## What's going on here
Kept you waitin huh!
This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).
If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.
Most of the rest of it is pipelining done to accommodate how icons are
cut.
## Path To Merge
Almost* all sprites and code is done at this point.
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily
This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.
Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.
Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.
## What does it look like?






## Credits
<details>
<summary>Historical Mumbojumbo</summary>
I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.
This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.
Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.
This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.
The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.
Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.
Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.
The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.
</details>
<details>
<summary>Detailed Credits</summary>
Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.
Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother
And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>
## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
## About The Pull Request
I've componentized part of the code that manages raising lobstrosities
from chrabs so that it can be added to other fish too. As proof of
concept, I've added tadpoles. Tadpoles are not fished like the rest,
instead you merely right-click a puddle and after 5 seconds you'll get
one. Tadpoles are fairly fragile, cannot be butchered, don't reproduce,
require lukewarm freshwater, need to be feed frequently, and become
frogs after about 3 minutes.
## Why It's Good For The Game
A small needed refactor for the chrab code, plus another small fish to
make it easier to complete the first fish scanning experiment.
## Changelog
🆑
add: Added tadpoles, which can be scooped from puddles with right-click.
Functionally they're like most fish, which require an aquarium to
survive, and also need to be fed fairly frequently, however they quickly
become frogs after about 3 minutes of care.
add: Every station now has a couple puddles. One at the public garden
and the other in prison.
qol: Changed the name of an aquarium UI button from "Reproduction
Prevention" to "Reproduction and Growth", as it controls both fish
breeding and growth.
/🆑
## About The Pull Request
This is a suggestion that was to me several months ago to add the
ability to pay credits to restock the black market. I liked the idea
because it'd add anothe small reason to buy the board, though I had
forgotten about it shortly after and just happened to remember it now.
So, yeah, you can swat the LTSRBT with a holochip to restock the
market(s). The price is shared amongst all pads and starts at 675
credits, but it doubles up everytime this is done, for obvious balance
purposes.
I've also updated included this new feature in the unit test, given the
LTSRBT new sprites and renamed the Blackmarket subsystem to Market,
because of how it can support different types of market datums, not just
the blackmarket
## Why It's Good For The Game
This adds one more reason to buy and build the LTSRBT and make markets
less dependant on the bad side of RNG, if you have the credits. It's a
bit of a money sink.
## Changelog
🆑
add: You can now restock the black market by hitting the LTSRBT with
enough credits. The price doubles each time this is done.
imageadd: Updated the LTSRBT sprites.
balance: Reintroduced the LTSRBT to cargo for 2000 credits vs the
original 4000 (the ansible and crystals to build it are included btw),
and slightly lowered the average blackmarket price for the same item to
account for shipping costs.
/🆑
## About The Pull Request
Lobstrosities can now be raised from aquarium icemoon/lavaland chrabs.
First of all, you've to get a live chrab, an aquarium, and some fish
feed. Second, you place the chrab inside the aquarium and turn the
'allow breeding' settting on (should probably rename it to a more apt
name now). Keep the chrab well fed, and possibly with some friends and
props in the same aquarium until it develops into a hopefully calm
juveline lobstrosity and plops out of the aquarium (it can take some
time). From there you can tame it by feeding it its favorite food: arms
and lavaloop fish, and wait another dozen minutes for it to mature into
a fully grown lobstrosity.
Juveline lobstrosities are basically smaller and weaker lobstrosities,
if not slightly faster in some ways. Unlike their taller counterparts,
they can be tamed. Once done so, they'll retain their tamedness once
grown up. Regardless, tamed lobstrosities can be given the pet command
to fish for things by pointing at them. Thanks BenMatrix for the
profound fisher component, woo.
The chrab's weigth and size influence the growth speed of the first
stage faster, meaning bigger chrabs (may require crossbreeding) will
turn into juveline lobstrosities quickly. Amongst other things
influencing the resulting mob are fish traits:
Several traits have been given effects that apply to the mob, such as
nocturnal regeneration, being venomous or being able to fly akin space
carps. Also a new one that prevents the resulting lobstrosity from fully
developing
Now tested.
## Why It's Good For The Game
I'm building upon fishing and aquarium stuff, which has been an interest
of mine in a good while, though most of it doesn't have that many
practical uses, I'm slowly trying to make it cooler, and chasm chrabs
growing into lobstrosities is pretty much in line with the fluff texts
for the fish.
Eventually I'll have to add tips inside fishing toolboxes, otherwise
people won't know even half of it.
## Changelog
🆑
add: You can raise lobstrosities from chasm chrabs inside an aquarium
with the 'allow breeding' setting on. Keep the fish well fed, healthy
and not lonely if you don't want an hostile one.
add: Juveline lobstrosities (from chasms, plasma rivers, or aquariums,
xenobio too) can be tamed with arms and lavaloop fishes.
add: For lobstrosities grown from aquariums, they can have additional
effects based on the fish traits they had in the aquarium, like being
venomous or even flying.
/🆑
Fixes bulldog shotgun unique mag display not working on the sprite, resprites the bulldog shotgun along with inhands and new worn sprites and cleans up a little of the code surrounding the bulldog.
## About The Pull Request
Iansdoor suggested this to me earlier (but I already knew it was a thing
on Goon), and I said ok. Basically, this PR adds an interaction between
explosions and fishing.
At the cost of potential collateral damage, you can too now use a TTV to
catch a lot of fishes (and other stuff). Fish spawned this way will be
pretty much dead however.
This PR also adds the examine tips already presents in the fishing spot
component to the lazy fishing spot element.
## Why It's Good For The Game
This PR adds an interaction between fishing and other mechanics of the
game.
## Changelog
🆑
add: You can now fish with explosives.
fix: Fixed an inconsistency with examining fishing spots with
sufficiently high fishing skill (or skillchip).
/🆑
## About The Pull Request
it's - conjunction of "it" and "is"
its - possessive form of "it"
grammar is hard, and there were a lot of places where "it's" was used
where it shouldn't have been. i went and painstakingly searched the
entire repository for these instances, spending a few hours on it. i
completely ignored the changelog archive, and i may have missed some
outliers. most player-facing ones should be corrected, though
## Why It's Good For The Game
proper grammar is good
## Changelog
🆑
spellcheck: Numerous instances of "it's" have been properly replaced
with "its"
/🆑
## About The Pull Request
Added a unit test that checks if embed chance modification, embedding
and embed modification passing to shrapnel is correct.
There seems to be an inconsistent embedding failure right now that
@necromanceranne discovered, hopefully this can catch it further down
the line.
## Changelog
No player facing changes.
## About The Pull Request
This change allows tongue based speech modifications to be ignored if
the user is speaking in a native language or using hand signs, putting
it back to where it was functionally before moving to speechmod
components.
## Why It's Good For The Game
This is correcting some of the speaking code to how it was working prior
to speechmods, meaning lizard people won't be elongating there s's in
draconic. Fly people are the other species with a tongue based speech
modifier and receive the same fix. This also corrects tongue based
speech mods getting applied to sign language. Speech modifiers are still
applied if the user is talking in a non-native language, same as it was
pre speechmod.
Before:

After:

## Changelog
🆑
fix: fixing speech modifiers being applied to a tongue's native
languages.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## The Voidwalker
Adds a new antagonist, the Voidwalker!
It's a rare antag that spawns in space when there's at least 40 people
Design doc is here: https://hackmd.io/jE4YScP8RPykXo37rTBV2Q (there's
some deviations)
No biddle
## Summary
Spooky space antag that moves around space, ambushing people either in
space or near space. They can move through glass, have an ability to
stamina drain you if they remain in your vision for 8 seconds, can
temporarily remove glass windows to drag you through them and deal
~~stamina damage~~ incredibly violence. Upon being taken, they can be
kidnapped and cursed, muting and pacifying the person and sending them
to the void.
## Passive


Passive abilities:
- Permanent space flight and indoor flight
- Space regen
- Slowdown when in gravity
- Space camo (very low alpha when in space
- Can freely move through unshocked glass
- Mute, but can hear all station frequencies (excluding binary)
- Will quickly die when on planets or moons (obviously can't roll on
icebox)
- 10 brute armor and 20 burn armor. They can't wear any form of armor
and don't have any get out of jail free cards, so I think it'll help
with their survivability a slight bit
## Abilities
**Void eater:** Literally just a light-eater but instead of eating light
it instantly shatters windows, but restores them after a few seconds
**Space Dive:** New ability that lets you move under the station with a
2 second do_after, so they can still get to closed of space spots
without being as annoying as heretic space shift
**Unsettle:** Remain in view of the target for 8 seconds to give them a
short stun, slurring and 80 stamina damage, but announce your presence
and location to them. Both you and your target can move, as long as you
remain in their view.
**Space Kidnap:** When your target is incapacitated and in space, you
can drag them into the cosmic void. They'll be returned cursed after
undergoing a sort of reverse heretic sacrifice (more on that in the next
section).
[Showcase of all the above abilities!](https://youtu.be/NJ01H28PV9w)
## Voided Crew
A brain trauma received when you get kidnapped. While under it's
influence, you are muted and pacified. You will die in planetary gravity
and cannot enter space.

It can be cured with a lobotomy or by dying in planetary gravity.
You get warned to avoid the Voidwalker. The voidwalker now does extra
damage and gets the option to glass gib you if you die, leaving just a
brain
## Loot
On death, the Voidwalker shatters into glass and drops a cosmic skull.
Looking into the skull gives you a stable version of the Voided brain
trauma. It doesn't give you pacifism and doesn't ban you from space. It
also makes you space immune and gives you the ability to walk through
unshocked glass after 2 seconds do_after.
Sprites for the cosmic skull by Justice12354 and Rex9001! I'll throw up
a video showcasing death and their sprites on Sunday
## Why It's Good For The Game
We don't have any space centered antagonists. The closest we have are
Space Dragons, but they have to go deep into the station anyway. I'm
also quite fond of simpler antagonists, like revenant and nightmare.
Give people the tools, and they'll make the fun themselves.
I've been comparing the Voidwalker with the Nightmare. Both are goalles,
simple antagonists, but where the Nightmare's gimmick is darkness, the
Voidwalker's gimmick is space.
They also get a dark tentacle arm so they can murderize people, but it
only gets them to crit. After that they can drag people into the "void"
to kidnap them. This is mostly to encourage the Voidwalker not to just
space them cause that's kinda lame. They still can though, just in-case
it would be very funny
## Changelog
🆑 Time-Green, Justice12354, Rex9001
add: Adds the Voidwalker, a new rare space based midround antagonist!
code: Adds the ability to texture limbs and bodypart_overlays
Sprite: Cosmic skull sprites by Justice12354 and Rex9001
/🆑
- [x] Add a better kidnapping mechanic, instead of just teleporting
someone to a station turf
- [x] Add an armblade or weapon or something, unarmed combat is kinda
ass for this
- [x] Fix the antag preview not rendering textures
- [x] Prevent them from space phasing when in combat so they can
actually be killed in space combat, even if really fucking hard
- [x] Nerf visibility for people with space parallax disabled, probably
also something to improve camo with colored parallax
- [x] Replace the stamina damage stuff
- [x] Cool rework of space phase idea I have
- [x] Update/implement vidual effects
- [x] Implement names
## Considerations
There's a few things that I might change or implement later, depending
on how it actually plays.
It's a space focused antag, but there might not be enough people near
space in a given round. An ability to let them "capture" area's or let
them turn into a meteor or something might be needed later if they turn
out to be too passive.
They might also be _too_ oppressive in space. I designed them for
near-space combat, but may've made them insanely overpowered in in raw
space combat.
Probably wont do biddle, but might add more powers that you can reroll
every few minutes or something (like blob). Either wat it wont be this
PR
---------
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
## About The Pull Request
I want to get back to the food stuff, and adding a few auto tests to
avoid regressions.
The test makes a dummy human bake a cake from the base ingredients,
confirming that the reagent purities are correct and that the cake slice
gives a food buff in the end.
## Why It's Good For The Game
Avoiding bugs.
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request

A lot of this all of a sudden, I am going to assume it's related to the
recent spark changes, which are most likely causing (literal) fires in
the testing area.
Fixes https://github.com/tgstation/tgstation/issues/84161
Fixes https://github.com/NovaSector/NovaSector/issues/3123
I'm still testing this one with a few CI runs but the timelines match up
with roughly around the time of the spark PR; it's most likely the
culprit.
EDIT: 8 CI runs so far and the issue has not come up, I am fairly
confident it was the sparks + fuel puddle combination that was the
problem.
EDIT EDIT: Found one more issue with /datum/material/plasma that needs
to be dealt with.
EDIT EDIT EDIT: Issue resolved
## Why It's Good For The Game
Save the burninating for in-game please!
## Changelog
Not player facing
## About The Pull Request
Ok so like, side map right? It makes things higher up in the world
render above things lower down in the world.
Most of the time this is what we want, but it is NOT what we want for
floors.
Floors are allowed to be larger then 32x32, and if they are we want them
to render based off JUST their layer.
If we don't allow this grass turfs and others get cut off on their
bottom edge, which looks WEIRD.
In order to make this happen, we can add TOPDOWN_LAYER to every layer on
the floor plane and disable sidemap.
I've added documentation for this to VISUALS.md, and have also
implemented unit test errors to prevent mixing TOPDOWN layers with non
topdown planes (or vis versa).
This new test adds ~1 second to tests, which is I think a perfectly
scrumpulent number.
EDIT:
I nerd sniped myself and implemented sidemap layering and lighting for
cameras (also larger then 32x32 icon support for getflat)
The lighting isn't perfect, we don't handle things displaying in the
void all that well (I am convinced getflat blending is broken but I have
no debugger so I can't fix it properly), but it'll do.
This came up cause I had to fix another layering issue in cameras and
thought I might as well go all in.

## Why It's Good For The Game
Old:

New:

## Changelog
🆑
fix: Grass turfs will render properly now. Reworked how floors render,
please report any bugs!
fix: Cameras now properly capture lighting
fix: The layering seen in photos should better match the actual game
/🆑
## About The Pull Request
1. Objects now have an `get_proxy_for()` proc. This returns an atom that
will participate in the object melee attack chain on behalf of your
atom. Allows for general purpose polymorphism per object interaction
2. Cleaned up some multitool acts to accommodate proxy behaviour
3. You can pry tiles as an Engiborg with crowbar in hand & do other
similar behaviour with crowbar
5. Improves & Depends on #83880. We don't need a hidden omni toolbox &
can create the tools directly in the omnitool and pass them in the
attack chain as a proxy rather than calling the attack chain manually.
All tools are on the borg directly
- Fixes#84355
- Fixes#84359
- Fixes#84393
## Changelog
SyncIt21,zxaber
🆑
fix: omni crowbar tool interaction for replacing tiles has been fixed
fix: techfab screentip does not runtime when you hover over it with an
omnitool multitool
fix: medi borgs can do brain surgery again
code: improved multitool & general tool code for some machines
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Updates sprites for insulated gloves, HAUL gauntlets and normal and
rocket tacklers.

## Why It's Good For The Game
Insuls look extremely pale, HAUL gauntlets are extremely contrasting and
tacklers are very old
## Changelog
🆑
image: Some gloves have received new sprites
/🆑
This unit test detects all turfs & other movables that aren't in a lit
area (ie area/space/nearspace) on station zlevels
The grep detects movables placed on shuttles that do not have the
correct area assigned, which caused those atoms to break off of the
shuttle & literally get launched into random parts of space (usually on
station z-levels; the only reason I found this issue was cause the unit
test was detecting random shit ending up on station maps lol)
Minor fix for the mapload_space_verification unit test - it was falsely
detecting turfs that shuttle grids (that were template_noop) were parked
ontop of, which aren't effected by the shuttle in any way. This allowed
the following fix
Fixed a number of shuttles having atoms in /area/template_noop areas.
Atoms in these areas are treated as not actually part of the shuttle
itself & were launched off into random space tiles across all z-levels
via dump_in_space(). Corrected those grids to have the correct area, and
as such, shuttles now stay together properly.
🆑 ShizCalev
fix: Fixed a number of shuttles having parts (such as lattices)
completely disappearing.
fix: Fixed the ceilings above shuttles on station maps being
full-bright.
fix: Fixed lattices sometimes appearing at random locations in space on
station maps.
fix: Cleaned up a number of accidentally placed objects in space across
all station maps.
fix: Fixed a false positive with the mapload_space_verification unit
test failing on turfs that weren't actually part of shuttles.
code: Added a unit test that automatically finds all base space turfs
with objects on them, as well as non-space turfs that are set to space
areas (meaning that these squares weren't lit properly.)
/🆑
Shuttle Ceiling Fix:
Before

Fixed

Shuttle Fix:
Before

Fixed (look at the lattices in the middle. the stuff in the shuttle are
randomized / not part of this)

## About The Pull Request
Creates a vent-specific wendigo subtype that will not spawn a portal
upon death
## Why It's Good For The Game
Fixes#84119
## Changelog
🆑
fix: Vent-born wendigos no longer create one-way portals
/🆑
## About The Pull Request
Since non-clothing items can also be worn on several slots, there's no
need for cigarettes/vapes to be subtypes of masks anymore, since that
comes with a few oddities like #82870.
## Why It's Good For The Game
This should fix#82870, with about no side-effect aside them no longer
being edible by moths 🤢.
## About The Pull Request
Fixes#84340
It hooked pre-attack for tool usage, which is deprecated.
## Changelog
🆑 Melbert
fix: Fixed cyborg omnitools being unusable on some things
/🆑
## About The Pull Request
Fixes#84301
Right here,
d1051ec8a8/code/datums/proximity_monitor/field.dm (L129-L132)
We get the inner turfs and then use them to find the outer turfs
But
We subtract the inner turfs from the outer turfs instead of subtracting
the outer turfs from the inner turfs...
(also adds a unit test and updates the field debugger for better field
debugging)
## Changelog
🆑 Melbert
fix: Fix timestop being 1 tile too small again, and fixes a lot of other
field effects from being 1-small as well
/🆑
## About The Pull Request
this refactors vibebots and reworks them to be a little more useful.
vibebots can now play a range of MIDI songs. they will seek out
depressed players and play an upbeat tune for them and celebrate with
them to cheer them up and increase their mood a little bit. if its ur
birthday, it will play a happy birthday tune for u. emagged vibebots are
ruthless, they will look for sad people and go play grim music for them
to ruin their day even more and decrease their moods.
## Why It's Good For The Game
refactors vibebots into basic bots and gives them a bit more character
## Changelog
🆑
refactor: vibebots are not basic bots
add: vibebots will now seek out the depressed and cheer them up
/🆑
## About The Pull Request
Recently we allowed items held in your hands to catch fire if you catch
fire.
This makes sense but the code had a few oversights, then we reverted it.
This PR reintroduces the feature, but with a few refinements.
The basic feature is simple: If you are on fire then items you are
holding will also catch fire, in the same vein as items you are wearing
on your head or hands.
There are also a few caveats we forgot about the first time we added
this:
- If your gloves cannot catch fire, your held items will not catch fire
(because your hands aren't on fire).
- If you are extinguished, your held items will also be extinguished.
- Stopping, Dropping, and Rolling on top of any items will also
extinguish those items.
As part of this change, after an argument about whether or not this is
an oversight in coding-general, I've made the proc `get_equipped_items`
take a bitflag instead of a series of booleans as an argument and added
a new one for "include held items", so that we need no longer argue
about whether holding something counts as "equipping" it (in all other
parts of the game than this proc, it does). This is what gives the PR
most of its code footprint, don't be scared.
## Why It's Good For The Game
Items you are holding in your hands _should_ catch fire if everything
else on your person is on fire, and taking an item off of your body to
put it in your hands shouldn't protect it from fire, because those
things don't make intuitive sense.
If we want an item to be able to catch fire when worn, then it should do
so.
This might expose some issues where we were improperly setting the
flammability flags on items, but any weapon which will burn in your
hands now would also have burned if you were wearing it on your belt or
back, so making those issues more visible should be a bonus (we'll also
stop them from burning on your back or belt).
If you see someone holding a piece of paper that you really don't want
them to read you can now set them on fire to stop them from reading it,
whereas previously they would deftly hold the very flammable object out
of reach of their flaming body.
## Changelog
🆑
balance: Items held in your hands can catch fire.
balance: Items you are holding won't catch fire if your hands cannot
catch fire.
balance: When you stop being on fire so will items you are holding.
balance: If you roll around on your burning items they will stop being
on fire.
/🆑
## About The Pull Request
Refactors body markings (lizard and moths) into the bodypart overlays
system
I've also renamed the icon states for lizard bodymarkings (downstreams
with lots of lizard body markings might have problems with this)
## Why It's Good For The Game
Gives us better controle over /human appearances. I didn't add any means
of actually changing them on the person (aside from genetics. how would
that even work? with a waterproof marker?), but makes it easy for
when/if I do. Also unloads mutant_bodyparts more, moving is yet closer
to full species dedatumization
## Changelog
🆑
refactor: Lizard and moth markings now use the bodypart overlay system
/🆑
## About The Pull Request
Not all downstreams have 100 hp as `maxHealth`, so this makes the test
work in those cases by no longer having it be hardcoded.
## Why It's Good For The Game
More universal unit tests.
## Changelog
Nothing player facing.
## About The Pull Request
After being put in stamcrit, future incoming stamina damage has
"diminishing returns" applied*.
The formula looks like `ceil(sqrt(amount of stamina damage) / 2) - times
you have taken stamina damage in stamcrit`.
This means eventually stamina based damage will do less than zero
damage, and thus, not contribute to keeping stamcrit active.
Very, very low amounts of stamina damage (such as from chems) contribute
to DR 1/20th the amount.
*_Note, this is not real diminishing returns because making it real
diminishing returns would be pointless, you are capped to 120 stamina
damage so 99.99% of the time you take stam damage while in stam crit
you're already capped. This is just faking the effect._
In its current stat this means that a stun baton will stop being able to
keep someone in stamcrit after the 5th hit, and a stock disabler will
stop being able to keep someone in stamcrit after the 4th hit.
## Why It's Good For The Game
Mostly just an experiment. I don't imagine it will shake up much about
the baton situation in its current state.
There's also no grace period after getting UP - so like you can just be
stamcritted right after anyways. Maybe there should be one? Food for
thought.
And yes of course you can just space out your hits, you're not clever
for thinking about that
## Changelog
🆑 Melbert
balance: Taking stamina damage in stamcrit has diminishing returns
associated, meaning you cannot be infinitely stamcrit.
/🆑
## About The Pull Request
- Afterattack is a very simple proc now: All it does is this, and all
it's used for is for having a convenient place to put effects an item
does after a successful attack (IE, the attack was not blocked)

- An overwhelming majority of afterattack implementations have been
moved to `interact_with_atom` or the new `ranged_interact_with_atom`
I have manually tested many of the refactored procs but there was 200+
so it's kinda hard
## Why It's Good For The Game
Afterattack is one of the worst parts of the attack chain, as it
simultaneously serves as a way of doing random interactions NOT AT ALL
related to attacks (despite the name) while ALSO serving as the defacto
way to do a ranged interaction with an item
This means careless coders (most of them) may throw stuff in afterattack
without realizing how wide reaching it is, which causes bugs. By making
two well defined, separate procs for handing adjacent vs ranged
interactions, it becomes WAY WAY WAY more easy to develop for.
If you want to do something when you click on something else and you're
adjacent, use `interact_with_atom`
If you want to do something when you click on something else and you're
not adjacent, use 'ranged_interact_with_atom`
This does result in some instances of boilerplate as shown here:

But I think it's acceptable, feel free to oppose if you don't I'm sure
we can think of another solution
~~Additionally it makes it easier to implement swing combat. That's a
bonus I guess~~
## Changelog
🆑 Melbert
refactor: Over 200 item interactions have been refactored to use a
newer, easier-to-use system. Report any oddities with using items on
other objects you may see (such as surgery, reagent containers like cups
and spray bottles, or construction devices), especially using something
at range (such as guns or chisels)
refactor: Item-On-Modsuit interactions have changed slightly. While on
combat mode, you will attempt to "use" the item on the suit instead of
inserting it into the suit's storage. This means being on combat mode
while the suit's panel is open will block you from inserting items
entirely via click (but other methods such as hotkey, clicking on the
storage boxes, and mousedrop will still work).
refactor: The detective's scanner will now be inserted into storage
items if clicked normally, and will scan the storage item if on combat
mode
/🆑
## About The Pull Request
Ok so like, we recently had an issue where a genturf was not being
replaced, which fucked ALL of icemoon's atmosphere.
The fix was to not use a genturf with a conditionally generating area,
but that aside. (why is it CONDITIONAL TIME GREEEEEN)
Planetary turfs should act like immutable ones when roundstart
equalizing.
In addition, we should test to ensure none leaves genturfs floating
around post roundstart to avoid this sorta issue.
---------
Co-authored-by: Afevis <ShizCalev@users.noreply.github.com>
## About The Pull Request
this refactors honkbots into basic mobs. its mostly a faithful 1:1
refactor but i couldnt keep my hands to myselves so i gave them some new
behaviors.
honkbots now love playing with clowns, they will go seek out for clowns
and celebrate around them. also, if the honkbot finds a banana peel or a
slippery item near it, it will actively drag people onto them
honkbots will now go out of theirway to mess with secbots and annoy them
## Why It's Good For The Game
refactors hinkbots into basic bots and also undoes some of the silliness
i did in the previous basic bot prs. i also added lazylist support to
remove_thing_from_list.
## Changelog
🆑
refactor: honkbots are now basic mobs, please report any bugs
add: honkbots will try to slip people on banana peels
/🆑
- [x] #82282
- [x] map in aux base how the hell did i forget it
- [x] fill out maints
- [x] properly test the goddamn thing
- [x] fix major cameranets
- [ ] fix any issues
- [x] write a proper pr body
## About The Pull Request
adds this map to the map rotation
bottom level (24.5.2024)

upper level (24.5.2024)

## general map details and department stuff
- the station is more focused on the bottom level, so falling in doesnt
roundremove you
- this is an asteroid station, so assistants can larp as dorfs and mine
towards the sweet loot
- there is plenty multiz usage
- service is the center of the station
**Service** - Is the center of the station. Arrivals docks directly in
the middle of the station next to Upper Service, so bar might get more
traffic. Not much different than normal Service, but janitors closet is
also present here, he sleeps on the floor. We do not talk about the
janitor. Above Bar is Library and Hydroponics with an overlook to look
at bar. The Theater has a big curtain and a podium directly in the bar.
29.3.2024

**Civilian** - Also in the center of the station, next to bar. There
isnt much to talk about dorms, its pretty normal.
**Cargo** - Absence of chutes that go to departments, reminder that mail
sorting is a thing. Cargo bay is a big open area with a boutique/shop
facing primary hall that starts closed, and Cargo has its own crate
elevator. Theres upper Cargo where mining, bitrunning and a secure
warehouse is located (There may be a murder scene). The quartermasters
office spans two z-levels and is relatively compact. Not much else
different from regular cargo. ~~Oh also the QM starts with an empty
PML-9 and a mostly functional rocket~~
29.3.2024

**Medical** - Large centralized medbay, also two z-levels. There is a
public waiting room with triage and a reception. There is also an inner
elevator for the crippled. There are two medbay-access patient rooms
that are unrestricted from the inside, and two operating rooms. Medbay
has its own rad shelter. The virologist does not get their own
satellite, but is still relatively secure.
29.3.2024
https://i.ibb.co/hs9kKbV/ezgif-1-f7b697b067.gif (large gif)
**Command** - AI Sat transit tube access is here. HoP has an open stall
facing primary hall, ~~and maybe a piano trapdoor~~ pretty classic
bridge, Captain does not get his own office but gets a really
comfortable quarters with his own emergency mass ejection for abandoning
ship. The council meeting room is present above bridge, with ERT Ferry
dock docking inside adjacent to the council room.
**Security** - Mostly bottom z level security. Very compact brig cells,
and a meeting room that everyone that is related to security may spawn
in if youre lucky. Warden has a weapon handout point facing the inner
security hall and the equipment room. Reeducation chamber has a shocked
grille treadmill. HoS and Warden Room and armory are on the upper
z-level, and warden has a VERY good overlook over permabrig. Armory is
seperated into nonlethal to mostly nonlethal and lethal.
29.3.2024

**Science** - Also pretty centralized, breakroom with a smoking corner,
two z levels and a big overlook. RD office overlooks toxins and bomb
site. Genetics and RD Office is on the upper floor, with a science
exclusive monkey exhibit. Xenobio is thick due to proximity to bomb
site, otherwise normal.
29.3.2024

**AI Sat** - Okay at this point assume any department is multiz. The
antechamber is an elevator and the turrets are on said elevator. The
elevator may be sent to the top level by engineers, where the AI core
is. Telecomms is on the bottom level, and AI core is above it. Contains
a borg entertainment room, and also the upload. The elevator being
raised is necessary to properly enter AI Room.
**Engineering** - Contains a less stale but still average and less than
optimal SM setup. Prone to catastrophic disaster. The SM Room is two
levels and very open, and CE has a trapdoor directly into the shard.
Turbine is above atmospherics, so is the crystallizer. The HFR and main
atmos and distribution room are on the bottom level. Piped by **Kendra
Hunter**. Contains a built in electrolyzer corner so atmos mains stop
gutting the aesthetics to place down some dumb machine.
## Why It's Good For The Game
another interesting map into the roster, different from the other multiz
maps in the form that you dont get stuck in hell by falling down a hole
todo write better section
## Changelog
🆑
add: wawastation, the station map
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
## About The Pull Request
This PR turns gondolas into basic mobs and does some fiddling with
gondola pods
Their verbs are now action buttons which they lose upon delivering. If
set to stay, they won't have their abilities afterwards (or wont get
them in the first place if the delivery is already done).
Lets them survive without a pod requirement in case admins want to spawn
one for their own stuff, so I also removed it from the snowflake checks
to exclude them from stuff.
Also replaced the hardcoded "cant speak" with simply giving the mute
trait, so admins can make gondolas speak if they want to for any reason.
## Why It's Good For The Game
The pet level of simple animals can finally be killed off, also gives
admins more control over gondola-related stuff if they so wish.
## Changelog
🆑
refactor: Gondolas (including gondola pods) are now basic mobs.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Dumps `handle_random_events` in the bin, giving us one less proc in
`Life`, that's a free proc call optimization baby.
Replaces its only implementation with a status effect conditionally
applied when gaining / losing tox dam.
## Changelog
🆑 Melbert
refactor: Refactored the way high toxins cause you to vomit.
/🆑
## About The Pull Request
Gives medical doctors and CMOs back their jumpsuits. Additionally
removes their surgery cap from their starting gear.
Surgical scrubs and surgery caps are still available in vending machines
and in other places.
Coroner still has their scrubs.
## Why It's Good For The Game
The scrubs have never made sense to be as part of a medical doctor's
starting gear. Scrubs are meant to be put on for one surgery and
replaced afterwards, not to be worn 24/7. Also, in my opinion, they look
goofy as hell. Especially when doctors are wearing lab coats over them.
[_Being a medical doctor does not inherently mean you're doing surgeries
either._](https://www.youtube.com/watch?v=8byiwOY5XM0)
## Changelog
🆑
image: Medical doctors and CMOs now start with their jumpsuits rather
than surgery scrubs and caps.
/🆑
## About The Pull Request
see #70061 but i almost finished it, i only need to go through every
single module and assign it a fitting part
## Changelog
🆑
refactor: modsuits have been refactored if you see bugs report them
fix: admin cargo tech modsuit outfit now works correctly
/🆑
---------
Co-authored-by: Andrew <mt.forspam@gmail.com>
## About The Pull Request
So, thanks to the map not being loaded yet when jobs are initialized,
the logs are needlessly spammed by a check that can never pass.

Also adds some possible locations to engineering and science
As such, I just moved all this logging stuff and screaming at
mappers/coders into a unit test. I honestly only have very vague
understanding of how these work so someone with more knowledge please
check if I did everything right.
## About The Pull Request
Jacq has come up with the suggestion of adding a unit test to the
blackmarket. I agreed ~~and I think I deserve the NO GBP label because
both of these missing items are actually my fault~~.
## Why It's Good For The Game
Let's avoid issues like this in the future.
## Changelog
🆑
fix: Added the missing bulwark MOD module and the jawed fishing hook to
the black market.
/🆑
## About The Pull Request
1. Removes code duplication
2. Fully documents `sortTim()`
3. Makes a define with default sortTim behavior, straight and to the
point for 95% of cases
4. Migrates other sorts into the same file
5. Removes some redundancy where they're reassigning a variable using an
in place sorter
For the record, we only use timSort
## Why It's Good For The Game
More documentation, easier to read, uses `length` over `len`, etc
Should be no gameplay effect at all
## About The Pull Request
This PR moves random name generation for species onto their languages.
What does this mean?
- For species with a predefined name list, such as Lizards and Moths,
nothing.
- For species without predefined name lists, such as Felinids, their
names will now be randomly generated from their language's syllables.


(In the prefs menu:)

Why?
- Well, we actually had some dead code that did this. All I did was fix
it up and re-enable it.
- Generates some pretty believable in-universe names for various
languages that are lacking name lists. Obviously defined lists would be
preferred, but until they are added, at least.
- Moves some stuff off of species, which is always nice.
- Also hopefully makes it a tad easier to work with name generation.
There's now a standard framework for getting a random name for a mob,
and for getting a random name based on a species.
Misc:
- Adds a generic `species_prototype` global, uses it in a lot of places
in prefs code.
- Makes `GLOB.species_list` init via the global defines
- Deletes Language SS
- Alphabetizes some instances of admin tooling using the list of all
species IDs
- Docs language stuff
- Deletes random_skin_tone, it does pretty much nothin
## Changelog
🆑 Melbert
refactor: Random Name Generation has been refactored. Report any
instances of people having weird (or "Unknown") names.
qol: Felinids, Slimepeople, Podpeople, and some other species without
defined namelists now automatically generate names based on their
primary language(s).
qol: More non-human names can be generated in codewords (and other misc.
areas) than just lizard names.
/🆑
## About The Pull Request
- infuser entries global is now an assoc list type -> singleton. makes
it easier to pick specific entries as needed
- separated infusion behavior onto both movable level (for machine
occupants and things that can potentially be infused) and human level
(for the actual infusion into a human)
- [x] tested
## Why It's Good For The Game
Upcoming plans is to fix up maintenance sect's organ replacement system
that just so happens to work a lot like how infusions do with actual
infusion mechanics, and that requires this prerequisite. In general
outside of that vision I see a lot of potential in alternate infusion
sources, from wherever they may be.
## Changelog
no player side changes, this is a refactor
## About The Pull Request
refactors clothing visors to use the same system, including masks being
toggled and stuff like riot helmets toggling using the same system and
welding helmets and such
adds a handler that updates all visuals in slots that an item has
obscured, each visual proc calls that so you no longer have weird shit
happening like having to hardcode a proc for heads where you need to
also update hair, mask, glasses everytime you put on an item
one thing here i could also do is make check_obscured_slots return the
HIDEX flags instead of item slots, because in 99% of cases its hardcoded
to be ran against specific slots (like eye code running it against the
glasses slot), but maintainers didnt seem to like that :/
## Why It's Good For The Game
fuck this 2003 bullshit
## Changelog
theres like several bugs here i fixed but i forgot them all and they are
small
## About The Pull Request
Basically every single CI Run is throwing the following warning:
```txt
code/modules/unit_tests/lootpanel.dm:24:warning (unused_var): new_box: variable defined but not used
```
You may find an example here:
https://github.com/tgstation/tgstation/actions/runs/8698627681/job/23855921813#step:9:24
This is pretty silly but I don't really know why we even have this
variable (I assume there's something far more complicated underneath the
surface based on what the unit test is asserting), but assuming it is
important let's just insert a do-nothing procedure to get rid of the
compiler warning while ensuring the unit test is actually operating as
it should.
I also don't really like the fact that this is a warning instead of an
error but let's tackle this problem one step at a time by at least
getting rid of the compiler warning in a quick advance PR while I dwell
on this issue (is there a way to get the Dreamchecker linter to look at
the unit test files? it's caught perfectly fine in the langserver)
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
- Deletes `ATTACK_QDELETED`
- May have been necessary in the past but it's pointless now. All it
does is clutter the attack chain. Perish.
- Fixes welders not using fuel on attacking non-mobs
- #65762 "fixed" welders consuming fuel on clicking turfs by adding an
`isliving` check and not an `ismovable` check?
## Changelog
🆑 Melbert
fix: Blobs may rejoice, welding torches now consume fuel when attacking
objects again after two years.
/🆑