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c080b83c41c5a6fb30eb519449e8365200b51ee4
150 Commits
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236982b1ec | Ports GAGS Ushankas from Nova (#92981) | ||
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2427db409e |
Maid Uniform Resprited and GAGsified (#91885)
## About The Pull Request Resprites the maid uniform and maid headband using GAGs. Combines maid neckpiece, gloves, and corset into the main outfit. Removes standalone maid neckpiece, gloves, and corset. Adds maid uniform and headband inhands. stock option in black custom colors as example  ## Why It's Good For The Game Updates the sprite to be more inline with our current clothes. Makes the sprite in-game player customizable. ## Changelog 🆑 image: resprites the maid uniform and headband using GAGs del: removes standalone maid neckpiece, gloves, and corset /🆑 --------- Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> |
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8d08fc6c53 |
Schoolgirl Outfit Resprited Renamed and GAGsified (#91871)
## About The Pull Request Renames the schoolgirl costume to seifuku, the japanese name for sailor style uniforms. Resprites the uniform using GAGs. Adds an 'adjust' style for the uniforms(rolled sleeves). Tweaks the stock uniform colors from blue, red, green, and orange to blue, red, teal, and tan. stock options blue, red, teal, tan. long sleeve/short sleeve  custom colors as example +anyone sad about the sailor moon reference being replaced with more basic colors dont worry you can still make them :)  ## Why It's Good For The Game Updates the sprite to be more inline with our current clothes. Makes the sprite in-game player customizable. ## Changelog 🆑 image: resprites the schoolgirl outfit using GAGs /🆑 |
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4250ecb14c |
Removes a couple of duplicate gag map_icons + fixes the gags_recolorable component + most lootpanel gags previews (#91341)
## About The Pull Request Turns out there were a couple of black mask subtypes that I missed as well as a prisoner uniform subtype. Also fixes some bugs that are not related to the map icon pr to further improve the situation with GAGS previews. ## Why It's Good For The Game Smaller .dmis, working previews ## Changelog 🆑 fix: spraycan can now be used to recolor the gi, glow shoes, striped dress, H.E.C.K. suit fix: most GAGS items should now be showing up in the lootpanel again /🆑 |
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9db2f6916b |
Sets prettier to run on the repo (#91379)
## About The Pull Request Prettier (an auto formatter) is set to only run within the tgui folder currently. This removes that limitation, allowing it to automatically format all supported files in the repo (.js, .html, .yml [etc](https://prettier.io/docs/)) I made a few exceptions for bundled and generated files ## Why It's Good For The Game I'm of the opinion that code should look uniform and am lazy enough to want CTRL-S to format files without having to think beyond that ## Changelog |
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cb51a652a9 |
Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
## About The Pull Request Revival of https://github.com/tgstation/tgstation/pull/86482, which is even more doable now that we have rustg iconforge generation. What this PR does: - Sets up every single GAGS icon in the game to have their own preview icon autogenerated during compile. This is configurable to not run during live. The icons are created in `icons/map_icons/..` - This also has the side effect of providing accurate GAGS icons for things like the loadout menu. No more having to create your own previews.  <details><summary>Mappers rejoice!</summary>   </details> <details><summary>Uses iconforge so it does not take up much time during init</summary>  </details> --- ### Copied from https://github.com/tgstation/tgstation/pull/86482 as this still applies: Note for Spriters: After you've assigned the correct values to vars, you must run the game through init on your local machine and commit the changes to the map icon dmi files. Unit tests should catch all cases of forgetting to assign the correct vars, or not running through init. Note for Server Operators: In order to not generate these icons on live I've added a new config entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in the config.txt ## Why It's Good For The Game No more error icons in SDMM and loadout. ## Changelog 🆑 refactor: preview icons for greyscale items are now automatically generated, meaning you can see GAGS as they actually appear ingame while mapping or viewing the loadout menu. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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429a3bbf04 |
Adds the craftable MOD soul shard core. (#91023)
## About The Pull Request If you examine a soul shard closely, you can learn to craft the MOD soul shard core. It takes the same basic ingredients as other MOD cores, but uses a soul shard. It is powered by your own soul, which drains your sanity to provide charge (if mood is disabled in the config, it's practically equivalent to an infinite core). Crafting one ejects any shades in the shard (because that's the simplest behavior that doesn't require a substantial refactor to crafting or modsuit code). Depending on the kind of shard used, certain roles get negatively impacted by using a modsuit with such a core. - Cult soul shards wrack non-magical roles (anyone that isn't a cultist, heretic, heretic minion, or wizard) with horrible agony (a -20 moodlet that expires 10 seconds after turning the suit off) - Holy soul shards wrack cultists and heretics with horrible agony, while wizards are put at unease (-3 mood) - Wizard soul shards have no negative impact on anyone - If someone were to VV a soul shard to have the heretic theme (only used by rusted harvesters), it would be functionally identical to the cult shard Soulless mobs (liches, people who lost with the cursed russian revolver, and people who died from casting Soul Tap too many times) have no soul for the core to draw power from. Also gives the wizard modsuit a soul core. ## Why It's Good For The Game Provides a neat but caveat-rich way to utilize soul shards, especially for players who have no way to obtain construct shells absent a cult or wizard to create them. |
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a2b1854d5e | Adds Greyscale Trenchcoats/Blazers (+ toggleable trenchcoats) (#90563) | ||
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fab5943719 |
Some minor Big Manipulator refactors (#90240)
## About The Pull Request guh I accidentally broke the manipulator while refactoring the UI because ALL OF A SUDDEN, one of three options is actually two options that are not in any way connected although they should be. And also there are three variables for storing action delays (???). I believe it's not about GBP in the first place, it's about taking responsibility for your own fuck-ups, so here I am. Removed some reused value variables, better autodoc readability, renamed some procs and variables, made more things into constants. ## Why It's Good For The Game  ## Changelog 🆑 refactor: Minor Big Manipulator code refactoring /🆑 --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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38dc2369ef |
Adds GAGS fedoras, updates all other fedora sprites to match the Detective's (+ other related tweaks) (#90132)
## About The Pull Request First just to get it out of the way, yippee, greyscale fedoras. Available in the Clothesmate. Now you can make a hat to match those custom buttondowns+suitjackets we already have.  However, because so many of the fedoras pair with other sprites, I couldn't just make all of them greyscale. Then they wouldn't quite match! So I've updated them all - most of the on-mobs are just slight tweaks to shading so they (as mentioned) match the detective fedora. The obj sprites were also changed - most are the newer sprite (again, detective's) but I opted to keep the Reporter and Curator fedoras as slightly updated old ones because those in particular feel cooler to have the wide-brims and the angle.  **Additional changes you might notice in the screenshot:** - Beige Suit had its contrast just _barely_ tweaked to match the fedora. - Carpskin hat has like 3px changed because they were stray/inconsistent - Curator's `treasure hunter jacket` had its color changed to pair with the hat. As it was, the hat being the same color would have been near identical to the detective's, and this actually matches up with the intended reference better too. (Plus it inadvertently matches the boots) - All the hats are down 1px to match the detective. With hair masks, it looks a **lot** better over hair now... <details><summary>However, for spritetainer's curiosity, this is the comparison of how it'd look if they were all up 1px</summary>  </details> <details><summary>I also had to slightly alter the mask because it originally cut off 1px too much. No visual change on the only other hat that uses it (the sec helmet) </summary>  </details> ## Why It's Good For The Game **Greyscale Fedoras** We #love customization. Players can already make their own suits, why not their own hats to match? **All the resprites** Having all of the fedoras looking similar is nice, especially with the onmob sprites' shading and obj sprites' shapes. Helps players associate the items with each other better. Plus, the curator's was _really_ soulful. As for the curator's jacket, I feel having it not be as similar to the detective's palette will make it stand out more as the unique item it is. It's a treasure hunter. Give them the admiration they deserve. **Height/Hairmask** The height is consistency - one fedora being lower than the other is confusing and almost looks like a bug. The hairmask solves the issue that lowering them previously caused - no more severe clipping with hair. ## Changelog 🆑 add: Added greyscale Fedoras, available in the Clothesmate! image: Resprited most of the Fedoras - now they'll all be much more consistent with the detective's updated and sleek ones. They also all have a hairmask now, so hair will no longer clip with them! image: To pair with this, the Beige suit has been just slightly tweaked and the Curator's "Treasure Hunter Jacket" entirely recolored to better match their fedoras. /🆑 |
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b59132ad60 |
Removes Corner Smoothing (Mild Bitmask Improvements) (#90002)
<!-- 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. --> ## About The Pull Request [Removes all remaining users of SMOOTH_CORNER + dirt automation]( |
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93a2b723da |
IconForge: rust-g GAGS (250x faster edition) (#89590)
## About The Pull Request Offloads GAGS generation to rust-g IconForge. **Key Notes** - The builtin GAGS editor still uses the 'legacy' generation to allow for debugging. - Does not support `color_matrix` layer type, which is currently not used by any GAGS configs. Will do nothing if used. - Does not support `or` blending mode, which is currently not used by any GAGS configs. Will error if used. - Has some 'quirks' compared to BYOND when it comes to mixing icon states with different dir/frame amounts. BYOND will just silently handle these and it's basically undefined behavior because what should you expect BYOND to do? IconForge will spit errors out instead. So this PR also fixes a few of those cases. Functions by writing output to `tmp/gags/gags-[...].dmi`, copying that output into the RSC and assigning the file object to `icon`. Saves ~1.7s init by reducing worst-case GAGS icon generation from 250ms to 1ms. Also optimizes `icon_exists` by using `rustg_dmi_icon_states` for file icons, saving ~60ms. Would have more savings if not for json_decode as well as DMI parsing in rust being somewhat slow. Perhaps having `rustg_dmi_icon_states` share a cache with IconForge could reduce this cost, however I'd still recommend limiting these tests to unit tests (https://github.com/tgstation/dev-cycles-initiative/issues/34), especially for GAGS configs. I'm not sure they're worth 700ms. Saves another ~400ms by replacing `md5asfile` with `rustg_hash_file` in `/datum/greyscale_config/proc/Refresh` Savings are likely even higher when combined with #89478, due to spritesheets sharing a parsed DMI cache with GAGS. This means GAGS will spend less time parsing icons synchronously and can generate output faster. Tracy tests with this combo seem to yield ~2sec savings instead of ~1.7sec Total savings: ~2.16sec to ~2.46sec - Ports https://github.com/BeeStation/BeeStation-Hornet/pull/10455 - Resolves https://github.com/tgstation/dev-cycles-initiative/issues/9 ## Why It's Good For The Game GAGS go zoooom <details> <summary>GAGS Working Ingame</summary>   </details> <details> <summary>GetColoredIconByType</summary>  </details> <details> <summary>icon_exists</summary>  </details> <details> <summary>Refresh</summary>  </details> ## Changelog 🆑 tweak: Optimized GAGS using rust-g IconForge, reducing worst-case generation time to 1ms /🆑 |
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cc335e7e9e |
IconForge: rust-g Spritesheet Generation (#89478)
## About The Pull Request Replaces the asset subsystem's spritesheet generator with a rust-based implementation (https://github.com/tgstation/rust-g/pull/160). This is a rough port of https://github.com/BeeStation/BeeStation-Hornet/pull/10404, but it includes fixes for some cases I didn't catch that apply on TG. (FWIW we've been using this system on prod for over a year and encountered no major issues.) ### TG MAINTAINER NOTE  ### Batched Spritesheets `/datum/asset/spritesheet_batched`: A version of the spritesheet system that collects a list of `/datum/universal_icon`s and sends them off to rustg asynchronously, and the generation also runs on another thread, so the game doesn't block during realize_spritesheet. The rust generation is about 10x faster when it comes to actual icon generation, but the biggest perk of the batched spritesheets is the caching system. This PR notably does not convert a few things to the new spritesheet generator. - Species and antagonist icons in the preferences view because they use getFlatIcon ~~which can't be converted to universal icons~~. - Yes, this is still a *massive* cost to init, unfortunately. On Bee, I actually enabled the 'legacy' cache on prod and development, which you can see in my PR. That's why I added the 'clear cache' verb and the `unregister()` procs, because it can force a regeneration at runtime. I decided not to port this, since I think it would be detrimental to the large amount of contributors here. - It is *technically* possible to port parts of this to the uni_icon system by making a uni_icon version of getFlatIcon. However, some overlays use runtime-generated icons which are ~~completely unparseable to IconForge, since they're stored in the RSC and don't exist as files anywhere~~. This is most noticeable with things like hair (which blend additively with the hair mask on the server, thus making them invisible to `get_flat_uni_icon`). It also doesn't help that species and antag icons will still need to generate a bunch of dummies and delete them to even verify cache validity. - It is actually possible to write the RSC icons to the filesystem (using fcopy) and reference them in IconForge. However, I'm going to wait on doing this until I port my GAGS implementation because it requires GAGS to exist on the filesystem as well. #### Caching IconForge generates a cache based on the set of icons used, all transform operations applied, and the source DMIs of each icon used within the spritesheet. It can compare the hashes and invalidate the cache automatically if any of these change. This means we can enable caching on development, and have absolutely no downsides, because if anything changes, the cache invalidates itself. The caching has a mean cost of ~5ms and saves a lot of time compared to generating the spritesheet, even with rust's faster generation. The main downside is that the cache still requires building the list of icons and their transforms, then json encoding it to send to rustg. Here's an abbreviated example of a cache JSON. All of these need to match for the cache to be valid. `input_hash` contains the transform definitions for all the sprites in the spritesheet, so if the input to iconforge changes, that hash catches it. The `sizes` and `sprites` are loaded into DM. ```json { "input_hash": "99f1bc67d590e000", "dmi_hashes": { "icons/ui/achievements/achievements.dmi": "771200c75da11c62" }, "sizes": [ "76x76" ], "sprites": { "achievement-rustascend": { "size_id": "76x76", "position": 1 } }, "rustg_version": "3.6.0", "dm_version": 1 } ``` ### Universal Icons Universal icons are just a collection of DMI, Icon State, and any icon transformation procs you apply (blends, crops, scales). They can be convered to DM icons via `to_icon()`. I've included an implementation of GAGS that produces universal icons, allowing GAGS items to be converted into them. IconForge can read universal icons and add them to spritesheets. It's basically just a wrapper that reimplements BYOND icon procs. ### Other Stuff Converts some uses of md5asfile within legacy spritesheets to use rustg_hash_file instead, improving the performance of their generation. Fixes lizard body markings not showing in previews, and re-adds eyes to the ethereal color preview. This is a side effect of IconForge having *much* better error handling than DM icon procs. Invalid stuff that gets passed around will error instead of silently doing nothing. Changes the CSS used in legacy spritesheet generation to split `background: url(...) no-repeat` into separate props. This is necessary for WebView2, as IE treats these properties differently - adding `background-color` to an icon object (as seen in the R&D console) won't work if you don't split these out. Deletes unused spritesheets and their associated icons (condiments spritesheet, old PDA spritesheet) ## Why It's Good For The Game If you press "Character Setup", the 10-13sec of lag is now approximately 0.5-2 seconds. Tracy profile showing the time spent on get_asset_datum. I pressed the preferences button during init on both branches. Do note that this was ran with a smart cache HIT, so no generation occurred.  Much lower worst-case for /datum/asset/New (which includes `create_spritesheets()` and `register()`)  Here's a look at the internal costs from rustg - as you can see `generate_spritesheet()` is very fast:  ### Comparison for a single spritesheet - chat spritesheet: **Before**  **After**  ## Changelog 🆑 fix: Fixed lizard body markings and ethereal feature previews in the preference menu missing some overlays. refactor: Optimized spritesheet asset generation greatly using rustg IconForge, greatly reducing post-initialization lag as well as reducing init times and saving server computation. config: Added 'smart' asset caching, for batched rustg IconForge spritesheets. It is persistent and suitable for use on local, with automatic invalidation. add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for spritesheets. fix: Fixed R&D console icons breaking on WebView2/516 /🆑 |
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344d3b6266 |
Optimizes /proc/icon_exists() (#89357)
## About The Pull Request This PR reimplements https://github.com/tgstation/tgstation/pull/71538 atop `master`. Quoting the original PR: > Every `icon_exists()` call will cache the entire file. Past me didn't realise _why_ file opts were so expensive, but I do now. This is immeasurably slower on a single call, and _significantly_ faster on subsequent calls to the same file. I attempted to handle some of the review comments that were posted there, by splitting screaming functionality into its own proc. * `if(icon_state in icon_states(file))` and `if(!(icon_state in icon_states(file)))` were refactored to use `icon_exists(file, icon_state)`. * Where screaming was seemingly wanted (and where there wasn't a more descriptive error inside the `if` block), I refactored them to use `icon_exists_or_scream(file, icon_state)` * The exception to the above was under `/datum/unit_test/turf_icons/Run()` and `/datum/unit_test/worn_icons/Run()`, where `icon_states()` was being passed a mode flag. Given that this is only used in unit tests (where performance isn't a priority), I opted to leave these be. Additionally, I revised the documentation comment for `/proc/icon_exists()`, as I felt it was a bit vague currently. ## Why It's Good For The Game https://youtu.be/Z9G1Mf6TZRs ## Changelog No player-facing changes (hopefully). --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> |
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8b9da265ba |
Digitigrade code refactor and shoes + explorer suit (Using GAGS and zero sprite bloat) (#88096)
## About The Pull Request Refactors and extends the existing [digitigrade clothing system](https://github.com/tgstation/tgstation/pull/85406) to also support oversuits and shoes (only enabled for sneakers, specific boots, and shaft miner's explorer suit). All digitigrade-specific clothes are generated by GAGS by color sampling the base sprite and applying it to a greyscale template.  More up to date boots:   Credit to MrMelbert for prototype code and Junkgle for new sprites ## Why It's Good For The Game Looks good, doesn't introduce maintainability issues or sprite bloat ## Changelog 🆑 add: digitigrade lizards can wear certain shoes and suits image: added digitigrade shoes & oversuit templates refactor: improved digi clothing generator code /🆑 --------- Co-authored-by: MrMelbert <kmelbert4@gmail.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> |
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96c0c0b12c |
Fish infusion (#87030)
## About The Pull Request I'm adding a new infusion ~~(actually four, but two of them are just holders for specific organs tied to a couple fish traits)~~ to the game. As the title says, it's about fish. The infusion is composed of three primary organs, plus another few that can be gotten from fish with specific traits. The primary organs are: - Gills (lungs): Instead of breathing oxygen, you now need to stay wet or breathe water vapor. - fish-DNA infused stomach: Can safely eat raw fish. - fish tail: On its own, it only speeds you up on water turfs, but it has another effect once past the organ set threshold. It also makes you waddle and flop like a fish while crawling (I still gotta finish sprites on this one) Other organs are: - semi-aquatic lungs: A subtype of gills from fish with the 'amphibious' trait, falls back on oxygen if there's no water. Can also be gotten from frogs, axolotl and crabs. - fish-DNA infused liver: From fish with the 'toxic' trait. Uses tetrodotoxin as a healing chem instead of a toxin. Also better tolerance to alcohol if you want to drink like a fish (ba dum tsh). - inky tongue: From fish with the 'ink production' trait. Gives mobs the ability to spit ink on a cooldown, blinding and confusion foes temporarily. The main gimmick of this infusion revolves around being drenched in water to benefit from it, In the case you get the gills organ, this also becomes a necessity, to not suffocate to death (alternatively, you can breathe water vapor, without any benefit). To enable the bonus of the organs set, three organs need to be infused. They can be gills, stomach, tail and/or liver, while the inky tongue doesn't count towards it. Once the threshold is reached, the following bonus are enabled: - Wetness decays a lot slower and resists fire a bit more. - Ink spit becomes stronger, allowing it to very briefly knock down foes. - Fishing bonuses and experience - Resistance to high pressures - Slightly expanded FOV - drinking water and showers mildly heal you over time. - for felinids: You won't hate getting sprayed by water or taking a shower. - While wet: - - If the fish tail is implanted, crawling speed is boosted. - - You no longer slip on wet tiles. - - You also become slippery when lying on the floor. - - You get a very mild damage resistance and passive stamina regeneration, and cool down faster. - - You resist grabs better. - - get a very weak positive moodlet. - However, being dry will make you quite squisher, especially against fire damage, slower and give you a modest negative moodlet. While working on it, I've also noticed a few things that explained why tetrodotoxin (TTX) did jackshit at low doses, because livers have a set toxin tolerance value, below which, any amount of toxin does nothing. Also I've felt like reagents like multiver & co were a bit too strong against a reagent that's supposed to work at very low doses, with slow metabolization, so I've added a couple variables to buff TTX a bit, making it harder to purge and resistant to liver toxin tolerance (also added a bit of lungs damage). ## Why It's Good For The Game I wanted to take a shot at coding a DNA infusion and see how chock-full I could make it. DNA infusions are like a middle point between "aha, small visual trinket" and organs with generally ok effects. I seek to make something a bit more complex ~~(also tied to fishing ofc because that's more or less the recurrent gag of my recent features)~~ primaly focused around the unique theme of being strong when wet and weaker when dry. EDIT: The PR is now ready, have a set of screenshots of the (fairly mid) fish tails (and gills, barely visible) on randomly generated spessman and one consistent joe:  ## Changelog 🆑 add: Added a new infusion to the game: Fish. Its main gimmick revolves around being stronger and slippery when wet while weaker when dry. balance: Buffed tetrodotoxin a little against liver tolerance and purging reagents. /🆑 |
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34a15c690c |
Bring your pet to work day! (#86879)
## About The Pull Request Adds a new neutral station trait where people are able to bring their personal pets to show off to the rest of the crew (or to donate to the chef). Before joining, players will be able to customize their pets https://github.com/user-attachments/assets/5a5cda18-e551-4f87-b649-67a6940ffc6a u can set their name, gender, pet carrier color, and teach them give them a unique dance sequence trick. if players dont wish to opt in, they also have the choice not to ## Why It's Good For The Game adds a new station trait which people can RP around, whether its by competitively comparing pets, or resolving conflicts around pets being killed/kidnapped. Ive also GAGsified pet carriers, so people can now have the option to recolor those too ## Changelog 🆑 add: adds a new station trait, "bring your pet to work" day /🆑 |
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cdebe98a17 |
refactoring how materials effects are added to atoms (#86901)
## About The Pull Request I'm "cooking" the materials system a bit, specifically the code responsible for applying and removing effects. My goal is to move most of the code to the objects-side, split it in smaller procs that can be more easily overriden or called for object-specific modifiers and effects, while also revamping things all around to better support items made from multiple materials (the cleric mace will most likely be one in this PR, with the handle and tip made of different materials). PR NO LONGER WIP, TESTED AND ALL, CLERIC MACES CAN NOW BE MADE OF TWO MATERIALS. ## Why It's Good For The Game One of the nastiest flaws with the materials system is that it's just unfeasable to have items made of multiple mats (with effects enabled) right now, as they easily tend to override each other, where some of the modifiers and effects should only be applied the main material. Beside, the system's starting to show signs of its time, from the several type checks used to apply different effects, the one letter variables to the the material flags that are still being passed down as arguments when you can access them from the atom/source arg anyway. It would be disonhest of me if I went ahead and coded material fishing rods or whatever fish fuckery with materials without ensuring it won't further the technical debt the feature currently has. ## Changelog 🆑 refactor: Refactored materials code. report any issue. add: Cleric maces (The autolathe-printable weapon design from outer space) can now be made of two different materials. balance: Buffed cleric maces a little. fix: toolboxes' stats are now affected by materials again. /🆑 --------- Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> |
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cc0ccd7599 |
Resprites kitsune masks and makes them adjustable (#86950)
## About The Pull Request Resprites the kitsune mask, making it so it looks more foxy and fixing some consistency issues with the mob sprite such as the addition of the top stripe while making the color scheme consistent with other GAGS items. Kitsune masks are also now adjustable by using them in-hand    ## Why It's Good For The Game Makes the mask look cleaner, consistent and better looking while giving players an option to adjust the mask at will, allowing for more customization options. ## Changelog 🆑 Hardly image: Resprited kitsune masks image: Kitsune masks are now adjustable. Use it in-hand! /🆑 |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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e1bf793264 |
Spelling and Grammar Fixes (#86022)
## About The Pull Request Fixes several errors to spelling, grammar, and punctuation. ## Why It's Good For The Game ## Changelog 🆑 spellcheck: fixed a few typos /🆑 |
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b6b3fcaa19 |
Add big manipulator. (#84888)
## About The Pull Request Sprites Update by ArcaneMusic:  Video: https://youtu.be/JoFvwwFzVvA Text: Big manipulator is a new machine crafting from circuit board which can be created on engi/rnd/cargo/service techfabs. Big manipulator performs a simple function of take and drop item. You can unsecre it with wrench left click and rotate manipulator hand with rigth wrench click. Big manipulator speed depends on the tier of servo part inside it: 2/1.4/0.8/0.2 Seconds from 1/2/3/4 servo tier. ## Why It's Good For The Game Provides more logistics mechanics for conveyor belt designs and other cargo transportation. ## Changelog 🆑 by Xackii, sprites by ArcaneMusic add: Added big manipulators. /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
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fec946e9c0 |
/Icon/ Folder cleansing crusade part, I think 4; post-wallening clean-up. (#85823)
Hello everybuddy, your number three rated coder-failure here to clean up some mess. This PR accomplishes some of the more major structural clean up changes I wanted to do with /obj/ folder, but decided to wait on until wallening gets merged, and so, time has come. Several things to still be done, although I know these cleaning PR's are quite a load, so will wait for this one to get done with first. ## Why It's Good For The Game Saner spriters, better sprites, less annoyance. Also deleted a whole load of redundancy this time around, a lot of sprites which existed simultaniously in two places now got exit their quantum superposition. |
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ed2f017923 |
Digitigrade clothing sprites (feat. GAGS and 0 sprite bloat) (#85406)
## About The Pull Request Use GAGS to auto-generate digitgrade leg sprites based off of 1 basic template + color sampling. Icons are cached relatively aggressively, like female sprite variations. So no need to worry about that. The result: All of these sprites with only **3** icons added (the base template, and the masks) Obviously it's not perfect - some of the sprites (like the engineer's jumpsuit) lose some "luster", but it does the job if I do say so myself.  Only applied to undersuits, for now. ## Why It's Good For The Game - Allows Lizards to show off their handicap, rather than hiding it or necessitating they use skirts. - (Ideally) leads to an uptick in Digitigrade abuse (due to being easier to identify), which is also a net positive. - Implemented without any common issues revolving alt bodytype clothing sprites (those being maintainability and sprite bloat) ## Changelog 🆑 Melbert add: Auto-generated digitigrade clothing sprites for most jumpsuits /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
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8006bafff8 | Fix gas meters (#85445) | ||
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56aaef7888 |
Vapes use correct fill level overlays (#84821)
## About The Pull Request Closes #83573 by removing an underscore ## Changelog 🆑 fix: Vapes use correct fill level overlays /🆑 |
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78fc87315c |
Removes stupid listlike var access code (#84648)
## About The Pull Request
[Removes all other listlike var
accesses](
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35484728f1 |
Cigarettes and vapes are no longer subtypes of masks. (#82942)
## About The Pull Request Since non-clothing items can also be worn on several slots, there's no need for cigarettes/vapes to be subtypes of masks anymore, since that comes with a few oddities like #82870. ## Why It's Good For The Game This should fix #82870, with about no side-effect aside them no longer being edible by moths 🤢. |
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8eb3b51ad9 |
/icons/ folder cleansing crusade part 3 (#83420)
## About The Pull Request In my effort to make the /icons/ folder cleaner and more intuitive instead of having to rely on recalling names of stuff and looking them up in code to find them for poor sods such as myself, plus in spurt of complusion to organize stuff, here goes. I've tracked all changes in commit descriptions. A lot still to be done, but I know these waves go over dozens of files making things slow, so went lighter on it. Destroyed useless impostor files taking up space and cleaned a stray pixel on my way. ## Why It's Good For The Game Cleaner /icons/ file means saner spriters, less time spent. Stray pixels and impostor files (ones which are copies of actually used ones elsewhere) are not good. ## Changelog 🆑 image: Cleaned a single stray pixel in a single frame of a bite telegraphing accidentaly found while re-organizing the files. /🆑 |
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c403a6eccc |
Wraps lowertext() to ensure proper stringification. (#82442)
## About The Pull Request 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. |
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5bef7fadcf |
GAGSifies the jester costume (#82339)
## About The Pull Request Updates the jester costume to support GAGS.  ## Why It's Good For The Game More freedom for players to customise their jestering. ## Changelog 🆑 image: The jester costume now supports GAGS /🆑 |
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b686f99723 |
Request GaGsification - Gis (#82040)
## About The Pull Request This GAGsification is a request from Fitz Sholl, using their wonderful sprites to breathe some new life into a mostly forgotten outfit. EDIT: I increased the available amount from 1 to 4. Meaning that a robust Sensei can have a class of three  ~~there's also a second version which is a rendition of the prexisting one which I couldn't bring myself to delete completely, DBZ was a massive part of my childhood and will never leave me.~~  ## Why It's Good For The Game As Bruce Lee was reported saying, "Be like water, water can flow, or water can crash" What does that mean? I don't know exactly, but it's cool as hell, look like water while handing out an absolute savage beating? You can now. ## Changelog 🆑 image: modified gi sprites, making them more customisable. /🆑 |
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409527e3e3 |
New GaGs clothing: Part 1 - 'Dress'ing up! (#81785)
## About The Pull Request I'm going to keep this simple, I have added four GaGs configs and the sprites for some outfits, I intend to expand on the recolouring abilities, so you will be able to use more than just spraycans. The outfits are as follows; The Cardigan skirt (formerly named black skirt), the Evening gown (It's no longer the 'RED' gown, since it can be any colour), the striped dress and the sailor dress.     ## Why It's Good For The Game Customisation is always good, allowing players to express their character how they want isn't a bad thing! ## Changelog 🆑 image: added gags sprites for; Sailor dress, Evening gown, Cardigan skirts and striped dresses. /🆑 |
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d04a384ec9 |
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. /🆑 |
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88bdabe53b |
Adds a small cafeteria behind the right wing shutters of the museum. (#81465)
## About The Pull Request I was thinking to contribute something to the new away mission map to make it better. Mapping and all takes too much time for me, so I could do little. Though it comes with its own unique gimmicks. To reach the cafeteria, one has to complete a couple puzzles. The first set is opened by inputing the correct PIN on the password panel beside it. There're several clues to help you guess this fairly easy puzzle, in the form of several number graffitis, a scrapped piece of paper full of numbers, and a board filled with colored dots also found just beside the panel. The second one is opened by a keycard, and is generally lazier. To find it, you'll need to do a bit of (toilet) searching. As for the unique things this PR adds: - A fire extinguisher... that actually contains welding fuel - A (dirt-cheap) hotdog vending machine* - A completely ornamental maneki-neko (that's the name of the luck-bringing, paw-waving cat figurine) - A piggy bank that carries money between rounds. It has a cap of 10k credits worth of holochips, cash and coins, which is pretty high, but I'm confident people will just destroy it for its contents the moment they find it. His name is Pigston Swinelord VI. - More, totally legit and not actually fake bombable walls :^) *By the by, you can also find it during the national hotdog day. Screenshots of the new location:   ## Why It's Good For The Game You know how most away missions are not that special at all? Yeah, @mc-oofert set an example of a pretty decent one actually, if not a tad small. I thought it could use a touch of another mind actually contributing to it too, because it deserves it. Also, this sets the basis for other persistent piggy banks. I don't think they should all have that 10k cap like this one, perhaps 1k is enough. Beside, the code that mothblocks did for json database datum is pretty good, so there is not a whole lot of shitcode here. ## Changelog 🆑 add: Added a cafeteria to the museum away mission, with a few special things to it. To reach it, you'll have to complete a couple puzzles however. map: The museum away mission now has a couple restrooms. add: Hotdog vending machines may spawn during the National Hot Dog Day. /🆑 |
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fcc87b4801 |
virtual pets (#81342)
players can now download their very own virtual pet through a new PDA app. this pet is called orbie and u can interact with him in alot of unique ways happiness can be increased by regularly grooming ur pet, feeding him, or u can arrange with other players playdates for ur pets, they can play with each other and both their happiness will increase u can get food from ur pet through ur pda, it will assign u a random drop zone location in the station u need to go to, after which u can obtain ur pet's food then ur PDA will spawn a virtual chocolate bar that ur pet loves to eat. it wont assign u dropzone locations that are restricted or hard to reach, however if the area it assigns u is a bit difficult to get to, u can reroll the location after a small cooldown u can also level up ur pet to make it gain new helpful abilities and more cosmetic options. the main way to level up ur pet is by walking it, so u can have it follow u while u are doing ur job on the station and it will passively get exp. u get an increased exp modifier per step if ur pet is happy and not hungry. At level 2, ur pet will gain an ability to toggle lights and will also read outloud to u any PDA messages u recieve. at level 3, ur pet gains a camera ability. u can command it to take a photo afterwhich the picture will be saved directly in ur pda u also have alot of customization options for ur pet! u can change its color, name, gender, and u can make it wear hats! u can unlock more hats for ur pet if u level it up further. these customizations change ur pet's hologram appearance as well as its profile picture on the pet network. u can view how other player's virtual pets are progressing through the pet network. each time ur pet reaches a new milestone, an update will automatically be sent out on the network if ur pet's milestones gets likes from other players, it will become happier this app also allows u to program new tricks for ur pet. U can create a custom trick sequence, and change the trick's name. If u say the trick's name outloud to ur pet it will do the sequence u programmed. |
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6eb041c6b6 |
New masks (#81217)
## About The Pull Request Adds 3 new masks: * Kitsune mask * Facescarf * Rebellion mask All masks (and facescarf) are recolorable. And also thanks to Kovac for the scarf sprites ## Why It's Good For The Game Cool masks for make character style more unique. All are recolourable.  ## Changelog 🆑 add: 3 new masks for your characters (thanks to Kovac for the scarf sprites) /🆑 --------- Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> |
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f34174414d |
Cleans up some extra args in Destroy() (#80642)
## About The Pull Request After https://github.com/tgstation/tgstation/pull/80628, these shouldn't be needed anymore right? ## Why It's Good For The Game Cleans up some vestigial code ## Changelog EDIT: Not player-facing. |
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994e4df403 | Adding a GaGs recolourable santa hat. (#80483) | ||
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b8a8c740de | New Cleanbot and Bucket sprites (No GAGS) (#80205) | ||
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71a1fee2f1 |
Explodes device.dmi (#80025)
## About The Pull Request I woke up today and thought 'what would be easy thing to do today so I can say I've done something?'. Then I remembered I saw several gangtool usages the time I split radio up, and I could remedy those. 7 hours later, device.dmi is split in a folder of its own, and I've also given unique sprites to door remotes and landing desginators. ## Why It's Good For The Game The device.dmi was kind of a mess. ## Changelog 🆑 /🆑 |
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ed17dde468 |
General maintenance for canisters (#80145)
## About The Pull Request 1. Fixes #80139 The greyscale config was not applied correctly and run timing halfway causing the appearance of the canister to be broken. That's fixed now. 2. Removes prototype canisters. They are not available in game and even as an admin tool their only function is to open the valve after an elapsed time interval. Even this was broken cause the UI for adjusting the timer was never added and the params had to be manually var edited all for a pretty pointless function. A better solution would be to allow players to attach signallers to canisters to control the delay but that could be a future PR 4. Other smaller optimizations include - converted vars like `can_min_release_pressure` and `can_max_release_pressure` & `temperature_resistance` into defines. Vars take up memory but not defines and so we saved some memory from this - removed var `starter_temp` cause its unused - removed var `protected_contents` cause it did nothing - moved the global canister list to its appropriate `code/define/globalvars/lists` folder where it belongs - Auto doc some vars & procs 5. Converted UI to typescript ## Changelog 🆑 fix: canisters don't disappear when their colours are changed code: changed some vars into defines to save memory, removed unused/useless vars & added auto docs code: converted UI to typescript. moved global canister list to its appropriate folder refactor: removed prototype canisters and optimized canisters as a whole. /🆑 |
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f4535255c0 |
Nukes radio.dmi, adds inhands for somewhat relevant items. (#79792)
## About The Pull Request Third /icon/ cleansing splinter 1. Comments on commits say all it does pretty much.  ## Why It's Good For The Game Inhand for walkietalkie was requested in the project, gets rid of some usecases of old 'gangtool', headset splitoff requested by Fazzie. Inhands reflecting the items they are supposed to represent is nice. ## Changelog 🆑 image: Following now have unique item sprites: syndicate war declaration radio, curator and chief beacon's, chaplain beacon. image: Following now have unique inhand sprites: radio, export scanner, walkie-talkie, syndicate war declaration radio, curator and chief beacon's, chaplain beacon. /🆑 |
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7a44f10993 |
basic gutlunchers and ashwalker ranching (#79508)
## About The Pull Request this pr transforms gutlunchers into basic mobs and gives them a small ranch that ashwalkers can manage. gutlunches come in various colors and sizes! female gutlunches will come in different shades of red and males will come in shades of blue. the child born will have a mix of his parent's colors.  female gutlunches can make various healing milk and medicine from its udder. but it will need to consume ores before it can start making milk, u can either feed it by hand or u can put ores in the wooden trough and they will go eat from it whenever they get hungry. feeding it gold or bluespace ore will improve the healing quality of the milk for a short while  the male gutlunchers are obedient pets. their stats vary from one another in speed, attack and health. a male gutlunchers stats will depend on the stats of his parents, the higher his parent's stats are the better chances he has at rolling higher stats. so u can selectively breed them to make sure they have the best stats possible. they will listen to all ur commands and can mine walls or attack enemies if given the command. also i wanted the farm to have wood fences so i added them to the game, they cost 5 wood planks to make ## Why It's Good For The Game refactors gutlunches into basic mobs. also i turned breeding into a component so it can be applied to all animals and created a breed command, pets that have this command and the component will go breed with a partner u point at. ## Changelog 🆑 refactor: gutlunches have been refactored into basic mobs. please report any bugs add: ashwalkers have a small ranch they can manage fix: wall tearer compnent wont runtime when interacting with mineral walls /🆑 |
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4d78268850 |
Fixes labcoats having the wrong sprites when thrown (#79457)
## About The Pull Request Fixes #79450 ## Why It's Good For The Game Direction sprites? For clothing on the floor? Crazy ## Changelog 🆑 fix: lab coats no longer have directional sprites when thrown /🆑 |
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6a9a323f5f |
GAGSify colored/job labcoats (#79096)
## About The Pull Request Title. ## Why It's Good For The Game Cuts down on sprites, converts colored labcoats into GAGS labcoats. GAGS labcoats are primarily built by 3 components on top of the, well, actual labcoat. - The shoulder parts - Back pattern - Belt/sash thing <details> <summary> Before Image </summary>  </details> <details> <summary> After Image </summary>  </details> ## Changelog 🆑 Jolly image: Colored labcoats have been GAGSed! Please report any weird oddities on Github. fix: The coroners lab coat is no longer offset by one pixel. /🆑 |
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62edfdf85b |
Adds a cowboy bundle to the nuclear ops uplink (#78874)
## About The Pull Request Tin The bundle includes revolver, holster, armored cowboy outfit, horse, apples to tame said horse, and a complimentary lighter. It costs 18tc, so it's a little more expensive than getting the revolver & holster on their own, but you also get a horse so it's worth it. ## Why It's Good For The Game This was intended as a lone-ops bundle so we can finally have some lone rangers but I think having a crew of cowboy outlaws doing a "train heist" for a nuke is really funny. ## Changelog 🆑 Wallem add: Nuclear Operatives now have ready access to ancient cowboy technology in the form of the Outlaw Bundle. Now you too can roll into town on your horse. /🆑 |
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2563528d89 |
GAGS, recolorable and actually glowing glow shoes. (#78071)
## About The Pull Request I've converted the gags_recolorable component into an element (it has no var of its own) and the glow shoes icons to greyscale, added emissive icon states for the shoes, both for its own sprite or when worn, and the ability to recolor them with a spraycan (tbh a lot of clothing should be recolorable with a spraycan in general but that's beyond the scope of this PR) Oh yeah, if you examine an item with the gags_recolorable element twice, it now tells you can use a spraycan to recolor it. ## Why It's Good For The Game They are called glow shoes yet don't glow, and the supposed glowing stripes only come in a single flavor of blue. Truly the definition of lame. Overall, it looks as goofy as ever: I didn't put much effort into the grayscale icons beyond the necessary:  ## Changelog 🆑 image: The glow shoes from the ClothesMate now actually glow and can be recolored, even with a spraycan. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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c962e90ed2 |
Worn Shirt Resprite (& GAGS Enhancement) (#78014)
## About The Pull Request Hi! Sheets gave me some new sprites for the worn shirt, the Ian shirt, and the gamer shirt you can find on MetaStation. These come in three variants.  Clean, worn out, and messy, for varying degrees of 'washedness.'  As seen here on these mobs. They are now also GAGS grayscaled, which means  they are highly recolorable; and look good to boot. However, I have also elected to give them a variant for each version; a 'graphics' variant with either Ian, or Phanic the Weasel.  The gamer shirt and the Ian shirt retain their unique names and descriptions, luckily. Due to the Phanic shirt using an uncolorable third zone, this allows you to make your very own Phanic OCs, seen here in the full vignette.  ## Why It's Good For The Game Drip drip drip. ## Changelog 🆑 Sheets and Nerev4r sprite: Complete redo of the worn shirt, Ian shirt, and gamer shirts; now GAGS-compatible! /🆑 --------- Co-authored-by: Snakebittenn <12636964+Snakebittenn@users.noreply.github.com> |