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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: https://github.com/tgstation/tgstation/blob/c34d56a45b0461f5e0fad3cc75e81580c3357119/code/game/objects/structures/tables_racks.dm#L300-L307 Where `new framestack(target_turf, framestackamount)` accidentally got an extra indent, and ended up in the less common half of the if-else chain. Just moving this outside of the if-else chain again fixes it. Secondly, tables had their own special deconstruction logic, which got 'standardized'. Issue. This was special to accommodate for having two different deconstruction logics: full or top only. With `deconstruct(...)` no longer being overridable, I feel it's awkward to attempt to proxy that information to the new `atom_deconstruct(...)` So we introduce a new method, `deconstruct_top`, for the screwdriver to use, which handles deconstructing only the top. ```dm /obj/structure/table/proc/deconstruct_top() var/obj/table_frame = new frame(loc) if(obj_flags & NO_DECONSTRUCTION) table_frame.obj_flags |= NO_DECONSTRUCTION else // Mimic deconstruction logic, only drop our materials without NO_DECONSTRUCTION var/turf/target_turf = get_turf(src) drop_top_mats(target_turf) qdel(src) ``` Mimicking the `NO_DECONSTRUCTION` logic of normal deconstruction, and copying over the flag onto its frames if need be. This fixes screwdriver deconstruction. ## Why It's Good For The Game Fixes #82503. We can now deconstruct the table top separately again, AND get the right materials back too. ## Changelog 🆑 00-Steven, SyncIt21 fix: Wrench table deconstruction gives the right materials again. fix: Screwdriver table deconstruction only deconstructs the top again. /🆑 * [NO GBP] Reagent grinders display reagents on examination (#82535) ## About The Pull Request - Fixes #82531 Somehow omitted this during the general maintenance thing ## Changelog 🆑 fix: Reagent grinders display reagents of its beaker on examination /🆑 * Monkeys now use height offset (and monkey tail works) (#81598) This PR adds the ability for monkeys to wear any jumpsuit in the game, and adds support for them to wear things like coats, gloves, and shoes (though this cannot be obtained in-game and is solely achieved through admins, which I also improved a bit upon by adding a defined bitfield for no equip flags). This reverts a lot of changes from https://github.com/tgstation/tgstation/pull/73325 - We no longer check height from limbs and such to bring sprites down, instead monkeys now work more similarly to humans, so the entire PR was made irrelevant, and I didn't really want to leave around dead code for the sake of having a human with longer legs. I've now also added support for Dwarfism, which makes monkeys look even smaller. Very minor change but at least now the mutation doesn't feel like it does literally nothing to monkeys (since they can already walk over tables). Here's a few examples of how it can appear in game (purely for demonstration, as it is currently intentionally made impossible to obtain in-game, though if someone wants to change that post-this PR now that support is added, feel free): Tails have been broken for a while now, the only reason you see them in-game is because they are baked into the monkey sprites. This fixes that, which means humans can now get monkey tails implanted into them (hell yeah) and monkeys can have their tails removed (also hell yeah) * Gets [weird] with (spies) by adding protect and deuteragonist-flavored objectives. (#82447) ## About The Pull Request What are their goals? Why are they doing this? gets weird with Spy objectives - namely by adding a lot more ways spies might be asked to affect various targets around the station. the first of these is by several flavors of Protecting targets (these do NOT print a success at roundend in keeping with Spy design:) - Protect (get a humanoid target off alive) - Protect Nonhuman (get an entity off alive) - Jailbreak (make sure a humanoid target escapes free) - Detain (make sure a humanoid target gets taken out arrested) the second of this is by a new escape condition: - Exile (get off-station or off the Z-level by the end of the shift - sometimes it's not just pods, you need to fuck off to space to win.) the third is through a massive increase in the number of possible: - objective templates - departments to target (Command + Service added) - specific locations to target - general classes of objects to target (medicines, floor tiles, critical infrastructure, etc.) - efforts to target (such as meals, mechs, public supplies) - ways to leave (you can be asked to abscond from the scene of your crimes?) ## Why It's Good For The Game More goofy and weird prompts to do more interesting things with Spies. One thing I think we're sorely missing in our lineup is antagonists that can act a bit more as deuteragonists - very possibly helping the crew under certain conditions and frustrating the Hell out of them in others. Since there's no way to check their objectives, and they get their gear/progression through stealing shit, they're still very much an antagonist and exist under the suspicion of doing bad... but, just going by their objectives, introducing more varied (and in some cases even benign) goals for them creates suggestions pointing to a lot more varied and interesting stories if people choose to run with it. * Adds anosmia quirk (#82206) ## About The Pull Request Adds anosmia quirk. Anosmia, also known as smell blindness, is the loss of the ability to detect one or more smells. I tried to find all smells action and (most likely) update all of them, unfortunately I can't change descriptions for this quirk. ## Why It's Good For The Game Some characters will be able to not feel smells That affect: * Gases feelings and alerts (CO2, Plasma, miasm) - you don't feel them * Bakery and cooking * Changeling ability to feel other changelings by smell * Some unimportant spans * Explosions Part I - Directional Explosions (#82429) ## About The Pull Request Adds the ability for explosions to be directional. This is achieved by adding an angle check to `prepare_explosion_turfs()` to drop any turfs outside the cone of the explosion. If the arc covers a full 360 degrees, as is the default, it will accept all the turfs without performing the angle check. Uses this functionality to rework both rocket launcher backblast and X4 explosions. Rocket launcher backblast has been changed from a shotgun of indendiary bullets to a directional explosion of similar length. X4 now uses a directional explosion to "ensure user safety". Apparently the old method of moving the explosion one tile away didn't even work, as it blew up `target` before trying to check its density for the directional behaviour. https://youtu.be/Mzdt7d7Le2Y ## Why It's Good For The Game Directional explosions - Useful functionality for a range of potential use cases, which can be implemented with minimal extra processing cost (Worst case scenario being very large directional explosions) Backblast - Looks way cooler than a bunch of projectiles, and should be significantly more functional in high-lag situations where projectile code tends to get fucky X4 - More predictable for players wanting to use it as a breaching charge, you can actually stand near the charge and not have to worry about being hoist upon your own petard. ## Changelog 🆑 add: Added support for directional explosions. add: Rocket launcher backblast is now 271% more explosive, check your six for friendlies! add: X4 charges now explode in a cone away from the user when placed on a sufficiently solid object. fix: X4 charges will now behave correctly when placed on dense atoms (note: don't try to read a variable from an atom you just blew up) /🆑 * Add balloon alerts to plunging (#82559) ## About The Pull Request Makes all plunging actions (pretty much anything using `plunger_act`) have a visible balloon alert. ## Why It's Good For The Game Makes sense that others would easily notice you plunging the shit out of something. Also, more people might finally learn that you can plunge the vent clogs instead of welding them. ## Changelog 🆑 qol: Added balloon alerts whenever you start plunging something (i.e ) /🆑 * Fixes spurious runtime on Icemoon caused by turf calling unimplemented LateInitialize() (#82572) ## About The Pull Request As of https://github.com/tgstation/tgstation/pull/82540 this runtime was happening,  `/turf/open/openspace/icemoon/` can be changed to `/turf/open/misc/asteroid/snow/icemoon/do_not_chasm` before `Initialize()` returns, which resulted in it `INITIALIZE_HINT_LATELOAD` getting returned on a turf that does not have an implementation of that proc. This should fix that. ## Why It's Good For The Game Fixes CI error * Blueprints tgui (#82565) 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:  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  🆑 refactor: Blueprints now use TGUI. qol: Blueprints can now be used while lying down. /🆑 * General maintenance for chem master (#82002) **1. Qol** - Adds screen tips & examines for screwdriver, wrench, crowbar & beaker insertion, removal & replacing actions - Analyzing reagents is now a client side feature & not a back end mode, meaning one person can see details of a reagent while the other can print stuff and do other operations so it's a non blocking operation. This also means 2 players can see information of 2 different reagents in their own screens, With that the overlay for analysis mode has been removed - You cannot do any tool acts on machines while printing. Balloon alerts will be displayed warning you of that. - The preferred container for the master reagent in the beaker is now showed in both condiment & chem master. It can be enabled/disabled via a CheckBox **2. Code Improvements** - Removed defines like `TARGET_BEAKER` , `TARGET_BEAKER` etc. ther functionality is implemented as params in the `transfer_reagent()` proc directly - Removed all variables relating to analyzing reagents like `reagent_analysis_mode`, `has_container_suggestion` etc. all memory savings - `printable_containers` now stores static values that can be shared across many chem masters - Updates only overlays and not the whole icon during operations for efficiency **3. Fixes** - You can hit the chem master with the screwdriver, wrench, crowbar & beaker when in combat mode - You cannot insert hologram items into the chem master - Deconstructing a condiment master will give you the circuit board already pre-programmed with that option selected so you don't need to use a screwdriver to re program it - `printing_amount` is now the maximum number of containers that can be printed at a time. Presently this number with upgraded parts would print out empty containers especially for patches. This is because `volume_per_item` does not take into consideration this var. Also this var would not give control to the player on exactly how many containers to print as whatever amount the player entered would be multiplied with this value producing a lot of waste & worse empty containers. Now this var determines exactly how many containers you can print and is imposed on the client side UI as well **4. Refactors (UI performance)** - Beaker data is compressed into a single entity & sent to the UI. This is set to null if no beaker is loaded thus saving data sent - Reuses Beaker props from chem synthesizer to reduce code - reagent REF replaced with direct type converted to text and later converted with `text2path()` cause its much faster 🆑 qol: Adds screen tips & examines for screwdriver, wrench, crowbar & beaker insertion, removal & replacing actions qol: Analyzing reagents no longer blocks other players from doing other operations. Multiple players can analyze different reagents on the same machine qol: You cannot do any tool acts on the machine while printing to prevent any side effects. qol: The preferred container for the master reagent in the beaker is now showed in both condiment & chem master. The feature can be enabled/disabled via a check box code: removed defines for reagent transfer, vars for reagent analyzis to save memory. Autodoc for other vars & procs fix: You can hit the chem master with tools like screwdriver, crowbar, wrench & beaker in combat mode fix: You cannot insert hologram items into the chem master fix: Deconstructing a condiment master will give you the circuit board already pre-programmed with that option fix: You now print the exact amount of containers requested even with upgraded parts without creating empty containers. Max printable containers is 13 with tier 4 parts able to print 50 containers. refactor: Optimized client side UI code & chem master as a whole. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * Wraps `lowertext()` to ensure proper stringification. (#82442) Fixes #82440 This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not lost on me) to wrap around all calls of `lowertext()` and ensure that whatever we input into that proc will be stringified using the `"[]"` (or `tostring()` for the nerds) operator. very simple. I also added a linter to enforce this (and prevent all forms of regression) because I think that machines should do the menial work and we shouldn't expect maintainers to remember this, let me know if you disagree. if there is a time when it should be opted out for some reason, the linter does respect it if you wrap your input with the `UNLINT()` function. * Clowns can now make balloon... toys. And also mallets and hats. (#82288) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> Clowns will now start with a box of 24 random long balloons and a skillchip in their noggin allowing them to create balloon animals by combining two of them of different colour together. Owners of the skillchip also gain access to crafting recepies of balloon mallets, vests, helmets and tophats, all created from long balloons. A crate of long balloons, with a box of balloons inside, can be bought at cargo, in case the clown runs out. I might edit this once I wake up, its 3 in the morning right now. Oh also, resprited how balloons look in inventory.  Balloon animals funny. Silly features are my favourite kind of features, and this one's open-ended too. Someone on the coder chat recommended someone would do it that one time, here it goes. <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Added long balloon box to the clown's starting inventory, and a skill-chip of long lost honk-motherian knowledge to their brain. add: Added long balloons. Consequently, added balloon animals to make from such balloons. Also, balloon top hat, vest, helmet, and a mallet. Don't ask about the mallet. add: A long balloons box harvested fresh from the farms on the clown planet will be able to be shipped in a crate to the cargo department near you! add: As per requests; water balloons can now be printed at service lathe, and entertainment modsuit can now blow long balloons! image: Balloons will now have an unique sprite when in the inventory, compared when to on the ground. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Jacquerel <hnevard@gmail.com> * Quick spellcheck 'steall' (#82560) ## About The Pull Request https://github.com/tgstation/tgstation/pull/82447 quick followup to this, caught it while glancing through the code. * Fix * merge conflicts * Revert "Monkeys now use height offset (and monkey tail works) (#81598)" This reverts commit 5cfdc5972d16c6b509220e8874a927696249d36a. * fix * Fixed lateinitialize * This should cut it * Oh right * There? * Damn, here? * There * [NO GBP] Fixes spurious runtime caused by icemoon (again) (#82582) ## About The Pull Request https://github.com/tgstation/tgstation/pull/82572 I tried to fix this but there was an unaccounted race condition which just caused a separate runtime...  Since the type is being changed mid-execution `replacement_turf` will become out of scope. My bad--this should fix it now for good. --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Higgin <cdonny11@yahoo.com> Co-authored-by: NeonNik2245 <106491639+NeonNik2245@users.noreply.github.com> Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com> Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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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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9fe2ef7c99 |
[MIRROR] Add: 2 Quirks Configs (#26206)
* Add: 2 Quirks Configs (#81033) This PR adds two new config options for quirks: - *Flag* `DISABLE_QUIRK_POINTS` - When enabled, disables quirk points balancing. - When enabled, players can select positive quirks without first selecting negative ones. - When enabled, the quirk points balance visually hides itself on the Quirks page. - *Number* `MAX_POSITIVE_QUIRKS` - Limits the maximum quantity of positive quirks which players can select using the Character Preferences page. - I ported this from the old `MAX_QUIRKS` define. - When set to `0`, players won't be able to select any positive quirks, and they won't appear on the Quirks page. - When set to `-1`, players will be able to select any quantity of positive quirks. - When commented-out or undefined, the default is `6`. - When set to `0` or `-1`, the positive quirk balance visually hides itself on the Quirks page. There is some downstream repositories asking for the quirks system to be configurable. Additionally, I always find myself tweaking these values on my own private servers and I thought it would be nice to share my edits. Usually I was simply commenting-out sections of this code in order to get the same result, so it helps to have an official way to disable quirk points. 🆑 A.C.M.O. config: Added two new config flags for quirks, DISABLE_QUIRK_POINTS and MAX_POSITIVE_QUIRKS. /🆑 * Oh come on --------- Co-authored-by: Dani Glore <fantasticdragons@gmail.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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698ecf2a7c |
[MIRROR] Increased odds of station traits a little. Introduced a "budget", so smaller traits only take half as much space. [MDB IGNORE] (#25980)
* Increased odds of station traits a little. Introduced a "budget", so smaller traits only take half as much space. (#80211) ## About The Pull Request Recently, I chatted with others about how few station traits are rolled on a round by round basis - about 59% of the shifts go without either positive or negative traits for example - and how the mild most of these traits are (not a bad thing per se), which results in an underwhelming feature, despite the more interesting bits of it. So, after sharing opinions, I've decided to make this PR to increase the rolls and odds a bit. EDIT: After reading comments and taking some time to think this thoroughfully, I've decided to push the probabilities back a little in favor of a simple budget system for station traits, to allow for smaller things to only count as half a station trait. This mean smaller traits won't necessarily stop "better" ones from rolling, or at least allow for plentier permutations of traits that do not affect the round TOO much. I've also reduced the weight of the glitched pda beeps trait from 15 to 10, the same of scarves, wallets and colored assistant jumpsuits. ## Why It's Good For The Game I believe the current odds of station traits to be a smidge low, and that the lack of any sort of cost-budget for station traits to hurt the rarer, more interesting traits (and the feature in general) if the more common, milder ones take just as much space. It's totally within the spirit of the feature to have small, niche traits, though they can get quite boring pretty fast on their own, so what I'm saying is that their cost should stay low so that other traits can roll. ## Changelog 🆑 refactor: Introduced a simple budget system to station traits, so that smaller things only count as half a trait, for example. balance: Increased the odds and maximum number of station traits that can be rolled each shift. /🆑 * Increased odds of station traits a little. Introduced a "budget", so smaller traits only take half as much space. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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ee13b168c5 | Fuck off (#25792) | ||
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dac72373b8 |
Replaces old Wiki link(s) to new Wiki link(s) (#25757)
Changes old SR domain to new SR domain |
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c5c79aa929 |
[MIRROR] Adds respawn config option forcing respawn as another character slot [MDB IGNORE] (#23943)
* Adds respawn config option forcing respawn as another character slot (#78459) ## About The Pull Request Adds an option to the respawn config which forces you to pick another character (slot) before you respawn. ## Why It's Good For The Game Just an idea i'm throwing out there, not necessarily pushing for it to be enabled on any servers. Respawning as an alternative character can be a good way to make people less frustrated at dying, particularly if paired with the cooldown config that already exists: "Oh shucks, I died and got my head cut off and got absorbed and got spaced by some changeling. I won't be able to finish my project or whatever. At least in 15 minutes I may be able to join as my botanist character to try something else rather than having to wait an hour and a half for the round to tick over." Also nice for downstream support. (Obviously you can just, *ban* people who respawn as the same character, use an honor system, but codifying it seems better than not.) ## Changelog 🆑 Melbert config: Adds a config option for player respawning that enables respawns, but forces you pick a new character. config: "NORESPAWN" has been replaced with "ALLOW_RESPAWN 0". Unlimited respawns is "ALLOW_RESPAWN 1" and character limited respawns is "ALLOW_RESPAWN 2". /🆑 --------- Co-authored-by: san7890 <the@ san7890.com> * Adds respawn config option forcing respawn as another character slot --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: san7890 <the@ san7890.com> |
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f1161a6d1e |
[MIRROR] Fixes some more issues with job configs not being loaded by ResetOccupation [MDB IGNORE] (#23936)
* Fixes some more issues with job configs not being loaded by ResetOccupation (#78596) ## About The Pull Request Job configs would get reset by ResetOccupation and not loaded afterwards. This fixes that. ## Why It's Good For The Game Bugfix ## Changelog 🆑 fix: Fixed job configs not being loaded properly. /🆑 --------- Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> * Fixes some more issues with job configs not being loaded by ResetOccupation --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> |
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78e2efff88 |
[MIRROR] Emergency Profile Dumps [MDB IGNORE] (#22006)
* Emergency Profile Dumps (#75924) ## About The Pull Request Adds some hooks to the MC that detect if something ate a ton of real time last tick, and reacts by dumping our current profile into a file It's really frustrating to see a spike in td in our performance logs, but see no reason in the profile because it's only taken every 5 minutes. This resolves that I'm throwing this up so mso can give it a look over, not sure if I want to use defines or configs here, taking suggestions 🆑 server: Adds a system to emergency dump profiles if too much time passes between ticks config: Added configs that control how often emergency profiles are allowed to dump, alongside the threshold for what counts as too much time between ticks /🆑 * Emergency Profile Dumps --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> Co-authored-by: Bloop <vinylspiders@gmail.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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08c4188c61 |
[MIRROR] Makes client upload limit a config, bumps admin file size upload limit to 5mb (from 2.5mb) [MDB IGNORE] (#23207)
* Makes client upload limit a config, bumps admin file size upload limit to 5mb (from 2.5mb) * Update client_procs.dm --------- Co-authored-by: Striders13 <53361823+Striders13@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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f59e586b71 |
[MIRROR] Alert a Discord role when a new player joins [MDB IGNORE] (#22948)
* Alert a Discord role when a new player joins (#77432) ## About Why It's Good For The Game The Pull Request What it says on the tin. A requested feature for people who like to keep an eye on swaths of new players. A config that is off by default, but a Discord role ID can be added to have TGS ping that role. Also sends alerts to Discord if a player with sketchy telemetry joins. ## Changelog 🆑 Tattle admin: Pings an admin role on discord when a new player joins (when enabled by config) /🆑 --------- Co-authored-by: tattle <article.disaster@ gmail.com> * Alert a Discord role when a new player joins --------- Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: tattle <article.disaster@ gmail.com> |
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1fe7b10e33 |
[MIRROR] Removes TTS voice disable option (Skyrat: Actually makes a functional "None" voice option this time) [MDB IGNORE] (#22283)
* Removes TTS voice disable option (#76530) ## About The Pull Request Removes the TTS voice disable option, which was already unavailable on TG as it was set to off by default. The reason this was added was so that downstreams could toggle the config on or off. ## Why It's Good For The Game I think this option fundamentally undermines the TTS system because it allows individual players to disable their voice globally, meaning that players who have TTS enabled will not be able to hear them. This worsens the experience for players who have TTS enabled and it's not something I want to include as an option. If players don't like their voice, they can turn TTS off for themselves so that they don't hear the voices. If players don't want to customize their voice, they can quickly choose a random voice, and we can take directions in the future to make voice randomization consistent with gender so that a male does not get randomly assigned a female voice and vice versa. This option is already unavailable on TG servers because it was primarily added for downstreams, but I don't think giving downstreams the option to undermine the TTS system is the right direction to take. Downstreams are still completely free to code this option on their own codebase. --------- Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> * Removes TTS voice disable option * Returns the option to not have a voice to TTS, properly this time --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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2591045bb0 |
[MIRROR] Xenomorph/Alien Rework 2023: Part 1 [MDB IGNORE] (#22054)
* Xenomorph/Alien Rework 2023: Part 1 (#75286) ## About The Pull Request Alternative to #75277 Kept you waiting, huh? This PR is the first part of a Xenomorph rework which seeks to make the big lugs more balanced and up to date with /tg/'s current design. This mainly involves curtailing xenomorph's infamous hardstuns into more interactive forms of combat, while also giving some buffs to the xenomorph's more unique abilities in order to keep them threatening. Part 1 will focus on simple number changes and some simple mechanic changes. In the future, changes will be made to endgame involving xenomorphs, along with changes to other facets of Xenomorphs. Highly based off of #55937. Changes: - Xenomorph disarm has been completely reworked. While a disarm will attempt to, well, disarm, a human opponent should they be holding something, it will no longer immediately hardstun targets when they aren't. Instead, the xenomorph will shove the target several tiles back and inflict 35 stamina damage. If the target slams into a wall, this will also come with the added effect of knocking them down. If a human is incapacitated, however, right click will slam them into the ground, which paralyzes them for a lengthy 5 seconds (which is ultimately half the time xenos could stun you for before), allowing for safe transport back to the nest as long as you keep them close. - Humans can now shove xenomorphs. Due to being the superior predator, however, you can't knock down xenomorphs from shoving. You can slow them for a little bit akin to humans though. - Neurotoxin no longer is a hardstun. Instead, it deals 50 stamina damage on contact. It is still resisted by BIO armor. **HUNTER:** - Speed reduced from -1 to -0.3. - Pounce speed is twice as fast as before (1 to 2) - Hardstun time on pounce reduced from 10 seconds to 5 seconds. Hunters being insanely fast has been a major balance-ruining factor of xenomorphs for many years now. These buggers could practically ambush anyone, hardstun them immediately, and then leave before anyone could do anything. Now, with their speed nerfed and in combination with the xeno shove changes, hunters will need to spend more time to down a target. Their pounce was practically useless, so its been sped up in order to make it more practical to use. **SENTINEL** - Speed reduced from 0 to 0.2 - Cloak alpha reduced from 0.75 to 0.25 (you're more hidden now) Sentinels receive a large nerf in regards to their spit, but their before useless cloaking ability has been greatly improved upon as compensation. They now serve better as defenders and ranged ambushers. **XENOMORPH DRONE** - No changes As in the original PR, drones are perfeclty balanced in my eyes, so no changes were required. **XENOMORPH PRAETORIAN** - Speed increased from 1 to 0.5 - No changes Praetorians get affected by the nerfs of the other xeno abilities, but now they're a bit faster in order to close the gap to use their abilities. **XENOMORPH QUEEN** - Speed increased from 3 to 2 - Health increased from 400 to 500 - Damage increased from 20 to 50 Xenomorph queens have been sped up and made more tanky and lethal in close-range combat. Fighting this beast up-close should be a death sentence to almost anything else in the game. Speed increases will help her re-position and close the gap on potential prey. **OTHER CHANGES** - Fixed a bug where simplemobs didn't actually use xenomorph's damage values when they were attacked by them. ## Why It's Good For The Game Xenomorphs are old, and haven't been updated for quite a long time. This has left them as sources of a bunch of hardstuns which made counterplay from a modern spaceman extremely difficult. With these changes, fighting xenomorphs is more interactive and should end up being more enjoyable for both crew and xenos. Buffs were also given out to incentivize usage of xenomorph's unique abilities as opposed to the standard disarm spam which was most effective for them until now. ## Changelog 🆑 balance: Xenos have been rebalanced, removing their hardstuns on their disarm and neurotoxin, along with a slew of other changes. Xenos have received buffs to their more unique abilities in return. fix: Fixed simplemobs ignoring xenomorph's melee damage values when being attacked by them. /🆑 * Xenomorph/Alien Rework 2023: Part 1 --------- Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> |
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cacc49db8b |
[MIRROR] Datumizes out jobconfig.toml (extensibility edition) [MDB IGNORE] (#22243)
* Datumizes out jobconfig.toml (extensibility edition) (#76102)
## About The Pull Request
Hey there,
#75992 (
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31a1ad7eb3 |
[MIRROR] Removes redundant CID randomizer check [MDB IGNORE] (#22158)
* Removes redundant CID randomizer check (#76396) ## About The Pull Request This check is redundant because 512 fixed the exploit it was designed to check. Randomizers still exist, but this code doesn't apply to them since they use a different method. Someone else tried this before but got his shit slapped for it being his first PR and there being a possibility he was removing it so he could bypass it. I'm not banned and have no possible ulterior motives; I just want to get rid of dead code. ## Why It's Good For The Game I'd make an Old Yeller joke, but the code's already dead, so. Fixes #43227 ## Changelog This is not a player-facing change. * Removes redundant CID randomizer check --------- Co-authored-by: Vekter <TheVekter@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
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4d91adc2e6 |
[MIRROR] TTS Improvements: Improved Audio Quality, Pitch Adjustment, Preference Silicon Voices, Per-Character Voice Disable Toggle, Tongue Voice Filters, Reworked Silicon and Vending Machine Filters [MDB IGNORE] (#22120)
* TTS Improvements: Improved Audio Quality, Pitch Adjustment, Preference Silicon Voices, Per-Character Voice Disable Toggle, Tongue Voice Filters, Reworked Silicon and Vending Machine Filters * [MIRROR FIX] Removes a skyrat edit that was upstreamed. (#22121) --------- Co-authored-by: Iamgoofball <iamgoofball@gmail.com> |
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3f6d76a34d |
[MIRROR] feat: Respawn delay (optional) [MDB IGNORE] (#21736)
* feat: Respawn delay (optional) * Update code/modules/mob/mob.dm --------- Co-authored-by: larentoun <31931237+larentoun@users.noreply.github.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> |
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d91555b79e |
ezdb - A one click script to quickly setting up a development database (#75053) (#21458)
* ezdb - A one click script to quickly setting up a development database (#75053) https://user-images.githubusercontent.com/35135081/235344815-8e825ba9-52cf-44e8-b8e2-a2aeb5d47276.mp4 - Downloads a portable MariaDB (doesn't pollute your main system) - Sets up a database with a random password on port 1338 (configurable) - Installs the initial schema - Every time after, will run updates Major versions right now explicitly escape hatch, because those historically come with something like a Python script, and I do not want it to pretend to work. --------- Co-authored-by: san7890 <the@san7890.com> * touchups * oh well --------- Co-authored-by: Mothblocks <35135081+Mothblocks@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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649c250702 |
[MIRROR] JSON Logging Take Two [MDB IGNORE] (#21329)
* JSON Logging Take Two * Fixes the conflicts and makes our logs all comply with the new logging framework, hopefully. --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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6c9be73f51 |
[MIRROR] Adds TTS to the game. Players can select their own voices in preferences. [MDB IGNORE] (#21232)
* Adds TTS to the game. Players can select their own voices in preferences. * [SEMI-MODULAR] [MIRROR FIX] Fixes the TTS PR. (#21267) Fixes the TTS PR. --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Iamgoofball <iamgoofball@gmail.com> |
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9f410114f4 |
[MIRROR] Fix Basic Mob Speed [MDB IGNORE] (#21122)
* Fix Basic Mob Speed (#75306) ## About The Pull Request All basic mobs became slower because of #75186. This fixes that. ## Why It's Good For The Game Intended speed. ## Changelog 🆑 fix: Fixes the speed of all basic mobs. /🆑 * Fix Basic Mob Speed --------- Co-authored-by: Comxy <tijntensen@gmail.com> |
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61e2e46bfa |
[MIRROR] fix: Basic mobs' multiplicative movespeed [MDB IGNORE] (#20989)
* fix: Basic mobs' multiplicative movespeed (#75186) ## About The Pull Request Adds default multiplicative movespeed for basic mobs, so their speed is configurable via config. ## Why It's Good For The Game Closing things which were probably missed in the development of basic mobs ## Changelog 🆑 code: Adds default multiplicative movespeed for basic mobs, to make them editable in config config: Default multiplicative movespeed for basic mobs in example config /🆑 * fix: Basic mobs' multiplicative movespeed --------- Co-authored-by: larentoun <31931237+larentoun@users.noreply.github.com> |
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3ecc9f859d |
[MIRROR] Allows Export of your Preferences JSON File [MDB IGNORE] (#20894)
* Allows Export of your Preferences JSON File (#75014) ## About The Pull Request Hey there, This was spoken about in #70492 (specifically https://github.com/tgstation/tgstation/pull/70492#issuecomment-1278069607), and I have been waiting for this to be implemented for some time. It never got implemented, so I decided to code it myself. Basically, **if the server host doesn't disable it**, you are free to export your JSONs as a player, right from the stat-panel. It's a pretty JSON on 515 versions, too! It's right here:  Here's what the prettified JSON looks like on 515.  There's a cooldown (default to 10 seconds) between exporting your preferences. #### Why is this config? It's because in the past, a server host could always just file-share the .sav or .json or whatever to the player, but they would have to do the explicit option of actually bothering to make the files accessible to the player. In that same line of logic, the server operator will have to explicitly make the files accessible. This is mostly because I'm not sure how good `ftp()` is at being a player function and wanted to have some sort of cap/control somehow in case an exploit vector is detected or it's just plain spammed by bots, so we'll just leave it up to the direct providers of this data to elect if they wish to provide the data or not. ## Why It's Good For The Game Players don't have to log into Server A to remember what hairstyle they loved using when they want to swap to Server B! That's amazing actually. I always forget what ponytail my character has, and it'll be nice to have the hairstyle in a readily accessible place (after I prettify the JSON for myself). It's also more convenient for server hosts to make player data like this accessible if they really want to, too. If we ever add an _import_ feature in the future (which would have to be done with a LOT of care), this will also be useful. I wouldn't advise it though having taken a precursory look at how much goes into it while trying to ascertain the scope of this PR. ## Changelog 🆑 qol: The game now supports export of your preferences into a JSON file! The verb (export-preferences) should now be available in the OOC tab of your stat-panel if enabled by server operators. server: Exporting player preferences is controlled by a configuration option, 'FORBID_PREFERENCES_EXPORT'. If you do not wish to let clients access the ftp() function to their own preferences file (probably for bandwidth reasons?) you should uncomment this or add it to your config somehow. config: Server operators are also able to set the cooldown between requests to download the JSON Preferences file via the 'SECONDS_COOLDOWN_FOR_PREFERENCES_EXPORT' config option. /🆑 * Allows Export of your Preferences JSON File --------- Co-authored-by: san7890 <the@san7890.com> |
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abf148d62b |
[MIRROR] World Initialization Refactor [MDB IGNORE] (#20755)
* World Initialization Refactor * Update .github/CODEOWNERS * Update code/__HELPERS/global_lists.dm * Add logging for manually changing your targeted zone (#72814) See title. Surgery hud is exempt from this. Requested by @Mothblocks Signed-off-by: GitHub <noreply@github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com> * eee * Update tgstation.dme --------- Signed-off-by: GitHub <noreply@github.com> Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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6435018ba7 |
Add logging for manually changing your targeted zone (#72814) (#20787)
* Add logging for manually changing your targeted zone (#72814) See title. Surgery hud is exempt from this. Requested by @Mothblocks Signed-off-by: GitHub <noreply@github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com> * Delete --------- Signed-off-by: GitHub <noreply@github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com> |
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74dc72b867 |
[MIRROR] Config Flag to Save Generated Spritesheets to Logs [MDB IGNORE] (#20738)
* Config Flag to Save Generated Spritesheets to Logs (#74884) ## About The Pull Request I was helping someone debug some weird bug with spritesheets a bit ago, and I didn't like having to manually comment out all of the `fdel()` stuff in order to help visualize what the potential issue might have been with the spritesheets on either their DM-side generation or their TGUI-level display. I decided to add a compile-time level flag that will automatically copy over any generated spritesheet assets (css and pngs) to the round-specific `data/logs` folder for analysis when a developer should need it. I also had to switch around some vars and make a few new ones to reduce how copy-pasta it might get and ensure standardization/readability while also being 0.001 times faster since we benefit from the string cache (unprovable fact). ## Why It's Good For The Game It's incredibly useful to see the actual flattened spritesheet itself sometimes when you're doing this type of work and you keep getting odd bugs here and there. Also saves headache from having to clear out the temp `/data/spritesheets` folder every time you comment shit out, as well as having an effective paper trail for A/B testing whatever bullshit you've got going on.  ## Changelog Doesn't affect players. * Config Flag to Save Generated Spritesheets to Logs --------- Co-authored-by: san7890 <the@san7890.com> |
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244558afdc |
[MIRROR] Refactors and defuckulates dbcore. Adds support for min_threads rustg setting, Reduce query delay, Make unit tests faster [MDB IGNORE] (#20668)
* Refactors and defuckulates dbcore. Adds support for min_threads rustg setting, Reduce query delay, Make unit tests faster (#74852) dbcore was very fuckulated. It had 3 lists of queries, but they all had their own current_run style list to support mc_tick_check (as it was already being done before with the undeleted query check, so i can understand why they ~~cargo culted~~ mirrored the behavior) This was silly and confusing and unneeded given two of those loops can only process at most 25 items at a time on default config, plus these were cheap operations (ask rustg to start thread, ask rustg to check on thread). Because of the confusingness of the 6 lists for 3 query states, The code to run pending/queued queries immediately during world shutdown was instead looking at the current_run list for active queries, **meaning those queries got ran twice.** The queued query system only checked the current active query count in fire(), meaning even when there was nothing going on in this subsystem new queries had to wait for the next fire() to run (10 ticks, so 500ms on default config) Those have all been fixed. the config `BSQL_THREAD_LIMIT` has been renamed to `POOLING_MAX_SQL_CONNECTIONS` and its default was lowered to match MAX_CONCURRENT_QUERIES . added a new config `POOLING_MIN_SQL_CONNECTIONS`, allowing you to pre-allocate a reserve of sql threads. The queue processing part of SSdbcore's fire() has been made to not obey mc_tick_check for clarity and to make the following change easier to do: If there is less than `MAX_CONCURRENT_QUERIES` in the active queue, new queries activate immediately. (its ok that there are two configs that kinda do the same thing, POOLING_MAX_SQL_CONNECTIONS maps to max-threads in the mysql crate, and it seems to only be a suggestion, meanwhile MAX_CONCURRENT_QUERIES can't do anything during init, which is when the highest amount of concurrent queries tend to happen.) 🆑 config: database configs have been updated for better control over the connection pool server: BSQL_THREAD_LIMIT has been renamed to POOLING_MAX_SQL_CONNECTIONS, old configs will whine but still work. fix: fixed rare race condition that could lead to a sql query being ran twice during world shutdown. /🆑 I have not tested this pr. * Refactors and defuckulates dbcore. Adds support for min_threads rustg setting, Reduce query delay, Make unit tests faster --------- Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com> |
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90672a4216 |
[MIRROR] Station shift start time config [MDB IGNORE] (#20553)
* Station shift start time config (#74711) ## About The Pull Request We have a config flag to set random shift start times or server sync'd start times, but not one to simply set the shift start time. ## Why It's Good For The Game Control over the shift start time. This way events such as breakfast can occur during actual breakfast hours. ## Changelog 🆑 LT3 config: Station shift start time can now be set in the server config /🆑 --------- Co-authored-by: Kyle Spier-Swenson <kyleshome@ gmail.com> * Station shift start time config --------- Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Kyle Spier-Swenson <kyleshome@ gmail.com> |
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9927170b49 |
[MIRROR] Auxtools is now a config opt-in [MDB IGNORE] (#20361)
* Auxtools is now a config opt-in (#74501) See https://github.com/tgstation/tgstation/pull/74497 Causes auxtools to not be a default part of the server environment and requires server operators to manually enable it. --------- Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> * Auxtools is now a config opt-in --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> |
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e4b4d4d3c0 |
MISSED MIRROR [Lints Against Unmanaged Local Defines] (#20204)
* https://github.com/tgstation/tgstation/pull/74333 https: //github.com/tgstation/tgstation/pull/74333 Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com> * var stuff Co-Authored-By: tattle <66640614+dragomagol@users.noreply.github.com> * vars * Update sol_fed.dm --------- Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> |
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0f653cc966 |
[MIRROR] Music Widget Modifications + Request Music Verb [MDB IGNORE] (#20186)
* Music Widget Modifications + Request Music Verb * Apply suggestions from code review Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com> --------- Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> |
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edfaf6836a |
[MIRROR] Removes Starlight Config [MDB IGNORE] (#20134)
* Removes Starlight Config (#74289) ## About The Pull Request It was config'd off to save init time, but having it function in testing and mapping is more valuble then the time spend on it. On that topic, we spend roughly 1.7 seconds of init on this. ~1.3 is spent handling the light sources and their light object modifications (this is potentailly inflated since other sources could cause the same objects to need updates) ~0.3 is spent searching for space turfs around lighting_objects during init. This will impact change_turf slightly too, costing about ~0.07 in local testing. It does save time for live however, since we avoid these config checks. ## Why It's Good For The Game I believe this time is worth spending. I've had people try to "fix" artifacts of starlight not being enabled, things that aren't bugs. The test environment should as much as we can make it reflect the visual reality of the game. This helps ensure that ## Changelog 🆑 server: The starlight config has been removed, as it is enabled by default /🆑 * Removes Starlight Config --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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3d1a7ecff0 |
[MISSED MIRROR] Adds a config-optional endgame chat message (#72860) [MDB IGNORE] (#20108)
Adds a config-optional endgame chat message (#72860) This basically does what we do for roundstart announcements, but for round end. With a delay between a round ending, the server rebooting, and a new round starting, sometimes it feels like players would be more likely to catch a roundstart when they know the previous game has just ended, and not a few moments before the next one starts. This idea was suggested to me several times by many people who don't have good connections to servers and keep missing roundstart because they just aren't given enough time to get on SS13. I also included Round ID in this, so people who know what time they've played a round can also now easily see which round it was, if they wanted to go back to look at the logs for any reason they have. 🆑 config: There's now a config-optional announcer for a round ending. /🆑 --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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50871407e4 |
[MIRROR] Add config to validate admin discord commands with discord links and admin ranks [MDB IGNORE] (#19711)
* Add config to validate admin discord commands with discord links and admin ranks (#73818) This adds a config to secure discord chat commands used by admins. When enabled it compares the discord id the chat command came from with the linked discords db to find their ckey, then checks they have the correct admin rights. The check automatically self disables if the db is down or if legacy admin ranks are enabled. (There is no config for discord account linking or i'd just use that.) Moved non-admin discord commands out of the admin modules folder and into the discord modules folder. Deleted some defunct shit. There was a global list and admin only notify command that was used by nothing. There was a whole discord config section that was used by nothing. * Add config to validate admin discord commands with discord links and admin ranks --------- Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com> |
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d6d3cbef16 |
[MIRROR] Don't error on dupe configs in other files. [MDB IGNORE] (#19372)
* Don't error on dupe configs in other files. * Update configuration.dm --------- Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com> Co-authored-by: lessthnthree <three@lessthanthree.dk> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
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c3df3fea14 |
[MIRROR] Adds a config option for warning clients about older builds (not just older versions) [MDB IGNORE] (#19477)
* Adds a config option for warning clients about older builds (not just older versions) (#73549) ## About The Pull Request MSO was being tsundere about this and it seemed useful, so here we go ## Changelog 🆑 config: Added a warning build config setting, you can now lightly repremand but not block clients with older builds but fine major versions /🆑 * Adds a config option for warning clients about older builds (not just older versions) --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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56da631271 |
[MIRROR] add a stack_trace to config validation checking [MDB IGNORE] (#19207)
* add a stack_trace to config validation checking * Update general.dm --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: lessthnthree <three@lessthanthree.dk> |
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3bf3f4e02d |
[MIRROR] Sends a toast notification when initializations complete. [MDB IGNORE] (#18623)
* Sends a toast notification when initializations complete. (#72465) ## About The Pull Request Initialization is significantly slowed down by the presence of clients, though when testing features, you need to join the server. I've been told that some devs (particularly Mothblocks) are alt-tabbed out of Dream Daemon while doing dev work, meaning that they are liable to miss initializations completing, causing an effective slowdown in the dev cycle. Mothblocks said it would be nice if there was a way to produce a desktop notification when initialization completes. I originally intended to add a function to rust_g that would produce a Windows toast notification with a button allowing you to immediately launch Dream Seeker. However, I couldn't find a reliable way to detect if the OS version was Windows 7 or earlier, so running this function on such an OS would cause a rust panic (which I was told is only a problem because MSO probably still uses Windows 7). Fortunately, PowerShell scripts can access the necessary .NET APIs to produce toast notifications on Windows 10, while also failing more gracefully than crashing the host process. So I recreated the functionality I intended in PowerShell. Toast notifications will only be sent on Windows, if the TOAST_NOTIFICATION_ON_INIT config flag is enabled, AND there are no clients on the server. **Note for downstreams:** If you want the toast notification to have your downstream's icon, copy it, scale the copy down to 16x16, and either rename it "tg_16.png" or change that path in the call to `world.shelleo` to the name of the new file. Video Demo: https://user-images.githubusercontent.com/12720844/210492033-963923d7-a1de-4326-9c9f-4f0c0b71d1a5.mp4 ## Why It's Good For The Game This isn't really a line item in the Dev Cycles Initiative, but even if Mothblocks was exaggerating the benefits, it would still be a significant speedup in the dev cycles. ## Changelog No player-facing changes. * Sends a toast notification when initializations complete. Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net> |
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509b89f45c |
[MIRROR] Contextual tutorials for swapping hands and dropping items [MDB IGNORE] (#18604)
* Contextual tutorials for swapping hands and dropping items * Fixes * Oops Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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7ee524f748 |
[MIRROR] Basic Mob Carp Part VIII: Basic Mob Carp [MDB IGNORE] (#18344)
* Basic Mob Carp Part VIII: Basic Mob Carp * maps * missed killing main carp file * shorki and ocean biomes * shorki 2: pet-a-boogaloo Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: tastyfish <crazychris32@gmail.com> |
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26274a342c |
[MIRROR] Add config for station traits [MDB IGNORE] (#18468)
* Add config for station traits * Update station.dm Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> |
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65defb2ad4 |
[MIRROR] Add development override configuration system [MDB IGNORE] (#17752)
* Add development override configuration system (#71427) Config system will now load dev_overrides.txt automatically if it exists, but this file is in gitignore. I want to use this for configuring SQL and such easier. * Add development override configuration system Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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75c8e0126e |
[MIRROR] Adds support for non-science techwebs (+Config) [MDB IGNORE] (#17596)
* Adds support for non-science techwebs (+Config) (#71070) ## About The Pull Request This is an expanding of https://github.com/tgstation/tgstation/pull/69708 Adds a config to not connect machines to a techweb at the start of a round Adds the ability to multitool a server to get its techweb in its buffer, which can then be used on machines to sync them. Adds support for some machines to not cry when they don't have a techweb linked to it, in case they actually don't. If the config to not have machines connected to the science server is enabled, research servers will make their own techwebs instead. This is barebones though and would need more work if this option is used. For misc stuff: - I replaced checking ``GLOB.machines`` for research servers, to instead check ``SSresearch.servers``, where we can use ``as anything``. - Removed unused vars on the RD server control - I renamed the operating computer's .dm file to remove the capitalized letter from it. It's now operating_computer instead of Operations. ## Why It's Good For The Game This is adding support for 2 different cases that can be used in the future: 1. Off-station roles, we can make roles like Oldstation have their own techweb so they don't ruin science's efforts, or use their advanced research to get things we don't want, or even possibly have some blacklist webs for ghost roles (like teleporters) so that way we don't need to have this dance where we have to give them a very specific amount of materials for them to do things while not being able to get a teleporter and leaving. I heard discussions that people wanted this a while back, and one of the main things preventing this from happening is the lack of support. Hopefully this is encouragement to make it a reality, because I think it would be a really cool expansion of ghost roles and a good way to prevent them from messing with the round in progress. 2. Downstreams who want to do different things with Science. Personally I made this PR with voidcrew(shiptest) in mind and think this would make their lives easier. I didn't expand too much on this because I'm leaving up mostly to the downstreams to figure out what they want to do with these systems. ## Changelog This generally isn't really player facing, since most of the changes would only come into effect if the config is enabled?? 🆑 fix: Research servers now only show servers connected to their techweb. /🆑 * Adds support for non-science techwebs (+Config) Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
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f7c26bbf25 |
515 Compat (#17465)
* ONLY SKYRAT CHANGES * ACTUALLY SKYRAT CHANGES * yolo, revert later * Update alternate_byond_versions.txt Co-authored-by: AnturK <AnturK@users.noreply.github.com> |
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7522903c16 |
[MIRROR] Seven Billion Hour Wait Time - Or, Expanded Job Config (TOML time) [MDB IGNORE] (#16962)
* Seven Billion Hour Wait Time - Or, Expanded Job Config (TOML time) * conflict * update modular Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
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cf86be9d4e |
[MODULAR] Removes lobby camera remnants (#17073)
Removes lobby eye |
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11fc632d38 |
[MIRROR] Refactor /mob/living/carbon/alien/humanoid to be /mob/living/carbon/alien/adult [MDB IGNORE] (#17044)
* Refactor `/mob/living/carbon/alien/humanoid` to be `/mob/living/carbon/alien/adult` * update modular Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
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1481db3dab |
Improves the "disable ERP" config (#16411)
* i'm stealing the erp * h * Apply suggestions from code review Co-authored-by: Tastyfish <crazychris32@gmail.com> Co-authored-by: Tastyfish <crazychris32@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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f8aa27f8d6 |
Removes obsolete Skyrat_Wiki variable (Fixes CorpReg link) and sets wikiurl default config to the Skyrat wiki (helps test servers/downstreams) (#16197)
* kill skyrat_wiki var * OPTIONAL COMMIT: Comment "Tidying"(?) and Description improvements * config i hope i did these right WIKIURLSKYRAT IS OBOSLETE AND REMOVED * hnhbg |
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00d7e1f375 |
[MIRROR] Rocking The Boat, er, Map Vote [MDB IGNORE] (#16083)
* Rocking The Boat, er, Map Vote (#69561) * Rocking The Boat, er, Map Vote Hey there, A while ago, I spooke (typo intentional) to some other people. One frustration I heard was the fact that people would sometimes sneak through map votes during the very start of a shift, during a high-paced portion, or just as a meme. People in OOC would then flood the vote, putting in any given station. However, if a vote happens 10 minutes in- and the round goes for 70 minutes and not many of the original players are around, then it's not particularly fair to those who have to play next shift on a map they bemoan. So, we can rock the vote! If a player isn't particularly chuffed with the hand they are given, they can poll the players to see if they want to change the map as well. If rocking the vote goes through, huzzah, you get the ability to vote for the map again. If it doesn't go through: tough luck. You can rock the vote one time per shift by default, and server operators can change the amount of times you can call to rock the map vote at their discretion. Calling to rock the vote either successfully or non-successfully counts as a "call", and when that limit is exceeded: no more calls. Does this mean that we will only rotate between two maps because pissants will keep rocking the vote until they get what they like? Maybe? I still see people bemoan getting Tram or shit the bed over IceBox, but I think enough people get sick of bread-on-butter to take the server where it need to go. If operators don't really like seeing only two maps play, they can always adjust the config to ensure it doesn't happen. * makes the grammar grammar it would be "Rock the Vote vote" otherwise * Rocking The Boat, er, Map Vote Co-authored-by: san7890 <the@san7890.com> |