Commit Graph

40609 Commits

Author SHA1 Message Date
SkyratBot e8df6da548 [MIRROR] Fixes silo logging + add log file based logging to silo [MDB IGNORE] (#20748)
* Fixes silo logging + add log file based logging to silo

* Update logging.dm

* Update logging.dm

---------

Co-authored-by: Gamer025 <33846895+Gamer025@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-26 21:23:25 +01:00
SkyratBot e6f66d3a4a [MIRROR] Experiment with replacing weakrefs in AI blackboard with deleting signals, ideally making it easier to work with and harder to cause hard deletes [MDB IGNORE] (#20719)
* Experiment with replacing weakrefs in AI blackboard with deleting signals, ideally making it easier to work with and harder to cause hard deletes (#74791)

## About The Pull Request

Replaces weakref usage in AI blackboards with deleting signals

All blackboard var setting must go through setters rather than directly

## Why It's Good For The Game

This both makes it a ton easier to develop AI for, and also makes it
harder for hard deletes to sneak in, as has been seen with recent 515
prs showing hard deletes in AI blackboards

(To quantify "making it easier to develop AI", I found multiple bugs in
existing AI code due to the usage of weakrefs.)

I'm looking for `@ Jacquerel` `@ tralezab` 's opinions on the matter, also
maybe `@ LemonInTheDark` if they're interested

## Changelog

🆑 Melbert
refactor: Mob ai refactored once again
/🆑

* Experiment with replacing weakrefs in AI blackboard with deleting signals, ideally making it easier to work with and harder to cause hard deletes

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-04-26 21:17:15 +01:00
Tom 6435018ba7 Add logging for manually changing your targeted zone (#72814) (#20787)
* Add logging for manually changing your targeted zone (#72814)

See title.
Surgery hud is exempt from this.

Requested by @Mothblocks

Signed-off-by: GitHub <noreply@github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>

* Delete 

---------

Signed-off-by: GitHub <noreply@github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
2023-04-26 10:44:01 -07:00
Tom 171e82aa17 Makes ash blade fireproof (#71767) (#20789)
Gives ash blade "resistance_flags = FIRE_PROOF"

Co-authored-by: SargesC <114319169+SargesC@users.noreply.github.com>
2023-04-26 10:43:16 -07:00
SkyratBot 1688fb1d10 [MIRROR] Fixes an exploit that allows portable chem mixer to dispense chems to a beaker from anywhere. Adds a locked check to storage hotkeys. [MDB IGNORE] (#20783)
* Fixes an exploit that allows portable chem mixer to dispense chems to a beaker from anywhere. Adds a locked check to storage hotkeys. (#74861)

## About The Pull Request
Ya so I just recently learned about the portable chem mixer and after 10
minutes of playing with it I found a game breaking exploit on accident
and ended up thinking part of it was intentional.

Basically this is how the portable chem mixer currently works, you put
beakers with chems into it and then you change it to dispense mode which
disallows opening the inventory (but doesnt close it) once you change it
to dispense mode the next beaker you put in it becomes linked to it and
it can dispense chems from other beakers into this linked beaker.

The problem was it doesnt close your inventory, which lead me to believe
the beaker is supposed to be in your hand when you dispense chems into
it.

Then someone who I was having ic conflict with stole my beaker and I
noticed that the beaker still shows up in my dispense ui.....

And how excited I was to learn that I indeed could turn them into a
fireball from over a screen away..

https://www.youtube.com/watch?v=ebNJVYgVsKA

(For clarification the reaction I did was failed helgrasp which makes a
(non damaging) fireblast that sets people on fire and knocks them back)

The fix is to make it so the inventory of the portable chem mixer is
automatically closed when its locked so you cant take the beaker out (I
dont think instant summons will work either since that teleports the
container too so no need to check where the linked beaker is constantly)
## Why It's Good For The Game

This is an exploit that I firmly believe has BS murderbone
potential...imagine being able to remotely dump chems into a bluespace
beaker...imagine giving someone a beaker that you have linked.
## Changelog
🆑

fix: You can no longer bypass the laws of bluespace with a portable chem
mixer.
fix: You can no longer bypass container locks with storage hotkeys.

/🆑

* Fixes an exploit that allows portable chem mixer to dispense chems to a beaker from anywhere. Adds a locked check to storage hotkeys.

---------

Co-authored-by: moocowswag <62126254+moocowswag@users.noreply.github.com>
2023-04-26 13:21:34 -04:00
Tom 939abb15fe Heretic blades now do 20 damage instead of 17 (#68345) (#20790)
Heretic blades now do +3 damage
Heretic blades now have a 20% demolition modifier
Heretic blades now have 35% armor penetration

Co-authored-by: ANAME593 <85279840+ANAME593@users.noreply.github.com>
2023-04-26 08:15:14 -07:00
Tom 5db9c4af9f Automatically adds access requirement to description of supply crates (#72748) (#20788)
1. automatically adds access requirement to description of every supply
crate
2. also adds access_view to the automatic system, which previously was
not visible

1. better code
2. now you can see what access you need to privately purchase a crate
from the supply console.

🆑
code: The access requirements at the end of supply crate descriptions
are now automatically generated
fix: Supply console now tells you what access each crate needs to be
privately purchased
/🆑

Co-authored-by: BlueMemesauce <47338680+BlueMemesauce@users.noreply.github.com>
2023-04-26 11:10:30 -04:00
SkyratBot dbc5abb1ec [MIRROR] Fixed final objectives appearing as skipped in the traitor panel [MDB IGNORE] (#20778)
* Fixed final objectives appearing as skipped in the traitor panel (#74956)

## About The Pull Request
Final objectives appear as skipped due to them setting the 'skipped'
variable on themselves to TRUE when failing all other objectives.
Also stops admins from unintentionally bugging the final objective by
failing/succeeding it whilst it is taken.

Closes #74929

## Why It's Good For The Game
Bugfix

## Changelog
🆑
fix: Fixed final objectives appearing as 'Skipped' in the traitor panel.
/🆑

Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>

* Fixed final objectives appearing as skipped in the traitor panel

---------

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
2023-04-26 15:08:26 +01:00
SkyratBot a52727e750 [MIRROR] Camera Obscura pictures now steal souls [MDB IGNORE] (#20785)
* Camera Obscura pictures now steal souls (#74528)

## About The Pull Request

![ghost-hunters-tech-guide-ghost-camera](https://user-images.githubusercontent.com/5195984/230062494-4d942a9f-a319-446e-befd-2c2fb8cefc95.jpg)

But only for the `MOB_SPIRIT` biotype. This will also stun and reveal
revenants briefly even if they are hidden.

## Why It's Good For The Game
It's funny and a slightly silly way to combat revenants by using
paparazzi.

## Changelog
🆑
balance: "Camera Obscura" (crafted with holy water + camera) will now
steal the soul of ghostly apparitions when a picture is taken causing
damage. This will also stun and reveal revenants briefly.
/🆑

* Camera Obscura pictures now steal souls

---------

Co-authored-by: Tim <timothymtorres@gmail.com>
2023-04-26 14:23:04 +01:00
SkyratBot dff31c1b23 [MIRROR] Fire Proof Goliath Cloak [MDB IGNORE] (#20786)
* Fire Proof Goliath Cloak

* fixes

---------

Co-authored-by: Dawnseer <126404225+Dawnseer@users.noreply.github.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-04-26 14:59:08 +02:00
SkyratBot ae475697c0 [MIRROR] Corrects record_feedback()'s copy/paste comment [MDB IGNORE] (#20777)
* Corrects record_feedback()'s copy/paste comment (#74962)

## About The Pull Request

Corrects `record_feedback()`'s copy/paste comment.

## Pointless history

Originally being added in e2a8a5e, it kept its name and args for quite a
few years, that was until #32188 which had it renamed to
`record_feedback` and its args pretty much doubled. In between these
times the known copy/paste comment was already around, but that wasn't
updated, until now apparently.

* Corrects record_feedback()'s copy/paste comment

---------

Co-authored-by: Zandario <zandarioh@gmail.com>
2023-04-25 22:38:37 -07:00
SkyratBot 2293301235 [MIRROR] Burning and acid components fixes and improvements [MDB IGNORE] (#20731)
* Burning and acid components fixes and improvements

* conflicts

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-04-25 20:02:05 -07:00
SkyratBot 5122630c7a [MIRROR] Books now render Markdown, fixing paper importing [MDB IGNORE] (#20770)
* Books now render Markdown, fixing paper importing (#74902)

## About The Pull Request

Books didn't render markdown and instead just dumped the raw contents,
(after a html encode), into the window.
Changes them to use tgui and support markdown rendering.
## Why It's Good For The Game

Books should should look the same as the paper used to make them.
## Changelog
🆑
fix: Book's no longer take your formatting and throw it out the window.
refactor: Book display and rendering
/🆑

---------

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Books now render Markdown, fixing paper importing

---------

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2023-04-25 19:33:20 -07:00
SkyratBot 014104cf21 [MIRROR] skeletons healing off milk works like it used to 3 years ago [MDB IGNORE] (#20769)
* skeletons healing off milk works like it used to 3 years ago (#74470)

## About The Pull Request
skeletons healing off milk was changed in the pr that made stomachs be
what handles chems
this doesnt acutally work and its been broken for 3 years
so we just revert back to the old way of doing it

## Why It's Good For The Game
its over

## Changelog
🆑
fix: skeletons get boosted heals from milk again
/🆑

* skeletons healing off milk works like it used to 3 years ago

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-04-25 19:32:43 -07:00
SkyratBot 1f56d7a7df [MIRROR] Non-random events now provide a cause in their deadchat broadcast [MDB IGNORE] (#20757)
* Non-random events now provide a cause in their deadchat broadcast

* Update _event.dm

* change proc

* Update _event.dm

---------

Co-authored-by: Rhials <Datguy33456@gmail.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-04-25 18:44:12 -07:00
SkyratBot f10463e7e2 [MIRROR] Allows custom say emote (prefix*words) prefixes to be uppercase. [MDB IGNORE] (#20749)
* Allows custom say emote (prefix*words) prefixes to be uppercase. (#74940)

## About The Pull Request
Title. Removes a lowertext() call that forced custom say emotes to be
lowercase.

![image](https://user-images.githubusercontent.com/59709059/233858949-71e472b4-7778-4a65-8359-a118fb4f1568.png)
## Why It's Good For The Game

1. I fail to see a reason as to why custom say emotes must be forced to
be lowercase. It was brought up that this breaks the formatting of
normal say prefixes, but I would counter by saying this _isn't_ a normal
prefix. In effect, it's more of an emote, and people can already make
differently-cased prefixes by just emoting.
2. Radio emotes (; blah blah blah*) use this system, however, due to the
fact that the way a radio emote is used is to make the entire emote a
prefix (nothing is put after the *), the entire thing is always forced
lowercase.

Allowing radio emotes to be uppercase (and, to an extent, prefixes)
simply increases the amount of fluidity in what people can say, and
improves the control players have over their characters actions by
unlocking more aspects of the english language.
## Changelog
🆑
add: Say emote prefixes are no longer forced to be lowercase. This
includes radio emotes!
/🆑

* Allows custom say emote (prefix*words) prefixes to be uppercase.

---------

Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-04-26 01:03:53 +01:00
SkyratBot fc1c3d4bea [MIRROR] Mafia notes are no longer automatically written for you & new UI [MDB IGNORE] (#20765)
* Mafia notes are no longer automatically written for you & new UI (#74819)

## About The Pull Request

Notes in Mafia are no longer written for you, you instead write it
yourself and save.
Also adds a button to automatically say out your notes for other
players.

Hides the judgment buttons when it's not time to judge
Makes the UI autoupdate and makes use of ui_data / ui_static_data

Video of it in action: https://www.youtube.com/watch?v=NDUSuIUqQv8

## Why It's Good For The Game

A downside to notes currently is that it's very easy to confirm yourself
as a role against players who don't code-dive to know exactly how notes
should be formatted for any role, this makes it easier, as everyone will
type out their own notes, and can send it directly to chat when needed.

## Changelog

🆑
balance: [Mafia] Notes are no longer written out for you.
qol: [Mafia] You can now send your notes to chat whenever.
qol: [Mafia] Roundend has changed. Solos will win over others in a 1v1,
but a HoP can keep a round going in case they can solo lynch.
/🆑

* Mafia notes are no longer automatically written for you & new UI

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2023-04-25 18:43:11 +01:00
SkyratBot 107f94ee6f [MIRROR] Fixes redundant code & runtime in RPD [MDB IGNORE] (#20761)
* Fixes redundant code & runtime in RPD (#74949)

## About The Pull Request
1. `pre_attack()` was defined twice, removed one
2. `attackby()` does the exact same thing as `pre_attack()` for
installing upgrades so removed that
3. Fixes runtime
![Screenshot
(180)](https://user-images.githubusercontent.com/110812394/233941512-c2e23e40-cd53-4ed4-87be-59bcaea373d3.png)
When you attempt to unwrench a pipe via the RPD but you interrupt the
`do_after()` proc by moving. it doesn't need to crash but simply return
if unwrenching was unsuccessful see
`/obj/machinery/atmospherics/wrench_act()`

## Changelog
🆑
refactor: removed duplicate `pre_attack()` & redundant `attackby()`
procs which did the same thing
fix: unnecessary crash when unwrenching pipes/devices with the RPD
/🆑

* Fixes redundant code & runtime in RPD

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2023-04-25 18:40:41 +01:00
SkyratBot 0371ac21af [MIRROR] Flood lights update their color when spray painted [MDB IGNORE] (#20746)
* Flood lights update their color when spray painted (#74926)

## About The Pull Request
Fixes #74921

All colourful & stuff

https://user-images.githubusercontent.com/110812394/233796341-cbdd5be1-7483-4d8d-b4ef-2b5a02bed6fa.mp4

## Changelog
🆑
fix: flood light now shines with their object color
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Flood lights update their color when spray painted

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-04-24 19:25:34 -07:00
SkyratBot 97002bdc3a [MIRROR] New laser and disabler sounds! [MDB IGNORE] (#20737)
* New laser and disabler sounds! (#74900)

## About The Pull Request
Changes old laser sounds (and sear sound) to new ones, made by me in FL
Studio.

(The sound getting too distorted when pitching up will be soon fixed, as
Goof will make pitching down of gun sounds better)

https://user-images.githubusercontent.com/42353186/233795506-d68825d9-63a5-4cff-a52d-9fc949f2ec13.mp4

https://user-images.githubusercontent.com/42353186/233795520-525bada0-265c-4003-bb76-0b256ee844fb.mp4

https://user-images.githubusercontent.com/42353186/233795548-e97528ab-c9d6-4389-bee1-f849ceb71c60.mp4

## Why It's Good For The Game
For a long time, people have always been liking ballistics more than
laser for many reasons.
But I often heard that the ballistics sound gives feedback of a punch
and that laser guns (especially disablers) sound like toys.

And to make the laser more satisfying and intimidating to use, I have
created new sounds for them which are more in-depth. And also changed
the sear sound (when you get hit by a laser) to give more of a punch.
## Changelog
🆑
sound: Disablers and lasers have a new deeper sound to them
sound: Sound of lasers hitting a person now are giving more of a punch
/🆑

* New laser and disabler sounds!

---------

Co-authored-by: DrTuxedo <42353186+DrDiasyl@users.noreply.github.com>
2023-04-24 19:24:24 -07:00
SkyratBot b835cf6017 [MIRROR] Added hostile spawn tag to rats, since theyre hostile [MDB IGNORE] (#20735)
* Added hostile spawn tag to rats, since theyre hostile (#74935)

## About The Pull Request

Added the HOSTILE_SPAWN tag to rats. Otherwise, they can be spawned when
they shouldn't, like during the friendly life chemical reaction

## Why It's Good For The Game

Helps prevent accidental griefing with the friendly life reaction. I've
used the reaction to make fun pets for the station, only for a rat to
spawn and attack a crew mate.

## Changelog

🆑
add: Added hostile spawn tag to rats
/🆑

* Added hostile spawn tag to rats, since theyre hostile

---------

Co-authored-by: Trevor Pillow <64612207+trevorpillow@users.noreply.github.com>
2023-04-24 19:23:19 -07:00
SkyratBot 3311ff6300 [MIRROR] March into Mapness - Moon Base 19 [MDB IGNORE] (#20753)
* March into Mapness - Moon Base 19 (#74067)

* March into Mapness - Moon Base 19

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2023-04-25 01:34:17 +01:00
SkyratBot 1b4e07dfef [MIRROR] Turn TactiCOOL turtlenecks into TactiCAL using a washing machine and a telecrystal [MDB IGNORE] (#20745)
* Turn TactiCOOL turtlenecks into TactiCAL using a washing machine and a telecrystal (#74895)

## About The Pull Request

What is says in the PR title. Take a tacticool turtleneck or
turtleskirt, throw it into washing machine with a telecrystal, and hey
presto, tactical turtleneck.

## Why It's Good For The Game

I noticed some folk were confused how they were meant to get a tactical
turtleneck for a Regal Condor. This provides tots a method of getting
one without going to space, at the expense of 1 tc.

## Changelog
🆑
add: You can make a tactical turtleneck or turtleskirt by putting a
telecrystal and a tactiCOOL varient of the turtleneck into a washing
machine. Watch it change before your eyes!
/🆑

* Turn TactiCOOL turtlenecks into TactiCAL using a washing machine and a telecrystal

---------

Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2023-04-24 23:40:09 +01:00
SkyratBot 020a596eb3 [MIRROR] Fixes some grammar issues with pirates [MDB IGNORE] (#20743)
* Fixes some grammar issues with pirates (#74937)

## About The Pull Request
Read title
## Why It's Good For The Game
## Changelog
🆑
spellcheck: Fixes grammar issues located in Pirates and item
descriptions related to the folder
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Fixes some grammar issues with pirates

---------

Co-authored-by: Rex9001 <120136161+Rex9001@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-04-24 23:39:57 +01:00
SkyratBot 407a08b1b0 [MIRROR] removes fov from the SWAT mask [MDB IGNORE] (#20740)
* removes fov from the SWAT mask (#74728)

## About The Pull Request
fixes the spacepol mask having 1.5 tint (this is a remnant of the old
gas mask tint that got removed, im pretty sure this doesnt function
correctly? no other item has decimal tint)
the swat and subtype (spacepol) masks no longer have fov

## Why It's Good For The Game
these items are unique items that are given only to the head of security
and ert/death squads (+ fugitive hunters, an antag)
while its understandable that they do have fov since they have the
benefits of gas masks, as unique items meant for combat purposes given
to the highest ranking combat roles i think its fair for them to not
suffer from the effects of fov, especially since it makes them quite a
downgrade to a normal sec hailer that any ert/sec officer gets
the pepper spray protection on this item does not seem like the biggest
of deals, items like the clown or mime mask which are also kinda unique
have the ability to drink/eat through the mask which is basically on the
same level if not better
the alternative is that this item stays very niche as a hos item while
we give erts/ds just normal hailers which aint as cool

## Changelog
🆑
balance: removes fov from the SWAT mask
/🆑

* removes fov from the SWAT mask

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2023-04-24 23:39:49 +01:00
SkyratBot 74dc72b867 [MIRROR] Config Flag to Save Generated Spritesheets to Logs [MDB IGNORE] (#20738)
* Config Flag to Save Generated Spritesheets to Logs (#74884)

## About The Pull Request

I was helping someone debug some weird bug with spritesheets a bit ago,
and I didn't like having to manually comment out all of the `fdel()`
stuff in order to help visualize what the potential issue might have
been with the spritesheets on either their DM-side generation or their
TGUI-level display. I decided to add a compile-time level flag that will
automatically copy over any generated spritesheet assets (css and pngs)
to the round-specific `data/logs` folder for analysis when a developer
should need it.

I also had to switch around some vars and make a few new ones to reduce
how copy-pasta it might get and ensure standardization/readability while
also being 0.001 times faster since we benefit from the string cache
(unprovable fact).
## Why It's Good For The Game

It's incredibly useful to see the actual flattened spritesheet itself
sometimes when you're doing this type of work and you keep getting odd
bugs here and there. Also saves headache from having to clear out the
temp `/data/spritesheets` folder every time you comment shit out, as
well as having an effective paper trail for A/B testing whatever
bullshit you've got going on.

![image](https://user-images.githubusercontent.com/34697715/233516033-1f5dde1a-e549-4e5a-aa99-0d531b34fbb5.png)
## Changelog
Doesn't affect players.

* Config Flag to Save Generated Spritesheets to Logs

---------

Co-authored-by: san7890 <the@san7890.com>
2023-04-24 23:39:36 +01:00
SkyratBot 5322e96e69 [MIRROR] Minor Major Space Dust update, Dust Stormfront station trait [MDB IGNORE] (#20736)
* Minor Major Space Dust update, Dust Stormfront station trait (#74901)

## About The Pull Request

This makes three changes regarding the Major Space Dust event.

The first reverts it back to a meteor_wave subtype (rather than a
space_dust subtype), a choice I made in #69866 that feels really stupid
in retrospect.

The second set of changes pertain to the event's numbers. It increases
the weight (8 -> 14) and reduces the earliest_start time (25 MINUTES ->
15 MINUTES). The announce_chance has been reduced (100 -> 85), and there
are a few more announcement messages in the pool.

Lastly, this adds a quick random_event_weight_modifier station trait
that makes the Major Space Dust more common. Let's hope it doesn't
scratch the hull!

This also removes an outdated comment from the revolutionary fervor
station trait, because I was near it.
## Why It's Good For The Game

It's way more sane to handle this event as a meteor_wave. It walks and
talks like a meteor wave, why shouldn't it be one?

Major Space Dust works as a nice fluff event. It's low-impact and might
give engineering something to fix every now and then. It's not
particularly special either, so I don't think it would hurt to make the
event bit more frequent.

New station trait for people (presumably engineering players) to work
around.
## Changelog
🆑 Rhials
add: New event weight station trait -- Dust Stormfront.
balance: Space Weather Forecast -- Expect more frequent Major Space Dust
storms in the foreseeable future.
code: The Major Space Dust event is once again returned to being a
meteor_wave event instead of a Space Dust subtype.
/🆑

* Minor Major Space Dust update, Dust Stormfront station trait

---------

Co-authored-by: Rhials <Datguy33456@gmail.com>
2023-04-24 23:39:23 +01:00
SkyratBot 33961776ce [MIRROR] Wintercoats can now be zipped and unzipped through alt-click and separates the hood sprites from the jacket sprites [MDB IGNORE] (#20718)
* Wintercoats can now be zipped and unzipped through alt-click and separates the hood sprites from the jacket sprites (#74886)

## About The Pull Request
The title says it all, really.

~~Initially, I was only going to do it for all wintercoats, but then I
figured I might as well bring it down to all of `/hooded`, just so other
suits could benefit from it, since that behavior came from there anyway.
Does that mean that it does nothing for some of them? Yes, it does. Does
that justify having another variable to tell whether or not that should
be possible? In my humble opinion, not really, but I'm not against it if
it's requested.~~

~~That functionality was intentionally removed from the Void Cloak, as
there would be balance implications (since bringing up the hood makes
the whole cloak invisible, which you could skirt by just "zipping" it,
which also makes it invisible.~~

~~The sprites were already there, so this change was very simple to do.
Simply unties the zipped up look from the fact that the hood is up.
However, toggling the hood forces the zipping/unzipping, just so there's
no balance implications involved. It's just simpler that way.~~

So, I ended up going back and changing the sprites so that the hoods
would no longer be baked into the jacket's sprites, so that they could
be done as overlays instead, which ended up solving my problem with
hoods not being there on zipped-up versions.

For now, it's been made on winter coats only, but it shouldn't be that
difficult to bring it back down to the `/hooded` level. I just didn't
want to bother touching up the sprites down there, as it already took me
like 2-3 hours touching up the sprites of the winter coats alone.

I also took the decision to make it so EVA winter coats used the regular
winter coat's sprites, because they had special ones that just looked
like worse versions of the original, without anything special going on
for them. It was just a straight downgrade compared to the base sprite,
in my opinion.

There's still issues with the custom winter coat, in that the hood isn't
made into an overlay for it yet (and that'll require an extra bit of
logic to make it work, too), but it was already an issue before, the
hood is always present on the current version of the custom winter coat.

There's still a handful (sadly, most) of the winter coats that don't
properly reflect on their obj sprites when they're opened versus when
they're closed, but that's due to an initial spriter oversight, and not
to my doing. The open versions were just left as closed on many of them,
and I simply don't have the patience nor the appropriate skills to edit
that many coats that way.

## Why It's Good For The Game
Now you can be stylish with or without the hoodie!

![image](https://user-images.githubusercontent.com/58045821/233544697-cc821c3a-d965-4d96-af44-c44ff866496f.png)

![image](https://user-images.githubusercontent.com/58045821/233544711-da956b6b-44c4-4903-a34f-4d2890abc781.png)

![image](https://user-images.githubusercontent.com/58045821/233544717-b5221b04-0e6d-4931-83d0-d56fdac60ec3.png)

According to ChatGPT, with one small tweak (thanks Opera GX for the
suggestion):

> Zipped and unzipped through alt-click, winter coats can now be. Hmm,
stylishly warm, you shall be. Feel like a Spaceman, you will. Use the
Force, to zip and unzip, you must. Look cool, you will. Yes, hmmm.

## Changelog

🆑 GoldenAlpharex, ChatGPT for the first changelog entry (slightly
edited)
qol: Zipped and unzipped through alt-click, winter coats can now be.
Hmm, stylishly warm, you shall be. Feel like a Spaceman, you will. Use
the Force, to zip and unzip, you must. Look cool, you will. Yes, hmmm.
image: Winter coats no longer have their hood baked into their jacket's
sprite, both in item form and when worn.
fix: Updated the Icebox EVA winter coats (the Endotherm winter coats) to
use the same sprites as the regular winter coats.
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Wintercoats can now be zipped and unzipped through alt-click and separates the hood sprites from the jacket sprites

* update modular wintercoat.dmi

* forgot

---------

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: ghost sheep <sheepwiththemask@gmail.com>
2023-04-24 17:20:33 +02:00
SkyratBot 55a2c15b3b [MIRROR] When failing to teleport with the veil shifter it tells you with text and sfx, and doesn't use up a charge. [MDB IGNORE] (#20730)
* When failing to teleport with the veil shifter it tells you with text and sfx, and doesn't use up a charge. (#74903)

## About The Pull Request

When failing to teleport with the veil shifter it tells you with text
and spooky ghost sfx, and doesn't use up a charge.

## Why It's Good For The Game

> When failing to teleport with the Veil Shifter, it makes no extraneous
effects, just says 'teleport failed!' and makes a noticeably different
spooky ghost noise.

Failing to teleport used to consume an use, make the teleport effects,
and overall act like you actually teleported. While I'm not smart enough
to find out why #74757 was caused at least I can do this as a little qol
for if it ever happens again.

## Changelog

🆑
qol: When failing to teleport with the veil shifter it tells you with
text and spooky ghost sfx, and doesn't use up a charge or have any
unintended vfx.
/🆑

* When failing to teleport with the veil shifter it tells you with text and sfx, and doesn't use up a charge.

---------

Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
2023-04-23 21:49:34 -04:00
SkyratBot b1aa22b440 [MIRROR] Fixes Explosive Holoparasite description [MDB IGNORE] (#20729)
* Fixes Explosive Holoparasite description (#74934)

## About The Pull Request

Spelling fix
## Why It's Good For The Game

The description mentioned an ability that was removed in #70611
## Changelog
🆑
spellcheck: Fixes Explosive Holoparasite description mentioning a
removed ability
/🆑

* Fixes Explosive Holoparasite description

---------

Co-authored-by: BlueMemesauce <47338680+BlueMemesauce@users.noreply.github.com>
2023-04-23 21:49:06 -04:00
SkyratBot 08f12c62e7 [MIRROR] Adds book burning [MDB IGNORE] (#20727)
* Adds book burning (#74873)

## About The Pull Request

For some reason, unlike other paper items, you couldn't ignite books
with a lighter or other hot item.
Now, you can!

(Also made it so the odd obscure mechanic of cutting pages out of books
can be done by any sharp item, not just wirecutters or knives)

## Why It's Good For The Game

Consistency.
~~Burning copies of WGW.~~

## Changelog

🆑
add: Books can now be burned just like any other paper item.
add: You can cut pages out of books with any sharp item, not just knives
or wirecutters.
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Adds book burning

---------

Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-04-23 21:48:48 -04:00
SkyratBot 71aaef1632 [MIRROR] Fixes balloon alert runtime when finishing a mod suit [MDB IGNORE] (#20724)
* Fixes balloon alert runtime when finishing a mod suit (#74891)

## About The Pull Request
Fixes this
![Screenshot
(175)](https://user-images.githubusercontent.com/110812394/233588431-20b69bd0-2bf0-4eae-bcdf-25674b1aa4c5.png)

Caused by this
![Screenshot
(176)](https://user-images.githubusercontent.com/110812394/233588470-8798a1e3-dfe8-4fbf-bfd3-989c3dec1617.png)

Which is caused when you finish a mod suit by adding plating to it. It
does not show up in the stack trace because
`/obj/item/mod/construction/shell ` is deleted when you add plating to
create the final mod suit.

https://github.com/tgstation/tgstation/blob/6a83ad76e7cdd0c63f24c402d3a25063cdec04b7/code/modules/mod/mod_construction.dm#L234-L238

because the src is deleted, by the time balloon alert executes via async
it adds a timer on the deleted mod core causing the runtime.

## Changelog
🆑
fix: balloon alert adding timer on deleted mod core after construction
causing runtime.
/🆑

* Fixes balloon alert runtime when finishing a mod suit

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2023-04-23 21:48:07 -04:00
SkyratBot 08c9b50bb1 [MIRROR] Removes a redundant cut_overlays in basketball code [MDB IGNORE] (#20723)
* Removes a redundant cut_overlays in basketball code (#74916)

## About The Pull Request

It doesn't like, do anything except clear our emissive blockers, since
we aren't directly adding overlays anywhere here

* Removes a redundant cut_overlays in basketball code

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-04-24 02:43:15 +01:00
SkyratBot 105770c4ea [MIRROR] [NO GBP] Mafia fixes for some of my mafia mistakes [MDB IGNORE] (#20721)
* [NO GBP] Mafia fixes for some of my mafia mistakes (#74930)

## About The Pull Request

This fixes two issues with previous changes I've made to mafia workings.

The first makes the early start vote counter list properly. I
misunderstood what the FLOOR() macro did so the result would just put
out 0.

The early start vote counter now displays the higher value of either
(players signed up / 2) or (minimum players / 2). Since the minimum
playercount is 6, the it will display X/3 unless there are more than 6
players signed up.

The second change makes sure that check_start_votes() checks the mafia
signup list (as opposed to the early signup votes) to see if there are
enough players to start a game.
## Why It's Good For The Game

Fixes stupid things that I let slip in under the door.
## Changelog
🆑
fix: The mafia early vote counter will now properly display.
/🆑

* [NO GBP] Mafia fixes for some of my mafia mistakes

---------

Co-authored-by: Rhials <Datguy33456@gmail.com>
2023-04-24 02:43:02 +01:00
Pinta 5a055577c2 [MOSTLY MODULAR] Time Clock (#18448)
* the start

* moves the file

* icons

* framework

* Update console.dm

* Update console.dm

* TGUI

* Update console.dm

* Update console.dm

* god I am tired.

* Update console_tgui.dm

* Head of staff change

* sounds

* admin logging

* Map edits

* research design

* Update console.dm

* requested map changes

* trim refactor

* Update console.dm

* admin logging

* Update VoidRaptor.dmm

* a

* Update VoidRaptor.dmm

* Boy, I really hope somebody got fired for that blunder.

* Alert level locking

* manifest updates

* Update console.dm

* Update console_tgui.dm

* Update console_tgui.dm

* Update modular_skyrat/modules/time_clock/code/console.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/modules/time_clock/code/console.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/modules/time_clock/code/console_tgui.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* file move

* Create machine.dm

* Update console.dm

* hehe whoooooops

* new sprites

---------

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2023-04-23 20:48:49 -04:00
SkyratBot 8ad2bc0398 [MIRROR] Fixes yawns not propagating [MDB IGNORE] (#20714)
* Fixes yawns not propagating (#74909)

## About The Pull Request
#62639 was supposed to make it so yawning had a chance to make other
nearby people yawn, depending on RNG and how close they were to you. It
was also meant as a way to sniff out if someone had maybe recently
examined you, by logic that watching someone yawn usually makes you
yawn.

I eff'd up and used a wrong variable, making it so no one would ever
propagate a yawn, because it would check when the original yawner last
yawned (obviously which was immediately) instead of the person being
queried for a yawn.
## Why It's Good For The Game
Makes something that got merged forever ago actually work
## Changelog
🆑 Ryll/Shaps
fix: Yawning will now have a chance of making people near you yawn as
well, and is guaranteed to make them yawn if they examined you in the
last 2 seconds. It was supposed to already do that, but now it'll
actually do that
/🆑

* Fixes yawns not propagating

---------

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2023-04-23 16:58:36 -04:00
SkyratBot 8164175aa2 [MIRROR] Turns Deer into Basic Mob - They Freeze At The Sight of Vehicles [MDB IGNORE] (#20711)
* Turns Deer into Basic Mob - They Freeze At The Sight of Vehicles (#74784)

## About The Pull Request

deers only show up in the BEPIS but i decided that they would be easy
enough to turn into a basic mob (they were). it was so easy in fact that
i decided to dip my toes into coding AI behavior, and made them freeze
up whenever they see a vehicle. this required a lot of code in a bunch
of places that i was quite unfamiliar with before starting this project,
so do let me know if i glonked up anywhere and i can work on smoothing
it out.
## Why It's Good For The Game

one less simple animal on the list. deers staring at headlights is
pretty cool i think, neato interaction for when you do get them beyond
the joke the bepis makes

i'm also amenable to dropping the whole "deer in headlights" code if you
don't like that for w/e reason- just wanted to make them basic at the
very least
## Changelog
🆑
add: If you ever happen upon a wild deer, try not to ride your fancy
vehicles too close to it as it'll freeze up like a... you know where I'm
going with this.
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Turns Deer into Basic Mob - They Freeze At The Sight of Vehicles

---------

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2023-04-23 14:01:36 -04:00
SkyratBot dd362ba653 [MIRROR] Buffs the Bulldog [MDB IGNORE] (#20710)
* Buffs the Bulldog (#74781)

## About The Pull Request

Buffs the Bulldog via giving it a damage modifier of 1.2.

## Why It's Good For The Game

Assuming default ammo, the C-20r is 30 damage a shot. The M-90gl is 35
damage, and has grenades as a side dish. The Saw is 30 and is fully
automatic. The Sniper is 70 alongside having incredible range, stunning,
and delimbing.

The Bulldog when loaded with buckshot does a grand total of 45 damage
point blank.

That's a pretty rough comparison, and once you take into account the
other types of ammo nukie guns can use, it doesn't get much better. As
is the only real usecase for the Bulldog is meteor slugs, and you're not
really using those for murder anyways.

## Changelog

🆑
balance: Bulldogs now hit 20% harder with their projectiles!
/🆑

* Buffs the Bulldog

---------

Co-authored-by: Borisvanmemes <39802339+Borisvanmemes@users.noreply.github.com>
2023-04-23 09:26:27 -07:00
SkyratBot 0795195533 [MIRROR] Adds mobility_ui bypass flag [MDB IGNORE] (#20705)
* Adds mobility_ui bypass flag (#72934)

A flag that lets you use an interactive TGUI screen while laying down.

Adds this flag to the PDA.

You're relaxing on a bed or something and it's annoying having to stand
up just to reply to a PDA message and then lay back down. We know how to
text without dropping the PDA on our face. (Usually)

The flag can be applied to anything else you should be able to interact
with while laying down.

* Adds mobility_ui bypass flag

---------

Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
2023-04-22 22:00:20 -04:00
SkyratBot 7cd65785c5 [MIRROR] Farm Sounds DLC (basic mobs can make sounds when speaking) [MDB IGNORE] (#20704)
* Farm Sounds DLC (basic mobs can make sounds when speaking) (#74906)

## About The Pull Request

https://user-images.githubusercontent.com/66640614/233747544-aac153b9-a100-486c-9a7a-4a436b8303b8.mov

Cows, pigs, and sheep make noise when their AI makes them speak.
~~Also House Flipper Farm DLC came out but that's incidental.~~

## Why It's Good For The Game
It's funny, also more sound effects are fun. Gives basic mob creators
more customizability.

## Changelog
🆑 Tattle
qol: basicmobs can now make sounds when their speech is triggered
qol: pigs will now make sounds and emote on their own
sound: cows, pigs, and sheep have new sound effects!
/🆑

---------

Co-authored-by: tattle <article.disaster@ gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>

* Farm Sounds DLC (basic mobs can make sounds when speaking)

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@ gmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
2023-04-23 00:08:24 +01:00
SkyratBot 2d265f2bbb [MIRROR] Makes emsisive blockers like, work [MDB IGNORE] (#20698)
* Makes emsisive blockers like, work (#74887)

## About The Pull Request

We assumed 0 meant no emissive blocker, but moth changed that a while
back, so post /atom/movable/Initialize generic emissive blockers just..
didn't work

Let's uh, fix that

Oh also makes pipes update their icon BEFORE they call update_icon
parent, so their emissive blockers look right

## Why It's Good For The Game

![image](https://user-images.githubusercontent.com/58055496/233563370-ddd95534-3a49-41f7-8aa8-5b1a001f4335.png)

Closes #74905

## Changelog
🆑
fix: Things that block glow will now like, do that again
/🆑

* Makes emsisive blockers like, work

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2023-04-22 15:31:34 -04:00
SkyratBot 1b18ba29b7 [MIRROR] Fixes silliness involving soup pots clearing ingredients list [MDB IGNORE] (#20700)
* Fixes silliness involving soup pots clearing ingredients list  (#74882)

## About The Pull Request

Fixes #74866

The issue is misleading, it never deleted the disk. The disk remained in
the pot's contents but was no longer tracked as an ingredient, leaving
it stuck

Foolishly I had a case for indestructible things when soup reactions
finished, where it wouldn't delete stuff like the disk.
But I never removed it from the pot. I just nulled the ingredients list.
Oops.

So pots will drop ingredients that fail to cook into anything when the
reaction finishes.

---

Semi-unrelated but stuff like stoves, ovens, and chem heater should
probably `allowdrop() return FALSE`. I cannot think of many (any)
situations where you would want to use `drop_location` from something in
an oven, stove, or heater and actually want those returned rather than
their own loc.

## Why It's Good For The Game

Whoops

## Changelog

🆑 Melbert
fix: Ingredients which fail to react in soup reactions drop when the
reaction finishes as intended
/🆑

* Fixes silliness involving soup pots clearing ingredients list

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2023-04-22 07:36:59 -07:00
SkyratBot 5235882a0e [MIRROR] More sound compressing and removal [MDB IGNORE] (#20699)
* More sound compressing and removal (#74885)

## About The Pull Request

![image](https://user-images.githubusercontent.com/66640614/233527957-145cb547-7433-458b-b43b-54aebe0b7334.png)

`highlander_delayed` and `highlander_only_one`

Removing another 1.5MB of unused sounds. The longer one was just 1:15 of
just a whole bagpipe song.

Also the emergency meeting sound and another leftover clock cult sound.

And because we're here, removes acid rain sounds because we don't use
them, and compresses some of our bigger oggs.

**That's a total of 5.82 MB of savings!**

---------

Co-authored-by: tattle <article.disaster@ gmail.com>

* More sound compressing and removal

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@ gmail.com>
2023-04-22 07:35:44 -07:00
SkyratBot cc27d302b5 [MIRROR] Reduces the amount of dead bodies in the chasm when using the rescue hook [MDB IGNORE] (#20692)
* Reduces the amount of dead bodies in the chasm when using the rescue hook (#74880)

## About The Pull Request

When trying to fish for bodies with a rescue hook, the chance of getting
a random 'default' generic skeleton is too high.

On top of that, there can be a number of legion skeletons clogging up
the contents list, making catching a sentient mob a RNG based nightmare.

---

This PR makes it far more likely to catch an actual person that has
fallen into the chasm when using the rescue hook, which is how it's
supposed to work, by doing two things:

1) Reduced the chance of getting a default skeleton regardless of the
chasm's contents from 50% to 12.5%.
2) If a body that once belonged to a sentient player is down there, that
will always be fished up before any of the non sentient ones are.

## Why It's Good For The Game

Makes using a rescue hook far less annoying to use when you just want to
save someone who has fallen in.

Duds can still happen as usual, and there is still a small chance of
getting a generic skeleton if you fail the 87.5% chance roll...but
overall, fishing someone up with the rescue rod is a lot better now.

## Changelog

🆑
qol: the rescue hook has a much greater chance at catching actual fallen
player bodies as opposed to generic skeletons/other npc corpses
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Reduces the amount of dead bodies in the chasm when using the rescue hook

---------

Co-authored-by: Bloop <vinylspiders@gmail.com>
Co-authored-by: san7890 <the@ san7890.com>
2023-04-21 15:54:55 -07:00
SkyratBot a5e70e9122 [MIRROR] Audio File Cleanup [MDB IGNORE] (#20675)
* Audio File Cleanup (#74863)

## About The Pull Request
Removes a bunch of sound files that we don't use and moves some sound
files into better locations. I'm hoping to get an archive repo for
sounds going, much like the
[map_depot](https://github.com/tgstation/map_depot) and
[SS13-sprites](https://github.com/tgstation/SS13-sprites).

EDIT: The old sound files are being moved here:
https://github.com/tgstation/SS13-sounds

Also increased the volume of the clownana rustle sound and clipped off
some dead air from shockwave_explosion

## Why It's Good For The Game
Removes a total of 1.95MB worth of unused sound files from the codebase.

## Changelog
🆑 Tattle
soundadd: increased the volume of the clownana rustle
/🆑

---------

Co-authored-by: tattle <article.disaster@ gmail.com>

* Audio File Cleanup

* Fixes the missing sound files ;)

---------

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@ gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2023-04-21 17:22:11 -04:00
GoldenAlpharex abc23f872d Fixes the screenshot tests (#20691) 2023-04-21 14:18:06 -07:00
RatFromTheJungle 9140529639 removes the non-modular pda-b-gone (#20681)
removes modular edit

removes modular edit
2023-04-21 16:52:37 +00:00
SkyratBot f17f9cdf5d [MIRROR] Hides worn PDAs [MDB IGNORE] (#20659)
Hides worn PDAs

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-04-21 16:35:25 +00:00
SkyratBot 1a0cdfac66 [MIRROR] Hologram Touchup (Init savings edition) [MDB IGNORE] (#20638)
* Hologram Touchup (Init savings edition)

* Update hologram.dm

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-21 03:53:09 +01:00
SkyratBot 8cb96fad58 [MIRROR] Fixes body purist headrevs from getting mad at their implant by making them unaware of it [MDB IGNORE] (#20616)
* Fixes body purist headrevs from getting mad at their implant by making them unaware of it

* Update surgery.dm

---------

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2023-04-21 03:53:01 +01:00