Commit Graph

5240 Commits

Author SHA1 Message Date
MrMelbert 685ca9db69 [MDB Ignore] Damp Rag can now get dirty / Repaths damp rag (it's no longer a cup) (#90700)
## About The Pull Request

- Damp rag is now no longer god's perfect cleaning tool. After blood,
the damp rag will collect it, and after cleaning a lot of blood, you can
no longer clean with the rag until you wash it in a sink (or with
cleaner or however you want)
- This means the rag will collect DNA in it as you clean, which gives
detectives an opportunity to investigate.
- It also means the DNA it collects will occasionally spread onto you,
meaning you will have to clean your gloves or hands.
- Cleaning vomit and such is (currently) unaffected (and does not dirty
the rag).
- Diseases are not currently transferred to the rag (but this would be
fun to add)

- Gauze now gets dirty when using it to wrap bleeding wounds. This is
just visual, though blood DNA gets transferred. It can be washed in a
sink.

- Removed gauze on sink / cloth on sink interaction.
   - Can't really wash gauze with it, plus it's redundant.

- Damp rag is no longer a cup.

## Why It's Good For The Game

Damp rag is just "soap without any downsides", which is kinda lame. 
I thought about going a step further and making it require you wet it
first but then it just becomes "mop but small" which is also lame.

Instead, you're required to clean it, which gives janitors / crewmembers
an alternate cleaning method:
- Soap: Small, finite, limited. Can't be replenished.
- Cleaner: Small, finite, even more limited, ranged. Can be refilled
with chemistry's help.
- Mop: Large, infinite, limited. Needs a water bucket.
- Damp Rag: Small, infinite, limited. Need to clean it after a few goes.

## Changelog

🆑 Melbert
balance: Damp Rags can now get dirty when using them to clean blood,
passing blood DNA along.
add: Gauze now gets dirty when apply it to actively bleeding wounds.
Doesn't spread disease or anything, just passes blood DNA. It can be
cleaned in a sink.
del: Removed cloth on sink / gauze on sink interaction to make rags.
Just use the crafting menu
/🆑
2025-05-16 13:49:27 -07:00
Lucy 55025e40e5 Fixes false walls not properly smoothing with objects (#91113)
## About The Pull Request

Port of my downstream fix,
https://github.com/Monkestation/Monkestation2.0/pull/6622

This makes it so false walls properly restore `SMOOTH_OBJ` to their
`smoothing_flags` when closed.

<details>
<summary><h3>Before Fix</h3></summary>


https://github.com/user-attachments/assets/81000516-1cba-4d3c-988e-51582ed2741d

</details>

<details>
<summary><h3>After Fix</h3></summary>


https://github.com/user-attachments/assets/01cbbf04-b3d5-4e71-8a20-6bee77a6ab21

</details>

## Why It's Good For The Game

because having multiple false walls next to each other that look weird
after u open them once is annoying.

## Changelog
🆑
fix: False walls properly smooth with objects now, such as other false
walls.
/🆑
2025-05-16 17:00:45 +03:00
SmArtKar a967549577 Fixes fireplace particle positioning (#91169)
## About The Pull Request

Closes #91150, fireplace lighting seems to be functional

## Changelog
🆑
fix: Fixed fireplace particle positioning
/🆑
2025-05-16 16:57:00 +03:00
OnlineGirlfriend 72436b9b8d [Ready] Add girlypop posters (#91102) 2025-05-13 01:57:43 -04:00
MrMelbert 51f7ac38db You fall down stairs if staggered (or in hard crit, or dead) (#90973)
## About The Pull Request

Trying to travel down stairs while staggered (like from a shove) will
result in you falling down the stairs

This means shove + shove results in someone tumbling down (but not just
a single shove)


https://github.com/user-attachments/assets/e5a9eaa5-28c7-4096-ac65-5f44a11196fd

## Why It's Good For The Game

Combats stair combat with stair combat. (Stair swapping is annoying and
jank, but giving players a way to punish stair swapping would help
counteract that.)

## Changelog

🆑 Melbert
balance: If you're staggered, and try to walk down stairs, you'll
instead fall down the stairs (stunning and causing damage).
balance: Hard crit and dead people will also roll down the stairs.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-05-10 14:33:58 +02:00
Joshua Kidder 86f2347892 Further advances in the pioneering field of animation-ing; putting stuff in machines, taking stuff out of machines, putting stuff in nearby containers (#90895)
## About The Pull Request

Putting stuff into and removing things from machine now plays a little
animation, and putting stuff INTO nearby containers now also plays an
animation. Putting stuff into containers on your person still does not
play an animation.
## Why It's Good For The Game



https://github.com/user-attachments/assets/68cd7db8-1349-4ae3-a5bc-7082839749dd
## Changelog
🆑 Bisar
image: Animations have been added to inserting/removing items from
machines, and to inserting things into containers that are not on your
person.
/🆑
2025-05-08 09:38:51 +12:00
Dani Glore 057dbf13b1 Add: Silicon Gender Preference (#90879)
## About The Pull Request

This PR adds a secondary character preference which allows you to pick
gender for silicon characters, and have the option of matching or
separating that with their character's main gender. Silicon gender is
displayed in their examine text as expected.

## Why It's Good For The Game

People will have a way to identify the gender of their characters when
playing as a cyborg and AI!

## Changelog

🆑 A.C.M.O.
add: Adds an option for picking silicon gender to secondary character
preferences. Matches the main gender preference by default.
add: Adds gender pronouns in cyborg/AI examine text.
/🆑
2025-05-03 01:20:36 -07:00
grungussuss 218255e33b fixes zeno's paradox for rust_heretic_act on windows (#90891)
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## About The Pull Request
closes https://github.com/tgstation/tgstation/issues/90705
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## Changelog

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🆑 grungussuss
fix: fixed rust heretic hand not being able to destroy windows or
windoors
/🆑

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2025-05-02 16:55:51 +02:00
LemonInTheDark a0a07e9f40 Unfucks /datum/browse code (#89994)
## About The Pull Request

What it was doing was by and large fine, HOW it was doing it SUCKED 
I've cleaned it up and the nearby code some, notable hits include: 
- random if check in secrets ui that was totally unused
- proc called add that actually set 
- lists not defined as such
- stupid var names
- proc args which did nothing
- code which did nothing
- oververbose code
- proc/var names with no spacing at all

Note: This might have changed behavior accidentally, I've done my best
to test but we'll need to look out for issue reports in coming days.

## Why It's Good For The Game

I was working on bitflag code and saw red, now it's 2 hours later.

## Changelog
🆑
code: Brought browser code up to standard with the rest of the codebase
admin: Hey lads, I cleaned up how non TGUI windows work on the backend,
please let me know if anything is broken! PING ME MOTHERFUCKER
/🆑
2025-04-25 17:36:34 -04:00
necromanceranne 6867da7943 Resolves some specific object repair behaviours not being acknowledged by duct tape (#90817)
## About The Pull Request

When duct tape repairs mechs, windows or clothing, it properly updates
icons and other effects that normally occur when repaired.

## Why It's Good For The Game

It ends up creating some weird interactions due to directly repairing
the objects integrity.

## Changelog
🆑
fix: Duct tape properly updates the various icons and visuals of mechs,
windows and clothing that it repairs.
/🆑
2025-04-25 15:36:45 +00:00
Ghom 339616ae78 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!

I also tried to replace some of those single letter vars/args but there
are just way too many of them.

## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.

## Changelog

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-23 20:18:26 +00:00
SmArtKar b626509622 [MDB IGNORE] Implements an automatic nearstation area tiler (#90660)
## About The Pull Request

Space turfs will now assign the nearspace area to themselves whenever
they're replaced, or lattice or catwalks are placed ontop of them. This
fixes lighting missing from player-created space structures until they
create a custom area, and resolves a similar issue with shuttle
ceilings. To track this we had ceilings spawn the "shit be fucked"
marker whenever they were created outside of nearspace, which is now
gone.
Shuttles bypass this autotiler for non-space areas, because they'd
replace it anyways.

**This does not work on mapload to cut down on init times**, mappers
still have to place nearstation areas on their maps where they place
some sort of a structure in space. They do not have to do this for
shuttle landing areas now, however.

Closes #84597

## Why It's Good For The Game

Shit be fucked markers created by ceilings are a god awful solution
because we have player-controlled shuttles with custom positioning, so
every time you moved a shuttle to a bottom level of any multiz map, you
get a bunch of them on your shuttle's roof.

## Changelog
🆑
fix: Fixed "shit be fucked" errors and missing lighting on shuttle
ceilings docked to bottom z levels of multiz maps
/🆑
2025-04-21 02:54:09 +02:00
SyncIt21 9bd45e2f3a Part 3: Storage Improvements (#90476)
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-04-20 12:02:29 +00:00
Wallem b3d0dfa40a Ports some signs from the wallening & updates various others (#90581)
Updated a whole bunch of signs
2025-04-17 16:58:19 -04:00
FeudeyTF 85e547ab0d Detective Board UI update (#90591)
## About The Pull Request

I've updated the UI of the detective board to make it look more
detective-like. Also, it is not necessary to specify the name and
description of the evidence to be attached. If it is not specified,
these fields are taken from the item.



https://github.com/user-attachments/assets/51419478-5fa9-43d4-a903-992ab4f0c91d

(The detective smoked a cigar and is now coughing)

Before:

![old](https://github.com/user-attachments/assets/b900b488-8271-40df-ac7c-18b60c8f6bf5)
After:

![new](https://github.com/user-attachments/assets/6c9d19e7-d94b-4003-81b1-54d781fb62bc)

## Why It's Good For The Game

Better UI/UX

## Changelog

🆑 FeudeyTF
qol: Better UI/UX for detective's board
/🆑
2025-04-16 18:00:43 -07:00
John Willard ff42163d0b Cult armor slowly kills non-cultists & can be exorcised. (#90557)
## About The Pull Request

Wizard and Cult armors were all thrown in randomly with all the rest of
the cult items so I moved them into their own files for organization,
documented each one, and made the hoodies copy the armor from the suit
they are apart of.

I also made 3 balance changes here:

1- Hardened cult armor (the spaceproof one), if worn by a non-cultist,
will cause random pierce and dislocation wounds to the wearer until they
take it off. From my personal testing this killed me in sub-3 minutes
while I was slower due to the dislocations.
2- Hardened cult armor can now be blessed with a bible, which will turn
it into a new set of chaplain armor. If the chap selected one already
then it'll be a new set, otherwise a random set.
3- The hardened cult armor found as icemoon loot has been replaced with
a new item, the wolf cloak, which is a hooded neck item that gives you a
wolf transformation spell


https://github.com/user-attachments/assets/597e259a-3de2-4d2e-a43a-7953ba5482dc

##### - Code bounty by Ezel/Improvedname

## Why It's Good For The Game

Hardened cult armor is the only type of cult suit that can be worn by
non-cultists, while every other gear has some way of stopping you
(including the blindfold and the flagellant's robes), this gives you
about 3 minutes time to use it and isn't a straight up "drop it lol".
For the blessing, it's a small interaction that gives one more thing
Chaplains can bless. Once Chaplains start blessing cult equipment we see
balance tipping in the station's favor, usually balance is not that much
of a concern, but this does give the Chaplain a way of expanding their
own experience (especially if they're Honorbound) in a round opening
more funny ways of roleplaying around a cult round.

## Changelog

🆑 Toriate, JohnFulpWillard
add: Adds a Wolf pelt cloak as an icemoon drop, replacing the hardened
Cult armor.
balance: Cult's hardened armor now deals bleeding and dislocating limbs
to non cultists who wear it, and can also be blessed into holy armor.
/🆑
2025-04-15 11:00:38 +00:00
Ben10Omintrix a5b3e64c41 holograms now momentarily glitch out when u interact with them (#89689)
## About The Pull Request
adds a new visual effect for holograms ,such as holosigns and several
holoanimals, where they'll glitch out when walked through, attacked, or
when a thrown object passes through them


https://github.com/user-attachments/assets/5c18e48e-6ea5-4e57-a7d4-6a9323e317f5



## Why It's Good For The Game
i think its good for the sake of immersion. also, if pai players feel
like this might get annoying i have no problems excluding them from this
effect.

## Changelog
🆑
add: adds a new glitch-out effect for holograms when they're interacted
with
/🆑
2025-04-15 11:25:57 +01:00
SmArtKar b49553bdf4 Refactors MODsuit module rendering and allows overslotted parts to show items they overslot when unsealed (#90414)
## About The Pull Request

MODsuit modules now render on the part they're attached to, that being
first part if required_slots is set, otherwise defaulting to the control
module. Instead of using icon ops and a cache, module masking (used by
armor boosters and insignias) will instead render the module on all
parts, each overlay alpha filtered using the worn piece as the mask. To
do this we also migrate modules to separate_worn_overlays, which fixes
the issue where they'd always get painted the same color as the back
piece, ignoring use_mod_colors's value (which is FALSE by default). So
now modules that inherit MOD's color like armor booster will be painted
accordingly to their piece.
This also means that modules actually layer properly, and don't go ontop
of items that they should be under.

Additionally, whenever gloves or boots overslot an item, the overslotted
item will still render underneath them if they're unsealed. Because it
looks weird when your gloves disappear when you extend your MODsuit
ones.


![dreamseeker_BaWjJBcMVO](https://github.com/user-attachments/assets/2b374913-7761-4b54-9bbd-cbd57d343fd6)

Look at that hip look, she'd have bare hands and ankles without this PR.

Closes #90370

## Why It's Good For The Game

Fixes a bunch of visual jank that looks weird, and overslotting
displaying overslotted item is just behavior you'd expect normally.

## Changelog
🆑
add: When a MODsuit piece overslots an item, it will now render beneath
that piece as long as its unsealed.
refactor: Refactored how MODsuit modules are rendered, report any bugs
on GitHub!
/🆑
2025-04-15 20:21:10 +12:00
MrMelbert 67dd51be79 Reworks language translations. Add partial language understanding. Bilingual update. (#90252)
## About The Pull Request

Fixes #89445 (well, technically. It fixes the bug associated but these
`say`s should really be emotes.)

Three things:

1. Reworks how language translation works.

Rather than scrambling a sentence into a language entirely, sentences
are now scrambled on a per-word basis.

Additionally, the 1000 most common words of a language are *never*
re-scrambled across the duration of a round. Once it's set it's set in
stone.

Example: (Sample / Old / New)


![image](https://github.com/user-attachments/assets/69be41fa-bc40-45f0-bd80-e24e799c9f38)

This allows for a number of things:

- More consistent translations, making it (more) viable to actually
"teach" someone words for something
- Maintaining emphasis such as caps (but not `||`, `++`, or `__` - at
least not yet)
- The following:

2. Adds partial language understanding

Some languages can understand portions of other languages.


![image](https://github.com/user-attachments/assets/b6eee2c7-f564-437b-8c7a-bd1d88a9b680)

This pr adds the following:
- Those who understand Beachtongue can understand 50% of Common and 33%
of Uncommon words.
- Those who understand Common can understand 33% of Beachtongue and 20%
of Uncommon words.
- Those who understand Uncommon can understand 20% of Common and 20% of
Beachtongue words.

3. Bilingual quirk has been expanded to accomodate these changes.

There are now two more preferences:
- Language Speakable
- You can toggle this, so you only understand the language, rather than
understand AND speak.
- Language Skill
- If you choose to be unable to speak the language, you can set how much
of the language you can understand, down to 10%.

## Why It's Good For The Game

Playing around languages is fun, but due to the way our translation
works, ALL context is immediately lost for what the other person may be
saying.

If the other person is shouting in all caps? Output language is normal
chatting. This is lame!

Even if someone is unable to understand you, there's a LOT you can
convey just by how you speak, and getting that across in game is quite
difficult when all translations get mauled so badly.

So this changes that. 

- Emphasis like caps lock is maintained, so you see someone shouting in
caps in a foreign language you can probably intuit something is wrong
(but not what is wrong!)
- Some languages can gleam bits of other languages, so you MIGHT be able
to pick out context if you pay close attention
- "Brother" languages will now feel more like "brothers" and not
completely divergent
- You can even "teach" someone words in your language - at least the
most common words! (Until next round)

## Changelog

🆑 Melbert
add: Languages can now have partial understanding of other languages.
More common English words are more likely to be mutually understood.
add: Those who understand Beachtongue can understand 50% of Common and
33% of Uncommon words.
add: Those who understand Common can understand 33% of Beachtongue and
20% of Uncommon words.
add: Those who understand Uncommon can understand 20% of Common and 20%
of Beachtongue words.
add: Bilingual quirk: You can now choose between being able to speak or
not speak the language
add: Bilingual quirk: You can now choose to have partial understanding
of your language, rather than full.
qol: If you speak in ALL CAPS in a foreign language, the translated
words will also be ALL CAPS.
qol: Many more forms of punctuation are now conveyed across
translations.
qol: The 1000 most common English words will now never be scrambled when
translating into other languages for the duration of the round. This
means you can actually "learn" some words if you are especially
attentive! (Until the next round at least)
refactor: Refactored language translations. Report if you see any super
odd looking translations.
fix: Force-says forcing you to speak common (such as cult invocations)
will now correctly force you to speak common (even if you don't know
common)
/🆑
2025-04-13 22:01:33 +01:00
MrMelbert af0d361465 Demolition mod is inverted vs "soft" structures like spider webs (#90464) 2025-04-13 11:08:17 +02:00
SmArtKar 7b286d7e5b Fixes grilles not updating their overlays properly (#90520)
Caused by grilles weirdly hijacking their rendering code and preventing
any overlay updates which is baaad.
2025-04-13 01:01:50 -04:00
MrMelbert 52ece11d9d Does my wooden table smashing reviews (#90569)
I left these reviews but didn't draft it and it got merged. (#89826)
2025-04-13 00:55:36 -04:00
KingkumaArt 4e4cd7667c Allows you to put people through wooden tables, like a wrestling match. (#89826)
## About The Pull Request
<img width="161" alt="image"
src="https://github.com/user-attachments/assets/af923130-b928-4a66-a428-619f37f48616"
/>

Simply put, wooden tables (aka, both wood legs and top) have a 1 in 5
chance to break like glass ones when you stand on them.


## Why It's Good For The Game

More potential for funny, but harmless chaos is always nice, and given
wrestling is probably the most commonly played sport in this game, being
able to do tables matches felt fitting - but please do not let this pull
request distract you from the fact that in 1998, The Undertaker threw
Mankind off Hell In A Cell, and plummeted 16 ft through an announcer's
table.

## Changelog
🆑 Webcomicartist
add: People shoved onto wooden tables now have a 1 in 3 chance to break
it, for all your wrestling needs - but please do not let this pull
request distract you from the fact that in 1998, The Undertaker threw
Mankind off Hell In A Cell, and plummeted 16 ft through an announcer's
table.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-04-11 18:27:59 +02:00
Bloop 901d562e4d Fixes the flipped table spawners (#90518)
## About The Pull Request

They weren't actually working turns out. There was a race condition with
icon smoothing, so it needs to be flipped after the table gets smoothed.
On top of that the dir wasn't being passed properly.

## Why It's Good For The Game

Stuff that actually works!

This will allow for things like this on mapload:


![image](https://github.com/user-attachments/assets/372297d7-2a30-4d85-8e89-91d14fd584d7)


## Changelog

🆑
fix: fixes flipped table spawners not initializing correctly
/🆑
2025-04-09 22:36:28 -06:00
SmArtKar acd8a1693f Moves manual boulder breaking to LMB, corrects tooltips (#90474)
## About The Pull Request

Per #90473, for some reason boulder breaking is right click exclusive
for items. Basicmobs also break boulders on left click, but the tooltip
claims they should use right click for it. Also cleaned up some related
code.

## Why It's Good For The Game

Doesn't really make sense to use exclusively right click for boulder
breaking, this can confuse newer players.

## Changelog
🆑
qol: Moved manual boulder breaking with tools to LMB, corrected boulder
tooltips suggesting incorrect mouse buttons for basicmobs.
/🆑
2025-04-08 22:40:28 +02:00
SmArtKar e7fe01e1dd Fixes certain mobs runtiming when dusted (#90467)
## About The Pull Request

Certain mobs, like bots, delete on death. Also fixed an incorrect
deletion check in crematorium code.

## Changelog
🆑
fix: Fixed certain mobs runtiming when dusted
/🆑
2025-04-08 16:40:56 +02:00
Ghom a2e141c859 Locking a storage item now locks you out of other storage items inside it. (#90243)
## About The Pull Request
This PR introduces the `set_locked()` proc, which I'll also need for
something else later.

## Why It's Good For The Game
I could still interact with the storage of a box I placed into a secure
safe after I locked the latter.

## Changelog

🆑
fix: Locking a storage item now locks you out of other storage items
inside it.
/🆑
2025-04-07 07:49:39 +02:00
Jacquerel df54935215 You can cuff people to the tram rails (#90293)
## About The Pull Request


![dreamseeker_29qExNc2QS](https://github.com/user-attachments/assets/688e23ff-93df-4f51-990c-4bc475d344fb)

Handcuffed people can be buckled to the tram rails.
If the tram hits them then they will die badly.
If they're not shockproof and are buckled to a powered rail, it will zap
them repeatedly for a little bit of damage (but not a lot because you
probably want them to die from something else).
Unbuckling someone from a powered rail is also pretty dangerous.


While doing this I fucked around a bit with how the "is the tram deadly"
calculation worked because I didn't like how a deadly tram cuts your
head off but does literally no other damage. Now it pulverises _and_
beheads you.

## Why It's Good For The Game


![image](https://github.com/user-attachments/assets/5f1e4151-876f-467f-8d41-b7666129c7af)
Multiple people I spoke to believed this was already possible

## Changelog

🆑
add: Handcuffed people can now be tied to the tram rails
balance: tram rails will no longer electrocute you if they're not
powered
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-04-03 15:54:02 +02:00
Singul0 0107aecc73 Adds table flipping! Take 2.0 (#90156)
## About The Pull Request
Revives the long dead #80348. Right click a table to flip it over,
Useful for makeshift cover or ragequitting. Their integrity is equal to
that of the table you flipped. Some tables aren't able to be flipped
(reinforced tables, roller tables, etc).

I refactored it to be less snowflakey. so hopefully this passes with
only minor changes

![290775902-48414bb3-aaa9-467d-8edf-a170a98b1506](https://github.com/user-attachments/assets/3627c537-043e-4829-b38b-f68a7d382167)

![gambar](https://github.com/user-attachments/assets/ce04a6d1-e480-46f9-8913-041f86db8a9a)
## Why It's Good For The Game
I felt like we're lacking in the makeshift defense items. This is a
quicky way to plop up a shitty barricade for you to guard with. and also
really cool for roleplaying and such. also, this categorically goes
hard:

![gambar](https://github.com/user-attachments/assets/af593068-d9f3-49b0-9102-989ce2b4d3fb)
## Changelog
🆑
add: You can now flip tables by right clicking them!
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
2025-04-03 03:11:27 +01:00
TiviPlus 88c2213f1e Force UTC±0 for time2text logging and IC times (#90347)
## About The Pull Request
This won't actually do anything on live, since those are all set to
UTC±0 currently

Pins logging and IC uses of time2text to UTC±0 instead of using the
system timezone (byond default)
Timezones not being set to utc0 caused issues before (and is again)

All timezones are now passed explicitly to make it more likely it's
cargo culted properly at least

Deletes worldtime2text cus it was gameTimestamp default args

## Why It's Good For The Game
Server timezone changes probably shouldn't affect logging, round times,
file hashes, IC time, when you caught fish, etc

## Changelog
🆑
refactor: Logging and IC timestamps will now always use UTC±0 and not be
affected by server system timezone changes
fix: Station and round times will not longer be incorrect if the system
timezone is not UTC±0
/🆑

---------

Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
2025-04-01 22:08:15 +02:00
SmArtKar 6b83a91956 Revert "Refactor for storage initialization & organization (#89543)" (#90332)
## About The Pull Request

Reverts the storage initialization refactor and all subsequent related
PRs.
The original PR is below our standards both for code quality and
testing, and is majorly flawed at its core. This has been discussed with
other maintainers and headcoder(s?) over on discord. A lot of changes
from the PR could be brought over later, but in its current state it
should not have been merged.

- Closes #90322
- Closes #90313
- Closes #90315
- Closes #90320
- Closes #90312
- Closes #90344

## Why It's Good For The Game

This PR causes a series of major issues which cannot be resolved without
either completely rewriting a lot of the original PR, or bad code.
Not matching our standards is grounds for not merging a PR, and the fact
that a PR should not have been merged is a reason for a revert.

## Changelog
🆑
fix: Fixed a series of storage-related bugs caused by a refactor PR.
/🆑
2025-03-30 21:30:31 +00:00
LT3 da610819d6 Fixes tram info plate (#90311)
## About The Pull Request

Fixes tram info plate from being underneath the tram wall, converting it
from a plaque to a sign.

## Why It's Good For The Game

Fix layering issue

## Changelog

🆑 LT3
fix: Tram information plate and other signs mount correctly on tram
walls
/🆑
2025-03-30 21:13:35 +02:00
Lucy 79a26d26e5 Fix some instances of trying to directly qdel lists (#90227)
## About The Pull Request

this fixes a bunch of code incorrectly calling qdel directly on a list,
and adds a stack trace to qdel if someone does pass a list to it

## Why It's Good For The Game

because I'm pretty sure qdel ends up calling fucking `del()` as `/list`
is not a `/datum`

## Changelog

No user-facing changes.
2025-03-28 18:37:16 +01:00
Waterpig 3256f65a9e mystery_box_item is now a type of /obj/effect/abstract (#90258)
## About The Pull Request

Retypes the object, attaches it to the crate as a vis_overlay, and gives
it the correct vis_flag to share the plane.

This also means it now layers correctly on multiz, when previously it
would show up on the lowest level.

## Why It's Good For The Game

/obj/ is not meant to be bloated with stuff that can easily be an
effect. Also fixes a bug

## Changelog
🆑
fix: Mystery box items no longer layer on the lowest z_level when in
multiz
code: mystery_box_item is now a type of /obj/effect/abstract
/🆑
2025-03-28 18:32:03 +01:00
Waterpig d3d3a12540 The big fix for pixel_x and pixel_y use cases. (#90124)
## About The Pull Request

516 requires float layered overlays to be using pixel_w and pixel_z
instead of pixel_x and pixel_y respectively, unless we want
visual/layering errors. This makes sense, as w,z are for visual effects
only. Sadly seems we were not entirely consistent in this, and many
things seem to have been using x,y incorrectly.

This hopefully fixes that, and thus also fixes layering issues. Complete
1:1 compatibility not guaranteed.

I did the lazy way suggested to me by SmArtKar to speed it up (Runtiming
inside apply_overlays), and this is still included in the PR to flash
out possible issues in a TM (Plus I will need someone to grep the
runtimes for me after the TM period to make sure nothing was missed).
After this is done I'll remove all these extra checks.

Lints will probably be failing for a bit, got to wait for [this
update](https://github.com/SpaceManiac/SpacemanDMM/commit/4b77cd487d0a7b6a069df20356b701af5b20489d)
to them to make it into release. Or just unlint the lines, though that's
probably gonna produce code debt

## Why It's Good For The Game

Fixes this massive 516 mess, hopefully.

closes #90281

## Changelog
🆑
refactor: Changed many of our use cases for pixel_x and pixel_y
correctly into pixel_w and pixel_z, fixing layering issues in the
process.
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
2025-03-28 14:18:45 +00:00
Joshua Kidder 21f71c37f1 Updates door remote accesses + descriptions, implements logic for area-specific remote operation, moves remote definitions to the top of control_wand file (#90079)
## About The Pull Request

This updates door remote accesses to match the accesses of their owner
-- research remote = RD access, and so on. However, the Captain's door
remote does not inherit this increased access, and is still relegated to
command areas like the bridge, AI upload, etc.

As well, it implements a logic for a given "domain" per remote holder,
based on high-security areas that are iconic of the given role. As such,
even though they may have access to the Vault, no other Head besides the
Captain can open the Vault with their remote, the head remotes (beside
security) can't open the brig (Captain didn't have access anyway), and
so on. The restricted areas and the remote with authority to open that
area are as follows:

**Captain**
- The whole station
- Note: Still restricted by the remote access, which is: Bridge, Vault,
AI Upload, Teleporter, Gateway, Captain's Office, EVA

Head of Personnel
- Gets no special "domain" for their remote, but otherwise receives
HoP's round-start access

Head of Security
- Security

Chief Engineer
- Gets no special domain, because no other Head roundstart trims receive
access to the CE's high-security areas of Engine or Atmospherics
(besides Captain, who has a neutered remote already)

Research Director
- AI Upload, AI Core

Chief Medical Officer
- No special domain for the same reason as Chief Engineer; no other
heads have unmitigated medical access


Also updated remote descriptions with allusions to stereotypes/jokes for
a given head (Captain's authority is dubious, QM is not a Real Head,
Security remote was stolen from HoS by resentful Warden, HoP disappears
more than Carmen Sandiego, CMO shouldn't have a medical license, RD is
absolutely jacked)

Finally, moved the remote definitions to be above the sheer cliff of the
ranged interaction proc in the control_wand file.


## Why It's Good For The Game

Makes remote access have parity with the access of their respective head
of staff, while at the same time allowing other Heads of Staff to retain
their own control over doors in their department areas.
## Changelog
🆑 Bisar
balance: Door remotes now match the access of their owner (except for
the Captain, whose remote access is unchanged). Door remotes, however,
respect the high security area control of other remotes; as such, even
if a Head can enter an area like the brig, only the Security remote
works to open the entrance.
/🆑
2025-03-26 01:33:19 +01:00
SmArtKar 431bf75d53 Color Code Audition: Human rendering hates me (#89702)
## About The Pull Request

This trainwreck of a PR is (hopefully) a final solution to all rendering
jank stemming from the new filter-based coloring system. I went over
every single instance of RESET_COLOR, either adding KEEP_APART or
rewriting them entirely so they render properly. I've also fixed blood
rendering issues by utilizing alpha filters and adding an abstract
"holder" appearance for worn items, which holds blood overlays on worn
clothing as to avoid coloring it. I've also fixed horrible
inconsistencies with atmos pipe coloring as a result (of getting sucked
down that rabbit hole) and converted all uses of COLOR_VERY_LIGHT_GRAY
in atmos code to ATMOS_COLOR_OMNI to avoid confusion.

MODsuit modules still get colored into MOD unit's color, need to
refactor their rendering for this.

Closes #88989
Closes #87526
Closes #89837

## Changelog
🆑
refactor: Audited all remaining coloring code - among noticeable
changes, blood should no longer get colored or "leak out" of item
bounds, atmos pipes no longer color weirdly and repairbots are white
again.
/🆑
2025-03-24 15:05:33 +01:00
subject217 b5522e5313 fixes a spelling error and a grammar error (#90197)
## Why It's Good For The Game

I like grammar

🆑
spellcheck: fixed a typo and a grammar error
/🆑
2025-03-24 14:41:10 +01:00
SmArtKar d8eb35b444 Fixes tool_act returns on reflectors (#90185)
## About The Pull Request

These two should be ITEM_INTERACT_BLOCKING to prevent accidentally
bashing them when failing to use the tool for whatever reason

## Changelog
🆑
fix: Fixed failed wrench/welder interaction attempts resulting in you
attacking reflectors
/🆑
2025-03-24 13:37:19 +01:00
SyncIt21 0f57a23830 Refactor for storage initialization & organization (#89543)
## About The Pull Request
A Huge chunk of changes just comes from moving existing storage code
into new files & seperating `atom_storage` code into its own subtype
under the already existing `storage/subtypes` folder.

With that the changes in this PR can be organized into 3 categories.

**1. Refactors how `/obj/item/storage/PopulateContents()` initializes
storages**
- Fixes #88747 and every other storage item that has a similar variant
of this problem

The problem with `PopulateContents()` is that it allows you to create
atoms directly inside the storage via `new(src)` thus bypassing all the
access restrictions enforced by `/datum/storage/can_insert()` resulting
in storages holding stuff they shouldn't be able to hold.

Now how this proc works has been changed. It must now only return a list
of items(each item in the list can either be a typepath or a solid atom
or a mix of them in any order) that should be inserted into the storage.
Each item is then passed into `can_insert()` to check if it can fit in
the storage.

If your list contains solid atoms they must be first moved
to/Initialized in nullspace so `can_insert()` won't count it as already
inserted. `can_insert()` has now also been refactored to throw stack
traces but explaining exactly why the item could not fit in the storage
thus giving you more debugging details to fix your stuff.

A large majority of changes is refactoring `PopulateContents()` to
return a list instead of simply creating the item in place so simple 1
line changes & with that we have fixed all broken storages(medical
toolbox. electrical toolbox, cruisader armor boxes & many more) that
hold more items they can handle

**2. Organizes initialization of `atom_storage` for storage subtypes.**
All subtypes of `/obj/item/storage` should(not enforced) create their
own `/datum/storage/` subtype under the folder `storage/subtypes` if the
default values are not sufficient. This is the 2nd change done across
all existing storages

Not only does this bring code cleanliness & organization (separating
storage code from item code like how `/datum/wire` code is separated
into its own sub folder) but it also makes storage initialization
slightly faster (because you are not modifying default values after
`atom_storage` is initialized but you are directly setting the default
value in place).

You now cannot & should not modify `atom_storage` values inside
`PopulateContents()`. This will make that proc as pure as possible so
less side effects. Of course this principle is not enforced and you can
still modify the storage value after `Initialize()` but this should not
be encouraged in the future

**3. Adds support for automatic storage computations**
Most people don't understand how `atom_storage` values work. The comment
here clearly states that

https://github.com/tgstation/tgstation/blob/55bbfef0da70d87455ca8d6fd5c95107eb8dbefb/code/game/objects/items/storage/toolbox.dm#L327-L329
Because of that the linked issue occurs not just for medical toolbox but
for a lot of other items as well.

Which is why if you do not know what you doing, `PopulateContents()` now
comes with a new storage parameter i.e. `/datum/storage_config`

This datum allows you to compute storage values that will perfectly fit
with the initial contents of your storage. It allows you to do stuff
like computing `max_slots`, `max_item_weight`, `max_total_weight` etc
based on your storage initial contents so that all the contents can fit
perfectly leaving no space for excess.

## Changelog
🆑
fix: storages are no longer initialized with items that can't be put
back in after taking them out
refactor: storage initialization has been refactored. Please report bugs
on github
/🆑
2025-03-23 22:20:23 +01:00
Twaticus 0cb8abae92 Trashcart and Various Cardboard Related Resprites (#90129) 2025-03-20 15:49:34 +00:00
LemonInTheDark b59132ad60 Removes Corner Smoothing (Mild Bitmask Improvements) (#90002)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

[Removes all remaining users of SMOOTH_CORNER + dirt
automation](https://github.com/tgstation/tgstation/commit/71d120511a372501ac546b2571ef570eb4426a56)

Removes all remaining instances of overlay smoothing (the deprecated
system that stitches corners together IN ENGINE) from the game.

This amounts to:
The test smoothing wall, which I converted to just bitmask + diagonals 
Stationary canisters, which I've done the same to (alongside adding all
the states to gags, which around doubled their gags count). These
autocut now.

I've also given dirt icons autocutting, for spriter convieneince (I
would have done this before but I didn't know they smoothed)

[Removes corner smoothing from the
codebase](https://github.com/tgstation/tgstation/commit/98ebe5815223a3078c2e591fd277b9418ed03278)

This code is OLD, and has been functionally deprecated for as long as
I've been here. It basically does what bitmask smoothing does, but
instead of prebaking connections they're formed in engine with overlays.

This is... fine, and does TECHNICALLY allow for unique effects, but
none's gonna use it because the details are so niche, so it just becomes
a risk factor for someone fucking up and using overlays for some reason.

What it does do then is clutter up our smoothing code with 2 different
async systems, one of which functions SLIGHTLY differently from its
brother. IMO it just works to confuse people trying to read smoothing
code (already quite confusing).

I've removed it, alongside its bespoke code/variables, excluding
area_limited_icon_smoothing, a var on areas that prevents smoothing out
of network, which I have instead integrated into bitmask smoothing.

I've updated snowflake's documentation to be more up to date with modern
systems, and earmarked where explanations/automation for the more...
underdeveloped bits of smoothing should go in the future.

## Why It's Good For The Game

I relapsed and needed something to put that energy towards.

We don't really want people to use this, and none knows enough about it
to take advantage of its theoretical uses.
Really its only purpose right now is making understanding diagonal
smoothing easier, and that's not all that hard of a task.
Better to remove and integrate then to let rot and confuse.

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
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mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
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🆑
add: Smoothed objects on shuttles now will only smooth with other
shuttles (added support for extensions of this system)
refactor: I've funked around with our smoothing system, cutting out some
older code. Lemme know if anything is weird PLEASE
/🆑

<!-- 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
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2025-03-20 15:42:16 +13:00
necromanceranne 8df0c5851d Partially reverts #89619, where I partially reverted #87936; Puts back the mining and damage AOE damage on Mech PKA, but improves the standard modkits as well (#89993)
## About The Pull Request

In #89619, I removed the mech PKA's mining AOE and reduced the damaging
AOE to a fraction of the damage.

I have restored both of these aspects, but I have also applied this
change to the standard PKA's mining and damage AOE. I have also included
the mob biotype limitations as well.

AOE modkits take 10% capacity, now allowing miners to use them in more
setups. However, they conflict with one another. You can only have one
AOE mod until you can get the dual AOE mod from tendrils.

The AOE damage/mining effect is now a 2 tile effect rather than 1 tile
effect.

## Why It's Good For The Game

My intent in the previous PR was to bring mech PKA's down to standard
mining limitations. So, why not improve those standards for everyone
instead? The new state of mining expects you to be dealing with a lot of
mobs at once. Even small vents can, on occasion, decide to spit out
several goliaths back to back. That's a lot of mobs with a lot of
health.

Miners need AOE options more than ever. They have very little that are
actually meaningful, sadly. So my intent here is that this should be an
expectation for our miners to be seeking out and can fit into their
current, standard gameplay.

Certainly I've only felt like shit having to sacrifice a damage or
cooldown mod for an AOE mod, only to get a very minor amount of damage
splash for my efforts. That, and the radius doesn't usually impact most
mobs as they spawn and attack from awkward angles or distances from one
another where they are JUST out of reach of one another. Trying to use
the splash to hit multiple enemies is often not worth it compared to
just hitting one enemy at a time with a lot of damage.

So, let's just go with the standard of 'Good AOE is fundamentally needed
now' and worth from that premise.

## Changelog
🆑
balance: Mech PKA now once again mines turfs and does full damage on its
AOE explosion (still only hitting mining mobs).
balance: The standard PKA AOE mods are now by default 10% capacity. But
they cannot be used with one another.
balance: The standard PKA offensive AOE mod now does the PKA's full
damage in its AOE.
balance: Mining AOEs will affect everything within a 2 tile radius
around the point of impact, up from a 1 tile radius.
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2025-03-19 07:57:52 +01:00
SmArtKar 64cf28cc4f Adds bodypart visuals for different implants, improves eye color/blinking handling (#90010)
## About The Pull Request

Added visual overlays for all arm implants, HUD implants (not the
headrev one), internal thrusters, breathing tube, nutriment pumps and
reviver implant.


![dreamseeker_wd79oYLszL](https://github.com/user-attachments/assets/76582c23-8639-4261-8414-622a0419dc5b)

![dreamseeker_MnlpCHD0nQ](https://github.com/user-attachments/assets/c4692105-0435-401b-aa30-66a33a813fc4)

![dreamseeker_nLJrSPGC63](https://github.com/user-attachments/assets/5b43a1a6-45d6-454e-9348-c119db3cfb43)

Additionally, added a wrapper for eye color setting which solves the
issue where non-pref sourced eyecolors got reset after changing them,
and changed how blinking works so now update_body calls don't force you
to blink.

## Why It's Good For The Game

Gives you incredible drip (which makes augments feel more impactful) and
allows others to see if you have certain important augments (reviver)
that could matter.
As for technical changes, both were required for this to HUDs to work
nicely and fix some bugs as a side effect.

## Changelog
🆑
add: Certain implants now have visuals when implanted
fix: You no longer blink when you adjust your clothing
fix: Fixed an issue where some NPC/midround humans would not get their
eye color set correctly
/🆑
2025-03-17 19:09:55 +01:00
_0Steven 3b73af32c5 Table frame interaction refactor (#89880)
## About The Pull Request

So I was looking for `attackby(...)` instances to kill and, hey look,
table frames- oh what the fuck is this.
Oh why does this have the same checks like five times, across the parent
type and subtypes.

So this pr's primary point is to refactor the table frame
`attackby(...)` into `item_interaction(...)`, and by extension lower the
amount of weird `attackby(...)` override jank going on with them.
Instead of having all of the subtypes define their own almost exactly
the same table construction interactions, we use a single generic
interaction chain and add a new `get_table_type(...)` proc to let
subtypes override what tables to construct for what stacks.

We also move the assigning of frame-and-stack-related things to the
actual table types themselves, instead of specifying all these
interactions on the frame.

We also add screentips for deconstruction and table construction, again
using the `get_table_type(...)` proc so screentips can differentiate
between which stacks can and can't make a table for our table without
needing to change the screentips manually for the subtypes.

Beyond that is mostly generic clean-up.

I'm a bit icky on my implementation of
`/obj/item/stack/proc/get_table_type()`, because of hardcoding for
`/obj/structure/table/greyscale`, but I think it's better than the
alternatives.
This lets us use the old method of letting all `/obj/item/stack/sheet`
subtypes use the generic material table, but limit it to working as long
as they define a `material_type`. I feel it's better than letting broken
tables exist, needing to hardcode it on the table frame, or needing to
expect people to add the generic material table `table_type` whenever
they add a `material_type` (no one would do this).
## Why It's Good For The Game

Screentips good 👍
Less jank encountered good.
Specifically the inability to deconstruct table frames on right click
when tables can be deconstructed on right click has thrown me off so
many times it's wild.
## Changelog
🆑
refactor: Refactored table frame interactions, please report any issues.
fix: You can no longer make material-less material tables out of certain
items.
fix: Fancy tables remember which carpet was used to make them, and no
longer magically transmute carpets into simpler types.
fix: You can no longer stack abductor table frame-using tables
specifically.
qol: Added screentips for deconstructing table frames and constructing
tables out of them if the material you're holding can do so.
qol: Table frames can now also be deconstructed on right click for
parity with tables, in addition to left click.
qol: Table frame interactions use balloon alerts.
/🆑
2025-03-17 02:14:43 +01:00
MrMelbert 52678d41b5 Everyone is kung fu fighting: Refactors martial arts / You can have multiple martial arts and swap between them (#89840)
## About The Pull Request

Refactors martial arts off the mind. Don't worry the martial arts you
learn still transfer with mindswap

Instead, they are just tracked on a list on the mob, and they also
independently track the datum that created them

This fixes a lot of jank with martial arts, like say, having your krav
maga gloves transfer across slime clones or something...

But it also opens an opportunity: As we track all martial arts
available, I added a verb (ic tab) that lets you swap between the ones
you know


![image](https://github.com/user-attachments/assets/6db1fc14-2859-444b-88ed-773962602f85)

(Some don't let you swap like that one brain trauma)

## Why It's Good For The Game

Aforementioned fixes a lot of jank

Recently martial arts have just been up and disappearing and this was
entirely spurred on by that bug

Probably fixes #84710 (haven't checked) 
Probably fixes #89247
Probably fixes #89948
Probably fixes #90067

## Changelog

🆑 Melbert
refactor: Refactored martial arts, if you notice any oddities like
managing to know two martial arts at once or having your powers
disappear, report it!
add: If you know multiple martial arts, such as krav maga from gloves
and cqc from a book, you can now swap between them at will via a button
in the IC tab!
/🆑

---------

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2025-03-16 03:16:49 +00:00
ArcaneMusic 5624a33c26 Adds a unit test for Cargo Crates to prevent infinite credit oversights. (#89023)
## About The Pull Request

I was kinda shocked that we didn't have something for this considering
that it's an unspoken rule of cargo to check that a crate does not sell
back for more than it's price and that the one comment saying to do so
has been doing some heavy lifting for the last 12 years.

I'm a novice when it comes to unit testing specifically so hopefully the
smoothing out that needs to be done should be fairly quick.

*Edit (2/22/25):*
The following changes were also made in order to allow for this unit
test to work smoothly:

Exports now have a market define added to them, as the purpose of this
unit test is to test exports that occur on the station, bought from
supply and then sold back to supply. As such, these market defines
exclude exports specific to pirates (since the cargo shuttle cannot sell
living mobs back, preventing you from making 10k per parrot crate.).

I've also added the `abstract` variable to some export datums, to
signify that a given export is either variable, or not meant to be
compared against the value of it's own container, such as with gas
canister's base export value as their export datums are generated
dynamically. (The subtypes are not abstract, however.)

The verb, `/mob/living/verb/tally_physical_credits()` has been changed
to `/mob/living/proc/tally_physical_credits()`, because that's my B and
does effect some economy back end but it's a one line fix so I just
absent-mindedly fixed it here instead of atomizing it out. I can
one-line it otherwise.

Mulebots now no longer runtime on spawn as they set their own to their
own `get_turf` as opposed to pulling their `loc`.

A few supply packs have had their prices bumped up slightly to actually
pass the test itself:

* `/datum/supply_pack/misc/candles_bulk`
* `/datum/supply_pack/security/armor`
* `/datum/supply_pack/security/helmets`
* `/datum/supply_pack/security/baton`

## Why It's Good For The Game

Prevents future infinite credit bugs that could have been missed by
simply checking the sale value in game.

## Changelog

🆑
fix: To prevent infinite sales issues, security helmets, armors, and
batons packs now all cost 600 credits, up from 400.
fix: Candle packs now cost 400 credits, up from 300, and candles now
sell for 12.25 cr each.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2025-03-13 23:26:53 +01:00
Bloop e485bf632b Stops spurious ruins lattice CI runtimes (#89890)
## About The Pull Request

Simply stops this from `stack_trace()`'ing in ruins, opting to
`log_mapping()` instead. By changing it to use `log_mapping()` it will
only cause CI failures if they occur on mining or station z levels,
which should stop ruins weirdness from causing garbage outputs/failures
in tests.

As well as improving the debug logging by adding the area to the
printout.

## Why It's Good For The Game

There's really no point to complaining about a ruin spawning overlapping
lattices after mapload when one of them just gets deleted anyway. Stops
unhelpful stack_trace messages from blocking CI from passing.

## Changelog

Not player facing.
2025-03-12 19:01:31 -06:00
MrMelbert 149063dd1b Fix Eye Chart being unobtainable (#89952)
## About The Pull Request

Turns out you need to set sign change name for it to be selectable on
blank signs

I thought this was a big footgun so I just added logic to have signs
default to their name if they are editable but don't have a change_name
set.

## Changelog

🆑 Melbert
fix: You can make eye charts out of blank signs
/🆑
2025-03-12 10:46:01 +01:00
SmArtKar 0ac282f03f Fixes spiderwebs, alien weeds, kudzu, and other stuff layering below catwalks and glass floors (#89893)
## About The Pull Request

Vents/scrubbers look a bit weird as their pipes still go above
catwalks/glass floors but I need my stuff from #89702 and it should be
atomized from this PR.

Closes #87022
Closes #88823

## Changelog
🆑
fix: Fixed spiderwebs, alien weeds, kudzu, and other stuff layering
below catwalks and glass floors
/🆑
2025-03-12 01:55:47 -07:00