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c13aa55c19fa3b839cf7392e348a74cb65d69258
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9b40e13f8b |
Makes dust animation look less 2006 (#87435)
## About The Pull Request This was inspired by an effect I saw on Paradise but I sprited my own https://github.com/user-attachments/assets/2130053c-a6ea-48e6-8b62-4c08563fd154 (Todo, make the skeleton appearing less jank) ## Why It's Good For The Game 1. Looks less 2006. 2. The dust sprite will reflect the mob being dusted, since it's literally just Your Sprite. Your clothes, species, etc. 3. All species and all mob types now animate being dusted - from corgi to xenos, from borgs to lizards -, and we can even reuse this effect for items being dusted if we so desire ## Changelog 🆑 Melbert image: The animation for being dusted now takes into account your sprite, rather than being a normal nude spaceman /🆑 |
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692540a7b9 |
Singularity_pull() standartize (#87304)
## About The Pull Request Previous attempt - https://github.com/tgstation/tgstation/pull/87227 `/atom/proc/singularity_pull(obj/singularity/singularity, current_size)` has first arg typed, but other procs were just referencing it as a un-typed variable. Since args are not standartized AND `atom/proc/singularity_pull(obj/singularity/singularity, current_size)` is out-dated, since it can be called by things that has `/datum/component/singularity` - not just by `obj/singularity/singularity` - This PR just adds args to every `proc/singularity_pull()` as follows: `proc/singularity_pull(atom/singularity, current_size)` ## Why It's Good For The Game Standartization ## Changelog No changelog needed |
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9f7d6dea62 |
Outfits that put items in your hand now respect if the outfit is visual only (#87355)
## About The Pull Request On a downstream, we have an antagonist, that is a less competent wizards. This antagonist's preview outfit has a beer bottle in their hand, which has caused runtimes, as the bottle did not have any reagents instantiated, and it tried check its length for sloshing. After putting in a check for the `initial` argument of `on_equip`, I have noticed that the problem goes deeper: the various procs that handle putting something in your hand do not pass along if the items is put in your hand as a preview or not. This PR adds a new optional var to these procs, ensuring that unwanted behaviour during previews won't trigger. I also swapped `visualsOnly` to snake case, as it looked inconsistent with the rest of the code style. ## Why It's Good For The Game Making the argument that ensures avoiding side effects during previews work with all kinds of items is good. ## Changelog 🆑 fix: if an outfit puts a reagent container in the preview dummy's hand, it will not try to slosh code: outfits putting items in your hand will respect the visual_only argument /🆑 |
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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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c7e14784b3 |
Refactors health doll, replaces "wounded" screen alert (#87011)
## About The Pull Request The screen alert for being wounded is deleted Instead, your health doll will now glow red on any (and all) wounded limbs https://github.com/user-attachments/assets/83565684-3e19-4753-8034-d8de6574e2b8 To accomplish this, the doll was refactored a bit. No longer operates off of overlays, now uses vis contents across every limb, and just updates the icon state of all those vis contents ## Why It's Good For The Game Wounds really spam the hell out of you with screen alerts and it often blocks you from seeing more relevant alerts that you care about The mere presence of a minor dislocation on your leg prevents you from noticing that you are no longer breathing. This is a bit troublesome This can be resolved in other ways, of course - adding a priority value to alerts? - but instead, I think we can just make better use of our existing hud elements I find this decently intuitive, at a glance. - The old screen alert gave you a tooltip saying you could click the alert to examine yourself. - Clicking on the health doll examines yourself the exact same way. - So, players may see their doll glowing red, and click on it to self examine, to see the report of them having a wound on their leg or chest or whatever. ## Changelog 🆑 Melbert del: Having any wounds no longer gives you an alert in the top right qol: Having any wounds now make the corresponding bodypart on your health doll (the lil dude on the right side of the screen) glow red. refactor: Refactored how the hud's health doll shows up for humans. Report any oddities /🆑 |
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3f0b4abb8d |
Replaces world.icon_size (and some magic numbers) with defines (#86819)
## About The Pull Request All usages of world.icon_size in code have been replaced with new `ICONSIZE_X`, `ICONSIZE_Y` and `ICONSIZE_ALL` defines depending on context Replaces some "32" magic numbers with the defines A few bits of code have been modified to split up x/y math as well ## Why It's Good For The Game Magic number bad, code more readable, code more flexible and I'm told there's an access cost to doing world.icon_size so minor performance gains ## Changelog 🆑 tonty code: made some code relating to the world's icon size more readable /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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2cf34ec44e | Reduces volume of the nuke sound (#86888) | ||
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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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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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+16 |
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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e90a9b4b68 |
Flattens The Floor Plane (Camera Update Too) (#84350)
## 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 /🆑 |
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e4fe3946fc |
Unique Heretic Ascension Announcements (#82878)
## About The Pull Request All the audio work done by @Flleeppyy, coding done by me (Absolucy), with feedback and initial ideas from @aberrantQuesrist and @KittyNoodle [Preview of all sounds](https://www.youtube.com/watch?v=v5vBTgRPQKU) ## Why It's Good For The Game Adds extra flavor and spice to the game for important events, much better than the overused generic "space-time anomalies" announcement. ## Changelog 🆑 Flleeppyy, Absolucy sound: Added unique announcement jingles to each heretic path's ascension, replacing the old "space-time anomalies detected" announcement. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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430896b5cf |
Blueprints tgui (#82565)
## About The Pull Request Blueprints now use a TGUI panel instead of the old HTML one. Also did general code improvement and maintaining to blueprints in general and also destroyed the ``areaeditor`` level, repathing it to just 'blueprints'. Also adds a sound when you look at structural data cause why not Video demonstration: https://github.com/tgstation/tgstation/assets/53777086/861773fd-3d57-472d-bc94-d67b0d4f1dbd The 4 blueprint types:  ## Why It's Good For The Game Another HTML menu dead underground. This is more responsive and doesn't require constant updating to see which area you're in, feels less OOC (instead of saying "the blueprints say", just say it, you ARE the blueprints). Like, come on  Look at all this wasted space  ## Changelog 🆑 refactor: Blueprints now use TGUI. qol: Blueprints can now be used while lying down. /🆑 |
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0dc6b71a87 |
Change setting item weight class to a setter to patch some weight class related shenanigans (#82494)
## About The Pull Request Fixes #81052 Fixes #58008 Setting weight class of items is now done via `update_weight_class`. I updated as many occurrences of manually setting `w_class` as I could find but I may have missed some. Let me know if you know of any I missed. This is done to allow datums to react to an item having its weight class changed. Humans and atom storage are two such datums which now react to having an item in its contents change weight class, to allow it to expel items that grow to a weight class beyond what is normally allowed. ## Changelog 🆑 Melbert fix: You can't fit items which are normally too large for a storage by fitting it in the storage when it is small, then growing it to a larger size. /🆑 |
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466b3df048 |
Refactor removing unused defines. (#82115)
## About The Pull Request Refactors a lot of the unused defines. ## Why It's Good For The Game Refactors a lot of the unused defines. ## Changelog Nothing player facing --------- Co-authored-by: san7890 <the@san7890.com> |
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0a17a2d0f1 |
Adds and improves logging for various shit. (#81738)
## About The Pull Request Adds logging for RCD construction and deconstruction. Hallucinated projectiles no longer causes logs. Flamethrowers log gas mixture information, the flamethrower, the gas tank, tank distribution pressure and whether it was lit. Adds a lot more logging to records consoles. Frozen objects now log when they get shattered. ## Why It's Good For The Game Closes #68452 Closes #71798 Closes #78008 Closes #81098 Closes #81130 ## Changelog 🆑 Pickle-Coding and Rhials admin: RCD construction and deconstruction are logged. admin: Hallucinated projectiles no longer log. admin: Gives more detail to flamethrower logging. admin: More actions are logged for records consoles usage. admin: Frozen object shattering is logged. /🆑 --------- Co-authored-by: Rhials <Datguy33456@gmail.com> |
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b8b420cfcb | Food Bar Updates, moves it out of the alert "stack" and to the left of mood, makes it more snappy (#81834) | ||
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977799a2e7 |
A red spy has entered the base: Adds Spies, a roundstart antagonist inspired by Goonstation's Spy-Thief (#81231)
# Disclaimer: No Goon code was referenced or used in the making of this PR ## About The Pull Request [Design Document (Read this for more information)](https://hackmd.io/@L9JPMsZhRO2wI25rNI6GYg/rkYKM9Yc6) This PR adds Spies as a new roundstart antagonist type, inspired by Spy-Thiefs from Goonstation. Spies are tasked with stealing various objects around the station, from insulated gloves to the black box, from the clown's left leg to the bridge's communications console. For every item stolen, the Spy is rewarded with a random item from the Syndicate Uplink, plus some items uniquely available to the Spy. Stolen items are then shipped off and sold on the Black Market Uplink, allowing the crew - or maybe some other evil-doers - to get their hands on them.  More ideas for theft items and bounties are welcome. ## Why It's Good For The Game See the design document for more information. In short: Adds a solo antagonist which has less impact than your Traitors and Heretics, but more impact than Paradox Clones and Thieves. In other words: On the same tier as old traitors. Seeks to embrace the sandbox aspect of antagonists more by having no precise greentext objective, and instead some suggestions for chaos you can embark in. Have fun with it! ## Changelog 🆑 Melbert add: Spies may now roam the halls of Space Station 13. Watch your belongings closely. /🆑 |
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5acc1a3dcb |
Yeets Hallucination GFI for Images (#80859)
## About The Pull Request THEY PRODUCE IMAGES ANYWAY WE CAN JUST COPY THE MA AHHHHHHHHHHH |
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5f49866187 |
Cache heretic delusion icon so it doesn't call getFlatIcon li ke 600 times a life tick or something (#80842)
Heretic's weeping painting causes everyone who sees it to hallucinate everyone else as heretics. So it caused this hallucination every 5 life ticks. Which means every 5 life ticks it would call GFI for every mob in view. And like everyone on the station would get this effect. So everyone on the station is now hallucinating every mob in view is a heretic and it's calling GFI every time. So yeah we should probably cache this. |
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f88da4bcb9 |
Heretic DLC: Path of Moon (#79536)
## About The Pull Request
This pull request adds a new path.
The cross path is between ash and lock.
Credit to Fury McFlurry for the following sprites:
ring_leader_effect
The path goes as follows:
Moonlight Troupe
Grasp of Lunacy
Smile of the moon
> Sidepaths:
Mind Gate
Ashen Eyes
Mark of Moon
Ritual of Knowledge
Lunar Parade
Moonlight Amulette
> Sidepaths:
Curse of Paralasys
Unfathomable Curio
Unsealed Arts
Moonlight blade
Ringleaders Rise
> Sidepaths:
Ashen Ritual
Last Act
Moonlight Troupe:
The first knowledge of path of moon, lets you make Lunar Blades with 2
iron and a knife
Grasp of Lunacy:
The grasp of this path hides your name for 15 seconds after use, but
more importantly it causes the person hit with the grasp
to hallucinate everyone as indistinct human like figures.
Smile of the Moon:
A pointed spell that causes temporary blinding, muting, deafening and
confusing on the person its targeted at, these effects
last longer the less sanity your victim has.
https://github.com/tgstation/tgstation/assets/120136161/db7cfaaa-8fe2-4f20-aa78-c17c17be4d63
Mindgate:
Lock-Moon. This spell causes you and your victim brain damage, the
victim also suffers a short amount of hallucinations
and also 20 oxyloss.
https://github.com/tgstation/tgstation/assets/120136161/11d15acd-11d0-4e7d-a180-6481b18e9fd9
Mark of Moon:
When applied this paths mark pacifies the victim and they remain
pacifist until attacked or until the mark is detonated, when
detonated the victim is left confused.
https://github.com/tgstation/tgstation/assets/120136161/41e601b5-76d4-4765-8b49-ada7de09feb7
Lunar Parade:
A spell that sends out a projectile that causes people hit by it to
follow the projectile whilst being unable to move. The
projectile also bounces around and is really useful to get people off
your back during chases.
https://github.com/tgstation/tgstation/assets/120136161/cddc8390-e8aa-4d68-b1a5-ab181e941a9b
Unfathomable Curio:
Transmute 3 rods, a brain and a belt into an Unfathomable Curio a belt
that can hold blades and items for rituals. Whilst worn
will also veil the heretic, allowing them to take 1 hit without
suffering damage, this veil will recharge quickly outside of
combat. If examined the examiner suffers brain damage and temporary
brain damage, and if a non-heretic uses it once the shield is damaged
the non-heretic user suffers massive brain damage and a permanent
uncurbable brain trauma. Lock-moon
Unsealed Arts:
Allows you to transmute a canvas and an additional item to create a
piece of art, these paintings have different effects depending on the
additional item added. Lock-moon
Possible paintings:
The sister and He Who Wept:
Additional atoms: Eyes.
When a non-heretic looks at the painting they will begin to hallucinate
everyone as heretics.
The First Desire:
Additional atoms: Any bodypart.
Increases the hunger of non-heretics, when examined drops an organ or
body part at the painting.
Great chaparral over rolling hills:
Additional atoms: Any grown food.
Spreads kudzu when placed, when examined grants a flower to the heretic.
Lady out of gates:
Additional atoms: Gloves.
Causes non-heretics to scratch themselves until they remove their
jumpsuit, when examined removes all your mutations.
Climb over the rusted mountain:
Additional atoms: Trash.
Causes non-heretics to rust the floor they walk on and when examined
gives you a cool moodlet
These effects are mitigated for a few minutes when a non-heretic
suffering an effect examines the painting that caused the
effect. Except for great chapparal which spawns kudzu at their feet, and
Lady out of gates which gives them a random negative mutation.
https://github.com/tgstation/tgstation/assets/120136161/1d1bdd2f-cda5-4430-b3af-4742f98a59a8
https://github.com/tgstation/tgstation/assets/120136161/4e843ae4-9786-4e9b-8681-582713f4c789
Moonlight Amulette:
Allows the heretic to transmute 2 sheets of glass, a pair of eyes, a
brain and a tie. If the amulette is used on someone with low
sanity they go berserk attacking everyone if their sanity isnt low
enough it decreases their mood. Optionally you can add a
poppy in the ritual to further decrease their mood on hit.
https://github.com/tgstation/tgstation/assets/120136161/ab820b3f-e7e6-407a-9a1a-93d49c0d7387
Moonlight Blade:
Causes the heretics blades to do brain and sanity damage whilst causing
hallucinations. The blades also cause giggling and
laughter on hit.
Ringleaders Rise:
An AoE spell that deals more brain damage the lower the sanity of the
victim, also causes hallucinations that last longer the
lower the sanity of the victim. If the victims sanity is low enoughit
causes them to go insane, the spell then halves their sanity.
This spell is on a longer cooldown and is more meant to be used as a
payoff or an instigator for a fight. The AoE area is 7 tiles
https://github.com/tgstation/tgstation/assets/120136161/4de85ba2-448a-485c-b739-77fcce86c0cb
Last Act:
The ascension lowers the cooldown of all the heretics spells by 33% and
increases the AoE range of Ringleaders Rise. The main
effect of this ascension is a passive sanity drain and hallucination
aura, if you have low sanity in the aura you will start to suffer
brain damage and if you reach the bottom you gain an aura of
hallucinations thus spreading the moon heretics influence
further. Not only that but roughly 1/5th of the crew will rise in
support of you becoming mini-heretics called acolytes that will attempt
to obey your commands!
I had videos showing off everything but they were too big for github
sadly so I will have to think of some other way to showcase all this
stuff.
This pr also adds a new optional atoms system which means that you can
have rituals that can be improved by adding additional atoms, like for
example moonlight amulette.
Feel free to give some suggestions for further ascension effects.
## Why It's Good For The Game
I feel like heretic is really missing a playstyle around insanity and
this slots neatly in to feel that gap. For being an eldritch antag of
horrors there is surprisingly little interaction with the sanity system
and I feel like this makes up for it, heretic is also missing some
distractions which is where the paintings can really shine and the
hallucinations which breed paranoia.
## Changelog
🆑
add: A new heretic path opens up! Gaze up at the great sky for the path
of the moon opens and the lie shall be slain in pursuit of ultimate
truth!
fix: Fixes the syndicate delusion not working
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
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18e5ee52fc | The mother hallucination has more possible one-liners now. (#79724) | ||
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73d108025f |
Adds wibbles to certain anomalous entities (#79549)
## About The Pull Request Adds wibble animation to portals, some anomalies, and bluespace rifts. https://github.com/tgstation/tgstation/assets/51863163/9355dc53-590e-4558-82a3-15145829ce16 ## Why It's Good For The Game It looks kinda cool. Helps cement these as anomalous, wacky things that don't necessarily fit in our plane of existence. ## Changelog 🆑 Melbert add: Anomalies, portals, and bluespace rifts will now wibble a bit. /🆑 |
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312cd8880d |
Station announcements cleanup (#79315)
## About The Pull Request - As the size of the announcement proc has grown over the past few PRs, did a pass over them for readability and consistency - Include the arg names for coders unfamiliar with the new announcement format - Replaced leftover hardcoded Central Command text with the command name proc, so all announcements reflect the command name if changed by an admin - Replaced hard coded emergency shuttle timer text with the actual timeleft vars, so it's correct if the timers are changed for any reason - Darkens the dark mode blue/red headers to be more red less pink, while staying in accessibility standards - Adds a lower profile grey colour for automated non-Central Command announcements ## Changelog 🆑 LT3 code: Emergency shuttle announcements no longer use hardcoded values code: Central Command announcements now correctly use its new name when changed spellcheck: Consistency pass on event announcements /🆑 |
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bd380cc2a0 |
Every kind of animal can hallucinate their mother (#79300)
## About The Pull Request The "your mother" hallucination fallaciously assumed that only humans could hallucinate, and then would throw errors if a mob with no DNA tried to hallucinate its mother. Now non-human mobs can also see their nagging parent in their brain.  Plus there's an easter egg for one special boy. ## Changelog 🆑 fix: Non-human mobs can hallucinate their mothers without causing a runtime error /🆑 |
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bc18450afe |
Converts traders to basic mobs (#79187)
## About The Pull Request This PR converts the two trader mobs into basic mobs, these being the basic debug trader that buys ectoplasm and sells ghost burgers, and Mr Bones, who buys empty milk cartons and bones, and sells bone relate paraphernalia. Traders now use dynamic appearance generation. The old sprites still exist as hallucinations, and as shop signs. Trader UI is now summoned via `COMSIG_ATOM_ATTACK_HAND`, which properly cancels the attack chain, so there is no longer need to put it on Interact. I kept most of the original behaviour, but moved them off into a component. I have also cached all the images generated for the radials, I hope I have not overengineered it. I have also created a new datum, which stores the trader's wares, needs, and speech patterns. Admins can put the component along with the trader data on any living mobs with an AI controller, turning them into traders. Keep in mind that most AI has random idle movement, meaning they have a chance to walk off, closing your trader radial.  The trader AI consists of the following, first, when a trader sees someone, they will deploy their shop, if one does not already exists. The shop consists of a chair, and a holographic sign. If you attack them, they will chase you with their weapons, and then return to their chair when victorious. If the chair is somehow destroyed, they will create a new shop when they see a new potential customer.  Mr Bones uses a variant of the AI, where they will run at you, and deploy their shop when they reach you. I call this the jumpscare variant. Below you can see me getting actually jumpscared because Mr Bones has stepped on a yelling frog when I opened the maintenance door.  I have also made an element that toggles an ai controlled combat mode when it gains a target, and when it loses it. I am using it to make Traders unable to trade while they are trying to kill a robber. To aid this, I a have made `/datum/ai_controller/proc/sig_remove_from_blackboard` send the `COMSIG_AI_BLACKBOARD_KEY_CLEARED` signal, in case the trader kills a mob that deletes itself on death. This means I could remove a signup `/datum/component/appearance_on_aggro` was doing towards Qdeleting. Below you can see Mr Bones shooting me with candy corn.   Traders actually only shoot you until you are conscious, so I survived here in crit. Most mobs don't have crit state, so they just die, so I am sticking by this voice line. Thank you @CoiledLamb for help with the sale sign! ## Why It's Good For The Game Two more mobs off the list. The AI and Componentized behaviours allows us to set up new kind of traders. ## Changelog 🆑 refactor: Traders are basic mobs now. Please alert us of any strange behaviours! code: If there is only one option, radial lists will autopick it. This behaviour can be turned off via a new argument. /🆑 |
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72b6be16cf |
Adds new announcements to hallucination announcements (#79179)
## About The Pull Request Currently, `/datum/hallucination/station_message` uses old style announcements, this pull request refactors it to use new announcement style. ## Why It's Good For The Game Old announcement style gives away that this announcement is fake. ## Changelog 🆑 fix: hallucination announcements use new announcement style /🆑 |
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77b35f5db6 |
Fixes a bug where your mother would delete your species after calling you a disappointment, rendering you a broken husk of a mob (#79098)
## About The Pull Request Yep. So I was investigating why a player was weirdly unable to equip things, or do a lot of stuff. And encountered in the runtime logs that _their species datum was deleted_. How? Well...the answer is...your mother. --- So the hallucination of 'your mother' uses the hallucinator's species datum to create itself here: https://github.com/tgstation/tgstation/blob/07096ffcad0f06ac9276c38275fa4e09e7dece41/code/modules/hallucination/mother.dm#L80 Which then calls set_species, but it passes _your actual species datum in as an arg_ https://github.com/tgstation/tgstation/blob/07096ffcad0f06ac9276c38275fa4e09e7dece41/code/__HELPERS/dynamic_human_icon_gen.dm#L12 which leads to the mob _having your species datum_ https://github.com/tgstation/tgstation/blob/07096ffcad0f06ac9276c38275fa4e09e7dece41/code/datums/dna.dm#L512 Then when mother goes away and deletes herself, so does your species datum. Leaving the hallucinator extremely broken, bugged, and humiliated. @MrMelbert maybe letting people `set_species()` using an instantiated species datum was a mistake...lol. ## Why It's Good For The Game Nerfs your mother. She is too powerful! ## Changelog 🆑 fix: Fixes a bug where your mother would delete your species after calling you a disappointment, rendering you a broken husk of a mob /🆑 |
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bfe452d119 |
adds your mother (#78998)
## About The Pull Request adds a hallucination of the same rarity as a xeno leaping at you https://github.com/tgstation/tgstation/assets/70376633/358dbf59-5add-40e6-ac53-693a971b2d61 your mother will have the same species as you ## Why It's Good For The Game https://cddawiki.chezzo.com/cdda_wiki/index.php/Your_mother ## Changelog 🆑 add: added a new hallucination, your mother /🆑 |
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37db1ecbf8 |
Fixes announcements font scaling (#78995)
## About The Pull Request Creates CSS spans for priority announcement and minor announcement so they scale properly with the player's chosen font size  ## Why It's Good For The Game Fixes https://github.com/tgstation/tgstation/issues/78875 ## Changelog 🆑 LT3 fix: Fixed font scaling for announcements /🆑 |
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13a1cd6d9d |
Adds several new sound effects for the blood cult (#78714)
## About The Pull Request A remake of this: https://github.com/tgstation/tgstation/pull/64770. Adds a new sound effect for when the cult gains its red eyes, for when their halos appear, and a global sound effect for when the cult begins to draw a Nar-Sie rune. https://github.com/tgstation/tgstation/assets/44502667/f9d478a0-5fc6-4c8c-aa1a-16b7f4e86203 https://github.com/tgstation/tgstation/assets/44502667/4dd40ec6-f501-405d-a8ed-f7214f6a6613 https://github.com/tgstation/tgstation/assets/44502667/6ee8962e-fdbb-41a8-8962-cc19cb0ea1b7 I should probably also note that in the process of folder organization, I moved the blood cult's old antag gain sound effect and renamed it. I hope it doesn't cause any issues... ## Why It's Good For The Game All these occasions do not have a sound effect unique to them yet. I think they deserve it. ## Changelog 🆑 sound: the blood cult's rise to power is now accompanied by several new sound effects /🆑 |
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fc4de530ce |
reorganizes the human sprite folder and replaces the human_basic sprite with an updated one (#77323)
instead of mob/species/human the icon folders are now mob/human/species, this makes much more sense imo than having human stuff like hair or bodyparts (which are a GENERAL thing, not human species only) be behind a folder while you see shit like podperson hair and golem in the main folder the icon for human is replaced by the new sprites instead of the old yellow guy with green eyes |
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2d0b4f053f |
Refactors Slaughter/Laughter Demons into Basic Mobs (#77206)
## About The Pull Request On the tin, the former "imp" is now refactored into basic mob code. Very simple since these are only meant to be controlled by players, and all of their stuff was on Signal Handlers and Cooldown Actions anyways. Just lessens the amount of stupidity. Did you know that we were trying to make demons spawn in a `pop`'d cat named "Laughter"? Embedded in the list? I've literally never seen this cat, so I'm under heavy suspicion that the code we were using was broken for the longest time (or may have never worked), and we now instead just do it a much more sane way of having a cat spawn on our demise. ## Why It's Good For The Game Cleaner code! Less simple mob jank to deal with. Trims down the list of simple animals to refactor. No more duplicated code that we were already doing on parent! It's so good man literally everything was seamless with a bit of retooling and tinkering. The typepath is also no longer `imp`, it's actually `demon`, which I'm happy with because there's no other demons to have it be confused with anymore. We were also doing copypasta on both the demon spawner bottle and the demon spawning event so I also just unified that into the mob. I also reorganized the sprites to be a bit clearer and match their new nomenclature ## Changelog 🆑 refactor: Slaughter and Laughter Demons have been refactored, please place an issue report for any unexpected things/hitches. fix: Laughter Demons should now actually drop a kitten. /🆑 |
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d03542da5c |
Dusting applies TRAIT_FORCED_STANDING (#76738)
Being dusted applies `TRAIT_FORCED_STANDING` before calling `death()` Just makes it so the dust animation fits the body perfectly, rather than your body going horizontal while the animation plays. I could've sworn it used to look like this, but got lost at some point. |
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388a91b9c6 |
nightmare vision goggles give you mare vision (#76604)
## About The Pull Request Daniel: https://github.com/tgstation/tgstation/pull/76600 The cooler daniel:  ## Why It's Good For The Game Neigh  ## Changelog 🆑 add: Nightmare vision goggles now give you mare vision /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> |
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3b44a8b15c |
Adds cardboard IDs to the game: The broke man's agent ID. (#76682)
## About The Pull Request This PR adds a new craftable item to the game that, in a way, works somewhat like ID cards, as in it gives the wearer an identity of some sort, and that can be modified similardly to the agent ID, but... It doesn't provide access. It doesn't trick security bots and turrets. It doesn't work with chameleon masks. It doesn't have a bank account. It doesn't fit inside wallets or PDAs. It doesn't show a trim (it's just cosmetic) on the security HUD. It doesn't look like an ID card. (It does however, synergizes well with sign language and face-covering mask, but in the face of all the things id doesn't do, should I change that? idk) Basically, it's not an ID, it's just a piece of cardboard with name and job written on it.   ## Why It's Good For The Game Often, player shenanigeans rely on ID cards with gimmicky names and jobs to advertise themselves or provide a (feeble) disguise for it. The idea is to provide players a cheap tool for their tomfoolery, that doesn't get much in the way of balance. Compared to actual IDs, cardboard IDs' only advantage is the fact they're more easily produceable. Also this PR converts a bit of snowflakey code into signals, and fixes the name part in hallucination messages being shown "Unknown" while the speaker is wearing a mask but also an ID. ## Changelog 🆑 add: Added cardboard IDs to the game. They can be crafted with a cardboard sheet and wirecutters and modified with a writing tool. While worn, these will modify the visible name of the wearer just like actual IDs, though they aren't real IDs and won't work as such. /🆑 |
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a8e16030f8 |
Optimizes timer insertion by 80% (W QDEL_IN micro) (#76214)
<!-- 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 [Reduces timer insertion cost by 80%](https://github.com/tgstation/tgstation/commit/c9e5b285ed74e60108fddd3f6b45d6d3995c92a8) Timer name generation involved a LOT of string shit, some in ways where the string only existed for a moment. This costs a good bit of time, and can be reduced with only minimal impacts on the end product, so let's do that. Includes a compile flag to flip it back if we ever have trouble in future. This is about 0.1s off init, since we do a lot of timer stuff then too [Removes STOPPABLE flag from QDEL_IN, moves it to a bespoke macro](https://github.com/tgstation/tgstation/commit/e7a5d7f2a78fcf0dce4742ced258c9505411b202) Its a waste most of the time, tho I would LOVE to analyze at compile time to work out if we care ## Why It's Good For The Game I like it when we don't spend all of our cpu time just setting the name var on timers. that's good and not bad. This saves time fucking everywhere. 15% off explosions, 0.1 seconds off init, bunch of time off foam. it's just good. Cherry picked out of #76104 since that was too cluttered (sannnnnn) <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> |
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22799fcb89 |
Refactors the worst list ever, Stun Absorptions, into status effects + makes status flags more accurate (making certain mobs more vulnerable to incapacitations?) (#76000)
## About The Pull Request - Refactors the stun absorption list into a status effect - Does a fair bit of cleanup around stun code Weird thing involved in this. Check out this define. `IS_STUN_IMMUNE(source, ignore_canstun) ((source.status_flags & GODMODE) || (!ignore_canstun && (!(source.status_flags & CANKNOCKDOWN) || HAS_TRAIT(source, TRAIT_STUNIMMUNE))))` Notice anything odd about it? It only checks for `CANKNOCKDOWN`. What does this mean? Well, *every single* one of the stun procs used this macro for checking stun immunity. Which means every method of stun checked the `CANKNOCKDOWN`. This means that, say you have a mob which has `CANSTUN` but not `CANKNOCKDOWN`. Intuitively this means that the mob cannot be knocked down, but can be stunned. But instead, this means the mob can't be stunned either. This doesn't affect humans, they have all the status flags, but it does affect some other mobs. Alien adults (not queens) have `CANUNCONSCIOUS|CANPUSH`. Before, they didn't have `CANKNOCKDOWN`, so they were fully immune to stuns and sleeps. But now, they can be knocked unconscious. However, overall it doesn't change much, as most mobs that flipped off `CANKNOCKDOWN` flipped off the others too. For consistency though it makes sense for these flags to work as they imply. - `incapacitate` didn't have a signal, now it does ## Why It's Good For The Game More consistent, better code? I may use this in the future. ## Changelog 🆑 Melbert refactor: Refactored Stun Absorptions (Bastard Sword, His Grace) refactor: Refactored Stun Immunity. Note this means that some mobs which, prior, were immune to all forms of incapacitation are now vulnerable to some. Notably, adult non-queen xenomorphs are now vulnerable to falling unconscious. /🆑 |
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ae5a4f955d |
Pulls apart the vestiges of components still hanging onto signals (#75914)
## About The Pull Request Signals were initially only usable with component listeners, which while no longer the case has lead to outdated documentation, names, and a similar location in code. This pr pulls the two apart. Partially because mso thinks we should, but also because they really aren't directly linked anymore, and having them in this midstate just confuses people. [Renames comp_lookup to listen_lookup, since that's what it does](https://github.com/tgstation/tgstation/commit/102b79694fa8eb57ecf7b36032616a9e368ccced) [Moves signal procs over to their own file](https://github.com/tgstation/tgstation/commit/33d07d01fd336726b4f6f6f1b61bb0b3f11a00dc) [Renames the PREQDELETING and QDELETING comsigs to drop the parent bit since they can hook to more then just comps now](https://github.com/tgstation/tgstation/commit/335ea4ad081ec63c42cfa05856e582cca833af6e) [Does something similar to the attackby comsigs (PARENT -> ATOM)](https://github.com/tgstation/tgstation/commit/210e57051df63f88dac3dd83321236da825aae5e) [And finally passes over the examine signals](https://github.com/tgstation/tgstation/commit/65917658fb8a1e7d28ae23c9437a583d646f0302) ## Why It's Good For The Game Code makes more sense, things are better teased apart, s just good imo ## Changelog 🆑 refactor: Pulled apart the last vestiges of names/docs directly linking signals to components /🆑 |
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b7ed7223a7 |
Fix pick from empty list runtime in fake_chat hallucination (#75011)
What it says on the tin. |
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fb8daab1ae |
More sound compressing and removal (#74885)
## About The Pull Request  `highlander_delayed` and `highlander_only_one` Removing another 1.5MB of unused sounds. The longer one was just 1:15 of just a whole bagpipe song. Also the emergency meeting sound and another leftover clock cult sound. And because we're here, removes acid rain sounds because we don't use them, and compresses some of our bigger oggs. **That's a total of 5.82 MB of savings!** --------- Co-authored-by: tattle <article.disaster@gmail.com> |
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4c48966ff8 |
Renames delta time to be a more obvious name (#74654)
This tracks the seconds per tick of a subsystem, however note that it is not completely accurate, as subsystems can be delayed, however it's useful to have this number as a multiplier or ratio, so that if in future someone changes the subsystem wait time code correctly adjusts how fast it applies effects regexes used git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i 's/DT_PROB/SPT_PROB/g' git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i 's/delta_time/seconds_per_tick/g' |
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bf6f81a9b5 |
Implements AddTraits and RemoveTraits procs for adding/removing multiple traits + swag unit test (#74037)
On the tin, doing it like this means we can reduce our overall line fingerprint whenever we have to add two or more traits from the same source on the same target. Especially helps when we get to the 4+ range of traits, a breath of fresh air even. Doesn't mean we have to do for loops, as that's already handled within the define as well. I replaced some of the checks with `length()` checks, let me know if I should switch it over to something else (maybe `islist()`)? We stack_trace whenever we're not passed a list reference on purpose, and sometimes var/lists are null by default (or just empty, making this redundant). ## Why It's Good For The Game I commonly feel the urge to write "use `AddTraits()`" or something in reviews, then am sad when I remember it doesn't exist. I will no longer be sad. Can ensure a lot more trait safety as well by using static lists- when both ADD_TRAIT_LIST and REMOVE_TRAIT_LIST re-use the same list, you are confident (from a static point of view) that everything that you want to be adding/removing works. I may have missed a few things where this could be used, but both macros implemented in this PR still use the same framework that was being used in the last four years- so stuff won't break if left untouched. Just a nifty new tool for developers. also fixed up some code in the area, numerous bugs were found and exploded |
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d755b70d76 |
Removes bad nodamage var from projectiles, fixes Juggernaut / Rust Walker projectiles doing zero damage (#73806)
## About The Pull Request
- Juggernaut and Rust Walker projectiles were subtyped off of magic,
which is `nodamage`.
- The juggernaut actually had a copy+paste error with their type
`on_hit` which caused none of their special effects on hit ("relative
patching catches this")
- Then I realized projectiles have this var `nodamage` which is, for all
intents and purposes, just `damage > 0`. it's not checked for pacifism,
it's just that. This is dumb. So very dumb, so I removed it.
- There are, however, a few situations which used it in a unique way,
such as the blast wave cannon. This is why I replaced it with a proc,
`is_hostile_projectile`, for certain situations to actually find out if
the projectile is damaging. Projectiles can override this on a per type
basis by default, damaging projectiles = hostile.
- This has a chance to break some things, but I ... kinda doubt it will.
Fixes #73756
## Why It's Good For The Game
Projectiles that act as they should, less dumb vars
## Changelog
🆑 Melbert
fix: Fixes Juggernaut / Rust Walker projectiles doing zero damage
fix: Fixes Juggernaut projectiles not doing bonus damage to nearby
structures
code: Removed projectile nodamage var, replaces it with just checking
for damage
/🆑
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53d6e1fa21 |
Fake messages now check the item (#73515)
## About The Pull Request Fake messages about putting items away caused by hallucinations now checks the name of the item instead of being just a list of names. This fixes the names of the following items: .357 Revolver Energy Bow Spell book Hand tele Station blueprints  ## Why It's Good For The Game Fixes grammar errors for hallucinations and futureproofs it a little. ## Changelog 🆑 spellcheck: Hallucinations where you see people put things away now tell you they put the right thing away. /🆑 |
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09cfba5feb |
Optimize cardboard cutouts saving 1.5s+ on init times (#73404)
New regression in init times. Closes https://github.com/tgstation/dev-cycles-initiative/issues/32. CC @Fikou - Instead of creating a human and icon for *every* cardboard cutout when initialized, only creates the one we're actually using. When you're about to use a crayon, creates all of them. - Instead of using getFlatIcon, uses appearances directly. |
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43194ab795 |
Renames ling_aler.ogg to ling_alert.ogg (#73114)
## About The Pull Request Noticed this typo in #72162, but it got closed for being a meme PR and I forgot to make a separate one that fixes it. I'm pretty sure this sound only shows up in the instances I've changed, but let me know if any instances were missed. ## Why It's Good For The Game Fixes a typo!! ## Changelog 🆑 spellcheck: Fixes a typo in the changeling alert stinger filename. /🆑 |
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519bf69869 |
Dynamic Human Icon Generation For Simple/Basic Mobs (& Cardboard Cutouts) (#72517)
## About The Pull Request revive of #68760 this time a proc, not an element this time supports cardboard cutouts this time supports mob corpses  ## Why It's Good For The Game prevents these icons ever being outdated, they'll always look what they are supposed to, saves spriting work ## Changelog 🆑 Fikou, a hood by Viro refactor: humanoid mobs and cardboard cutouts automatically generate their sprites, they no longer will be outdated /🆑 Co-authored-by: Time-Green <timkoster1@hotmail.com> |
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0144b708c2 |
Fix antags being revealed by hallucinations (#72539)
## About The Pull Request Fixes #41127 People under the effects of hallucinations would occasionally see nuke op or wizard names in the radio log which would reveal their antag status. ## Why It's Good For The Game Less cheap exploits, one more bug off the tracker. ## Changelog 🆑 fix: Fix antags being revealed by hallucinations /🆑 |
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0d4b56435b |
Converts drowsy and eye blur to status effects, striking yet another two carbon level status vars (#71950)
## About The Pull Request You know the deal by now. - Drowsiness is now tracked via status effect. - Eye blue is now tracked via status effect. In converting these over, cleaned up a bit of code relating to some other effects. Attempts to unify behavior between some of them, namely certain biotypes or mob types shouldn't be experiencing certain effects. ## Why It's Good For The Game More stuff moved to status effects, slightly more cleaner and better to work with code. Allows for all mobs that can sleep to be able to get drowsy, too. ## Changelog 🆑 Melbert refactor: Drowsiness and Blurred Eyes are now tracked via status effect. /🆑 |