. The default colours are approximately the same to the old hat's.  _A coven of witches showing off their newly colourable hats_ ## Why It's Good For The Game More customization options for clothes allow for more variety and greater player creativity. ## Changelog 🆑 add: added greyscale json configs for witch hat and witch hat worn. imageadd: Added new, greyscale states to head/wizard.dmi imagedel: Removed Marisa hat states from head/wizard.dmi code: changed Marisa hat code in wiz_robes.dm to make them use greyscale. config: changed greyscale configs to include the witch hat. /🆑 * Customizable GAGS Witch Hat --------- Co-authored-by: Kepteyn <94123167+Kepteyn@users.noreply.github.com> |
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c51a58401d |
[MIRROR] New Mob [Garden Gnomes] [MDB IGNORE] (#18784)
* New Mob [Garden Gnomes] (#72672) ## About The Pull Request Garden gnomes can go into the ground when they stand still for a while. If they are damaged and underground they will heal. If they are underground they will also gain damage resistance. They can make people trip when underground and deal some damage. They are available through golden slime cores or you can collect them from cargo with an emag. If one of them gets damaged they will all retaliate against the attacker. They have a very realistic colour pallet based on online gathered data. Depending on their colour pallets some of them have a very low chance of spawning. ## Why It's Good For The Game These new garden gnomes come with expanding the world building of space station 13. These gnomes will add more variety to the game play and use an interesting AI and behavior that interacts with the player.   ## Changelog 🆑 add: Adds garden gnomes. imageadd: Adds garden gnome sprites. /🆑 * New Mob [Garden Gnomes] Co-authored-by: Comxy <tijntensen@gmail.com> |
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85b56a310d | [MIRROR] Fix JSON description for solo bench and tram [NO GBP] [MDB IGNORE] (#18661) | ||
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280460bab8 |
[MANUAL MIRROR] [NO GBP] Side mounted tram controls (#18636)
* Side mounted tram controls (#72193) Continuation of https://github.com/tgstation/tgstation/pull/72047 this part was left out until it could be done using directional map helpers. - Side mounts the tram controls freeing up the middle space for shenanigans or whatever, and you can hit the controls faster from either side of the tram. - Emergency exit feature, doors can be forced open when the tram has lost power. - Accessible spots for wheelchairs (Ian's injured, you know!)  - Looks like a tram direction sign instead of an awkward center placed computer. Build an ice cream or illicit drugs shop or something in the middle. Frees up space. - You don't get stuck on an unpowered tram if you don't have a crowbar. 🆑 LT3 imageadd: Tram controls are now side mounted, freeing up space. Even better, you now have two of them! imageadd: Added a new accessible space on the tram for wheelchairs fix: Removed duplicate tram plate/platforms code: Tram has its own floor subtype for the walls and windows add: Emergency exit feature added for people who are silly enough to not carry a crowbar /🆑 * floors.dmi |
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798531331d |
[MIRROR] New Heretic rune sprites & animations [MDB IGNORE] (#18598)
* New Heretic rune sprites & animations (#72415) ## About The Pull Request I made some magic circle animations for a downstream antagonist (coming to tg 2023?) and people told me "Jacquerel heretic should also do something like this" so after several hours of madness now they do.  This PR redraws the Heretic Transmutation Rune, and adds new effects for drawing and unsummoning it. The below videos are slightly outdated because the base colour is a tad lighter now but you'll get the idea. https://user-images.githubusercontent.com/7483112/210192981-0a34f3f9-ec78-4332-8148-896886d4d344.mp4 The animation is the same if you use the Codex Cicatrix, just the gaps between steps are shorter. Additionally, your rune effects are now coloured based on your heretic path. https://user-images.githubusercontent.com/7483112/210192985-4bda65af-5655-43a2-9685-0ca4d1519c87.mp4 Now the only caveat I can think of here is that as the 30 second long drawing process now comes with flashy effects this _does_ make you potentially more visible to random people who wander into your secret den than previously, however as that would require them to overlook you standing completely still with a _burning hand_ I don't think that should be a massive issue. Nobody was relying on the extremely long action bar having no animation to draw runes in the middle of rooms full of people... right? ## Why It's Good For The Game It looks cool. ## Changelog 🆑 imageadd: New look and animations for the Heretic's transmutation rune /🆑 * New Heretic rune sprites & animations Co-authored-by: Jacquerel <hnevard@gmail.com> |
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b08e6d24b2 |
[MIRROR] 3/4ths-ify some wall mount sprites (by Kryson and Viro) [MDB IGNORE] (#18039)
* 3/4ths-ify some wall mount sprites (by Kryson and Viro) (#71788) posters are now 24px tall, new sprites for nanomeds, emergency safes, and ticket machines (by Kryson) * 3/4ths-ify some wall mount sprites (by Kryson and Viro) * DON'T INCLUDE FUCKING OVERRIDES IF THEY DON'T DO ANYTHING HHHNGH MY CI IS FAILING CODERS * FUCK Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com> |
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a5a173f672 |
[MIRROR] Adds the DNA Infuser, a genetics machine you feed corpses to infuse their DNA with yours! What could go wrong?! [MDB IGNORE] (#17811)
* Adds the DNA Infuser, a genetics machine you feed corpses to infuse their DNA with yours! What could go wrong?! * SR conflicts * fox ears * remove duplicate event and merge master Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com> Co-authored-by: tastyfish <crazychris32@gmail.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
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9f3ebb04cb |
[MIRROR] Basic Mob Carp Part I: Colourful carp [MDB IGNORE] (#17704)
* Basic Mob Carp Part I: Colourful carp * merge skew Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> Co-authored-by: tastyfish <crazychris32@gmail.com> |
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a82fb5ba19 |
[MIRROR] Quantum keycards change color depending on the linked pad's location [MDB IGNORE] (#17796)
* Quantum keycards change color depending on the linked pad's location (#71518) ## About The Pull Request aka: quantum pads with gags Quantum keycards now light up depending on the linked pads location/status, and the pads location will be visible on examine. The card will be white if no pad is linked, the color of the department the linked pad is in, or dark gray as a fallback. ## Why It's Good For The Game Quantum keycards are impossible to organize, especially if you have multiple on you. Differentiating your secret way into CE's office or space could be vital. This helps to differentiate them and keep you 'safe'. ## Changelog 🆑 qol: quantum keycards light up with the department theyre in (or grey as a fallback) qol: quantum keycards are custom renamable w/ pen, to help keep em organized /🆑 Co-authored-by: etherware-novice <candy@ notarealaddr.com> Co-authored-by: Candycaneannihalator <candycane@ thisisnotarealaddr.com> * Quantum keycards change color depending on the linked pad's location Co-authored-by: texan-down-under <73374039+etherware-novice@users.noreply.github.com> Co-authored-by: etherware-novice <candy@ notarealaddr.com> Co-authored-by: Candycaneannihalator <candycane@ thisisnotarealaddr.com> |
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bdb951b7c0 |
[MIRROR] GAGs Buckets [MDB IGNORE] (#17213)
* GAGs Buckets * Update code/datums/components/crafting/recipes.dm Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> |