mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-25 09:01:40 +00:00
c7e11d71613dda596ef8194fcb51d0b5ece37bea
183 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
5da11912cb | Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-2406a | ||
|
|
cddfeb7597 |
Merge pull request #27829 from Skyrat-SS13/upstream-merge-83378
[MIRROR] Fix smoker quirk preferences |
||
|
|
eb0df12ea5 |
Fix smoker quirk preferences (#83378)
## About The Pull Request So the smoker quirk would always reset back to "Random" whichever preferences you selected, just in the menu. Looking into why this was happening, it seemed to be failing at the point where it deserializes and sanitizes your selected value, specifically at the point where it'd compare it to the list of possible preferences. This seemed to be because the value it got back from tgui had removed the `\improper` text macro, while the value in the list was saved with that text macro. It's not actually useful here, so we remove it using `format_text(...)` when setting up the list, and this makes it work again. We also split it off from the previous used proc used for setting up the list: ```dm /proc/setup_junkie_addictions(list/possible_addictions) . = possible_addictions for(var/datum/reagent/addiction as anything in .) . -= addiction .[addiction::name] = addiction ``` Because the smoker list doesn't actually use reagents. I'm surprised this successfully got the name values for the non-reagents in the first place. ## Why It's Good For The Game Fixes #83277. Fixes #82538. ## Changelog 🆑 fix: Smoker quirk users can select a favourite brand again. /🆑 |
||
|
|
ae3a8acb8e |
* Turns mush cap into an extorgan
* Trimming the fat * Trimming the fat * Update mushpeople.dm * Adds colorblindness as a mild brain trauma (#76527) What the title says. The brain trauma makes the whole screen monochrome until cured.  I feel like the current pool for mild brain traumas is quite lame, this helps spice it up a bit with something that is quite annoying and distracting but not game breaking (as mild brain traumas should generally be). 🆑 add: Added colorblindness as a mild brain trauma. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fix species `var/hair_color` not being used for, well, hair color (#82168) `var/hair_color` for species was intended to be used as a "this species uses this type of hair color thing" But at some point that got completely lost and now it's only used for sprite accessories This fixes that. That means Slimepeople now have properly slimey hair. And Ethereals are less snowflake once more. 🆑 Melbert fix: Fixed Slimepeople's hair not matching their slimey colors. /🆑 * Revert "Fix species `var/hair_color` not being used for, well, hair color (#82168)" This reverts commit c4cb756. * Revert "Adds colorblindness as a mild brain trauma (#76527)" This reverts commit eb815f5. * Update _species.dm * unused var * Caps list.. * Update mushpeople.dm * Update mushpeople.dm * Update mushpeople.dm * Update mushpeople.dm * Update mushpeople.dm * Attempts to fix CI errors * Update cap.dm * Update _external_organ.dm * Update monkey.dm * Revert "Update monkey.dm" This reverts commit 29f54c8. * Revert "Update _external_organ.dm" This reverts commit 8de5ea7. * Update _external_organ.dm * Revert "Update _external_organ.dm" This reverts commit 644cc56. * Fix CI maybe? * Update cap.dm * Update DNA.dm * Some cleanup/updating to upstream * Update global_lists.dm * Mush * Update mushpeople.dm * Hopefully the last fix * Doing this differently * Update organ.dm * Update organ.dm * Update organ.dm * Update organ.dm * Update organ.dm * OK * Update organ.dm * Update podpeople.dm * maybe * Hm * Hm * Will this break things? * Revert "Will this break things?" This reverts commit bd288c6. * Test * Update organ.dm * Update organ.dm * Revert "Update organ.dm" This reverts commit ca77ff9. * Update organ.dm * . * . * . * Update snail.dm * Monkeys now use height offset (and monkey tail works) (#81598) This PR adds the ability for monkeys to wear any jumpsuit in the game, and adds support for them to wear things like coats, gloves, and shoes (though this cannot be obtained in-game and is solely achieved through admins, which I also improved a bit upon by adding a defined bitfield for no equip flags). This reverts a lot of changes from tgstation/tgstation#73325 - We no longer check height from limbs and such to bring sprites down, instead monkeys now work more similarly to humans, so the entire PR was made irrelevant, and I didn't really want to leave around dead code for the sake of having a human with longer legs. I've now also added support for Dwarfism, which makes monkeys look even smaller. Very minor change but at least now the mutation doesn't feel like it does literally nothing to monkeys (since they can already walk over tables). Here's a few examples of how it can appear in game (purely for demonstration, as it is currently intentionally made impossible to obtain in-game, though if someone wants to change that post-this PR now that support is added, feel free): Tails have been broken for a while now, the only reason you see them in-game is because they are baked into the monkey sprites. This fixes that, which means humans can now get monkey tails implanted into them (hell yeah) and monkeys can have their tails removed (also hell yeah) * Removes unneeded files * Revert "Removes unneeded files" This reverts commit 6469d37. * . * ok * Update tails.dm * Update monkey.dm * Fix monkey screenshot test * Update species.dm * Update reinf_walls.dm * Maintenance --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: vinylspiders <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
fa65d517dd | fixups | ||
|
|
7aa6664021 |
Mirror (#27453)
* Fix Conflicts
* Change COGBAR_ANIMATION_TIME to seconds and not deciseconds (#82530)
Most people should not be using this define
* New Battle Arcade (#81810)
Remakes Battle Arcade from just about the ground up, with exceptions
taken for emagged stuff since I didn't really want to touch its
behavior.
The Battle Arcade now has stages that players can go through, unlocking
a stage by beating 2 enemies and the boss of the previous one, but this
must all be done in a row. You can choose to take a break between each
battle and there's a good chance you'll sleep just fine but there's also
a chance it can go wrong either through an ambush or robbery.
The Inn lets you restore everything for 15 gold and you can buy a sword
and armor, each level you unlock is a new sword and armor pair you can
buy that's better than the last, it's 30 gold each but scales up as you
progress through levels. They are really worth getting so it's best to
try to not lose your money early in.
The battle system is nearly the same as how it was before but I removed
the poor combo system that plagued the old arcade as one big knowledge
lock, now it's more just turn based. The game is built on permadeath so
dying means you restart from the beginning, but if you are going to lose
you can try to escape instead which costs you half of your gold.
Getting to higher levels increases the difficulty of enemies but also
increases the gaming exp rewards which could make this a better way to
get exp if you can get good at it.
Gaming EXP is used to increase chances of counterattacking but doesn't
give any extra health to the player.
I also removed the exploit of being able to screwdriver arcade cabinets
because people would do that if they thought they were on the verge of
losing to bypass the effects of loss. I instead replaced it with a new
interaction that the Curator's display case key can be used to reset
arcade cabinets (there's several keys on the chain so it made sense to
me), which I added solely because I thought Curators would be the type
of person to have run an actual arcade.
This is some gameplay
https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede
As a misc sidenote, I also split up the arcade file just like how Orion
Trail was before, just for neat code organization.
The Inn keeper is straight up just a photo of my localhost dude, he's
not a player reference or anything it's not my actual character.
I also have no idea how well balanced this is cause I suck at it lol.
Battle Arcade is one of 3 last machines in my hackmd here to turn into
TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view
I've always thought the current version of battle arcade is quite lame
and lacks any progression, like Orion Trail I thought that since I was
moving this to TGUI, it would also be a perfect opportunity to revamp it
and try to improve on where it failed before, especially since the
alternative (NTOS Arcade) is also lame as hell and is even lamer than
HTML battle arcade (spam mana, then spam health, then just spam attack,
rinse and repeat).
This will hopefully be more entertaining and give players sense that
they are getting through a series of tasks rather than doing one same
one again and again.
🆑 JohnFulpWillard, Zeek the Rat
add: Battle Arcade has been completely overhauled in a new progression
system, this time using TGUI.
add: The Curator's keys can now reset arcade cabinets.
balance: You now need to be literate to play arcade games, except for
Mediborg's Amputation Adventure.
fix: You can no longer screwdriver emagged arcade consoles. Accept your
fate.
fix: Silicons can no longer play Mediborg's Amputation Adventure.
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Change setting item weight class to a setter to patch some weight class related shenanigans (#82494)
## About The Pull Request
Fixes #81052
Fixes #58008
Setting weight class of items is now done via `update_weight_class`.
I updated as many occurrences of manually setting `w_class` as I could
find but I may have missed some. Let me know if you know of any I
missed.
This is done to allow datums to react to an item having its weight class
changed.
Humans and atom storage are two such datums which now react to having an
item in its contents change weight class, to allow it to expel items
that grow to a weight class beyond what is normally allowed.
## Changelog
🆑 Melbert
fix: You can't fit items which are normally too large for a storage by
fitting it in the storage when it is small, then growing it to a larger
size.
/🆑
* Material datum color update, plus touching up some material items (knight armor, tiles) (#82500)
## About The Pull Request
Tries to bring the material datum colors in closer approximation to the
stacks they're attached too. I literally used the colors on the stacks.
some might need to be lighter or darker, but for the most part they'll
look...closer to their actual material hues.

I've also tweaked the sprites of both the tile object and the actual
material tile turf to give it the right shading.

In addition to the tiles, I've also updated the knight armor and helmet
to look closer to the much higher quality plate armor already in the
game.
## Why It's Good For The Game
It bothered me that the material datum coloring was inconsistent with
the actual colors used for the material stacks. When they were updated,
and even before they were updated, material datum stuff just never
looked _right_. I wanted to change that so that it looks just right.
I did not like the old material knight armor whatsoever. It was a
dithered mess, and seemed to already use parts of the standard plate
armor but with all the actual shading removed or replaced with the wrong
colors. This fixes that so that the armor is actually readable for what
it is.
## Changelog
🆑
image: Updates the colors of various material datum to bring them closer
in-line with their actual material stacks
image: Improves the sprites for the material knight armor and helmet.
/🆑
* LateInitialize is not allowed to call parent anymore (#82540)
## About The Pull Request
I've seen a few cases in the past where LateInitialize is done cause of
the init return value being set to do so for no real reason, I thought I
should try to avoid that by ensuring LateInitialize isn't ever called
without overriding.
This fixes a ton of machine's LateInitialize not calling parent
(mechpad, door buttons, message monitor, a lot of tram machines,
abductor console, holodeck computer & disposal bin), avoiding having to
set itself up to be connected to power. If they were intended to not
connect to power, they should be using ``NO_POWER_USE`` instead.
Also removes a ton of returns to LateInit when it's already getting it
from parent regardless (many cases of that in machine code).
## Why It's Good For The Game
I think this is better for coding standard reasons as well as just
making sure we're not calling this proc on things that does absolutely
nothing with them. A machine not using power can be seen evidently not
using power with ``NO_POWER_USE``, not so much if it's LateInitialize
not calling parent.
## Changelog
🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑
* Fix table top deconstruction (#82508)
## About The Pull Request
Edited: updated changelog, read comments for changes in implementation
details
So previously, tables would let you use a wrench to fully deconstruct
them, or a screwdriver to take off only their top.
This, however, broke in two different ways in #82280, when their
deconstruction logic got changed.
First off, deconstructed tables would only drop the materials for their
top and not their frame.
For this, the primary culprit seems to be on line 307:
|
||
|
|
45e52eb774 |
Merge remote-tracking branch 'skrat/master' into new-bubbermaster
# Conflicts: # _maps/RandomRuins/SpaceRuins/hilbertresearchfacility.dmm # _maps/RandomRuins/SpaceRuins/skyrat/interdynefob.dmm # _maps/map_files/Birdshot/birdshot.dmm # _maps/map_files/Deltastation/DeltaStation2.dmm # _maps/map_files/IceBoxStation/IceBoxStation.dmm # _maps/map_files/MetaStation/MetaStation.dmm # _maps/map_files/NorthStar/north_star.dmm # _maps/map_files/VoidRaptor/VoidRaptor.dmm # _maps/map_files/tramstation/tramstation.dmm # _maps/shuttles/pirate_ex_interdyne.dmm # code/__DEFINES/mobs.dm # code/__HELPERS/~skyrat_helpers/is_helpers.dm # code/datums/mood.dm # code/game/objects/effects/spawners/random/random.dm # code/modules/admin/verbs/adminhelp.dm # code/modules/clothing/head/jobs.dm # code/modules/mob/living/brain/brain_say.dm # code/modules/projectiles/guns/energy/kinetic_accelerator.dm # code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_jelly.png # code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_jelly_stargazer.png # code/modules/uplink/uplink_items/job.dm # config/lavaruinblacklist.txt # icons/mob/actions/actions_changeling.dmi # icons/mob/clothing/mask.dmi # icons/obj/mining.dmi # modular_skyrat/master_files/code/modules/client/preferences/headshot.dm # modular_skyrat/master_files/code/modules/mob/living/examine_tgui.dm # modular_skyrat/master_files/code/modules/research/techweb/all_nodes.dm # modular_skyrat/master_files/icons/mob/clothing/under/skirts_dresses.dmi # modular_skyrat/master_files/icons/obj/clothing/under/skirts_dresses.dmi # modular_skyrat/modules/aesthetics/airlock/icons/airlocks/multi_tile/metal_overlays.dmi # modular_skyrat/modules/colony_fabricator/code/appliances/space_heater.dm # modular_skyrat/modules/company_imports/code/armament_datums/deforest_medical.dm # modular_skyrat/modules/hyposprays/code/hypospray_kits.dm # strings/traumas.json # tgui/packages/tgui/interfaces/PreferencesMenu/preferences/features/character_preferences/skyrat/headshot.tsx |
||
|
|
20c0599ce6 |
Some more mirrors again (#27366)
* Ports additional Felinid ears from Orbstation (#82066) Adds 5 new ear options from Orbstation, originally PRed in lizardqueenlexi/orbstation#360. Sprites by @Or-Fi-S. Big:  Coeurl (FFXIV Miqo'te style):  Fold:  Lynx:  Round:  Also makes it so the code guarantees that custom ears on a felinid actually count as felinid ears and not human ones, as the code wasn't checking properly when preferences were applied. There's probably a cleaner, more permanent way to do this and a refactor is needed somewhere down the line (man that sprite accessories file is getting long huh) but I'll leave that to a more competent coder. More customization options are good also Cobby said I could  🆑 add: Added 5 new Felinid ear options, ported from Orbstation! (Sprites by Or-Fi-S) /🆑 --------- Co-authored-by: _0Steven <jaydondegenerschool@gmail.com> * Standardizes object deconstruction throughout the codebase. (#82280) When it comes to deconstructing an object we have `proc/deconstruct()` & `NO_DECONSTRUCT` Lets talk about the flag first. **Problems with `NO_DECONSTRUCTION`** I know what the comment says on what it should do |
||
|
|
2b60c77e55 |
Yet another mirror batch (#27314)
* A skub-related station trait. Reduced weight of annoyingly frequent neutral traits. (#81388) ## About The Pull Request This PR introduces a new station trait that lets people choose if they want to be pro-skub or anti-skub (or neither, really). It works the same lobby buttons that job-related station traits also use. Depending on whether you chose to be pro or anti skub, you'll spawn in with a special box that contains the (bulky) skub and a pro-skub shirt, or an anti-skub shirt. EDIT: Both also receive a number of stickers to propagate their causes. Kudos to @Fikou for coding the lobby buttons to be accessible by any station trait rather than only job-related ones when you made the Cargorilla station trait. Another thing this PR also halves the exaggerated weight of low-cost traits such as scarves, wallets and glitched PDAs, which I clearly underestimated. ## Why It's Good For The Game We've learned that low-cost, high weight traits are a bit of a design mistake, because they tend to tip the scales toward themselves over and over and over, leveling the diverseness of the feature and therefore making it shallow and boring. Beside, I've been thinking of the popular [skub comic strip](https://pbfcomics.com/comics/skub/) lately. ## Changelog 🆑 add: Added a Skub-related station trait. You can now choose if you want to be pro-skub or anti-skub, complete of shirt and stickers. Please don't shank each other over it. balance: Halved the weight of station traits such as scarves, wallets and glitched PDAs. /🆑 * Fix some slime species subtypes not having burn resistance (#82164) ## About The Pull Request All slime species limb subtypes now inherent from the parent `/jelly` subtype, giving them all their proper burn resistance. ## Changelog 🆑 Melbert fix: Slimepeople and Luminescents are now 50% burn resistant like Stargazers /🆑 * There we go * FIX: Makes Hatsune mi-go a (friendly) gold slime mob (#82251) ## About The Pull Request: The hatsune mi-go is now a friendly gold slime mob. This means it won't try and kill you. It also now doesn't make your ears hurt, and drops a keyboard synth on death (you monster.)  ## Why It's Good For The Game So in making my resprited mi-go and subsequent speedmerge, I failed to realize that there are only 10 possible migo spawnpoints - 5 in snowdin gateway, 3 on ceres whiteship, and 2 on kilo whiteship. This means at most eight can exist on anyround, with a decent likelyhood of 0. This, combined with the fact the hatsune migo is banned from spawning outside of roundstart locations, along with the fact people seem to love the thing, made it feel _too_ rare, even for a shiny mob. You still have to roll the random odds with the life chem or friendly gold slime pools, but you should actually see them outside of two mutually exclusive space ruins and a gateway now. Also, they don't try and kill you now, because it would have been wrong to add a hostile creature to the friendly pool. 🆑 fix: Hatsune mi-go now is a friendly gold slime mob, and doesn't hurt your ears. add: Hatsune mi-go drops a keyboard synth on death (you monster.) /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * [THE QUIRKENING] Adds customization options to Organ Prosthetic, Junkie, Smoker, and Alcoholic! (#82051) ## About The Pull Request Lets people pick: - The shitty organ they spawn with (still has the restrictions of not being possible to get heart when you are a plasmamen, for example) - Their favorite alcohol to blackout with - Their favorite brand of cigs - Their favorite brand of drugs! A lot of the code was taken from a downstream, made by @Floofies, i already had my own implementation but it was buggy and not nearly as clean, then i was made aware of theirs. ## Why It's Good For The Game Character Customization is good and fun and lets people have more choice in their roleplay. ## Changelog 🆑 add: Prosthetic organ users are now allowed to pick what they want to start with. add: Junkie of all kinds, including smokers and alcoholics, are also able to pick their favorite type. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> * [NO GBP] Fixes the "Drop Pod: Syndies" deathmatch modifier. (#82216) ## About The Pull Request I've had false memories of `pick_weight` working with assoc-value-less lists. ## Why It's Good For The Game This will fix an issue with deathmatch modifiers. ## Changelog 🆑 fix: Fixed the "Drop Pod: Syndies" deathmatch modifier. /🆑 * Fix robocontrol access runtime (#82242) ## About The Pull Request  `check_access` expects an item, such as an ID card, to... check access. Not a mob. We can circumvent this entirely by using `allowed`. But this has an averse effect in that `allowed` will only check the user's ID, not the ID in the mod PC. So we need to run a separate check of `check_access` for the computer ID card. ## Changelog 🆑 Melbert fix: Robocontrol should work better. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Adds a photobooth (#82105) ## About The Pull Request Adds a photobooth machine to the HoP line which can be used to update your security records photo. It updates the records of the person's name, which means hiding your identity and wearing an ID will let you change other people's photos. If you aren't hiding your identity and are wearing someone else's ID, it won't update at all because it will be unable to find your record. There's 2 variants of this machine, one at the HoP line that's tied behind Law Office access (so Lawyers have an extra thing they can help out with if no one's available, but maybe it would be better behind Library access since Curators are our "photographer" role?), and the Security one that requires Security access. The Security one has a special feature that it adds a height chart behind the player.  This machine is used by either right-clicking on it or by pressing a button, so the HoP can do it remotely from their line (except on Tram where it's in the library), and after a few delays it'll update your records automatically to how you look like. Emagging the machine will remove its access restrictions but every time it updates your photos it will spam camera flashing and blind you. Sprites Open  Closed  Security version on the left, has a red tint on it  Video demonstration (old sprites): https://github.com/tgstation/tgstation/assets/53777086/a2e59f08-2d58-4f5b-b081-e137c7606d35 ## Why It's Good For The Game Current security records has no way to change your photo ID, something that was a feature before it was moved to TGUI. The only alternative is to fully delete your record and make a new one with a photo and the same name, but this shares a major issue with the HTML UI: You're immediately sold out by the fact you have a background. No matter how well you try to cover your tracks, any security officer looking at records will see you are the only photo on the manifest that has a background and even a camera in your hand, which makes it impossible to get away with it unless security essentially takes pity on you. This opens up the ability to fully mask yourself in records, finally. This is also better even for non antagonists because you can now properly update your photos to match what you look like in the event of an appearance change or even just a job change, which makes it a benefit for HoPs who likes to keep records as up-to-date as possible. ## Changelog 🆑 JohnFulpWillard, Twox add: Added a new photobooth machine to the HoP's line. fix: Things checking for access now checks your off hand, too. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * Converts slimes to basic mobs (#82176) After months of preparation, and further months of work, I am finally done. Please bear with me, as this is a massive refactor, but I have already atomized everything I could. This is now ready for review. General - The hilbert hotel slimes are now a subtype instead of a varedit. - The `use_mob_ability` subtree now also accepts non cooldown abilities. If set_behaviours is set up properly, mobs won't keep continously triggering it as if it were a 0 second cooldown action. The alternative would have been turning the slime abilities into cooldown abilities. - Wrestling off a slime now signs up to the `COMSIG_ATOM_ATTACK_HAND` signal, instead of being part of attack_hand. - Adds datum/ai_controller/controller as a fourth, optional argument to `/datum/ai_behavior/find_hunt_target/valid_dinner()` to make it possible to access blackboard keys. - Slimes no longer attack windows if they would accidentally move into them (when the conditions are met), since random walk behaviour ignores tiles they can't go in. It was also not worth to keep. Did you know this was the sole override of `ObjBump()`? - Examine was made less snowflaky/bespoke. Also added a new element: `/datum/element/basic_health_examine`, which is a simple bespoke element that prints out a custom message based on how damaged the basic mob it is attached to is. - Slimes only perform knockdown instead of paralysis, as they can attack more often now, and paralysis is not that fun. - LAssailant has been removed due being archaic code. To befriend a slime, you have to spawn a monkey with the slime console, or feed them a sheet of plasma. Simple grabbing the monkey or stuffing them in disposals do not work anymore. Slime console spawned monkeys will have a visible status effect, with pheromones coming off them to make this clearer. Actions - Feeding, reproduction and evolution is no longer a verb. - Slime feeding is no longer an action button. You have to use right click, or as previously, mousedrop. Slimes can always unbuckle from mobs they are attached to. Hunger - Instead randomly changing the starvation and max nutrition values while growing up, evolution costs 200 nutrion. This makes the code more readable, and behaviour more predictable, while still giving the intended time between evolving and splitting. As a result, I could also turn these into defines. - Added a component that handles doing an effect over time while buckled to a mob, until the mob dies or you get unbuckled. - Slimes gained nutrition is no longer randomly multiplied by the damage config value, but rather gain nutrition equal to twice the damage dealt. You'll have to eat one monkey to evolve, just as before. - Slimes do not heal passively. They only heal from eating. It was a rather miniscule value that did not have much effect. - Slimes generate electricity from hunger threshold, instead of the random amount of hunger threshold + 100. Environment - Slimes take 15 damage from cold every second, instead of using a complex formula (that also decreased the damage up to a point?). - Slimes still heal from burn damage, but this is now set on the damage coefficient list. - Slimes instead of getting stunned by the cold, freeze in an ice cube. BZ instead of setting them unconscious, calls the stasis status effect, allowing you to safely stash your hungry slimes for later. They also no longer slow down from the cold, as they are already slowed down by the damage they get. Conversely they no longer get a speed up from a random amount of temperature. I could be convinced to readd this either as part of the basic sensitive component, or a similar one. AI - Removed the attacked_stacks system. Slimes will just perform regular retaliation if you hit them in a harmful manner. - Slimes now use the pet orders component. They will interrupt their feeding when given a command by their master. - Slimes have their own subtrees. I tried to replicate as much as I could from the old code, dividing ancient code artifacts and intentional stuff, so there might be some weirdness. - Slime speech has been almost fully reduced to basic blorbing, as you can not even understand them anymore, and most of them require the slime to loop through all of their surroundings. - Discipline does not have stacks either. Disciplined baby slimes have a chance to clear their attack and hunt blackboard keys. All slimes will stop feeding on the target otherwise. - Since discipline is not a stack, rabidity instead gets removed at a 10% chance per disciplining. - Slimes faces are a bit more randomly picked now. - We want to convert all simple animals to basic mobs. Old slime code was also very strange, and had some systems that have been replicated by components. - Slimes fully paralyzing you is not fun at all. Knockdown should give you a fighting chance when a slime would like to eat you. - Slimes slow down from the heavy damage they get from the cold, so I don't think they need extra slowdown, nor do they need to speed up from warmth, as they are already fast. - Slimes turning into an icecube instead of becoming paralyzed from the cold is more fun for the slimes, as they can break out for a few moments. It is also funny. - Slimes entering proper stasis from BZ is not just a visual indicator of a slime that is safe to approach, but also keeps the slimes's hunger value in check, allowing it to not starve while stopped. They can also look around and blorble, instead of staring at a black screen, if player controlled. - The attack_stack and discipline_stack behaviours were rather overcomplicated, and the xenobio mains I talked with didn't even know it was a thing, so I argue it needed simplification. - The bespoke friendship system of slimes was also too complicated. Slimes slowly gained levels of trust, and at certain levels commands costed friendship, and other levels, they did not. The binary friend/not friend system that everything else in the game uses is much more sensible. - Using right click for feeding is much more sensible than using an action, and then picking someone from a dropdown. - Slime speech was very soulful but not only did it loop through everything in sight, you couldn't even understand it unless you spoke slime. Maybe it can be readded later in a different form. - Slime's passive healing was miniscule, and having them rely on feeding is more interesting. also fixes #81463 🆑 refactor: Slimes are now basic mobs. Please report any strange behaviours! balance: Slimes only stun you for two seconds when they shock you, the rest of the duration is a knockdown. balance: Slimes are not stunned from the cold, but rather, get frozen in a freon icecube. BZ also puts them in complete stasis, instead of making them unconscious. Their speed is likewise unchanged by temperatures. balance: Slimes do not passively heal, they instead rely on feeding. fix: Slimes can use the buckling screen alert to unbuckle and stop feeding, along with clicking on the mob they are riding /🆑 * Oh, right. * Fixes AI verb Jump To Network (#70016) * check for camera loc to not be a silicon * check for z=0 instead * Update code/modules/mob/living/silicon/ai/ai.dm Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> * evil touch * redundancy Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com> * Removes camera assembly structures (#81656) Removes the camera assembly structure middleman between the camera wallframe and camera machine. All its behavior has been instead moved to the camera, and I've tried to keep as much of the behavior the same as before. This also fixes the issue that camera assemblies had where, upon the construction being finished, it would move itself into the newly finished camera machine, therefore taking itself off a wall, therefore deconstructing itself. This resulted in 2 piece of iron being in each camera machine (except roundstart ones), and because camera machines rely on the assembly inside of them for upgrades and such, upgrading didn't work at all. I've also made camera nets use defines (not in map) so it's easier to find a list of them all, and tried to add autodoc comments to nearly every var in camera code. Removes copy paste and spaghetti code between structure and machine camera, thus making it easier to work around with. Closes https://github.com/tgstation/tgstation/issues/79019 🆑 fix: Cameras built in-round can be upgraded again. fix: Deconstructing cameras now more consistently return to you the upgrades inside of the camera. fix: RD's telescreen can now properly see Ordnance cameras again. fix: [Deltastation] Library art gallery no longer has an invisible camera. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * [MDB Ignore] Combines Cargobus consoles with Dept. Order Consoles, freeing all departments of 1 whole tile of space (#82210) ## About The Pull Request - Departmental orders are now an NTOS app - To download, they require `ACCESS_COMMAND`. - To use, they require one access from the department. - This means you cannot order things from not-your-department unless you have an ID. - When newly downloading the app, it will prompt a head of staff to insert an ID, to determine which department to be linked to. - Changes chat room overlay from the kind that AI uploads use to a new icon. - Minor refactors to department order in general.   ## Why It's Good For The Game These two computers are surprising waste spacers for two things which are tied together. So why not combine them? The lesser used cargobus chat is still there, and departmental orders are front and center. This gives mappers a ton more leeway when mapping departments out and is overall less clutter. ## Changelog 🆑 Melbert qol: Cargobus chat console and Departmental Order console are now combined into one. qol: Mod PCs active on the "chat client" apps no longer look like AI uploads (and now have their own sprite) refactor: Departmental order consoles were refactored a bit, report any oddities. /🆑 * This should cut it. * Was it really just skub? * [No GBP] Fixes slow slime feed (#82284) ## About The Pull Request Slimes were supposed to gain the same amount of nutrition as the damage they dealt while feeding. However, I have accidentally multiplied this again by `seconds_between_ticks` a second time. This meant that locally slimes fed normally, but on the server they got about the third nutrition they were supposed to, probably due to having more ticks per second then my machine. This PR fixes that. Also raised the nutrition gained by slimes by 20%, after careful testing, one monkey wasn't always enough. ## Why It's Good For The Game Fixes #82283 ## Changelog 🆑 fix: Slimes now feed faster, and should only need one monkey to reach their next lifestage. /🆑 * [No GBP] Fixes a slime speed config and ai controller null error in slime nutrition handling (#82330) ## About The Pull Request Someone has linked the runtimes logs of round 226376 to show off a runtime, and I took a look, and found some unrelated runtimes in slime code. - The config file for slime slowdown was still using the simple_animal path. This has been fixed. - Somehow, a grey slime has lost its AI controller, and when it got hungry, it runtimed. For now, a coalesce operator has been put in place. Later, an investigation is needed to figure out where did its AI controller go. ## Why It's Good For The Game Runtimes bad. ## Changelog 🆑 fix: Slime properly load their slowdown values from the config files. fix: Slimes who lose their AI controller will no longer runtime when they get hungry. /🆑 * [No GBP] Slime stasis fixes (#82304) ## About The Pull Request `handle_environment` is never called when the target was in stasis, so slimes stayed in stasis forever. This PR fixes that, albeit in an ugly way. It also makes slimes actually not get hungry while in stasis. ## Why It's Good For The Game Fixes #82300 I also claimed slimes can be safely kept in stasis, but I didn't actually put a stasis check before handle_nutrition. This is fixed now. ## Changelog 🆑 fix: Slimes stop being in stasis when taken out of a BZ filled environment fix: Slimes no longer become hungry while in stasis /🆑 * Add a unit test to check that maploaded simple/basic mobs are in an environment they can survive in. (#82180) I've recently noticed that the maploaded penguins from the snowdin away mission were dying from unsafe atmos/temperature. This sparked the idea of making a (focus only) unit test that would prevent this sort of issues from happening. This PR also implements the usage of the `atmos_requirements` and `body_temp_sensitive` elements for simple animals too, cutting down the copypaste. More unit tests to make sure things are done correctly. 🆑 fix: Made sure that mapped critters (i.e. penguins on the snow cabin away mission) can survive in the environment they're spawned in. /🆑 * This all is going to suck. * A step further * Is this hell over? * I hope it is. * Autosort I suppose * This should cut it for VoidRaptor * And Blueshift * Revert "Autosort I suppose" This reverts commit 9100de67c30514fc25db3ba29df81d1b0ac54e24. * Dear god, the chicken. * I fucking hate mapping * fixes gas analyzers (#82278) ## About The Pull Request #82180 accidentally messed up air analyzers being able to read or send readouts to the chat. ## Why It's Good For The Game air analyzer good ## Changelog 🆑 fix: air analyzers work again /🆑 * [NO GBP]Grind & juice fixes (#82272) - Fixes #82266. Anything that has reagents can be either grinded or juiced - If something doesn't have reagents but has grind results it can still be grinded but not juiced 🆑 fix: anything that has reagents can be either grinded or juiced fix: stuff that does not have reagents but has grind results can still be grinded but not juiced /🆑 * Birdshot Engineering Retrofitting (#81840) Warning: Nanotrasen Confidential Proprietary Information (NCPI) must only be accessed and viewed within a Nanotrasen Virtual Environment (NVE, vNTOS-3). Employees in violation of this information ordnance will have their wages A) garnished, and B) sent to a labour camp up to a maximum of ten (10y) years. Questions regarding policies related to NCPI should be directed towards departmental heads or your sector Central Command Information Authority (CCIA) personnel. ## About The Pull Request Credentials Confirmed The Birdshot Engineering Revitalization Plan (formerly proposal Blindfold, now BERP) is a procurement effort to address growing maintenance liabilities and costs on the Skitter-MDR Class Orbital Station located in the Spinward Stellar Cluster (SSC, Sector 28-7b). Over the course of the previous year, ongoing analysis data has provided vital feedback since the station was once again brought into operation after 17 years of abandonment; and using this data, 4 options were outlined for the Blindfold Proposal. 1) Abandonment - No Cost. Operations on Birdshot will cease. 28-7b operations will be moderately impacted. 2) Procurement - Medium Cost. Replace offending station sections completely with low-cost, working alternatives. Operational gains in 28-7b expected. 3) Do Nothing - No Cost. Moderate long-term impacts to operations in 28-7b. 4) >>>_Was removed_ Option 2 was selected for BERP. Procurement efforts identified 3 solutions and later narrowed it down to 1. Following the selection process architects were brought in to draft up low-impact refits to the designated hulk. 5 selections made it past initial drafting, with 3 ultimately being selected for engineering board review. Penultimately draft proposal 3 was selected for the project and now awaits engineering certification. The draft plan is provided on the next page:  Following board certification, implementation of the plan will be commenced by 28-7b Nanotrasen Enigneering Corps. (NECs). Construction time-frame pending Project Foremans review. ## Why It's Good For The Game Birdshot Engineering is where this whole station began. Back then, things were going to look closer to Birdboat Station, but that became looser and more ill-defined as progress was made on the overall station. While I was satisfied of the decrepit feel of Birdshot Enigneering initially, I knew that at some point, it would require modification to better play into Birdshots strengths. I've had a long laundry list of a roadmap that I've wanted to implement since the station was added, and this was the top item. Tier Zero. Problema Numero Uno. You get the idea. This has been a year of drafting, redrafting, and redrafting everything until it fit Birdshot right. With this, we're nearly there. I see this being the definitive Engineering Department for this station for quite some time to come. However, this is still a draft and some elements are subject to change as I begin to work out some of the more minor kinks in the draft such as pipe locations and transit tubes. Presently Atmospherics is completely rebuilt from the bottom up. There is more space, enough to do projects, but you'll have to tear down some windows and walls to gain it. Nothing ventured, nothing gained. You also have most of the gas distro line outside. I'm a firm believer in enabling whatever antics ANY lunatic may have. Atmos techs can rest assured that outside lines are completely reconfigurable (and powered) enabling some... unique project prospects. You also gained an inside HFR and Spare burn chamber. Enjoy. The Engineering Common Areas are now inside the department proper instead of the satellite treatment in the original implementation. Security gets an actual outpost and engineers now have a proper office to file engineering documentation. They say that office colleagues can form tight bonds so let's see whose is stronger: Purples or Yellows? The Supermatter Engine is more of an upgrade over the previous model (Leaky SM is here to stay so deal with it). The room is larger with less rock, allowing some manner of greater customization, but I believe engineers will be more than happy to find that they now have a Burn Chamber of their own. I have zero clue of what they'll do with it, but I think any enterprising CE will be able to create something that even god should fear. Finally we have maint improvements. Nothing really to see here though maybe there's the beginning of something for the future if you care to speculate. I couldn't really keep the meandering maint of the previous rock, so instead we now have some pseudo dead-ends. It's all connected by transit tubes to the north (not shown) so you can slowly get around if you will it. Of course there's plenty of cut-throughs, not-so-finished sections, and opportunity for those who need it. Caution to the blind, this whole rock is spicy. Overall I'm happy with this and want to open it up in Draft Mode for initial thoughts. I have a rough timeline on finishing this that stretches out to the weekend, so the earlier comments are, the more likely I'll be able to MAYBE do something about it. Thanks for the patience and hopefully this is a doozy of an update for all our players. Previous Engineering Provided for Point of Reference:  closes #75590 ## Changelog 🆑 qol: Wholesale Revamp of Birdshots Engineering Department fix: Some Birdshot Amtospherics Concerns fix: Some Birdshot Engine Concerns /🆑 * Bumps `dependencies.sh` to 515.1633 Stable (#82138) ## About The Pull Request Two reasons for this. 1. It's the stable branch, so let's move it up. This PR will detect any issues that we might have with the latest 515.1633 as far as the codebase is concerned (the servers have been running 1633 for at least a week now). 2. ~~I'm fucking sick of seeing the Lua Scripting Notice in CI even though it was fixed a few days ago in #82074 ( |
||
|
|
7357bcf5a0 |
Ports Food Preferences from Nova Sector (#26560)
* Ports Food Preferences from Nova Sector * Update tgstation.dme * updated * I'm an idiot. |
||
|
|
52f42a2b6e |
[MIRROR] Allow hemiplegic users to pick which side is disabled (#26959)
* Allow hemiplegic users to pick which side is disabled (#81992) ## About The Pull Request Broadly this code is copied over from the preference code used for picking prosthetic limbs, with a few changes to make it fit. It also changes how the quirk displays in the medical records, now mentioning which side is disabled instead of just half their body. ## Why It's Good For The Game So of course, first and foremost, I want it personally. I'm now running a hemiplegic character on Manuel, and I want to able to pick which side is hemiplegic to match me using heterochromatic eyes to make it look like they're missing an eye. It's minor, but I think it'd be nice. Then, because of that, I think it'd be nice to have for posterity. If I want it, and I can code it, then the next person who wants it doesn't have to, y'know? Lastly, gameplay-wise, it doesn't really matter which side is hemiplegic, you're permanently missing an arm and a leg either way. So I feel there's practically no 'powergaming concerns' to be had when it's this utter shitass to use regardless and the benefits to be gained would be infinitesimally small in comparison. ## Changelog 🆑 add: Hemiplegic now lets you pick which side is disabled. add: The medical records text for hemiplegics now shows which side is disabled. /🆑 * Allow hemiplegic users to pick which side is disabled --------- Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> |
||
|
|
064c49a0f9 |
[DONE] Adds the weakness to sol quirk (#1255)
<!-- 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 You know how bloodsuckers are weak to Sol? Now you can be too! Only as a hemophage. Features included: The very same warnings and UI that bloodsuckers get to know when they are in danger! This quirk also makes healing in a coffin cost only half blood, neat huh? <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game People wanted to suffer, and why am I to deny them pain? <!-- 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. --> ## Proof Of Testing HUD/ burning / healing works fine <!-- Compile and run your code locally. Make sure it works. This is the place to show off your changes! We are not responsible for testing your features. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Adds the hemophage-only quirk, Sol weakness code: Refactors the sol subsystem so that itself decides if it should run or not based on if anyone is using it. code: Refactors bloodsucker UI elements so that they can function fine outside a bloodsucker antag datum code: bloodsucker_blood_volume, humanity_lost, bloodsucker_level and bloodsucker_level_unspent are now private variables due to them being used for UI updates, if you need to change them, use the procs that are written in the autodoc code: Quirk species whitelists no longer use bitflags, but use the species ID's. Easily allowing you to add new whitelists without having to mess around with making a new bitfield /🆑 <!-- 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. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> --------- Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
||
|
|
4d8898fdef |
Merge remote-tracking branch 'skrat/master' into upstream-2024-02-03
# Conflicts: # _maps/map_files/IceBoxStation/IceBoxStation.dmm # _maps/map_files/KiloStation/KiloStation.dmm # _maps/map_files/tramstation/tramstation.dmm # _maps/skyrat/automapper/automapper_config.toml # code/controllers/subsystem/statpanel.dm # code/datums/chatmessage.dm # code/datums/quirks/negative_quirks/claustrophobia.dm # code/game/objects/items/tools/weldingtool.dm # code/modules/client/preferences/middleware/quirks.dm # code/modules/mob/living/carbon/carbon_defense.dm # code/modules/mob/living/carbon/human/human_defense.dm # code/modules/mob/living/carbon/human/inventory.dm # code/modules/mob/living/living_say.dm # code/modules/modular_computers/file_system/programs/jobmanagement.dm # code/modules/projectiles/guns/energy/kinetic_accelerator.dm # code/modules/research/designs/mechfabricator_designs.dm # code/modules/research/machinery/_production.dm # code/modules/surgery/organs/internal/_internal_organ.dm # html/changelogs/archive/2024-01.yml # modular_skyrat/modules/automapper/code/area_spawn_entries.dm # modular_skyrat/modules/jukebox/code/jukebox_subsystem.dm # modular_skyrat/modules/loadouts/loadout_items/loadout_datum_heads.dm # modular_skyrat/modules/loadouts/loadout_items/loadout_datum_suit.dm # modular_skyrat/modules/loadouts/loadout_items/under/loadout_datum_under.dm # modular_skyrat/modules/synths/code/bodyparts/power_cord.dm # tgstation.dme # tgui/packages/tgui/components/Dropdown.tsx # tgui/packages/tgui/components/Input.tsx # tgui/packages/tgui/interfaces/Fabrication/DesignBrowser.tsx # tgui/packages/tgui/interfaces/Jukebox.jsx # tgui/packages/tgui/interfaces/PreferencesMenu/QuirksPage.tsx # tgui/packages/tgui/interfaces/PreferencesMenu/data.ts # tgui/packages/tgui/interfaces/common/SearchBar.tsx |
||
|
|
22bcdbf5f9 |
Nova ports batch 1 (#26273)
* Map votes are no longer random (#43) * Disables the annoying fear of Santa from the claustrophobia quirk (#51) * Removes the job locks from all armbands except the sec armbands, and reflavors all armbands to not directly state this person is a member of x department (#62) * [MODULAR] Removes Arbitrary Loadout Restrictions (#58) * Removes an AM template from NorthStar as well as the prison curtain logic (#72) * Bilingual now let's you take common (if you don't already have it) (#78) * Period Era Re-Enactment: Basic autopunctuation (#84) * [Semi-modular] Gives Xeno-hybrids some xeno-organs in trade for high temperature weakness (#91) * The Thrill of the Hunt: Hemophage blood digestion changes (#93) * Removes the ability for shocks to stop your heart (#116) * Ghost cafe turf fixes (#161) * ungatekeeps headshots (#170) * Lo(v)re Wins: Mothic Language return (#186) * Add Bone Greaves As Foot Clothing For Tribals (#197) * Saving Private Oversized: Quirk balancing adjustments (#199) * Over(sized) and Under: Oversized combat adjustments (#202) * Shuttles no longer bolt their doors on transit (#203) * Increases PAI description and OOC notes limit (#207) * Makes headset sounds not insane (WHY DO THEY HAVE A RANGE OF 17 TI:LES?) (#215) * Add Bone D6 For Tribals. (#217) --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Name <w4rd3nn@gmail.com> Co-authored-by: Ephemeralis <Ephemeralis@users.noreply.github.com> Co-authored-by: lila <sheepwiththemask@gmail.com> Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com> Co-authored-by: Sable <102194057+Thlumyn@users.noreply.github.com> Co-authored-by: goobliner <141452834+goobliner@users.noreply.github.com> Co-authored-by: Lutowski <136726218+Lutowski@users.noreply.github.com> Co-authored-by: FearfulFurnishing <139661819+FearfulFurnishing@users.noreply.github.com> Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com> Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com> |
||
|
|
9fe2ef7c99 |
[MIRROR] Add: 2 Quirks Configs (#26206)
* Add: 2 Quirks Configs (#81033) This PR adds two new config options for quirks: - *Flag* `DISABLE_QUIRK_POINTS` - When enabled, disables quirk points balancing. - When enabled, players can select positive quirks without first selecting negative ones. - When enabled, the quirk points balance visually hides itself on the Quirks page. - *Number* `MAX_POSITIVE_QUIRKS` - Limits the maximum quantity of positive quirks which players can select using the Character Preferences page. - I ported this from the old `MAX_QUIRKS` define. - When set to `0`, players won't be able to select any positive quirks, and they won't appear on the Quirks page. - When set to `-1`, players will be able to select any quantity of positive quirks. - When commented-out or undefined, the default is `6`. - When set to `0` or `-1`, the positive quirk balance visually hides itself on the Quirks page. There is some downstream repositories asking for the quirks system to be configurable. Additionally, I always find myself tweaking these values on my own private servers and I thought it would be nice to share my edits. Usually I was simply commenting-out sections of this code in order to get the same result, so it helps to have an official way to disable quirk points. 🆑 A.C.M.O. config: Added two new config flags for quirks, DISABLE_QUIRK_POINTS and MAX_POSITIVE_QUIRKS. /🆑 * Oh come on --------- Co-authored-by: Dani Glore <fantasticdragons@gmail.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
||
|
|
caedc98a30 | Merge branch 'master' of https://github.com/skyrat-ss13/skyrat-tg into upstream-christmas | ||
|
|
30208d384e |
Adds a config entry for bypassing the veteran locks on jobs and quirks (#25895)
Adds a config value for bypassing the veteran system for jobs and quirks. |
||
|
|
0a432b7eed |
Merge remote-tracking branch 'skrat/master' into upstream-christmas
# Conflicts: # README.md # code/controllers/subsystem/dynamic/dynamic_rulesets_midround.dm # code/game/machinery/bank_machine.dm # code/modules/unit_tests/station_trait_tests.dm # html/changelogs/archive/2023-12.yml # modular_skyrat/modules/company_imports/code/armament_datums/vitezstvi_ammo.dm # modular_skyrat/modules/contractor/code/datums/midround/event.dm # modular_skyrat/modules/contractor/code/datums/midround/ruleset.dm # modular_skyrat/modules/loadouts/loadout_items/donator/personal/donator_personal.dm # tgui/packages/tgui/interfaces/Fabrication/SearchBar.tsx # tgui/packages/tgui/interfaces/Spellbook.tsx |
||
|
|
49daf536b5 |
[MIRROR] [BOUNTY] Re-adds Contractors [MDB IGNORE] (#25094)
* [BOUNTY] Re-adds Contractors * I hate copy pasted overrides so much. BEGONE * Fixes the merge conflict. It's still not gonna work, too many proc redefinition * The sheer amount of overrides * This is hell * remove modular copy of spawn_contractor_partner * part 2 of spawn_contractor_partner oops * un-duplicate create_contracts proc * Remove duplicate contract generate and finish_enter * something to make the linter stop crying * Receiving * removes our contractor stuff in favour of parity * Update SyndicateContractor.tsx --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> Co-authored-by: Funce <funce.973@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
||
|
|
55482d6880 |
[MIRROR] Sign up for Cargorilla from the lobby [MDB IGNORE] (#25572)
* Sign up for Cargorilla from the lobby * Modular * Update jobs.dm * our title screen compat --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
||
|
|
4a2a4829b8 |
[MIRROR] Make spritesheets cacheable by default, killing a lot of overtime in the round start spike [MDB IGNORE] (#25820)
* Make spritesheets cacheable by default, killing a lot of overtime in the round start spike (#80522) ## About The Pull Request Makes all spritesheets cache by default. This wasn't the case originally because some spritesheets like vending machines relied on in world state, but none of them do anymore because that's whack. Also fixes a bug that would cause half completed caches to break other stuff. This didn't happen in real gameplay, but would've happened if you tried to change cachable on anything while you already had a tmp folder. ## Changelog 🆑 fix: Cut down a significant amount of time that caused the start of rounds to lag. /🆑 * Make spritesheets cacheable by default, killing a lot of overtime in the round start spike --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
||
|
|
9a3fb5c5c1 |
[MIRROR] FOV is Dead (Long Live FOV) [MDB IGNORE] (#25600)
* FOV is Dead (Long Live FOV) * Update _megafauna.dm * Update _vehicle.dm * FOV Hotfix: Actually offsets gameplane render relays * removes redundant visual_shadow * removes GAME_PLANE_UPPER references * Update mob_movement.dm --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
||
|
|
5e950115a6 | Merge remote-tracking branch 'skyrat/master' into upstream-12/19/2023 | ||
|
|
d96b2b97aa |
Waterpig grows more insane with modularity: The massive PR that probably breaks shit (#838)
<!-- 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 I have circuitry theory finals in 1 hour. And as such, to distract myself from my impending doom and to stop thinking about loop currents, I have decided to start working on this. (Update: I passed) This isn't even close to how I wish our modularity to look But that's future Waterpig's problem (Note to self: Fix the no_antag button) In another news, this probably breaks stuff. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game Modularity is good. The more stuff we can modularize the better, and incase it gets removed upstream it's as simple as... removing our modular override. <!-- 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. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 refactor: Refactors modularity significantly /🆑 <!-- 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. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> --------- Co-authored-by: The Sharkening <95130227+StrangeWeirdKitten@users.noreply.github.com> |
||
|
|
3e38c8b37b |
[MIRROR] pixel perfect 4x [MDB IGNORE] (#25182)
* pixel perfect 4x (#79660) ## About The Pull Request Adds pixel perfect 4x and 4.5x scaling. I tested it and it seems to work though 4.5 scaling causes very slightly distorted pixel sizes. There's also a bit of letterboxing but I think that happens with all of the pixel perfect settings. ## Why It's Good For The Game better fits 4k monitors and isn't stretch to fit ## Changelog 🆑 qol: adds pixel perfect 4x, 4.5x, and 5x /🆑 * pixel perfect 4x --------- Co-authored-by: aaaa1023 <74441292+aaaa1023@users.noreply.github.com> |
||
|
|
f2b71e7686 |
Merge remote-tracking branch 'skrat/master' into upstream-nov-19-2023
# Conflicts: # _maps/skyrat/automapper/templates/deltastation/deltastation_armory.dmm # code/modules/mob/living/simple_animal/guardian/guardian.dm # html/changelogs/archive/2023-11.yml # modular_skyrat/master_files/code/datums/traits/neutral.dm # modular_skyrat/modules/loadouts/loadout_items/donator/personal/donator_personal.dm # modular_skyrat/modules/mold/code/mold.dm # modular_skyrat/modules/mold/code/mold_mobs.dm |
||
|
|
a373888831 |
[MIRROR] Nukie Aliases and Some Hairspray [MDB IGNORE] (#25097)
* Nukie Aliases and Some Hairspray (#79653) ## About The Pull Request Nuclear operatives now receive an alias for their first name, instead of a default human name. This alias is randomly selected, or can be set in your name preferences.  This does not affect Operative Leaders selecting the team's last name. This means that **operative names are now "[Alias chosen by player] [Team name chosen by leader]".** There is a list of default aliases, in case no alias has been selected. I randomly came up with a bunch of stuff from the top of my head and put it in a text file. If you think of something better, choose it yourself! **OH, ALSO:** There's some hair dye in the Firebase dorms now. Useful if you want to further differentiate between your Operative/Crew characters, or just look pretty. ## Why It's Good For The Game No longer shall nukies be "your character but with a different name". Now you can give yourself a bit more identity instead of just a random name. More customization options means more opportunities for people doing interesting stuff, and to branch away from the beaten path of boring meta strats. ## Changelog 🆑 Rhials add: Nuclear Operatives, in an attempt to appeal to the more "tacticool" members of their cause, have begun using callsigns to designate themselves. Check your preferences to set your Operative Alias! qol: At the request of the more vain members of the cause, hair dye has been added to the Operative Firebase dorms. /🆑 * Nukie Aliases and Some Hairspray --------- Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> |
||
|
|
3238023f73 |
[MIRROR] Adds more bitrunning antagonists + fixes (READY) [MDB IGNORE] (#25054)
* Adds more bitrunning antagonists + fixes (READY) * Update role_preferences.dm * Update poll_ignore.dm * Update poll_ignore.dm * Update cyber_police.dm --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
a856e05b35 |
[MIRROR] Adds a little button to quirks that allows for relatively easy customization [MDB IGNORE] (#24953)
* Adds a little button to quirks that allows for relatively easy customization * Fixing diffs --------- Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
838e9d7194 |
[MIRROR] Allows TGUI labelled lists to use tooltips, and enables this behavior on preferencelists + adds descs to most character preferences [MDB IGNORE] (#24765)
* Allows TGUI labelled lists to use tooltips, and enables this behavior on preferencelists + adds descs to most character preferences (#79356) ## About The Pull Request Title. https://github.com/tgstation/tgstation/assets/59709059/c9fa7d41-6ca4-4b8b-97ec-fdfdd437ce25 ## Why It's Good For The Game The inability to use descriptions in character preferences really limits the context you can give to readers, which becomes a big problem when preferences become complicated or laden with policy that must be given to the reader. ## Changelog 🆑 qol: Character preferences now have descriptions as tooltips - hover over their names to see them /🆑 * Allows TGUI labelled lists to use tooltips, and enables this behavior on preferencelists + adds descs to most character preferences --------- Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com> |
||
|
|
10772c60ff | Merge remote-tracking branch 'skrat/master' into upstream-oct-25-2023 | ||
|
|
117c2edc20 |
[MIRROR] Adds Food Allergies as a counterpart to Medicine Allergies [MDB IGNORE] (#24493)
* Adds Food Allergies as a counterpart to Medicine Allergies (#79118) ## About The Pull Request Adds food allergies as a counterpart to medicinal allergies. This is about as you would expect. Eating food you are allergic to causes Anaphylaxis, which can be cured with epinephrine. If you are not cured rapidly, you will shortly fall into a coma and die. There is a preference for choosing your character's allergy. Not all food types are viable allergen types: Only `"Alcohol", "Bugs", "Dairy", "Fruit", "Grain", "Meat", "Nuts", "Seafood", "Sugar", "Vegetables"`. You also get a dogtag like med allergies. Minor implementation detail: I added a "dangerous" level of food quality / scale, so I gave it to the Death Sandwich. ## Why It's Good For The Game This was a request, and I saw it fairly harmless, so I said why not. Similar to Medicine Allergy, it adds a small mechanic to concern yourself with when you visit the kitchen, encouraging you to get a bit more familiar with food types before diving into food at the kitchen. As it is not as impactful as Medicine Allergy, it is only a -2 quirk. ## Changelog 🆑 Melbert add: Adds Food Allergies as a -2 quirk. You can select which food you're allergic to or rock a random option. /🆑 * Adds Food Allergies as a counterpart to Medicine Allergies --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
||
|
|
de722119aa |
Vetted Player Locks (#601)
<!-- 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 This PR makes it so that players who are vetted receive a message on inspect in game, as to indicate their status within the player vetting system. Staff in game will also be able to know who is and isn't.    Mechanical Organic Interface Activity is also locked behind being vetted now. <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game Ambiguity is bad in this case, so this adds incentive on both sides to get vetted. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Added new player ranks for being vetted. code: Organic Interface is now locked behind being vetted. /🆑 <!-- 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. --> |
||
|
|
4a50ed3387 | some pref changes by default | ||
|
|
10fb927883 |
[MIRROR] Added a larger afro hairstyle [MDB IGNORE] (#24344)
* Added a larger afro hairstyle * Update head_hair_and_lips.dm --------- Co-authored-by: Cruix <ianjturk@gmail.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
3923320639 |
Merge remote-tracking branch 'skrat/master' into new-bubbermaster
# Conflicts: # _maps/map_files/VoidRaptor/VoidRaptor.dmm # _maps/skyrat/automapper/templates/birdshot/birdshot_armory.dmm # _maps/skyrat/automapper/templates/deltastation/deltastation_armory.dmm # _maps/skyrat/automapper/templates/icebox/icebox_armory_middle.dmm # _maps/skyrat/automapper/templates/kilostation/kilostation_armory.dmm # _maps/skyrat/automapper/templates/metastation/metastation_armory.dmm # _maps/skyrat/automapper/templates/northstar/northstar_armory.dmm # _maps/skyrat/automapper/templates/tramstation/tramstation_armory.dmm # code/modules/projectiles/guns/energy/energy_gun.dm # modular_skyrat/modules/company_imports/code/armament_datums/bolt_nanotrasen_firearms.dm # modular_skyrat/modules/company_imports/code/armament_datums/deforest_medical.dm # modular_skyrat/modules/company_imports/code/armament_datums/vitezstvi_ammo.dm # modular_skyrat/modules/loadouts/loadout_items/donator/personal/donator_personal.dm # modular_skyrat/modules/sec_haul/code/guns/cargo_stuff.dm |
||
|
|
4943f17d5d |
[MIRROR] Fixed spritesheet images for sprite accessories with no icon_state [MDB IGNORE] (#24085)
* Fixed spritesheet images for sprite accessories with no icon_state (#78710) ## About The Pull Request Some sprite accessories (such as bald and shaved) do not have icon states, and these are stored as nulls in the GLOB lists. When generating sprite sheets, nulls were simply returning the basic head icon without scaling it in the same manner as the other sprites were scaled. Old:  New:  ## Why It's Good For The Game Having some hairstyles be scaled differently in the spritesheets looks bad. ## Changelog 🆑 fix: Some icons for selecting character preferences are no longer scaled incorrectly. /🆑 Co-authored-by: Cruix <discoveryian2@ gmail.com> * Fixed spritesheet images for sprite accessories with no icon_state --------- Co-authored-by: Cruix <ianjturk@gmail.com> Co-authored-by: Cruix <discoveryian2@ gmail.com> |
||
|
|
1d549b5c84 |
Merge remote-tracking branch 'skrat/master' into new-bubbermaster
# Conflicts: # code/__DEFINES/jobs.dm # code/game/gamemodes/dynamic/dynamic_rulesets_midround.dm # code/modules/atmospherics/machinery/air_alarm/_air_alarm.dm # code/modules/cargo/packs/imports.dm # code/modules/mob_spawn/ghost_roles/mining_roles.dm # tgui/packages/tgui/interfaces/common/JobToIcon.ts |
||
|
|
964fc99589 |
[MIRROR] Feature: bitrunner, a new supply role (READY) [MDB IGNORE] (#23865)
* Feature: bitrunner, a new supply role (READY) * Delete bepis.dm * Conflicts * Update dynamic_rulesets_midround.dm * Fixing this invalid icon file path It was trying to use the aesthetics one * Bepis is dead * New digi sprites courtesy of CandleJaxx!! Now in the correct branch! * Fixing merge conflict * bitrunning hotfixes [NO GBP] * Modular health adjustments * Revert "Modular health adjustments" This reverts commit 0ff3c48d398f6c1aac51cdf8fecaf869491bbc86. * Modular health adjustments Only this one should be necessary * The screenshot test * Bitrunner den for voidraptor (FOR #23865) (#23891) * no shower in sight * lets bitrunners actually get to their room and spawn there * New digi sprites courtesy of CandleJaxx!! * Revert "New digi sprites courtesy of CandleJaxx!!" This reverts commit eea9f47de256dd407c78450bc8f2a09b814f93e9. --------- Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> * Removes bitrunning unit tests (#78607) ## About The Pull Request Removes the fraction of unit tests I thought would be safe. Not thrilled that I have to exclude ALL unit tests now, but hey. The issue is that atmos attempts to process on a turf which hasn't initialized yet. ## Why It's Good For The Game Other PRs can pass checks now ## Changelog N/A * Update birdshot.dmm * Tweaks the BEPIS category of the bitrunning order console * Adds back the flashdark that we had skyrat edited in * Update tgstation.dme * Fixes Voidraptor bitrunning den not being connected to the powergrid --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com> Co-authored-by: Profakos <profakos@gmail.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
||
|
|
325b399ba3 |
[MIRROR] You can now pick the limb you want replaced with the Prosthetic Limb Quirk. [MDB IGNORE] (#23961)
* You can now pick the limb you want replaced with the Prosthetic Limb Quirk. (#78517) ## About The Pull Request The Prosthetic Limb quirk allows you to pick the limb you want. The default is still random ## Why It's Good For The Game Good for character customization, which is always nice. Statics who got a specific limb replaced can now represent that properly in-game. Also, this makes the quirk show up on the dummy on the character customization again. This *does* cause a slight issue where when you switch to another character, it keeps the previous' skin color, but it's minor enough that i think the benefits are worth the drawback. If asked i will make it not appear on the dummy though. ## Changelog DATA_, with great help from Kapu🆑 add: You can now choose the prosthetic you want with the Prosthetic Limb quirk. /🆑 * You can now pick the limb you want replaced with the Prosthetic Limb Quirk. --------- Co-authored-by: DATAxPUNGED <44149906+DATA-xPUNGED@users.noreply.github.com> |
||
|
|
2bf1128513 | Merge remote-tracking branch 'skrat/master' into mergeupstream | ||
|
|
32e9778c23 |
[MIRROR] TTS: Gas Mask muffling, Hailer Mask voice effects, support for more filters that use samplerate, voice effects for lizards, ethereals, and xenomorphs. [MDB IGNORE] (#23942)
* TTS: Gas Mask muffling, Hailer Mask voice effects, support for more filters that use samplerate, voice effects for lizards, ethereals, and xenomorphs. * Update RecordView.tsx * Update types.ts --------- Co-authored-by: Iamgoofball <iamgoofball@gmail.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
12b25bf487 |
Merge remote-tracking branch 'skrat/master' into upstream-sept-24
# Conflicts: # .github/workflows/ci_suite.yml # _maps/skyrat/automapper/templates/metastation/metastation_armory.dmm # _maps/skyrat/lazy_templates/reebe.dmm # code/datums/quirks/negative_quirks/negative_quirks.dm # code/datums/quirks/neutral_quirks/neutral_quirks.dm # code/game/objects/items/robot/robot_upgrades.dm # code/modules/mining/equipment/kinetic_crusher.dm # code/modules/surgery/revival.dm # code/modules/uplink/uplink_items/device_tools.dm # modular_skyrat/modules/company_imports/code/armament_datums/bolt_nanotrasen_firearms.dm # modular_skyrat/modules/company_imports/code/armament_datums/deforest_medical.dm # modular_skyrat/modules/company_imports/code/armament_datums/nri_military_surplus.dm # modular_skyrat/modules/company_imports/code/armament_datums/put_a_donk_on_it.dm # modular_skyrat/modules/company_imports/code/armament_datums/vitezstvi_ammo.dm # modular_skyrat/modules/loadouts/loadout_items/donator/personal/donator_personal.dm # modular_skyrat/modules/player_ranks/code/subsystem/player_ranks.dm |
||
|
|
1edbfcd0f0 |
[MIRROR] Nuclear operatives can now be other species. Pref toggle to always be human as operative [MDB IGNORE] (#23433)
* Nuclear operatives can now be other species. Pref toggle to always be human as operative * remove skyrat edit --------- Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
||
|
|
42c25e5674 |
[MIRROR] Added sounds for unlocking achievements. [MDB IGNORE] (#23403)
* Added sounds for unlocking achievements. (#77968) ## About The Pull Request Unlocking an achievement now plays a sound. Which sound is played depends on the associated preference of the player, found in the Sound category of the game preferences UI. The current options are a [glockenspiel ping](https://freesound.org/people/FunWithSound/sounds/456965/), a [beeps jingle](https://freesound.org/people/Eponn/sounds/619838/) and a ["tada!" fanfare](https://freesound.org/people/plasterbrain/sounds/397355/), with the obvious fourth option to not play a sound at all. All sounds are from Freesound and are public domain. As such, attributions are not required. The sounds have been also converted to .OGG mono 44.1 Khz in accordance to the standards. ## Why It's Good For The Game Enhancing the player feedback for unlocking an achievement with choosable sounds. ## Changelog 🆑 sound: Unlocking an achievement now plays a sound by default. You can change it in the Sound category of the game preferences. /🆑 * Added sounds for unlocking achievements. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
a4931568a8 |
Merge remote-tracking branch 'skrat/master' into upstream-aug-29
# Conflicts: # .github/CODEOWNERS # .github/workflows/ci_suite.yml # README.md # code/controllers/subsystem/processing/quirks.dm # code/modules/antagonists/space_ninja/space_ninja.dm # code/modules/client/preferences/middleware/quirks.dm # code/modules/jobs/job_types/head_of_security.dm # code/modules/mob/living/simple_animal/hostile/mining_mobs/ice_demon.dm # code/modules/research/techweb/all_nodes.dm # code/modules/vehicles/sealed.dm # modular_skyrat/modules/automapper/code/area_spawn_subsystem.dm # modular_skyrat/modules/loadouts/loadout_items/donator/personal/donator_personal.dm # modular_skyrat/modules/veteran_players/code/veteran_players.dm |
||
|
|
1b17b304f2 |
SQL-Based Player Ranks and Player Ranks Subsystem (#23099)
* Initial draft, most of the stuff is implemented, not really tested or cleaned up yet * Refactors the handling into a datum-based approach, for more abstraction * Added migration, properly hooked up the verb to the new system * Removed some more dead code * Fixes some missing stuff from the .dme because VSC is stupid sometimes with merge conflicts * Fixes the schema * Wow I was really getting tired huh * A fool, I say, a fool! * I hate lists of lists I hate lists of lists I hate lists of lists * I somehow missed this one twice. TWICE! * This won't actually work if it's defaulting to true, lmao * Makes it not log stuff if the adding or removing of players is unsuccessful * Adds a way to update all of the unlock_contents for preferences datums once the donator list is initialized * Runs update_prefs_unlock_content on mob Login() (hopefully this helps) * Fixes the bajillion of runtimes caused by my dumb ass trying to make some client calls on ckeys * Man I was really tired that day * I had this ready for three hours and forgot to push it |
||
|
|
4d2196c7cc |
[MIRROR] New Backpack Type: Messenger Bags! [MDB IGNORE] (#23287)
* woo yeah baby * i find myself of a potent dislike for the antichrist * she was forced to do data entry * lmao * wew * New Backpack Type: Messenger Bags! * Update clothing.dm * Update clothing.dm --------- Co-authored-by: Snakebittenn <12636964+Snakebittenn@users.noreply.github.com> Co-authored-by: Nerevar <12636964+Nerev4r@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
57abd05851 |
[MIRROR] Separate init_possible_values() from icon generation [MDB IGNORE] (#23221)
* Separate init_possible_values() from icon generation * Update clothing.dm * Update lizard.dm * Modular * Runtime fix * Modular adjustments * Fixes icon offset for undershirt * Update mutant_parts.dm * Update mutant_parts.dm * Fix a merge skew * Update mutant_parts.dm * More of a catch-all solution * Update _preference.dm --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
||
|
|
1aec547be9 |
[MIRROR] Use typepaths for the quirk blacklist [MDB IGNORE] (#23208)
* Use typepaths for the quirk blacklist * Update quirks.dm * Update quirks.dm whoops --------- Co-authored-by: spookydonut <github@spooksoftware.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |