## About The Pull Request
Due to a mental breakdown caused by unfathomable abomination that is
icons folder, I swore to myself to one day clean it. Today is kind of
that day. Been at it for around 6, you gotta understand I need a rest. I
tracked most changes in descriptions of commits if you are looking for
details.
## Why It's Good For The Game
Saner spriters make better sprites. And also, just helps keep track of
things.
## Changelog
🆑
image: added sprites for different variants of scrolls.
image: modified couple posters with ghost pixels.
/🆑
---------
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
It seems the station has attracted the attention of a local polity! They
have sent a friendly reminder to pay their taxes, should the station
respond not in time or refuse to pay their taxes the polity will send a
heavily armed vessel to ensure they would pay their taxes. peacefully or
otherwise.
Gameplay aims: A different playstyle of pirates. most pirates (with the
exception of the greytide) have the same gameplay loop of raiding
vulnerable spots within the station and scurrying away and waiting out
their cooldown in the relative safety of their ship with turrets and
space to hamper the crew's attack my intention of this pirate variation
is to force them to actively fight the crew by making their armor
non-space worthy instead of hiding behind the wall of space
breaching shells for the space IRS to use and recode ammo box code to be
less snowflakey. Also my English isn't the very best and I wrote most of
it at 1AM. please point out any messages that feel strange or out of
place.
Notable Equipment list:
Combat:
1. 2 WT-550's with 6 normal mags + 6 AP
2. M911 with 2 mags
3. 2 combat knifes and a telebaton
4. breaching shotgun with breaching shells
5. Grenade launcher with 6 smoke shells and flashbangs
Armor:
2 Highly armoured sets of tactical vests and helmets and 3 EVA suits for
emergency
Engineering:
1. Sandbags
2. Jaws of Life
3. Syndicate toolbox
Medical:
1. Surgery tools and disk
2. Variety of medkits
3. Blood packs
## About The Pull Request
makes them unable to hold any /mob/dead
## Why It's Good For The Game
Fixes#76632
## Changelog
🆑
fix: morgue units can no longer hold ghosts
/🆑
## About The Pull Request
Puts all of warden's clothes on a garment bag, and puts said garment bag
on warden's locker
## Why It's Good For The Game
Warden has almost as much alternative clothing as a head, using his
locker is kind of a pain, and this oughta fix that
## Changelog
🆑
qol: The Warden's locker now has a garment bag
/🆑
---------
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
## About The Pull Request
This was removed by #75840, as it had a conflict that made it so that
trying to unbuckle someone that was buckled to a table would try to
place them again instead. This redoes that, unbuckling if the person
you're pulling is already buckled to said table.
## Why It's Good For The Game
It feels a bit less friendly that your only options are being buckled to
a table or shoved onto a table. Also, buckling requires both mobs to be
beside the table, where placing only requires the placer to be, which
makes things a lot less awkward in cramped operating rooms.
## Changelog
🆑
fix: You can once again directly place patients on operating tables
/🆑
## About The Pull Request
/obj/structure/closet/mini_fridge is now a clean nice one, which only
spawns beverages and does not have that cockroach reference in the
description, and starts off anchored. now
/obj/structure/closet/mini_fridge/grimy works like the old mini-fridge,
with syndicake, moldy bread, and now the chance of an ACTUAL cockroach.
I've replaced them on maps according to each one's needs, So, as an
example, Northstar gets a regular one (it var edited it before) while
tram maints get the grimy subtype.
mini-fridges now can properly go over tables, so you don't have to
deconstruct said table to put it on top again.
## Why It's Good For The Game
I've found the need for a nice subtype while doing a ruin, and so has a
few other mappers apparently, as northstar had a var edited variant. The
fact that it couldn't go over tables and started off unanchored was
annoying on tram and icebox, where it is present on the kitchen and you
could easily push it to the ground and suffer.
## Changelog
🆑
qol: It has been issued brand new mini-fridges for our active stations,
Featuring more booze and less moldy pizza!
/🆑
## About The Pull Request
Every ID, silver ID, and PDA box has been removed from the maps. You can
now only find ID boxes on the HoP's locker and PDAs must be bought from
the tech vendor. Said locker also had two instances of ID boxes, so i've
swapped one of them for the silver ID box
## Why It's Good For The Game
tram had, in total, 5 ID boxes. That's *35 IDs in total.* No one is ever
gonna lose that much, and having 7 is more than enough. If a situation
happens where you somehow need more, you can still buy it on the tech
vendor AND on cargo. I realized how many boxes the HoP had on the other
PR
## Changelog
🆑
del: Removed excess ID boxes on HoP's office
/🆑
## About The Pull Request
This adds a new element for movables that grants turfs they're in
traits, changes lava and the chasm component to check for traits
instead, ditto for turf slowdown. It also implements another trait that
prevents wet floor from slipping people, as well as some other changes
(feel free to opine on them really):
- Tables and conveyor belts now stop turf slowdown, much like catwalks,
as I imagine people walking on them are not really touching the floor.
(I'd include protection against lava too... until they melt, but that'd
mean finding a way to have these objects burn in the first place, and
lava code is still stupid despite a years old refactor I did)
- Tables also stop slippery turfs from slipping (bananas, soaps etc.
still apply). I wish there were a way to make some objects slippery by
coating them in water vapor or splashing water/lube, but that's outside
the scope of this PR.
- Fixed an edge case in which a mob standing on a lava turf would be
left permanently visually on fire if the lava is changed to another kind
of turf.
- Removed unused code from stone tiles.
I'm going to include these traits in that global list for admin-added
traits... tomorrow perhaps. 💤
## Why It's Good For The Game
Replacing some hard-coded mechanics with easier to use traits and an
element, which I also need for the submerge element PR.
## Changelog
🆑
refactor: Replaced hardcoded "safeties" for lava, chasms and ignoring
turf slowdowns on catwalks with traits.
balance: much like catwalks, tables and conveyors also disable turf
slowdowns.
balance: slippery turfs won't slip you when walking on a table.
fix: Fixed an edge case in which a mob standing on a lava turf would be
left visually but permanently on fire if the lava is changed to another
kind of turf.
/🆑
## About The Pull Request
[Removes the pretense of relative multiz
levels](0293fdc2bd)
Our multiz system does not support having a z level that is only
connected one way, or which goes down backwards or anything like that.
That's a fiction of the trait system, the actual backend has never
really supported this.
This pr removes the assumptions we were making backend around this, and
uses that to save cpu time.
I am also converting multiz_levels from an assoc list to a pure one,
which saves significantly on access times and cleans up the code
somewhat.
Also I'm making the get_below/get_above procs into macros, for the sake
of cpu time.
[Converts the starlight disease to use BYOND's directional defines
instead of our
own](7d698f02d9)
To some extent spurred on by
https://github.com/DaedalusDock/daedalusdock/pull/298, tho it was known
before
## Why It's Good For The Game
Faster multiz code, faster init, etc etc etc
## About The Pull Request
Adds a footstep_override element to the game, that allows object to do
what it reads on the tin.
Only conveyor belts, catwalks and tables use it for now.
## Why It's Good For The Game
Consistency. If you're walking on a table or catwalk, the sound of shoes
trudging on snow or lava shouldn't be played. Tested.
## Changelog
🆑
sound: Walking on conveyors, catwalks and tables no longer plays the
footstep sound of the turf. They have theirs.
/🆑
## About The Pull Request
very similar to https://github.com/tgstation/tgstation/pull/76297, much
simpler though
removes the uses_skintones variable for similar reasons
## Why It's Good For The Game
Species variables are less useful and modular than traits.
If for some reason we ever add a mechanic that for some reason makes
your character use skin tones instead of whatever their original color
is, it will be much simpler to be handled.
## Changelog
not player facing
## About The Pull Request
adds a smite to petrify someone forever, works like the wizard spell.
Adds support to make petrification brainless.
Creates a var to remove those annoying "you can not move while buckled
to X" messages for abstract items like statues.
## Why It's Good For The Game
Smite good. Message spam bad.
## Changelog
🆑 itseasytosee
spellcheck: You should see a lot less "you can not move while bucked too
X" messages where they don't make sense.
admin: Added a petrify smite. Try it out on your least favorite player!
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Makes you lie down when you are buckled to a surgery table, and also
removes the need to be cuffed in order to be buckled to one. Also
_technically_ makes surgery tables no longer climbable, but you can
still get on top of one by just buckling yourself to it and then
unbuckling.
## Why It's Good For The Game
This is a quality of life change for medbay (and anyone doing surgery).
It's kind of dumb that people stand up when buckled to surgery tables,
this makes you no longer have to ask them to lie down, especially nice
for dealing with patients who may still be AFK after getting out of
crit.
This also makes surgery a little easier on unwilling victims, no longer
requiring you use a regular/roller bed or crit them/keep them stunned.
## Changelog
🆑
qol: people now lie down when buckled to surgery tables, and you no
longer need cuffs to buckle someone to a surgery table
/🆑
## About The Pull Request
Converts generic, copypasted behavior into an element.
## Why It's Good For The Game
I'd rather not have someone just copypaste the old thing, since there're
a few more things to take into account now than just whether the item
has gravity, and if that ever has to change, we will only have to modify
one line than several.
## Changelog
🆑
fix: Fixed the office chair being silent. My bad.
/🆑
## About The Pull Request
Continues the work I started on
https://github.com/tgstation/tgstation/pull/76074
Fixes https://github.com/tgstation/tgstation/issues/73782
Implements a bunch of wrapper procs for hair style, facial hair style,
etc etc the whole nine yards.
Fixes many issues, especially with gradients because I did sloppy tired
code that didn't work there.
Makes head/get_limb_icon() not a disgusting mess (well, at least makes
it less of a disgusting mess).
## Why It's Good For The Game
Actually makes hair and lips depend entirely on the bodypart.
## Changelog
🆑
refactor: Head rendering code has been updated significantly... Again.
Please report any issues with hair, facial hair, lipstick and such.
/🆑
## About The Pull Request
IT'S OVER.
## Why It's Good For The Game
Species traits are a relic of a time before the trait system was added
to generalize this kind of behavior.
They are clunky and overall less useful than inherent_traits -
Converting these makes it easier to make these behaviors modular and
usable not only by species.
## Changelog
🆑
refactor: A significant species refactor happened, report any issues on
the github.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Adds some balloon alerts to the mop, /datum/component/cleaner, and the
light replacer
edits some balloon alerts on the janicart
## Why It's Good For The Game
Doing your duties as a janitor tends to clog up chat, and this stuff
seems better for balloon alerts anyway.
Newer players are also often directed towards janitor, and this will
help with feedback for someone unaccustomed to looking at chat.
If any of these are too long let me know.
## Changelog
🆑 Seven
qol: Mops, some cleaning items, and light replacers now use balloon
alerts
/🆑
Theres one player-facing change in this PR and it's that I removed human
gibs from being valid in space turfs, making it more consistent with the
other gib decals.
I've cleaned up many instances of decals spawning in bad turfs on
mapload in https://github.com/tgstation/tgstation/pull/75189, but making
it error anytime in-game a decal is put over an invalid turf is bad as
it punishes contributors for not optimizing their decals properly.
This changes it so it only errors if it's on mapload, unit testing or
not.
I've also removed ``turf_loc_check`` and replaced instances of it with
overwriting ``NeverShouldHaveComeHere``, which gives us greater control
of where decals can be placed.
This let me remove 2 subtypes that were made to have decals in specific
places (which then got placed elsewhere, ruining it all).
Mappers are still able to set decals to be placed anywhere, they just
need to add it as a valid turf for that decal.
## About The Pull Request
Typo fixes. Further and fixes MetaStation's default name to match the
JSON.
## Changelog
🆑 LT3
spellcheck: Fixed a few typos
/🆑
Remove welder fuel usage from all actions except attacking and leaving
it on
most welder tasks require a minimum of 1u of fuel, some longer tasks
require a minimum of 2 or 3u welders now drain 1u every 5 seconds
they're active
## About The Pull Request
Prior to this PR welder fuel usage was random, a lot of tasks didn't use
any welder fuel and welders were basically near infinite so long as you
didn't use them for combat, it took 26 seconds of activity to drain 1u
of fuel, that means an emergency welder alone could run for 5 minutes
straight before needing a refuel
After this PR all welders will drain 1u every 5 seconds instead of every
26 seconds, but welding objects won't require extra fuel anymore, making
the fuel usage much more consistent.
resolves#55018
## Why It's Good For The Game
Actually makes fuel tanks useful and relevant without making it
obnoxious to do repetitive quick tasks like turn rods into plates,
there's actually a reason to upgrade off the emergency welder now since
it lasts 50 seconds rather than 5 minutes
## Changelog
🆑
qol: Welders now have a more consistent fuel usage
/🆑
## About The Pull Request
https://github.com/tgstation/tgstation/assets/7501474/a2d83ce8-eba1-42d9-a1f8-9d73f7c40b21
Adds shuttle events! Stuff can now start to happen outside the shuttle,
either benign or spicy (but usually just fun to watch)!
## Why It's Good For The Game
The shuttle escape sequence is an important part of the game, uniting
about every player surviving player. Recently, #71906 has made the
escape sequence more forgiving as well as more interesting by
conditionally doubling the playing field. The area outside the shuttle
is still mostly empty though, except for the few people being spaced,
daredevils and the occasional epic space fight.
This PR adds adds some space events to spice up the outside of the
shuttle! This both gives people something too look at, making the escape
sequence feel less static and more lively, as well as give people a
reason to go outside and get the full experience of ~being decapitated
by a meteor~ swimming with the fishes!
<details>
<summary>Shuttle Events</summary>
**Friendly carp swarm**
Spawns a group of carp that flies past the shuttle, completely friendly
unless provoked.
**Friendly meteors**
Spawns a lot of strong meteors, but they all miss the shuttle.
Completely safe as long as you don't go EVA
**Maintenance debris**
Picks random stuff from the maintenance spawn pool and throws it at the
shuttle. Completely benign, unless you get hit in the head by a toolbox.
Could get you some cool stuff though!
**Dust storm**
Spawns a bunch of dust meteors. Has a rare chance to hit the shuttle,
doing minimal damage but can damage windows and might need inflight
maintenance
**Alien queen**
One in every 250 escapes. Spawns a player controlled alien queen and a
ripley mech. RIP AND TEAR!! Really not that dangerous when you realize
the entire crew is on the shuttle and the queen is fat as fuck, but can
still be fun to throw people around a bit before being torn to shreds.
**ANGRY CARP**
Once in every 500 escapes. Spawns 12 normal carp and 3 big carps, who
may just decide to go through the shuttle or try and bust through the
window if you look at them wrong. Somewhat dangerous, you could stay
away from the windows and try to hide, or more likely shoot at them and
weld the windows
**Fake TTV**
Lol
**Italian Storm**
Once in every 2000 rounds. Throws pasta, pizza and meatballs at the
shuttle. Definitely not me going off the rails with a testing event
**Player controlled carp trio**
Once in every 100 escapes. Spawns three player controlled carp to harass
the shuttle. May rarely be a magicarp, megacarp or chaos carp. I can't
honestly see them do anything other than be annoying for 3 seconds and
die
There are some other admin only ones: a group of passive carps going
directly through the shuttle and just being little shits, and a magic
carp swarm
</details>
Events are selected seperately, there isn't a crazy weighting system,
each just has a chance to run, and multiple could run at once. They also
don't immediately trigger, so people can get settled a bit, and to make
sure just waiting out the more dangerous ones is still a valid strategy.
## Changelog
🆑
add: Adds shuttle events! If shuttle escapes weren't exciting before
(doubtful), they definitely are now! I'm joking it's mostly an
atmosphere thing.
admin: Adds an admin panel to interact with shuttle events, under the
Events tab: Change Shuttle Events
fix: Objects spawned in hyperspace will properly catch hyperspace drift
/🆑
There's a few things I'd like to do later (another PR) (honestly anyone
can do them because I suck at follow-ups), because this is too big as
is:
- Hijack triggered shuttle events
- More events (got a lot of cool suggestions, but I'm putting most of
them on hold)
- Maybe stration announcements if some more dangerous ones get added
- Structures appearing next to the escape shuttle???
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Currently you can put cargo's budget card into your PDA, go into NT Pay
and send over the budget to any pay token you want including yours. This
just adds a check to ensure you aren't using that kind of card as
withdrawal source.
## About The Pull Request
Unit tests will now fail if there's a decal in a wall or open space
turf. Open space turf could be limiting to mappers but I don't think it
makes sense for decals (like dirt, glass shards, etc) to be floating
around in space in the exact same spot.
If there's a decal you want to put in space, decals have a
``turf_loc_check`` var that will bypass this.
**Important note: This is not changing existing behavior. Decals already
delete themselves when they spawn in these incorrect locations, we're
just avoiding them from spawning in the first place.**
### Changes I made
- Ash flora are now lava immune, rivers spawn after flora does, so I
decided that it would be easiest (and more flavorful) to have them be
lava-immune rather than to not have them spawn at all.
- Decals can now be spawned in non-turf locations. This is currently
done by mail, which can give you bones as part of the mail. Currently it
will just delete itself instead.
- Trading Card button is now on the same tile as their display, which
now uses an offset. Before it would spawn it on the tile next to it,
which could be a wall in some instances.
- Mirrors now have floating movement type. They ARE floating since
they're attached to the wall, and it prevents them from burning up due
to lava in the Pride ruin.
- I also added a broken mirror subtype because I thought the icon_state
check was terrible.
- Bubblegum called ``DestroySurroundings`` several times on the same
thing, I hopefully fixed some of that. Their charge ability also
registered ``COMSIG_MOB_STATCHANGE`` despite ``/datum/action`` doing it
by default, so I fixed that too.
## Why It's Good For The Game
Decals in walls is already a bad idea, but currently all it does is
delete it on Initialize. It would be better if we ensured they wouldn't
spawn in the first place.
## Changelog
🆑
fix: Lava will no longer burn 6 of the mirrors in pride ruin
fix: Lava will no longer burn plants that spawn in them.
/🆑
## About The Pull Request
fixes#69837
## Why It's Good For The Game
accurate combat logs
## Changelog
🆑
admin: fix combat logs for tabling and disposal shoving
/🆑
## 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](102b79694f)
[Moves signal procs over to their own
file](33d07d01fd)
[Renames the PREQDELETING and QDELETING comsigs to drop the parent bit
since they can hook to more then just comps
now](335ea4ad08)
[Does something similar to the attackby comsigs (PARENT ->
ATOM)](210e57051d)
[And finally passes over the examine
signals](65917658fb)
## 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
/🆑
## About The Pull Request
Lemon guy was a bit too late in reviewing #75732 because it got already
merged by someone else, and I too hadn't managed to make some adjustment
to that PR in time.
This PR applies suggested changes, turns a simple proc into a macro, and
makes it so that also waddling, squeaky shoes and swivel chair sounds
don't running when moved by conveyor belt.
This doesn't stop squeaking from happening when other
conveyor-belt-moved objects or mobs cross its tile. That'd be hacky and
I'm not here to fight sfx-spamming machines.
## Why It's Good For The Game
These are changes that should have been included in #75732 but couldn't.
See that PR for the general idea.
## Changelog
🆑
fix: waddling, squeaky shoes and swivel chair sound effects no longer
run when moved by conveyor belt.
/🆑
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>

## About The Pull Request
The current broken tiles have some visual issues:
- There is an ambient occlusion shade when it touches normal tile
- It has a layer higher than it should be which leads to things that are
normally above the floor layer, render below it. Such as atmos
machinery, cleanable overlays, etc.
This PR makes the render on a proper layer and work like a partially
destroyed floor tile that can be reclaimed with crowbar.
Also, the cleanables are now on FLOOR_CLEAN_LAYER to make dirt appear
above catwalks and these new tiles.
And the flat dirt now has 4 variants of sprites, while dust uses the old
dirt sprite. It seems like dust was just dirt with different description
before.
## Why It's Good For The Game
A broken tiling with no visual bugs and proper floor-like logic.
## Changelog
🆑 MTandi, Borbop
fix: Dust now has dust icon, instead of dirt icon. Dust on all maps
replaced with dirt
image: Flat dirt now picks from 4 new sprites
refactor: Made broken tiling work more like tiling and have
corresponding visuals. Added directional mapping variants.
fix: Cleanables now use FLOOR_CLEAN_LAYER to make sure that trash is
visible above catwalks
/🆑
## About The Pull Request
Changes resin floor to MID_TURF_LAYER (turf decals are not shown!
## Why It's Good For The Game
Fixes#75876
## Changelog
🆑
fix: xeno resin floor layer
/🆑
## About The Pull Request
Exactly what it says on the tin (snow legions only dropping ashen
skeletons, like tendril legions).
Also changes the name of the "fromtendril" variable to "from_spawner",
and comments it. Not sure if that warrants a changelong comment, but
I'll go ahead and assume no.
## Why It's Good For The Game
being able to farm snow legion portals for an endless tide of bodies
and/or equipment is a bit weird. also puts it a bit more in line with
the legions of Lavaland
## Changelog
🆑
balance: The source of the demonic portals that endlessly deposits snow
legions onto the Icemoon no longer preserves the bodies nor gear of the
damned (read: demon portal snow legions now only drop skeletons).
/🆑
---------
Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
## About The Pull Request
See the title. Doing so by adding a new arg for damage type to
`check_shields()` and `hit_reaction()`. The other way would had involved
a couple istype checks for item or projectile damage type, but this is a
longer term solution and can tackle more than just that.
## Why It's Good For The Game
Fixes#74876.
## Changelog
🆑
fix: Stops shields getting broken by pillows and disablers.
/🆑
## About The Pull Request
Re-read the title. I had to add a dcs signal to do this.
## Why It's Good For The Game
Empowering trash bins for the sake of consistency.
## Changelog
🆑
balance: You can now sweep garbage into open trash bins (the crate
subtype).
/🆑
## About The Pull Request
The engineering, janitor and medical holosign projectors can project
their holosigns in 1 second. The holosign integrity has been reduced to
1. Engineering max capacity increased to 12, medical to 6.
## Why It's Good For The Game
The long time to project made these projectors, especially the
engineering ones, impractical to use during an emergency that warrents
their usage. Medical capacity increase allows them to block off a
typical hallway, which could be used if there's a biohazard (60 gibbed
monkeys, or botanist). Engineering capacity increase is warrented due to
the nature of breaches and how large they can get.
The integrity reduction should help prevent them from being used to
Fortnite people.
## Changelog
🆑
balance: Engineering, janitor and medical holosign projector projection
time reduced to 1 second.
balance: Engineering, janitor, and medical holosign integrity reduced to
1.
balance: Engineering holosign projector max capacity increased to 12.
balance: Medical holosign projector max capacity increased to 6.
/🆑
## About The Pull Request
Stops grilles from electrocuting or tesla-ing when there's a floor
between the grille and the cable.
## Why It's Good For The Game
Fixes#60541
## Changelog
🆑 Licks-the-Crystal
fix: Stops grilles from electrocuting or tesla-ing when there's a floor
between the grille and the cable.
/🆑
## About The Pull Request
I stepped on a rubber duck while testing #75672 and got very sad when it
honked.
Makes rubber ducks use the rubber ducky shoes sound effect instead of a
clown honk sound effect.
## Why It's Good For The Game
Ducks are supposed to quack, not honk. It's not a goose, after all.
## Changelog
🆑 Stalkeros
sound: Rubber duck now quacks.
/🆑
## About The Pull Request
Title.
## Why It's Good For The Game
#75528 but with a map lint.
I also don't know what to call these, so for clarity sake I'm referring
to them as "panes", which I think helps convey what they are.
## Changelog
Not needed.
## About The Pull Request
Currently, drawing a small circle on the floor consumes as much charge
as any other drawable but the larger horizontal ones that cost five
times as much, which is a bit dull for non-cyborg players, having to
burn through a ton of spraycans just to cover the floor in several small
dots if ever attempting to do some floor art.
This PR aims to reduce the cost of some of the smaller drawables, like
"shortline", "smallbrush", "pawprints" etc., in virtue of the smaller
area they cover. The balances changes may seem bit of an arbitrary and
not include ones that are a bit on the edge between "small" and not
"small", but I'd rather keep it simple than have other values such like
"semi-small" integrated and snowball this balance PR into a more
finnicky, disputable or not agreeable with version of itself.
This also covers re-coloring and existent graffiti. Currently it always
costs 2 charges to change its color regardless if it costed 1 or 5 to
spray in the first place. With this PR, the costs should match that of
when they were drawn. To boot, It also takes into account the tagger
quirk now.
Code had to be cleaned up and improved a bit for a smoother
implementation of these changes.
A fairly unrelated but small change: Trying to suicide with an empty
spraycan will now fail, because it's empty. It's that simple.
## Why It's Good For The Game
Enables non-cyborg players to engage in jolly floor-vandalizing-art in a
more consistent, slightly more enjoyable way.
## Changelog
🆑
balance: Drawing small graffiti like paw/foot/claw prints, small brush
dots and short lines should cost half as many charges off your spraycan
or crayon.
balance: The cost of recoloring graffiti decals is now consistent with
that of drawing them.
balance: Trying to suicide with an empty spraycan will now fail, because
it's empty. It's just that simple.
/🆑
## About The Pull Request
Gym equipment are currently ported from Goon code, and I didn't like how
it currently worked as it was buggy and the code was a mess. I decided
to just rework how they worked entirely. I left the parts that weren't
Goon code (like tooltips & deconstruction) alone because it's not goon
code and I think it's fine that way.
- Now you buckle yourself to it (like a chair, I didn't like how it
didn't work like one) and can work out with an action button you get on
buckle, you can do as many sets as you want, then unbuckle & go.
- You aren't hardstunned for 8 seconds for clicking on it anymore, you
aren't flying around because the stun doesn't even last the duration of
the animation anymore.
Video demonstration
https://github.com/tgstation/tgstation/assets/53777086/f5ae86f1-65fb-46c6-8a5f-8f9d9f0548b3
## Why It's Good For The Game
Reworks old code
Removes un-documented Goon code
Makes gym equipment less broken than it currently is.
## Changelog
🆑
qol: Gym equipment was reworked. You now buckle yourself to weight
machines to use them, rather than clicking on it and getting stunned for
a few seconds. It also means it works like a chair now.
qol: Gym equipment no longer breaks a sweat in no gravity.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
you can emag morgue trays disabling the alarm system
## Why It's Good For The Game
keeps your enemies dead :J
## Changelog
🆑
add: You can emag morgue trays to disable their life alerts.
/🆑
## About The Pull Request
Besides cleaning up code a little i changed all the bar lockers near
`boozeomats/all_access` to also be `all_access`. And also changed
freezer on Beach away mission to be free accessed like the freezers near
it.
## Why It's Good For The Game
Cleaner code, i guess?
Free beer.
## Changelog
🆑
add: Old bar on Metastation, tranquility emergency shuttle and Beach
away mission now have free access bar closets. Also freezers on beach
are now all access so you can now open them.
/🆑