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f4e244fb4922ef5b08d09e46b6ee4a926d59cd43
1507 Commits
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0c3a818af1 |
[MIRROR] Adds a breathing sound while using internals of any kind (#28624)
* Adds a breathing sound while using internals of any kind (#84529) ## About The Pull Request Spess men will now hear their own breathing while using internals, most noticeable while on space. It's low enough that it shouldn't affect anything normally, and only the person with internals can hear it. If you have misophonia or for some other reason dislike the sound, it can also be toggled off in the game settings. ## Why It's Good For The Game It truly makes you FEEL like you're breathing via a mask connected with an oxygen tank. It also, potentially, can remind you that your internals are on when it's not needed. ## Changelog 🆑 DATA_, with sounds made by Beebblie sound: You will now be able to hear your muffled breathing while using internals. This can be turned off in the game settings. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Adds a breathing sound while using internals of any kind --------- Co-authored-by: DATAxPUNGED <44149906+DATA-xPUNGED@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> |
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8e7c3c92f0 |
[MIRROR] Changes bitrunning hacker alias sanitization (#28611)
* Changes bitrunning hacker alias sanitization (#84518) ## About The Pull Request Bitrunning hacker names now permit most characters while staying within the IC filter and length requirements. Made some helper procs to keep it organized ## Why It's Good For The Game You can now name yourself things like An1me_Sn1p3r ## Changelog 🆑 fix: Bitrunning hacker aliases are now much more permissive /🆑 * Changes bitrunning hacker alias sanitization --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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62e0bc6cc8 |
[MIRROR] Fixed quirk conflict between transhumanist and prosthetic limb (#28610)
* Fixed quirk conflict between transhumanist and prosthetic limb (#84325) ## About The Pull Request Transhumanist and prosthetic limb no longer conflict. If you pick the same limb for both it uses the weaker prosthetic (dumbass) Made the name for prosthetic limb global list more intelligible ## Why It's Good For The Game > Transhumanist and prosthetic limb no longer conflict. If you pick the same limb for both it uses the weaker prosthetic (dumbass) I wanted to RP a guy with a robotic voicebox and prosthetic limb but the game didn't let me, which I thought was pretty lame! Since the root issue is likely that both can have the same limb which ends up as Free Points as transhuman takes priority, I just added a check to ensure that can't happen and is overridden by the negative instead. Any transhumanist mood point benefits are made up for by the bad limb. > Made the name for prosthetic limb global list more intelligible It was bad ## Changelog 🆑 qol: Transhumanist and prosthetic limb no longer conflict. If you pick the same limb for both it uses the weaker prosthetic (dumbass) code: Made the name for prosthetic limb global list more intelligible /🆑 * Fixed quirk conflict between transhumanist and prosthetic limb --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> |
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b305a0e11b |
[MIRROR] Converts glasses client colour into an element, appliable to other worn items. (#28585)
* Converts glasses client colour into an element, appliable to other worn items. (#84542) ## About The Pull Request The title barely does justice to the content. This PR turns a snowflake, neigh-unused, broken feature for glasses into a rock-hard, functional, badass feature which can be applied to any item, and also brings back the halloween screen tint, inside the pumpkin hardhat, and also a polaroid tint for the helmet of the flash suit, because the define was just there, unused.  for reference, the normal brightness/saturation is somewhere in the middle. Also the pumpkin hardhat's effect is only there when it's lit ## Why It's Good For The Game Less hardcoded implementation of the client colours for items, which also doubles as a fix because the old code was checking for the trait on the mob but was adding it to the item. ## Changelog 🆑 fix: Fixed toggleable screen colors for glasses. code: De-hardcoded, refactored the above, now-fixed feature. add: Pumpkin hardhats and the hood of the flash suit now affect the color of your screen. add: Prism glasses, obtainable through xenobiology crossbreeding, now also affect the color of your screen. /🆑 * Converts glasses client colour into an element, appliable to other worn items. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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16dc3418ea |
Redoing Sprite Accessory (#28497)
* [MIRROR] Moves "sprite accessories" (e.g. Hair, Undergarments, Mutant Bits) from `GLOB` to a datasystem (#2278) * Moves "sprite accessories" (e.g. Hair, Undergarments, Mutant Bits) from `GLOB` to a datasystem * Ugh * . * Continuing merging 82847 to Novas codebase (#3136) done, i hope?? * Taur update * lowercase a in accessories --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Iajret <8430839+Iajret@users.noreply.github.com> * fix * Let's see if this cuts it. * Guess we missed a thing long ago. --------- Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Iajret <8430839+Iajret@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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3c8593cccc |
Pref updating code and language update (#28424)
* Initial changes * more cool stuff * womp * Fix prettier ? * woops --------- Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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4a5e8d2644 |
[MIRROR] Refactors body markings into bodypart overlays (#28241)
* Refactors body markings into bodypart overlays * Update sprite_accessories.dm * Update changeling.dm * Update mothmen.dm * Update dna.dm * Update dna.dm * Fix * Update lizardpeople.dm * Update mothmen.dm * Update sprite_accessories.dm * Update sprite_accessories.dm * Update _species.dm * Update sprite_accessories.dm --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com> |
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2f69429fe2 |
[MIRROR] Fixes toggling ship ambience not doing anything until you enter an area with a different kind of ambient sound (#28463)
* Fixes toggling ship ambience not doing anything until you enter an area with a different kind of ambient sound (#84204) 🆑 ShizCalev fix: Toggling ambient ship sounds will now instantly turn it on/off. /🆑 * Fixes toggling ship ambience not doing anything until you enter an area with a different kind of ambient sound --------- Co-authored-by: Afevis <ShizCalev@users.noreply.github.com> |
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f693cf82d8 |
[MIRROR] Fixes deaf mobs hearing ship/area ambience (#28461)
* Fixes deaf mobs hearing ship/area ambience (#84207) Fixes #65618 🆑 ShizCalev fix: Deafened mobs will no longer hear the station's ambient sounds. fix: Fixed ambient sounds resetting their loop when entering different bodies (ie admin ghosting, being moved to other mobs, ect.) /🆑 * Fixes deaf mobs hearing ship/area ambience --------- Co-authored-by: Afevis <ShizCalev@users.noreply.github.com> |
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cf81bd3359 |
[MIRROR] Bitrunning: Avatars get silly hacker names (#28385)
* Bitrunning: Avatars get silly hacker names (#84279) ## About The Pull Request Bit avatars now get corny names while spawning in to the virtual domain. You can change your alias in prefs or have it randomized for s0meth1ng 1337. Added sechud icons (and thereby orbit ui icons) for bit avatars since "Cyb3rHaxx0r" might be confusing to find in the living players section. ## Why It's Good For The Game This was done as a request and after discussion in the code channel. A little bit of character persistence across simulations. ## Changelog 🆑 add: Bitrunning: You can now choose your hacker alias in prefs. add: Bit avatars get orbit icons. /🆑 * Bitrunning: Avatars get silly hacker names --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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58ab268888 |
[MIRROR] Adds Character Loadout Tab to preferences (with just a small handful of items to start) (#28126)
* Adds Character Loadout Tab to preferences (with just a small handful of items to start) * step one rip out all the old nasties * fixes, current bugs: donator lock, ckey lock, one item in case * opps * sanity checks, fixed, donator implementation, ckey locking. fixes. * wew * final fixes * Update loadout_categories.dm * Update loadout_items.dm * Update loadout_items.dm * Update declarations.dm --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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01d5d9e47a |
[MIRROR] Fixes ambient sound preferences runtiming every time a client connects (#28312)
* Fixes ambient sound preferences runtiming every time a client connects (#84202) fixes #84200 forgot to pass the value that's sent while preferences are still initializing. * Fixes ambient sound preferences runtiming every time a client connects --------- Co-authored-by: Afevis <ShizCalev@users.noreply.github.com> |
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5eaa158778 |
[MIRROR] Better delete character ux (#28300)
* Better delete character ux * conflict fix * Update MainPage.tsx * Fix the tgui --------- Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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fcf387a003 |
[MIRROR] Fix ambience pref not being toggleable in game (#28245)
* Fix ambience pref not being toggleable in game (#84087) ## About The Pull Request The only time people were added to the ambience SS's list is when you log in, meaning if you toggle the preference on/off mid game, it does nothing. Fixes #61495 ## Changelog 🆑 Melbert fix: Enabling or disabling ambience mid round will properly enable or disable ambience qol: Added descriptions differentiating "Ship ambience" from "ambience" /🆑 * Fix ambience pref not being toggleable in game --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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16c66010c9 |
[MIRROR] /icons/ folder cleansing crusade part 3 (#27859)
* /icons/ folder cleansing crusade part 3 * fixes --------- Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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60b40c1379 |
[MIRROR] Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople) (#27593)
* Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople) * [MIRROR] Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople) (#2314) * Random Name Generation refactor, generate random names based on languages (for species without name lists, like Felinids and Podpeople) * Modular adjustments (vox, teshari names) * Update yangyu.dm * Delete language.dm * Remove language.dm override --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> * Fix 2 * fix 3 * Update monkeys.dm * test fix * One modular adjustment * Ticked * yeah * unhardcodes modsuit parts (#82905) see #70061 but i almost finished it, i only need to go through every single module and assign it a fitting part 🆑 refactor: modsuits have been refactored if you see bugs report them fix: admin cargo tech modsuit outfit now works correctly /🆑 --------- Co-authored-by: Andrew <mt.forspam@gmail.com> * Revert "unhardcodes modsuit parts (#82905)" This reverts commit 622968a8e5e9cd142cb4d19bf9775f084a4c17d9. * Removes language.dm and duplicate species() proc * Removes modular language subsystem --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: Andrew <mt.forspam@gmail.com> |
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32c37c0cb2 |
[MIRROR] Makes The Automute Thingo Yell At You A Bit Louder (#28060)
* Makes The Automute Thingo Yell At You A Bit Louder (#83636) ## About The Pull Request It makes the automute use bigger, redder text and also balloon alert I know ppl dont like punctuation in balloon alerts so I can remove the exclamation mark if u want, i like it tho I guess if u support darwinism u could leave it as is but in the era of runetext and TTS ppl cant pay attention to the chat window they're too busy watching subway surfers on their second monitor and scrolling tiktok on their phone Doesnt change the text so it stays deliberately vague like the comment says it should Before: <img src="https://i.ibb.co/3hDnpQm/Automute-Before.png"> After: <img src="https://i.ibb.co/0qSwJFB/Automute-After.png"> <img src="https://i.ibb.co/n3ch9fg/Automute-Balloon-Alert.png"> ## Why It's Good For The Game Being automuted when there's no admins on cuz u got a bit carried away isnt cool and then u have to urgent ahelp it, which is understandable cuz it's making the round unplayable for you but you did kinda bring it on yourself and the admin might not be too happy with you about it. ## Changelog 🆑 admin: The auto-mute system yells at you harder when you send a bunch of identical messages. /🆑 * Makes The Automute Thingo Yell At You A Bit Louder --------- Co-authored-by: Jackraxxus <60418544+Jackraxxus@users.noreply.github.com> |
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24151d1228 |
[MIRROR] Moves "sprite accessories" (e.g. Hair, Undergarments, Mutant Bits) from GLOB to a datasystem (#27561)
* Moves "sprite accessories" (e.g. Hair, Undergarments, Mutant Bits) from `GLOB` to a datasystem * Merge branch 'master' of https://github.com/tgstation/tgstation * Moves everything I can think of to the subsystem * Seems to be working fine now * makes it compile --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Waterpig <wtryoutube@seznam.cz> |
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591b1bcf1c |
[MIRROR] Blindfold Color Preference (#28032)
* Blindfold Color Preference (#83670) ## About The Pull Request When selecting the Blindness quirk, you now have the option to choose a specific color for the blindfold much like how the tagger quirk handles spray can color preference. The blindfolds used to always take a blend RGB of both eye colors and apply it to the blindfold, now it _should_ only do that if you have the blind-personnel blindfold directly spawned on your eyes. If not, then it just handles it like how it did before this PR was submitted, and mobs generally shouldn't have the blind-personnel blindfold if they aren't blind anyways.  ## Why It's Good For The Game While it isn't a big deal if your eye color matches the blindfold, some players (like a certain someone I know) would rather have their eye color be distinct, as such if you have a blue eye color on both eyes but want a purple or red blindfold, you don't have to go out of your way to paint it, which generally wouldn't work the way you'd want it to. In other words, it allows you to customize your character with more freedom, but only applies to those who willingly choose to suffer in the game. Being blind is fun! =) ## Changelog 🆑 add: You may choose a color preference for your blindfold with the blindness quirk. /🆑 * Blindfold Color Preference --------- Co-authored-by: IsaacExists <125638858+IsaacExists@users.noreply.github.com> |
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c454e1e1e1 |
[MIRROR] Converts parallax to pixel offsets, saves a bunch of cpu time, makes things nicer on clients too (#27866)
* Converts parallax to pixel offsets, saves a bunch of cpu time, makes things nicer on clients too (#83395) ## About The Pull Request Right now parallax is like a quarter of SSinput, which is BAD. It's so high mostly because of the animates we need to do, but also due to the cost of setting screen_loc.  This sucks. The default step is to reduce the poll rate of the effect, but I don't want to do that because it SUCKS. Sooooo how can we optimize. Well, if we stop thinking in terms of screen_loc, which is a string (tree shit) and also unanimatable, and start working in pixel offsets, this'd be a way cheaper. We can make that happen by sticking all our parallax layers on one rock screen object. Then they have relative positions and can be pixel offset (I have stolen this concept wholesale from Ter) This works unreasonably well, roughly a 65% cost reduction. S good shit.  While I'm here... [uses KEEP_TOGETHER to reduce clientside load, makes the flying animation better.](https://github.com/tgstation/tgstation/commit/52610398e2dc221c80d1f629e9c9f8fb59498977) We were individually rendering all like fucking 24 480x480 overlays on all 5 parallax layers, which means we had to apply our transform to EACH ONE. This has GOTTA suck shit for clients, so let's... not? Should help. The existing flying animation makes me depressed. it has some very visible stutter, and jumps around a lot. We can deal with the starting stutter by avoiding starting a new animation on the layer until the old one is finished. This is what was SUPPOSED to be happening, but because we fired one timer for all the layers, they'd desync and jump in ugly ways. This means we need to use one timer per layer, which does induce more cost then I'd like. IDK how I feel about this to be honest. I try and reduce ending weirdness by unscaling time at the end, so different aspects don't slow down at different rates. Speed on the parallax animation was weird, it'd spike up, then dip down in flight. This was because the percieved rate of change from the quad easing was closer to 2x the existing. I've handled this by halving the animation time in the loop Oh also there's no sense calling the update animation proc if we are coming to a stop, and thus have no follow up animation. ## Changelog 🆑 LemonInTheDark refactor: I have reworked how parallax and its animations (space travel) work. Please report any bugs lads! /🆑 --------- Co-authored-by: san7890 <the@ san7890.com> * Converts parallax to pixel offsets, saves a bunch of cpu time, makes things nicer on clients too --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: san7890 <the@ san7890.com> |
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5a6ff98e2a |
Cleans up some admin-related stuff in client Destroy() and adminGreet() (#83427)
## About The Pull Request
It made me really mad to see a huge list in the middle of client/Destroy
for something that doesn't even run for 95% of users so I split it out
into another proc so the fingerprint of the very important `Destroy()`
stuff could be as minimal as possible without a big `pick()` so the
server can send the "I need a man 🥺" message could be punted off to
where no-one would care for it. It was already doing the async TGS
operation so it doesn't matter anyways as far as proc overhead in my
books.
I also fixed up the code for `adminGreet()` as well because that was
being really weird with not having proper booleans and running `pick()`
on things with literally one value (as well as excess
stringification)... it wasn't good so I just cleaned all that up too.
Ideally this all means we take up a little less CPU time but the aim of
this PR is to just clean it all up for modern coding standards.
alphabetized lists and early returns galore.
## Why It's Good For The Game
Code is better to read and less idented, and better yet it's no longer
necessary to read all the softie messages in the middle of `Destroy()`
## Changelog
Irrelevant
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cddfeb7597 |
Merge pull request #27829 from Skyrat-SS13/upstream-merge-83378
[MIRROR] Fix smoker quirk preferences |
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eb0df12ea5 |
Fix smoker quirk preferences (#83378)
## About The Pull Request So the smoker quirk would always reset back to "Random" whichever preferences you selected, just in the menu. Looking into why this was happening, it seemed to be failing at the point where it deserializes and sanitizes your selected value, specifically at the point where it'd compare it to the list of possible preferences. This seemed to be because the value it got back from tgui had removed the `\improper` text macro, while the value in the list was saved with that text macro. It's not actually useful here, so we remove it using `format_text(...)` when setting up the list, and this makes it work again. We also split it off from the previous used proc used for setting up the list: ```dm /proc/setup_junkie_addictions(list/possible_addictions) . = possible_addictions for(var/datum/reagent/addiction as anything in .) . -= addiction .[addiction::name] = addiction ``` Because the smoker list doesn't actually use reagents. I'm surprised this successfully got the name values for the non-reagents in the first place. ## Why It's Good For The Game Fixes #83277. Fixes #82538. ## Changelog 🆑 fix: Smoker quirk users can select a favourite brand again. /🆑 |
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ae3a8acb8e |
* Turns mush cap into an extorgan
* Trimming the fat * Trimming the fat * Update mushpeople.dm * Adds colorblindness as a mild brain trauma (#76527) What the title says. The brain trauma makes the whole screen monochrome until cured.  I feel like the current pool for mild brain traumas is quite lame, this helps spice it up a bit with something that is quite annoying and distracting but not game breaking (as mild brain traumas should generally be). 🆑 add: Added colorblindness as a mild brain trauma. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fix species `var/hair_color` not being used for, well, hair color (#82168) `var/hair_color` for species was intended to be used as a "this species uses this type of hair color thing" But at some point that got completely lost and now it's only used for sprite accessories This fixes that. That means Slimepeople now have properly slimey hair. And Ethereals are less snowflake once more. 🆑 Melbert fix: Fixed Slimepeople's hair not matching their slimey colors. /🆑 * Revert "Fix species `var/hair_color` not being used for, well, hair color (#82168)" This reverts commit c4cb756. * Revert "Adds colorblindness as a mild brain trauma (#76527)" This reverts commit eb815f5. * Update _species.dm * unused var * Caps list.. * Update mushpeople.dm * Update mushpeople.dm * Update mushpeople.dm * Update mushpeople.dm * Update mushpeople.dm * Attempts to fix CI errors * Update cap.dm * Update _external_organ.dm * Update monkey.dm * Revert "Update monkey.dm" This reverts commit 29f54c8. * Revert "Update _external_organ.dm" This reverts commit 8de5ea7. * Update _external_organ.dm * Revert "Update _external_organ.dm" This reverts commit 644cc56. * Fix CI maybe? * Update cap.dm * Update DNA.dm * Some cleanup/updating to upstream * Update global_lists.dm * Mush * Update mushpeople.dm * Hopefully the last fix * Doing this differently * Update organ.dm * Update organ.dm * Update organ.dm * Update organ.dm * Update organ.dm * OK * Update organ.dm * Update podpeople.dm * maybe * Hm * Hm * Will this break things? * Revert "Will this break things?" This reverts commit bd288c6. * Test * Update organ.dm * Update organ.dm * Revert "Update organ.dm" This reverts commit ca77ff9. * Update organ.dm * . * . * . * Update snail.dm * Monkeys now use height offset (and monkey tail works) (#81598) This PR adds the ability for monkeys to wear any jumpsuit in the game, and adds support for them to wear things like coats, gloves, and shoes (though this cannot be obtained in-game and is solely achieved through admins, which I also improved a bit upon by adding a defined bitfield for no equip flags). This reverts a lot of changes from tgstation/tgstation#73325 - We no longer check height from limbs and such to bring sprites down, instead monkeys now work more similarly to humans, so the entire PR was made irrelevant, and I didn't really want to leave around dead code for the sake of having a human with longer legs. I've now also added support for Dwarfism, which makes monkeys look even smaller. Very minor change but at least now the mutation doesn't feel like it does literally nothing to monkeys (since they can already walk over tables). Here's a few examples of how it can appear in game (purely for demonstration, as it is currently intentionally made impossible to obtain in-game, though if someone wants to change that post-this PR now that support is added, feel free): Tails have been broken for a while now, the only reason you see them in-game is because they are baked into the monkey sprites. This fixes that, which means humans can now get monkey tails implanted into them (hell yeah) and monkeys can have their tails removed (also hell yeah) * Removes unneeded files * Revert "Removes unneeded files" This reverts commit 6469d37. * . * ok * Update tails.dm * Update monkey.dm * Fix monkey screenshot test * Update species.dm * Update reinf_walls.dm * Maintenance --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: vinylspiders <13398309+vinylspiders@users.noreply.github.com> |
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c54a263a8c |
Command bar typing indicators (client side html version) (#83081)
This uses a browser skin element to spy on the command bar and report back to the server what verb is currently in it and how many characters it has. it skips reporting if the text hasn't changed since the last report. im intentionally not providing the full text in the command bar to the server, while designing the system so new verbs can be given typing indicators by editing DM code, not html code. The report rate is once a second but this could be lowered or tweaked. Both the tgui say window being open and this system being active because the command bar starts with `say "` is undefined behavior, mostly the first one to end the indicator will just freeze indicators for the other one until it too ends its current indicator session. The system waits until something besides the `"` is in the argument to say. It is enabled for verbs `say`, `me`, and `whisper`. I don't actually know if this is the case for tgui say. this is a one line tweak anyways so let me know if this should be changed. [(This pr closes a bounty)](https://tgstation13.org/phpBB/viewtopic.php?p=726634#p726634) 🆑 MrStonedOne & Lilah Novi add: Say commands typed in the command bar now trigger typing indicators /🆑 --------- Co-authored-by: san7890 <the@ san7890.com> |
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6ec24c7f87 |
General IP intel tweaks (#82904)
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: ZephyrTFA <matthew@tfaluc.com> Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com> |
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8f8195da22 |
ip intel mk2 (#82683)
Do not merge this without coordinating with your server's host. Slightly refactors the way we handle IP intel. You can still use the old data stored in the database. Adds the ability to automatically reject connections determined by config flags. We used to have IP intel to check for VPNs, although it was disabled due to being bad and unhelpful. This refactor should make it much more manageable for hosts and admins. This adds a new SQL table `ipintel_whitelist` Look at the schema! 🆑 admin: The return of IPIntel /🆑 --------- Co-authored-by: MrStonedOne <kyleshome@gmail.com> Co-authored-by: oranges <email@oranges.net.nz> |
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ba5c112a86 |
Huge Mirror fixes (#27488)
* Fixes incorrect operator usage in mecha code (#82570)
## About The Pull Request
I completely screwed up and told the original PR author of #82415
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7aa6664021 |
Mirror (#27453)
* Fix Conflicts * Change COGBAR_ANIMATION_TIME to seconds and not deciseconds (#82530) Most people should not be using this define * New Battle Arcade (#81810) Remakes Battle Arcade from just about the ground up, with exceptions taken for emagged stuff since I didn't really want to touch its behavior. The Battle Arcade now has stages that players can go through, unlocking a stage by beating 2 enemies and the boss of the previous one, but this must all be done in a row. You can choose to take a break between each battle and there's a good chance you'll sleep just fine but there's also a chance it can go wrong either through an ambush or robbery. The Inn lets you restore everything for 15 gold and you can buy a sword and armor, each level you unlock is a new sword and armor pair you can buy that's better than the last, it's 30 gold each but scales up as you progress through levels. They are really worth getting so it's best to try to not lose your money early in. The battle system is nearly the same as how it was before but I removed the poor combo system that plagued the old arcade as one big knowledge lock, now it's more just turn based. The game is built on permadeath so dying means you restart from the beginning, but if you are going to lose you can try to escape instead which costs you half of your gold. Getting to higher levels increases the difficulty of enemies but also increases the gaming exp rewards which could make this a better way to get exp if you can get good at it. Gaming EXP is used to increase chances of counterattacking but doesn't give any extra health to the player. I also removed the exploit of being able to screwdriver arcade cabinets because people would do that if they thought they were on the verge of losing to bypass the effects of loss. I instead replaced it with a new interaction that the Curator's display case key can be used to reset arcade cabinets (there's several keys on the chain so it made sense to me), which I added solely because I thought Curators would be the type of person to have run an actual arcade. This is some gameplay https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede As a misc sidenote, I also split up the arcade file just like how Orion Trail was before, just for neat code organization. The Inn keeper is straight up just a photo of my localhost dude, he's not a player reference or anything it's not my actual character. I also have no idea how well balanced this is cause I suck at it lol. Battle Arcade is one of 3 last machines in my hackmd here to turn into TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view I've always thought the current version of battle arcade is quite lame and lacks any progression, like Orion Trail I thought that since I was moving this to TGUI, it would also be a perfect opportunity to revamp it and try to improve on where it failed before, especially since the alternative (NTOS Arcade) is also lame as hell and is even lamer than HTML battle arcade (spam mana, then spam health, then just spam attack, rinse and repeat). This will hopefully be more entertaining and give players sense that they are getting through a series of tasks rather than doing one same one again and again. 🆑 JohnFulpWillard, Zeek the Rat add: Battle Arcade has been completely overhauled in a new progression system, this time using TGUI. add: The Curator's keys can now reset arcade cabinets. balance: You now need to be literate to play arcade games, except for Mediborg's Amputation Adventure. fix: You can no longer screwdriver emagged arcade consoles. Accept your fate. fix: Silicons can no longer play Mediborg's Amputation Adventure. /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> * Change setting item weight class to a setter to patch some weight class related shenanigans (#82494) ## About The Pull Request Fixes #81052 Fixes #58008 Setting weight class of items is now done via `update_weight_class`. I updated as many occurrences of manually setting `w_class` as I could find but I may have missed some. Let me know if you know of any I missed. This is done to allow datums to react to an item having its weight class changed. Humans and atom storage are two such datums which now react to having an item in its contents change weight class, to allow it to expel items that grow to a weight class beyond what is normally allowed. ## Changelog 🆑 Melbert fix: You can't fit items which are normally too large for a storage by fitting it in the storage when it is small, then growing it to a larger size. /🆑 * Material datum color update, plus touching up some material items (knight armor, tiles) (#82500) ## About The Pull Request Tries to bring the material datum colors in closer approximation to the stacks they're attached too. I literally used the colors on the stacks. some might need to be lighter or darker, but for the most part they'll look...closer to their actual material hues.  I've also tweaked the sprites of both the tile object and the actual material tile turf to give it the right shading.  In addition to the tiles, I've also updated the knight armor and helmet to look closer to the much higher quality plate armor already in the game. ## Why It's Good For The Game It bothered me that the material datum coloring was inconsistent with the actual colors used for the material stacks. When they were updated, and even before they were updated, material datum stuff just never looked _right_. I wanted to change that so that it looks just right. I did not like the old material knight armor whatsoever. It was a dithered mess, and seemed to already use parts of the standard plate armor but with all the actual shading removed or replaced with the wrong colors. This fixes that so that the armor is actually readable for what it is. ## Changelog 🆑 image: Updates the colors of various material datum to bring them closer in-line with their actual material stacks image: Improves the sprites for the material knight armor and helmet. /🆑 * LateInitialize is not allowed to call parent anymore (#82540) ## About The Pull Request I've seen a few cases in the past where LateInitialize is done cause of the init return value being set to do so for no real reason, I thought I should try to avoid that by ensuring LateInitialize isn't ever called without overriding. This fixes a ton of machine's LateInitialize not calling parent (mechpad, door buttons, message monitor, a lot of tram machines, abductor console, holodeck computer & disposal bin), avoiding having to set itself up to be connected to power. If they were intended to not connect to power, they should be using ``NO_POWER_USE`` instead. Also removes a ton of returns to LateInit when it's already getting it from parent regardless (many cases of that in machine code). ## Why It's Good For The Game I think this is better for coding standard reasons as well as just making sure we're not calling this proc on things that does absolutely nothing with them. A machine not using power can be seen evidently not using power with ``NO_POWER_USE``, not so much if it's LateInitialize not calling parent. ## Changelog 🆑 fix: Mech pads, door buttons, message monitors, tram machines, abductor consoles & holodeck computers now use power. /🆑 * Fix table top deconstruction (#82508) ## About The Pull Request Edited: updated changelog, read comments for changes in implementation details So previously, tables would let you use a wrench to fully deconstruct them, or a screwdriver to take off only their top. This, however, broke in two different ways in #82280, when their deconstruction logic got changed. First off, deconstructed tables would only drop the materials for their top and not their frame. For this, the primary culprit seems to be on line 307: https://github.com/tgstation/tgstation/blob/c34d56a45b0461f5e0fad3cc75e81580c3357119/code/game/objects/structures/tables_racks.dm#L300-L307 Where `new framestack(target_turf, framestackamount)` accidentally got an extra indent, and ended up in the less common half of the if-else chain. Just moving this outside of the if-else chain again fixes it. Secondly, tables had their own special deconstruction logic, which got 'standardized'. Issue. This was special to accommodate for having two different deconstruction logics: full or top only. With `deconstruct(...)` no longer being overridable, I feel it's awkward to attempt to proxy that information to the new `atom_deconstruct(...)` So we introduce a new method, `deconstruct_top`, for the screwdriver to use, which handles deconstructing only the top. ```dm /obj/structure/table/proc/deconstruct_top() var/obj/table_frame = new frame(loc) if(obj_flags & NO_DECONSTRUCTION) table_frame.obj_flags |= NO_DECONSTRUCTION else // Mimic deconstruction logic, only drop our materials without NO_DECONSTRUCTION var/turf/target_turf = get_turf(src) drop_top_mats(target_turf) qdel(src) ``` Mimicking the `NO_DECONSTRUCTION` logic of normal deconstruction, and copying over the flag onto its frames if need be. This fixes screwdriver deconstruction. ## Why It's Good For The Game Fixes #82503. We can now deconstruct the table top separately again, AND get the right materials back too. ## Changelog 🆑 00-Steven, SyncIt21 fix: Wrench table deconstruction gives the right materials again. fix: Screwdriver table deconstruction only deconstructs the top again. /🆑 * [NO GBP] Reagent grinders display reagents on examination (#82535) ## About The Pull Request - Fixes #82531 Somehow omitted this during the general maintenance thing ## Changelog 🆑 fix: Reagent grinders display reagents of its beaker on examination /🆑 * Monkeys now use height offset (and monkey tail works) (#81598) This PR adds the ability for monkeys to wear any jumpsuit in the game, and adds support for them to wear things like coats, gloves, and shoes (though this cannot be obtained in-game and is solely achieved through admins, which I also improved a bit upon by adding a defined bitfield for no equip flags). This reverts a lot of changes from https://github.com/tgstation/tgstation/pull/73325 - We no longer check height from limbs and such to bring sprites down, instead monkeys now work more similarly to humans, so the entire PR was made irrelevant, and I didn't really want to leave around dead code for the sake of having a human with longer legs. I've now also added support for Dwarfism, which makes monkeys look even smaller. Very minor change but at least now the mutation doesn't feel like it does literally nothing to monkeys (since they can already walk over tables). Here's a few examples of how it can appear in game (purely for demonstration, as it is currently intentionally made impossible to obtain in-game, though if someone wants to change that post-this PR now that support is added, feel free): Tails have been broken for a while now, the only reason you see them in-game is because they are baked into the monkey sprites. This fixes that, which means humans can now get monkey tails implanted into them (hell yeah) and monkeys can have their tails removed (also hell yeah) * Gets [weird] with (spies) by adding protect and deuteragonist-flavored objectives. (#82447) ## About The Pull Request What are their goals? Why are they doing this? gets weird with Spy objectives - namely by adding a lot more ways spies might be asked to affect various targets around the station. the first of these is by several flavors of Protecting targets (these do NOT print a success at roundend in keeping with Spy design:) - Protect (get a humanoid target off alive) - Protect Nonhuman (get an entity off alive) - Jailbreak (make sure a humanoid target escapes free) - Detain (make sure a humanoid target gets taken out arrested) the second of this is by a new escape condition: - Exile (get off-station or off the Z-level by the end of the shift - sometimes it's not just pods, you need to fuck off to space to win.) the third is through a massive increase in the number of possible: - objective templates - departments to target (Command + Service added) - specific locations to target - general classes of objects to target (medicines, floor tiles, critical infrastructure, etc.) - efforts to target (such as meals, mechs, public supplies) - ways to leave (you can be asked to abscond from the scene of your crimes?) ## Why It's Good For The Game More goofy and weird prompts to do more interesting things with Spies. One thing I think we're sorely missing in our lineup is antagonists that can act a bit more as deuteragonists - very possibly helping the crew under certain conditions and frustrating the Hell out of them in others. Since there's no way to check their objectives, and they get their gear/progression through stealing shit, they're still very much an antagonist and exist under the suspicion of doing bad... but, just going by their objectives, introducing more varied (and in some cases even benign) goals for them creates suggestions pointing to a lot more varied and interesting stories if people choose to run with it. * Adds anosmia quirk (#82206) ## About The Pull Request Adds anosmia quirk. Anosmia, also known as smell blindness, is the loss of the ability to detect one or more smells. I tried to find all smells action and (most likely) update all of them, unfortunately I can't change descriptions for this quirk. ## Why It's Good For The Game Some characters will be able to not feel smells That affect: * Gases feelings and alerts (CO2, Plasma, miasm) - you don't feel them * Bakery and cooking * Changeling ability to feel other changelings by smell * Some unimportant spans * Explosions Part I - Directional Explosions (#82429) ## About The Pull Request Adds the ability for explosions to be directional. This is achieved by adding an angle check to `prepare_explosion_turfs()` to drop any turfs outside the cone of the explosion. If the arc covers a full 360 degrees, as is the default, it will accept all the turfs without performing the angle check. Uses this functionality to rework both rocket launcher backblast and X4 explosions. Rocket launcher backblast has been changed from a shotgun of indendiary bullets to a directional explosion of similar length. X4 now uses a directional explosion to "ensure user safety". Apparently the old method of moving the explosion one tile away didn't even work, as it blew up `target` before trying to check its density for the directional behaviour. https://youtu.be/Mzdt7d7Le2Y ## Why It's Good For The Game Directional explosions - Useful functionality for a range of potential use cases, which can be implemented with minimal extra processing cost (Worst case scenario being very large directional explosions) Backblast - Looks way cooler than a bunch of projectiles, and should be significantly more functional in high-lag situations where projectile code tends to get fucky X4 - More predictable for players wanting to use it as a breaching charge, you can actually stand near the charge and not have to worry about being hoist upon your own petard. ## Changelog 🆑 add: Added support for directional explosions. add: Rocket launcher backblast is now 271% more explosive, check your six for friendlies! add: X4 charges now explode in a cone away from the user when placed on a sufficiently solid object. fix: X4 charges will now behave correctly when placed on dense atoms (note: don't try to read a variable from an atom you just blew up) /🆑 * Add balloon alerts to plunging (#82559) ## About The Pull Request Makes all plunging actions (pretty much anything using `plunger_act`) have a visible balloon alert. ## Why It's Good For The Game Makes sense that others would easily notice you plunging the shit out of something. Also, more people might finally learn that you can plunge the vent clogs instead of welding them. ## Changelog 🆑 qol: Added balloon alerts whenever you start plunging something (i.e ) /🆑 * Fixes spurious runtime on Icemoon caused by turf calling unimplemented LateInitialize() (#82572) ## About The Pull Request As of https://github.com/tgstation/tgstation/pull/82540 this runtime was happening,  `/turf/open/openspace/icemoon/` can be changed to `/turf/open/misc/asteroid/snow/icemoon/do_not_chasm` before `Initialize()` returns, which resulted in it `INITIALIZE_HINT_LATELOAD` getting returned on a turf that does not have an implementation of that proc. This should fix that. ## Why It's Good For The Game Fixes CI error * Blueprints tgui (#82565) Blueprints now use a TGUI panel instead of the old HTML one. Also did general code improvement and maintaining to blueprints in general and also destroyed the ``areaeditor`` level, repathing it to just 'blueprints'. Also adds a sound when you look at structural data cause why not Video demonstration: https://github.com/tgstation/tgstation/assets/53777086/861773fd-3d57-472d-bc94-d67b0d4f1dbd The 4 blueprint types:  Another HTML menu dead underground. This is more responsive and doesn't require constant updating to see which area you're in, feels less OOC (instead of saying "the blueprints say", just say it, you ARE the blueprints). Like, come on  Look at all this wasted space  🆑 refactor: Blueprints now use TGUI. qol: Blueprints can now be used while lying down. /🆑 * General maintenance for chem master (#82002) **1. Qol** - Adds screen tips & examines for screwdriver, wrench, crowbar & beaker insertion, removal & replacing actions - Analyzing reagents is now a client side feature & not a back end mode, meaning one person can see details of a reagent while the other can print stuff and do other operations so it's a non blocking operation. This also means 2 players can see information of 2 different reagents in their own screens, With that the overlay for analysis mode has been removed - You cannot do any tool acts on machines while printing. Balloon alerts will be displayed warning you of that. - The preferred container for the master reagent in the beaker is now showed in both condiment & chem master. It can be enabled/disabled via a CheckBox **2. Code Improvements** - Removed defines like `TARGET_BEAKER` , `TARGET_BEAKER` etc. ther functionality is implemented as params in the `transfer_reagent()` proc directly - Removed all variables relating to analyzing reagents like `reagent_analysis_mode`, `has_container_suggestion` etc. all memory savings - `printable_containers` now stores static values that can be shared across many chem masters - Updates only overlays and not the whole icon during operations for efficiency **3. Fixes** - You can hit the chem master with the screwdriver, wrench, crowbar & beaker when in combat mode - You cannot insert hologram items into the chem master - Deconstructing a condiment master will give you the circuit board already pre-programmed with that option selected so you don't need to use a screwdriver to re program it - `printing_amount` is now the maximum number of containers that can be printed at a time. Presently this number with upgraded parts would print out empty containers especially for patches. This is because `volume_per_item` does not take into consideration this var. Also this var would not give control to the player on exactly how many containers to print as whatever amount the player entered would be multiplied with this value producing a lot of waste & worse empty containers. Now this var determines exactly how many containers you can print and is imposed on the client side UI as well **4. Refactors (UI performance)** - Beaker data is compressed into a single entity & sent to the UI. This is set to null if no beaker is loaded thus saving data sent - Reuses Beaker props from chem synthesizer to reduce code - reagent REF replaced with direct type converted to text and later converted with `text2path()` cause its much faster 🆑 qol: Adds screen tips & examines for screwdriver, wrench, crowbar & beaker insertion, removal & replacing actions qol: Analyzing reagents no longer blocks other players from doing other operations. Multiple players can analyze different reagents on the same machine qol: You cannot do any tool acts on the machine while printing to prevent any side effects. qol: The preferred container for the master reagent in the beaker is now showed in both condiment & chem master. The feature can be enabled/disabled via a check box code: removed defines for reagent transfer, vars for reagent analyzis to save memory. Autodoc for other vars & procs fix: You can hit the chem master with tools like screwdriver, crowbar, wrench & beaker in combat mode fix: You cannot insert hologram items into the chem master fix: Deconstructing a condiment master will give you the circuit board already pre-programmed with that option fix: You now print the exact amount of containers requested even with upgraded parts without creating empty containers. Max printable containers is 13 with tier 4 parts able to print 50 containers. refactor: Optimized client side UI code & chem master as a whole. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * Wraps `lowertext()` to ensure proper stringification. (#82442) Fixes #82440 This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not lost on me) to wrap around all calls of `lowertext()` and ensure that whatever we input into that proc will be stringified using the `"[]"` (or `tostring()` for the nerds) operator. very simple. I also added a linter to enforce this (and prevent all forms of regression) because I think that machines should do the menial work and we shouldn't expect maintainers to remember this, let me know if you disagree. if there is a time when it should be opted out for some reason, the linter does respect it if you wrap your input with the `UNLINT()` function. * Clowns can now make balloon... toys. And also mallets and hats. (#82288) <!-- 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. --> Clowns will now start with a box of 24 random long balloons and a skillchip in their noggin allowing them to create balloon animals by combining two of them of different colour together. Owners of the skillchip also gain access to crafting recepies of balloon mallets, vests, helmets and tophats, all created from long balloons. A crate of long balloons, with a box of balloons inside, can be bought at cargo, in case the clown runs out. I might edit this once I wake up, its 3 in the morning right now. Oh also, resprited how balloons look in inventory.  Balloon animals funny. Silly features are my favourite kind of features, and this one's open-ended too. Someone on the coder chat recommended someone would do it that one time, here it goes. <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Added long balloon box to the clown's starting inventory, and a skill-chip of long lost honk-motherian knowledge to their brain. add: Added long balloons. Consequently, added balloon animals to make from such balloons. Also, balloon top hat, vest, helmet, and a mallet. Don't ask about the mallet. add: A long balloons box harvested fresh from the farms on the clown planet will be able to be shipped in a crate to the cargo department near you! add: As per requests; water balloons can now be printed at service lathe, and entertainment modsuit can now blow long balloons! image: Balloons will now have an unique sprite when in the inventory, compared when to on the ground. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Jacquerel <hnevard@gmail.com> * Quick spellcheck 'steall' (#82560) ## About The Pull Request https://github.com/tgstation/tgstation/pull/82447 quick followup to this, caught it while glancing through the code. * Fix * merge conflicts * Revert "Monkeys now use height offset (and monkey tail works) (#81598)" This reverts commit 5cfdc5972d16c6b509220e8874a927696249d36a. * fix * Fixed lateinitialize * This should cut it * Oh right * There? * Damn, here? * There * [NO GBP] Fixes spurious runtime caused by icemoon (again) (#82582) ## About The Pull Request https://github.com/tgstation/tgstation/pull/82572 I tried to fix this but there was an unaccounted race condition which just caused a separate runtime...  Since the type is being changed mid-execution `replacement_turf` will become out of scope. My bad--this should fix it now for good. --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Higgin <cdonny11@yahoo.com> Co-authored-by: NeonNik2245 <106491639+NeonNik2245@users.noreply.github.com> Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com> Co-authored-by: Lucy <lucy@absolucy.moe> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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a9ff046352 |
Administrator Cherrypick (#27405)
* Admin Verb Datums MkIII | Now with functional command bar (#82511) * Modular stuffs * Put some admin jump verbs back into the context menu | sorts area jump list again (#82647) ## About The Pull Request See title. ## Why It's Good For The Game Some admins wanted all the jump verbs back, aswell as making them not AGhost you. Also make the Jump To Area verb use a sorted list again * Hey what if admins were allowed to use the player panel (#82682) Re-adds the player panel verb to the verb panel. * Controller Overview UI (#82739) * Fixes a minor spelling mistake on the admin panel/verb list (#82747) ## About The Pull Request Corrects `inisimin` to `invisimin`. This addresses #82728, but only fixes one of the two issues mentioned ## Why It's Good For The Game -1 spelling mistake ## Changelog 🆑 spellcheck: 'inisimin' verb corrected to 'invisimin' /🆑 * Player Panel-age (#82757) * Admin Forced Mob Rename and Preference Update (#82715) --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> Co-authored-by: chel <64568243+iliyaxox@users.noreply.github.com> |
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20c0599ce6 |
Some more mirrors again (#27366)
* Ports additional Felinid ears from Orbstation (#82066) Adds 5 new ear options from Orbstation, originally PRed in lizardqueenlexi/orbstation#360. Sprites by @Or-Fi-S. Big:  Coeurl (FFXIV Miqo'te style):  Fold:  Lynx:  Round:  Also makes it so the code guarantees that custom ears on a felinid actually count as felinid ears and not human ones, as the code wasn't checking properly when preferences were applied. There's probably a cleaner, more permanent way to do this and a refactor is needed somewhere down the line (man that sprite accessories file is getting long huh) but I'll leave that to a more competent coder. More customization options are good also Cobby said I could  🆑 add: Added 5 new Felinid ear options, ported from Orbstation! (Sprites by Or-Fi-S) /🆑 --------- Co-authored-by: _0Steven <jaydondegenerschool@gmail.com> * Standardizes object deconstruction throughout the codebase. (#82280) When it comes to deconstructing an object we have `proc/deconstruct()` & `NO_DECONSTRUCT` Lets talk about the flag first. **Problems with `NO_DECONSTRUCTION`** I know what the comment says on what it should do https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/__DEFINES/obj_flags.dm#L18 But everywhere people have decided to give their own meaning/definition to this flag. Here are some examples on how this flag is used **1. Make the object just disappear(not drop anything) when deconstructed** This is by far the largest use case everywhere. If an object is deconstructed(either via tools or smashed apart) then if it has this flag it should not drop any of its contents but just disappear. You have seen this code pattern used everywhere https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/constructable_frame.dm#L26-L31 This behaviour is then leveraged by 2 important components. When an object is frozen, if it is deconstructed it should just disappear without leaving any traces behind https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/datums/elements/frozen.dm#L66-L67 By hologram objects. Obviously if you destroy an hologram nothing real should drop out https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/modules/holodeck/computer.dm#L301-L304 And there are other use cases as well but we won't go into them as they aren't as significant as these. **2. To stop an object from being wrenched ??** Yeah this one is weird. Like why? I understand in some instances (chair, table, rack etc) a wrench can be used to deconstruct a object so using the flag there to stop it from happening makes sense but why can't we even anchor an object just because of this flag? https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/objs.dm#L368-L369 This is one of those instances where somebody just decided this behaviour for their own convenience just like the above example with no explanation as to why **3. To stop using tools to deconstruct the object** This was the original intent of the flag but it is enforced in few places far & between. One example is when deconstructing the a machine via crowbar. https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L811 But machines are a special dual use case for this flag. Because if you look at its deconstruct proc the flag also prevents the machine from spawning a frame. https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L820-L822 How can 1 flag serve 2 purposes within the same type? **4. Simply forget to check for this flag altogether** Yup if you find this flag not doing its job for some objects don't be surprised. People & sometimes even maintainers just forget that it even exists https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/items/piggy_bank.dm#L66-L67 **Solution** These are the main examples i found. As you can see the same flag can perform 2 different functions within the same type and do something else in a different object & in some instances don't even work cause people just forget, etc. In order to bring consistency to this flag we need to move it to the atom level where it means the same thing everywhere. Where in the atom you may ask? .Well, I'll just post what MrMelbert said in https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862 > ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION handling as it wants, Yup that's the ideal case now. This flag is checked directly in `deconstruct()`. Now like i said we want to give a universal definition to this flag and as you have seen from my examples it is used in 3 cases 1) Make an object disappear(doesn't dropping anything) when deconstructed 2) Stop it from being wrenched 3) Stop it from being deconstructed via tools We can't enforce points 2 & 3 inside `deconstruct()` which leaves us with only case 1) i.e. make the object disappear. And that's what i have done. Therefore after more than a decade or since this flag got introduced `NO_DECONSTRUCT` now has a new definition as of 2024 _"Make an object disappear(don't dropping anything) when deconstructed either via tools or forcefully smashed apart"_ Now i very well understand this will open up bugs in places where cases 2 & 3 are required but its worth it. In fact they could even be qol changes for all we know so who knows it might even benefit us but for now we need to give a universal definition to this flag to bring some consistency & that's what this PR does. **Problem with deconstruct()** This proc actually sends out a signal which is currently used by the material container but could be used by other objects later on. https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/objects/obj_defense.dm#L160 So objects that override this proc should call its parent. Sadly that isn't the case in many instances like such https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/machinery/deployable.dm#L20-L23 Instead of `return ..()` which would delete the object & send the signal it deletes the object directly thus the signal never gets sent. **Solution** Make this proc non overridable. For objects to add their own custom deconstruction behaviour a new proc has been introduced `atom_deconstruct()` Subtypes should now override this proc to handle object deconstruction. If objects have certain important stuff inside them (like mobs in machines for example) they want to drop by handling `NO_DECONSTRUCT` flag in a more carefully customized way they can do this by overriding `handle_deconstruct()` which by default delegates to `atom_deconstruct()` if the `NO_DECONSTRUCT` flag is absent. This proc will allow you to handle the flag in a more customized way if you ever need to. 1) I'm goanna post the full comment from MrMelbert https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862 > ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION handling as it wants, but there's a shocking lack of consistency around NO_DECONSTRUCTION, where some objects treat it as "allow deconstruction, but make it drop no parts" and others simply "disallow deconstruction at all" This PR now makes `NO_DECONSTRUCTION` handled by `deconstruct()` & gives this flag the consistency it deserves. Not to mention as shown in case 4 there are objects that simply forgot to check for this flag. Now it applies for those missing instances as well. 2) No more copying pasting the most overused code pattern in this code base history `if(obj_flags & NO_DECONSTRUCTION)`. Just makes code cleaner everywhere 3) All objects now send the `COMSIG_OBJ_DECONSTRUCT` signal on object deconstruction which is now available for use should you need it 🆑 refactor: refactors how objects are deconstructed in relation to the `NO_DECONSTRUCTION` flag. Certain objects & machinery may display different tool interactions & behaviours when destroyed/deconstructed. Report these changes if you feel like they are bugs /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Makes attempting to refresh the logs not just throw a runtime error (#82432) ## About The Pull Request Really all this seems to be is a mismatch between the tgui and dm side of the menu. https://github.com/tgstation/tgstation/blob/3c71b14df0957749f31fb2e678130daf4cfb3250/tgui/packages/tgui/interfaces/LogViewer.tsx#L71 https://github.com/tgstation/tgstation/blob/3c71b14df0957749f31fb2e678130daf4cfb3250/code/modules/logging/log_holder.dm#L110-L113 Making these line up by renaming `re-render` to `refresh` seems to make it work just fine, and not just throw an error. ## Why It's Good For The Game Life tends to be better when refreshing to see new runtimes doesn't just add its own lovely little runtimes.   And then not show them til you re-open the window cause it doesn't refresh. ## Changelog 🆑 admin: Refresh button on the View Round Logs menu actually works, instead of just adding a runtime to the logs (and not updating them). /🆑 * Creates a "busy" animation for players (#82416) Little indicator above a player when they're currently doing something. <details> <summary>vids</summary> Perspective: You are the moth  Hides under runechat  </details> Todo: - [x] Feedback? - [x] Sneaky params so it doesn't spoil your stealth run - [x] Possible refactor - [x] Probably missed some "sneaky" actions - [x] coggers <details> <summary>sound on:</summary> https://github.com/tgstation/tgstation/assets/42397676/ad71c567-0202-4158-ba50-c2946375f988 </details> 🆑 jlsnow301, infraredbaron add: Added a new UI element over players that are interacting, building, etc. /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> * New operative reinforcement option: Intelligence Overwatch Agent (#82307) ## About The Pull Request Introducing a new Nuclear Operative reinforcement option: The Overwatch Intelligence Agent. Equipped with multi-hudglasses, they have an advanced camera console, station alerts, and bodycams of every operative! If something can be known, they will know about it. They can also remotely pilot your ship. Finally, everyone can ride in the Steel Rain without getting stuck on the station! This role spawns in the formerly unused outpost just north of the nukie base. With a few shelves of supplies and some tools in the back room, they can set up their workplace however they like. This also gives them something to work on while they wait for the operatives to gear up.  As you can see, it's rather cramped and the lights are quite dim in the backroom. Set it up however you like, this is how I did mine:  Total price? 12 TC per agent. It might get a bit cramped, but you could buy a second to make sure the first guy doesn't get lonely! This turned into a 30-commit ugly because the bodycams were originally meant to be accomplished via a refactoring of the spyglass kit. Big mistake that made me shelve the project -- until Melbert's simple bodycam component conveniently did exactly what I needed in a much simpler way. ## Why It's Good For The Game Having a "guy in the chair" for your kickass murder operator squad enables more brainy strategizing, and is thematically sound. Also, nukies have the opportunity to bring in another player to participate in the fun! ## Changelog 🆑 Rhials add: Nuclear Operatives now purchase an Intelligence Agent, who can watch cameras and bodycams, move the shuttle, and provide radio support. Only 12 Telecrystals! /🆑 * re-adds list of components for admins to remove (#82461) ## About The Pull Request The list of components on a mob when admins try to remove one didn't actually show them, now it does.  ## Why It's Good For The Game Messing with components/elements on mobs are such a pain, in this case was broken entirely.  ## Changelog 🆑 admin: Removing components button now lists components to remove /🆑 * Reboots the CNS Rebooter Implant. (#82441) ## About The Pull Request The CNS Rebooter Implant will now pull you out of stuns and stamcrit, while granting you a few seconds of stun immunity, comes with a 60 seconds cooldown ## Why It's Good For The Game The CNS Rebooter Implant is a strong candidate for the absolute worst implant in the game, it caps your stuns at 4 seconds (which is plenty of time to get murdered) and does nothing to prevent stamina damage, for something accessible in one of the latest research nodes and in the nukie uplink it should perform better than it does now. Besides, the game is in dire need for more tools to keep the stun meta at bay, and this is a good place to start. This PR makes it so the rebooter will bail you out stamcrit every 60 seconds, along with giving you a few seconds of immunity to run away or get a couple of hits in. ## Changelog 🆑 balance: CNS Rebooter Implant will now pull you out of stamcrit and grant you a few seconds of stun immunity /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * Fix "Aheal" for ears deafness (#82448) ## About The Pull Request Make the admin button "Aheal" and Magic Wand of Healing (resurrection) actually full heal carbon's Ears. File _ears.dm contains timer variable "deaf" that should be updated to 0 after complete healing. But I think this must be properly code-refactored because looks like it's just duplicates(?) standart variable "damage" for organ type. ## Why It's Good For The Game Aheal - means FULLY HEAL. ## Changelog 🆑 fix: aheal now properly heals ears deafness /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * Medipens can't have reagents removed from them anymore. (#82451) ## About The Pull Request This will be needed for https://github.com/tgstation/tgstation/pull/82449 because this removes the machine's ability to make infinite chems. Basically in https://github.com/tgstation/tgstation/pull/29139 they removed medipen's ability to have reagents injected into them, but never removed the ability to take reagents out. You could take a syringe, remove all chemicals from a medipen, put the main ingredient in a medipen refiller, then refill. You could do this right now on live servers with an epipen for infinite formaldehyde. This doesn't affect the hypospray. ## Why It's Good For The Game Removes a way of infinitely making reagents with a medipen refiller and also removes a dumb mechanic. You could take all chemicals out of an EHMS autoinjector, which removes the visual and feedback tell to the target that they've been injected, and even with 0 chemicals they get the disease anyways. You could buy medipens as a miner, take the chemicals out, and put them in a syringe or pill that you can inject yourself instantly with. You can take otherwise hard-to-get chemicals like fungal TB's 2-use cure injector, and make 40 cure pills instead. ## Changelog 🆑 fix: You can no longer take chemicals out of medipens with a syringe. /🆑 * Search string in catalogs in char prefs (#82423) * actually just removes stamina damage and knockdown from punches (#82400) removes punch knockdowns and stamina damage from them knockdown punches were also around the time disarm could just hardstun you to RNG this is dumb so we remove that also watermelon supposedly wanted to remove stamina damage from punches so idk about that anyway so this is a problem because you could be randomly floored by sheer luck through thick plates of metal and is overall not a very fun thing to play against especially with northstar gloves resolves unfun RNG by removing knockdowns and does something watermelon wanted by removing stam damage from it 🆑 balance: punches no longer knock down or deal stamina damage /🆑 * Fix slime `check_item_passthrough` effect (#82484) ## About The Pull Request This proc expects a user but is not passed one. ## Changelog 🆑 Melbert fix: Items will properly pass through slime on occasion /🆑 * Basic mobs now use z-level turnoff instead of simple (#82469) ## About The Pull Request On one compile of MetaStation, I saw that there's 45 basic mobs on the station, 256 on lavaland (the number growing from tendrils), and 59 in all other z levels combined. While we do expect Lavaland to be visited every round, at least it won't be running during the times when no one is there, but even more importantly, space exploration is something not done every round, so we don't have any reason to waste our resources on AIs that will never be interacted with. Simple animals had an easy solution to this: If no one is on the Z level, their AI turns off If someone is on the Z level, they are idle unless needed. The last simple animals that exists right now are bots, megafauna, geese, gondolas, and some minor ones like mimic, zombie, dark wizard, soulscythe, etc. Point is, we're very much nearly done going through all simple animals, so this code is being wasted just to ensure things like cleanbots won't work if no one is on the z level, something I doubt happens often, so I took their code and made it work for basic mobs instead. I could've done both but I thought it would look very bad, and maybe this is a good incentivize to get more basic mob conversions. There's one major change here and it's that we're missing the "Idle" mode, some basic mobs like the Lavaland village seems to be made with intent that they'll be running even if players aren't around, so this sets up a future PR that makes idle AI easier to add, and I want to make sure those cases are taken into account. ## Why It's Good For The Game We don't need to always be processing these basic mobs, and sets us in the future to hopefully also implement idle AIs. ## Changelog 🆑 balance: Basic mob AIs with no mobs on the Z level now stop. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * adds preferences to transhumanist (#82435) ## About The Pull Request You may remember this, that's because I accidentally deleted it before while trying to change things. Anyways! Adds drop-down selections and new options to transhumanist. also fixes a minor typo Previously, you could choose your replaced limb by taking prosthetic limb, setting what you want changed, and then switching to transhumanist, since they used the same preference previously. ## Why It's Good For The Game Transhumanist felt strange because it was hypothetically a voluntary operation, but the augmentation clinic just spun the wheel on what you got replaced. From a role-playing perspective, being unable to choose is uninteresting and confusing. Also it always says your limb being was being replaced with a robotic arm and that annoyed me. Now that you are able to select your replacement part, I've added two new options, the robotic voice box, good for a more prominent change then a limb that will be hidden for most of a round, and flashlight eyes, for when you are truly committed to being rushed directly to robotics seeing the bright future ahead of humanity! ## Changelog 🆑 add: Transhumanist now allows you to select your augmentation add: Transhumanist can now provide a robotic voice box, or flashlight eyes spellcheck: Transhumanist's roundstart text has been re-written to not be wrong /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Watcher wreaths; Normal and Icewing varieties (#82457) Adds Watcher Wreaths. An item that makes it look like you have a slightly floating thorn crown that you can make from some of their material parts (and the icewing crusher trophy for the icewing variant). The wreath has emissives. They don't do anything mechanically, they're just for show.    I really like the whole thing with turning lavaland monsters into trophies and cosmetics. Going down and coming back up looking like someone who just crawled through a horror movie and took some souvenirs is great. Stuff like the trophy accessories, bone and drake armor and many of the various lavaland items have this quality, and it always amuses me when a tech sees a dressed up miner and just goes 'holy shit, where did you get that'? Drip is the ultimate reward for playing miner. Nobody can tell me otherwise. this is the endgame every miner craves. And I crave a goddamn crown made from the broken remains of my enemies. 🆑 add: Watcher wreaths. Made from the mangled remains of a watcher, now a handsome accessory for you to wear a few inches behind your head. Comes in Normal and Icewing variants. add: Some bounties for the two variants of watcher wreaths. /🆑 * CHEAP_HYPOTENUSE() no longer makes the differences between the coordinates absolute. (#82468) ## About The Pull Request CHEAP_HYPOTENUSE() no longer absolutes the differences between the coordinates. ## Why It's Good For The Game It gets squared so it doesn't need to be done. * Neutered symptoms no longer activate (#82467) ## About The Pull Request Stops activation of all neutered symptoms in a advanced disease. ## Why It's Good For The Game Closes https://github.com/tgstation/tgstation/issues/68944 ## Changelog 🆑 fix: Narcolepsy is no longer activated while neutered. /🆑 * Fixes the color matrix editor (#82478) ## About The Pull Request It was sending back stringified numbers as inputs. This came from a typescript cleanup pr from sync (#82000) and was ultimately caused by a... I think misunderstanding of how the color list works (#67967) ## Why It's Good For The Game Works like a charm now, which is good cause I use it a lot ## Changelog 🆑 fix: The color matrix editor now works properly again /🆑 * Hats no longer cover mouths (#82498) * Fixes banned/days remaining preferences display for non-dynamic ruleset antagonists. (#82506) * Reverts reversion: tgui will 516 or else (#82527) ## About The Pull Request Context: #82522 Apparently you cant just stuff the byond helper functions into an external js file, but if you do, byond won't even let you know its a problem until the servers crash and you have to run `bin/clean` just to unbork your entire repo This reimplements the changes from #82473 without: - moving the byond helper functions externally - causing a tooltip render issue in panel ## Why It's Good For The Game 516 prep (again this time) * Final Objective: Battle Royale (#82258) ## About The Pull Request Adds a new final objective option with a classic premise; the forced battle to the death. The concept is that the Syndicate will provide you with an implanter tool you can use on an arbitrary number of crew members. Once you have at least 6 (though there is no ceiling) you can activate the implants to start the Battle Royale and broadcast the perspectives of everyone you implanted live to the entertainment monitor. After activation these implants cause you to explode upon death. If at the end of 10 minutes, more than one person remains unexploded then all of the remaining implants will detonate simultaneously. Additionally, one of the station's departments (Medbay, Cargo, Science, or Engineering) will be chosen as the arena. If after 5 minutes pass you're not within that department (or if you leave it after that time has passed) then you will be killed. The Syndicate plan on both using the recorded footage to study Nanotrasen technology, and also to sell it as an underground blood sport, and so have employed a pirate broadcasting station to provide colour commentary. The implantation is silent, however it requires you and your target to be adjacent and stood still for one and a half seconds. Once implanted, it will occasionally itch and eventually signal to the implantee that something is up, so once you start implanting someone you're on a soft timer until you are given away. You can also implant yourself if you want to do that for some reason. Removing an implant from someone has a 70% chance of setting it off instantly, but it _is_ possible. If the implant is exposed to EMP, this value is randomised between 0 and 100%. You could also try doing surgery while the patient is wearing a bomb suit or something, that puzzle is for you to solve and I'm not going to tell you the answers. I'm sure you'll think of ones I haven't. ## Why It's Good For The Game Adds a somewhat more down-to-earth but still hopefully exciting and threatening option which should let people mess around with the sandbox. The mutual death element provides some roleplaying prompts; nothing actually _forces_ you to fight apart from fear of death and it may be possible to find other ways to survive, or perform some kind of solidarity behaviour with your fellow contestants. Maybe you'll try that but one of your fellow contestants just wants to be the last survivor anyway. Maybe you'll pretend you're setting up some kind of mutual survivorship thing in order to make sure you're the sole survivor. Gives some people to watch on the bar TV channel. The crew apparently love playing Deathmatch while dead so we might as well enable doing it while alive. Also I'm going to follow this up with a separate PR to remove the Space Dragon objective and it felt like it'd be a good idea to do one out one in ## Changelog 🆑 add: Adds a new Final Objective where you force your fellow crew to fight to the death on pain of... death. /🆑 --------- Co-authored-by: _0Steven <jaydondegenerschool@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: EnterTheJake <102721711+EnterTheJake@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Artemchik542 <32270644+Artemchik542@users.noreply.github.com> Co-authored-by: Yaroslav Nurkov <78199449+AnywayFarus@users.noreply.github.com> Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> Co-authored-by: Skeleton-In-Disguise <49223093+Skeleton-In-Disguise@users.noreply.github.com> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com> Co-authored-by: FlufflesTheDog <piecopresident@gmail.com> Co-authored-by: AnturK <AnturK@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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42f6f57dc0 |
[MIRROR] Replaces even more deciseconds with SECONDS (#27205)
Replaces even more deciseconds with SECONDS Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Waterpig <wtryoutube@seznam.cz> |
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2b60c77e55 |
Yet another mirror batch (#27314)
* A skub-related station trait. Reduced weight of annoyingly frequent neutral traits. (#81388)
## About The Pull Request
This PR introduces a new station trait that lets people choose if they
want to be pro-skub or anti-skub (or neither, really). It works the same
lobby buttons that job-related station traits also use. Depending on
whether you chose to be pro or anti skub, you'll spawn in with a special
box that contains the (bulky) skub and a pro-skub shirt, or an anti-skub
shirt. EDIT: Both also receive a number of stickers to propagate their
causes.
Kudos to @Fikou for coding the lobby buttons to be accessible by any
station trait rather than only job-related ones when you made the
Cargorilla station trait.
Another thing this PR also halves the exaggerated weight of low-cost
traits such as scarves, wallets and glitched PDAs, which I clearly
underestimated.
## Why It's Good For The Game
We've learned that low-cost, high weight traits are a bit of a design
mistake, because they tend to tip the scales toward themselves over and
over and over, leveling the diverseness of the feature and therefore
making it shallow and boring.
Beside, I've been thinking of the popular [skub comic
strip](https://pbfcomics.com/comics/skub/) lately.
## Changelog
🆑
add: Added a Skub-related station trait. You can now choose if you want
to be pro-skub or anti-skub, complete of shirt and stickers. Please
don't shank each other over it.
balance: Halved the weight of station traits such as scarves, wallets
and glitched PDAs.
/🆑
* Fix some slime species subtypes not having burn resistance (#82164)
## About The Pull Request
All slime species limb subtypes now inherent from the parent `/jelly`
subtype, giving them all their proper burn resistance.
## Changelog
🆑 Melbert
fix: Slimepeople and Luminescents are now 50% burn resistant like
Stargazers
/🆑
* There we go
* FIX: Makes Hatsune mi-go a (friendly) gold slime mob (#82251)
## About The Pull Request:
The hatsune mi-go is now a friendly gold slime mob. This means it won't
try and kill you. It also now doesn't make your ears hurt, and drops a
keyboard synth on death (you monster.)

## Why It's Good For The Game
So in making my resprited mi-go and subsequent speedmerge, I failed to
realize that there are only 10 possible migo spawnpoints - 5 in snowdin
gateway, 3 on ceres whiteship, and 2 on kilo whiteship. This means at
most eight can exist on anyround, with a decent likelyhood of 0. This,
combined with the fact the hatsune migo is banned from spawning outside
of roundstart locations, along with the fact people seem to love the
thing, made it feel _too_ rare, even for a shiny mob. You still have to
roll the random odds with the life chem or friendly gold slime pools,
but you should actually see them outside of two mutually exclusive space
ruins and a gateway now. Also, they don't try and kill you now, because
it would have been wrong to add a hostile creature to the friendly pool.
🆑
fix: Hatsune mi-go now is a friendly gold slime mob, and doesn't hurt
your ears.
add: Hatsune mi-go drops a keyboard synth on death (you monster.)
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* [THE QUIRKENING] Adds customization options to Organ Prosthetic, Junkie, Smoker, and Alcoholic! (#82051)
## About The Pull Request
Lets people pick:
- The shitty organ they spawn with (still has the restrictions of not
being possible to get heart when you are a plasmamen, for example)
- Their favorite alcohol to blackout with
- Their favorite brand of cigs
- Their favorite brand of drugs!
A lot of the code was taken from a downstream, made by @Floofies, i
already had my own implementation but it was buggy and not nearly as
clean, then i was made aware of theirs.
## Why It's Good For The Game
Character Customization is good and fun and lets people have more choice
in their roleplay.
## Changelog
🆑
add: Prosthetic organ users are now allowed to pick what they want to
start with.
add: Junkie of all kinds, including smokers and alcoholics, are also
able to pick their favorite type.
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
* [NO GBP] Fixes the "Drop Pod: Syndies" deathmatch modifier. (#82216)
## About The Pull Request
I've had false memories of `pick_weight` working with assoc-value-less
lists.
## Why It's Good For The Game
This will fix an issue with deathmatch modifiers.
## Changelog
🆑
fix: Fixed the "Drop Pod: Syndies" deathmatch modifier.
/🆑
* Fix robocontrol access runtime (#82242)
## About The Pull Request

`check_access` expects an item, such as an ID card, to... check access.
Not a mob.
We can circumvent this entirely by using `allowed`.
But this has an averse effect in that `allowed` will only check the
user's ID, not the ID in the mod PC.
So we need to run a separate check of `check_access` for the computer ID
card.
## Changelog
🆑 Melbert
fix: Robocontrol should work better.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* Adds a photobooth (#82105)
## About The Pull Request
Adds a photobooth machine to the HoP line which can be used to update
your security records photo.
It updates the records of the person's name, which means hiding your
identity and wearing an ID will let you change other people's photos. If
you aren't hiding your identity and are wearing someone else's ID, it
won't update at all because it will be unable to find your record.
There's 2 variants of this machine, one at the HoP line that's tied
behind Law Office access (so Lawyers have an extra thing they can help
out with if no one's available, but maybe it would be better behind
Library access since Curators are our "photographer" role?), and the
Security one that requires Security access.
The Security one has a special feature that it adds a height chart
behind the player.

This machine is used by either right-clicking on it or by pressing a
button, so the HoP can do it remotely from their line (except on Tram
where it's in the library), and after a few delays it'll update your
records automatically to how you look like.
Emagging the machine will remove its access restrictions but every time
it updates your photos it will spam camera flashing and blind you.
Sprites
Open

Closed

Security version on the left, has a red tint on it

Video demonstration (old sprites):
https://github.com/tgstation/tgstation/assets/53777086/a2e59f08-2d58-4f5b-b081-e137c7606d35
## Why It's Good For The Game
Current security records has no way to change your photo ID, something
that was a feature before it was moved to TGUI. The only alternative is
to fully delete your record and make a new one with a photo and the same
name, but this shares a major issue with the HTML UI: You're immediately
sold out by the fact you have a background. No matter how well you try
to cover your tracks, any security officer looking at records will see
you are the only photo on the manifest that has a background and even a
camera in your hand, which makes it impossible to get away with it
unless security essentially takes pity on you.
This opens up the ability to fully mask yourself in records, finally.
This is also better even for non antagonists because you can now
properly update your photos to match what you look like in the event of
an appearance change or even just a job change, which makes it a benefit
for HoPs who likes to keep records as up-to-date as possible.
## Changelog
🆑 JohnFulpWillard, Twox
add: Added a new photobooth machine to the HoP's line.
fix: Things checking for access now checks your off hand, too.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Converts slimes to basic mobs (#82176)
After months of preparation, and further months of work, I am finally
done. Please bear with me, as this is a massive refactor, but I have
already atomized everything I could. This is now ready for review.
General
- The hilbert hotel slimes are now a subtype instead of a varedit.
- The `use_mob_ability` subtree now also accepts non cooldown abilities.
If set_behaviours is set up properly, mobs won't keep continously
triggering it as if it were a 0 second cooldown action. The alternative
would have been turning the slime abilities into cooldown abilities.
- Wrestling off a slime now signs up to the `COMSIG_ATOM_ATTACK_HAND`
signal, instead of being part of attack_hand.
- Adds datum/ai_controller/controller as a fourth, optional argument to
`/datum/ai_behavior/find_hunt_target/valid_dinner()` to make it possible
to access blackboard keys.
- Slimes no longer attack windows if they would accidentally move into
them (when the conditions are met), since random walk behaviour ignores
tiles they can't go in. It was also not worth to keep. Did you know this
was the sole override of `ObjBump()`?
- Examine was made less snowflaky/bespoke. Also added a new element:
`/datum/element/basic_health_examine`, which is a simple bespoke element
that prints out a custom message based on how damaged the basic mob it
is attached to is.
- Slimes only perform knockdown instead of paralysis, as they can attack
more often now, and paralysis is not that fun.
- LAssailant has been removed due being archaic code. To befriend a
slime, you have to spawn a monkey with the slime console, or feed them a
sheet of plasma. Simple grabbing the monkey or stuffing them in
disposals do not work anymore. Slime console spawned monkeys will have a
visible status effect, with pheromones coming off them to make this
clearer.
Actions
- Feeding, reproduction and evolution is no longer a verb.
- Slime feeding is no longer an action button. You have to use right
click, or as previously, mousedrop. Slimes can always unbuckle from mobs
they are attached to.
Hunger
- Instead randomly changing the starvation and max nutrition values
while growing up, evolution costs 200 nutrion. This makes the code more
readable, and behaviour more predictable, while still giving the
intended time between evolving and splitting. As a result, I could also
turn these into defines.
- Added a component that handles doing an effect over time while buckled
to a mob, until the mob dies or you get unbuckled.
- Slimes gained nutrition is no longer randomly multiplied by the damage
config value, but rather gain nutrition equal to twice the damage dealt.
You'll have to eat one monkey to evolve, just as before.
- Slimes do not heal passively. They only heal from eating. It was a
rather miniscule value that did not have much effect.
- Slimes generate electricity from hunger threshold, instead of the
random amount of hunger threshold + 100.
Environment
- Slimes take 15 damage from cold every second, instead of using a
complex formula (that also decreased the damage up to a point?).
- Slimes still heal from burn damage, but this is now set on the damage
coefficient list.
- Slimes instead of getting stunned by the cold, freeze in an ice cube.
BZ instead of setting them unconscious, calls the stasis status effect,
allowing you to safely stash your hungry slimes for later. They also no
longer slow down from the cold, as they are already slowed down by the
damage they get. Conversely they no longer get a speed up from a random
amount of temperature. I could be convinced to readd this either as part
of the basic sensitive component, or a similar one.
AI
- Removed the attacked_stacks system. Slimes will just perform regular
retaliation if you hit them in a harmful manner.
- Slimes now use the pet orders component. They will interrupt their
feeding when given a command by their master.
- Slimes have their own subtrees. I tried to replicate as much as I
could from the old code, dividing ancient code artifacts and intentional
stuff, so there might be some weirdness.
- Slime speech has been almost fully reduced to basic blorbing, as you
can not even understand them anymore, and most of them require the slime
to loop through all of their surroundings.
- Discipline does not have stacks either. Disciplined baby slimes have a
chance to clear their attack and hunt blackboard keys. All slimes will
stop feeding on the target otherwise.
- Since discipline is not a stack, rabidity instead gets removed at a
10% chance per disciplining.
- Slimes faces are a bit more randomly picked now.
- We want to convert all simple animals to basic mobs. Old slime code
was also very strange, and had some systems that have been replicated by
components.
- Slimes fully paralyzing you is not fun at all. Knockdown should give
you a fighting chance when a slime would like to eat you.
- Slimes slow down from the heavy damage they get from the cold, so I
don't think they need extra slowdown, nor do they need to speed up from
warmth, as they are already fast.
- Slimes turning into an icecube instead of becoming paralyzed from the
cold is more fun for the slimes, as they can break out for a few
moments. It is also funny.
- Slimes entering proper stasis from BZ is not just a visual indicator
of a slime that is safe to approach, but also keeps the slimes's hunger
value in check, allowing it to not starve while stopped. They can also
look around and blorble, instead of staring at a black screen, if player
controlled.
- The attack_stack and discipline_stack behaviours were rather
overcomplicated, and the xenobio mains I talked with didn't even know it
was a thing, so I argue it needed simplification.
- The bespoke friendship system of slimes was also too complicated.
Slimes slowly gained levels of trust, and at certain levels commands
costed friendship, and other levels, they did not. The binary friend/not
friend system that everything else in the game uses is much more
sensible.
- Using right click for feeding is much more sensible than using an
action, and then picking someone from a dropdown.
- Slime speech was very soulful but not only did it loop through
everything in sight, you couldn't even understand it unless you spoke
slime. Maybe it can be readded later in a different form.
- Slime's passive healing was miniscule, and having them rely on feeding
is more interesting.
also
fixes #81463
🆑
refactor: Slimes are now basic mobs. Please report any strange
behaviours!
balance: Slimes only stun you for two seconds when they shock you, the
rest of the duration is a knockdown.
balance: Slimes are not stunned from the cold, but rather, get frozen in
a freon icecube. BZ also puts them in complete stasis, instead of making
them unconscious. Their speed is likewise unchanged by temperatures.
balance: Slimes do not passively heal, they instead rely on feeding.
fix: Slimes can use the buckling screen alert to unbuckle and stop
feeding, along with clicking on the mob they are riding
/🆑
* Oh, right.
* Fixes AI verb Jump To Network (#70016)
* check for camera loc to not be a silicon
* check for z=0 instead
* Update code/modules/mob/living/silicon/ai/ai.dm
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* evil touch
* redundancy
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Removes camera assembly structures (#81656)
Removes the camera assembly structure middleman between the camera
wallframe and camera machine. All its behavior has been instead moved to
the camera, and I've tried to keep as much of the behavior the same as
before.
This also fixes the issue that camera assemblies had where, upon the
construction being finished, it would move itself into the newly
finished camera machine, therefore taking itself off a wall, therefore
deconstructing itself. This resulted in 2 piece of iron being in each
camera machine (except roundstart ones), and because camera machines
rely on the assembly inside of them for upgrades and such, upgrading
didn't work at all.
I've also made camera nets use defines (not in map) so it's easier to
find a list of them all, and tried to add autodoc comments to nearly
every var in camera code.
Removes copy paste and spaghetti code between structure and machine
camera, thus making it easier to work around with.
Closes https://github.com/tgstation/tgstation/issues/79019
🆑
fix: Cameras built in-round can be upgraded again.
fix: Deconstructing cameras now more consistently return to you the
upgrades inside of the camera.
fix: RD's telescreen can now properly see Ordnance cameras again.
fix: [Deltastation] Library art gallery no longer has an invisible
camera.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* [MDB Ignore] Combines Cargobus consoles with Dept. Order Consoles, freeing all departments of 1 whole tile of space (#82210)
## About The Pull Request
- Departmental orders are now an NTOS app
- To download, they require `ACCESS_COMMAND`.
- To use, they require one access from the department.
- This means you cannot order things from not-your-department unless you
have an ID.
- When newly downloading the app, it will prompt a head of staff to
insert an ID, to determine which department to be linked to.
- Changes chat room overlay from the kind that AI uploads use to a new
icon.
- Minor refactors to department order in general.


## Why It's Good For The Game
These two computers are surprising waste spacers for two things which
are tied together.
So why not combine them?
The lesser used cargobus chat is still there, and departmental orders
are front and center.
This gives mappers a ton more leeway when mapping departments out and is
overall less clutter.
## Changelog
🆑 Melbert
qol: Cargobus chat console and Departmental Order console are now
combined into one.
qol: Mod PCs active on the "chat client" apps no longer look like AI
uploads (and now have their own sprite)
refactor: Departmental order consoles were refactored a bit, report any
oddities.
/🆑
* This should cut it.
* Was it really just skub?
* [No GBP] Fixes slow slime feed (#82284)
## About The Pull Request
Slimes were supposed to gain the same amount of nutrition as the damage
they dealt while feeding. However, I have accidentally multiplied this
again by `seconds_between_ticks` a second time. This meant that locally
slimes fed normally, but on the server they got about the third
nutrition they were supposed to, probably due to having more ticks per
second then my machine. This PR fixes that.
Also raised the nutrition gained by slimes by 20%, after careful
testing, one monkey wasn't always enough.
## Why It's Good For The Game
Fixes #82283
## Changelog
🆑
fix: Slimes now feed faster, and should only need one monkey to reach
their next lifestage.
/🆑
* [No GBP] Fixes a slime speed config and ai controller null error in slime nutrition handling (#82330)
## About The Pull Request
Someone has linked the runtimes logs of round 226376 to show off a
runtime, and I took a look, and found some unrelated runtimes in slime
code.
- The config file for slime slowdown was still using the simple_animal
path. This has been fixed.
- Somehow, a grey slime has lost its AI controller, and when it got
hungry, it runtimed. For now, a coalesce operator has been put in place.
Later, an investigation is needed to figure out where did its AI
controller go.
## Why It's Good For The Game
Runtimes bad.
## Changelog
🆑
fix: Slime properly load their slowdown values from the config files.
fix: Slimes who lose their AI controller will no longer runtime when
they get hungry.
/🆑
* [No GBP] Slime stasis fixes (#82304)
## About The Pull Request
`handle_environment` is never called when the target was in stasis, so
slimes stayed in stasis forever. This PR fixes that, albeit in an ugly
way.
It also makes slimes actually not get hungry while in stasis.
## Why It's Good For The Game
Fixes #82300
I also claimed slimes can be safely kept in stasis, but I didn't
actually put a stasis check before handle_nutrition. This is fixed now.
## Changelog
🆑
fix: Slimes stop being in stasis when taken out of a BZ filled
environment
fix: Slimes no longer become hungry while in stasis
/🆑
* Add a unit test to check that maploaded simple/basic mobs are in an environment they can survive in. (#82180)
I've recently noticed that the maploaded penguins from the snowdin away
mission were dying from unsafe atmos/temperature. This sparked the idea
of making a (focus only) unit test that would prevent this sort of
issues from happening.
This PR also implements the usage of the `atmos_requirements` and
`body_temp_sensitive` elements for simple animals too, cutting down the
copypaste.
More unit tests to make sure things are done correctly.
🆑
fix: Made sure that mapped critters (i.e. penguins on the snow cabin
away mission) can survive in the environment they're spawned in.
/🆑
* This all is going to suck.
* A step further
* Is this hell over?
* I hope it is.
* Autosort I suppose
* This should cut it for VoidRaptor
* And Blueshift
* Revert "Autosort I suppose"
This reverts commit 9100de67c30514fc25db3ba29df81d1b0ac54e24.
* Dear god, the chicken.
* I fucking hate mapping
* fixes gas analyzers (#82278)
## About The Pull Request
#82180 accidentally messed up air analyzers being able to read or send
readouts to the chat.
## Why It's Good For The Game
air analyzer good
## Changelog
🆑
fix: air analyzers work again
/🆑
* [NO GBP]Grind & juice fixes (#82272)
- Fixes #82266. Anything that has reagents can be either grinded or
juiced
- If something doesn't have reagents but has grind results it can still
be grinded but not juiced
🆑
fix: anything that has reagents can be either grinded or juiced
fix: stuff that does not have reagents but has grind results can still
be grinded but not juiced
/🆑
* Birdshot Engineering Retrofitting (#81840)
Warning: Nanotrasen Confidential Proprietary Information (NCPI) must
only be accessed and viewed within a Nanotrasen Virtual Environment
(NVE, vNTOS-3). Employees in violation of this information ordnance will
have their wages A) garnished, and B) sent to a labour camp up to a
maximum of ten (10y) years. Questions regarding policies related to NCPI
should be directed towards departmental heads or your sector Central
Command Information Authority (CCIA) personnel.
## About The Pull Request
Credentials Confirmed
The Birdshot Engineering Revitalization Plan (formerly proposal
Blindfold, now BERP) is a procurement effort to address growing
maintenance liabilities and costs on the Skitter-MDR Class Orbital
Station located in the Spinward Stellar Cluster (SSC, Sector 28-7b).
Over the course of the previous year, ongoing analysis data has provided
vital feedback since the station was once again brought into operation
after 17 years of abandonment; and using this data, 4 options were
outlined for the Blindfold Proposal.
1) Abandonment - No Cost. Operations on Birdshot will cease. 28-7b
operations will be moderately impacted.
2) Procurement - Medium Cost. Replace offending station sections
completely with low-cost, working alternatives. Operational gains in
28-7b expected.
3) Do Nothing - No Cost. Moderate long-term impacts to operations in
28-7b.
4) >>>_Was removed_
Option 2 was selected for BERP. Procurement efforts identified 3
solutions and later narrowed it down to 1. Following the selection
process architects were brought in to draft up low-impact refits to the
designated hulk. 5 selections made it past initial drafting, with 3
ultimately being selected for engineering board review. Penultimately
draft proposal 3 was selected for the project and now awaits engineering
certification. The draft plan is provided on the next page:

Following board certification, implementation of the plan will be
commenced by 28-7b Nanotrasen Enigneering Corps. (NECs). Construction
time-frame pending Project Foremans review.
## Why It's Good For The Game
Birdshot Engineering is where this whole station began. Back then,
things were going to look closer to Birdboat Station, but that became
looser and more ill-defined as progress was made on the overall station.
While I was satisfied of the decrepit feel of Birdshot Enigneering
initially, I knew that at some point, it would require modification to
better play into Birdshots strengths.
I've had a long laundry list of a roadmap that I've wanted to implement
since the station was added, and this was the top item. Tier Zero.
Problema Numero Uno. You get the idea. This has been a year of drafting,
redrafting, and redrafting everything until it fit Birdshot right. With
this, we're nearly there. I see this being the definitive Engineering
Department for this station for quite some time to come. However, this
is still a draft and some elements are subject to change as I begin to
work out some of the more minor kinks in the draft such as pipe
locations and transit tubes.
Presently Atmospherics is completely rebuilt from the bottom up. There
is more space, enough to do projects, but you'll have to tear down some
windows and walls to gain it. Nothing ventured, nothing gained. You also
have most of the gas distro line outside. I'm a firm believer in
enabling whatever antics ANY lunatic may have. Atmos techs can rest
assured that outside lines are completely reconfigurable (and powered)
enabling some... unique project prospects. You also gained an inside HFR
and Spare burn chamber. Enjoy.
The Engineering Common Areas are now inside the department proper
instead of the satellite treatment in the original implementation.
Security gets an actual outpost and engineers now have a proper office
to file engineering documentation. They say that office colleagues can
form tight bonds so let's see whose is stronger: Purples or Yellows?
The Supermatter Engine is more of an upgrade over the previous model
(Leaky SM is here to stay so deal with it). The room is larger with less
rock, allowing some manner of greater customization, but I believe
engineers will be more than happy to find that they now have a Burn
Chamber of their own. I have zero clue of what they'll do with it, but I
think any enterprising CE will be able to create something that even god
should fear.
Finally we have maint improvements. Nothing really to see here though
maybe there's the beginning of something for the future if you care to
speculate. I couldn't really keep the meandering maint of the previous
rock, so instead we now have some pseudo dead-ends. It's all connected
by transit tubes to the north (not shown) so you can slowly get around
if you will it. Of course there's plenty of cut-throughs,
not-so-finished sections, and opportunity for those who need it. Caution
to the blind, this whole rock is spicy.
Overall I'm happy with this and want to open it up in Draft Mode for
initial thoughts. I have a rough timeline on finishing this that
stretches out to the weekend, so the earlier comments are, the more
likely I'll be able to MAYBE do something about it. Thanks for the
patience and hopefully this is a doozy of an update for all our players.
Previous Engineering Provided for Point of Reference:

closes #75590
## Changelog
🆑
qol: Wholesale Revamp of Birdshots Engineering Department
fix: Some Birdshot Amtospherics Concerns
fix: Some Birdshot Engine Concerns
/🆑
* Bumps `dependencies.sh` to 515.1633 Stable (#82138)
## About The Pull Request
Two reasons for this.
1. It's the stable branch, so let's move it up. This PR will detect any
issues that we might have with the latest 515.1633 as far as the
codebase is concerned (the servers have been running 1633 for at least a
week now).
2. ~~I'm fucking sick of seeing the Lua Scripting Notice in CI even
though it was fixed a few days ago in #82074
(
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7357bcf5a0 |
Ports Food Preferences from Nova Sector (#26560)
* Ports Food Preferences from Nova Sector * Update tgstation.dme * updated * I'm an idiot. |
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ffa5c01b30 |
[MIRROR] Adds three brain traumas (feat. returning to monkey) (#26981)
* Adds colorblindness as a mild brain trauma (#76527) ## About The Pull Request What the title says. The brain trauma makes the whole screen monochrome until cured.  ## Why It's Good For The Game I feel like the current pool for mild brain traumas is quite lame, this helps spice it up a bit with something that is quite annoying and distracting but not game breaking (as mild brain traumas should generally be). ## Changelog 🆑 add: Added colorblindness as a mild brain trauma. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Adds three brain traumas (feat. returning to monkey) (#82129) ## About The Pull Request - Adds "Primal Instincts" brain trama. - Special trauma - Randomly, your body will be taken over by monkey AI. - You will still be in control of the body, but you will have to fight against the monkey ai for actions. - There is a probability the monkey AI that takes control is aggressive, meaning it will attack anyone nearby. - While primal, you can understand monkey language. - Adds "Kleptomania" brain trauma - Severe trauma - When you have empty hands, you will passively try to pick up things near you. - There is no feedback message associated, so you may not even notice you did this. - This effect is temporarily disabled if you have taken damage recently. - Adds "Possessive" brain trauma - Mild trauma - Randomly, your held items will become undroppable for a short to medium length of time. ## Why It's Good For The Game I was looking through AI stuff recently and remembered we support allowing AI controllers to work in cliented mobs, but we don't use it anywhere (outside of adminbus) So I wanted to add a brain trauma themed around that. Simple enough. But I didn't want to PR just a single trauma, that's boring so I thought of some additional ones. Just to spice up the other two trauma pools. I especially wanted to add some traumas that interact with inventory and items, because while a lot of our traumas involving how a person interacts with the world, not many involve how a person interacts with themself. ## Changelog 🆑 Melbert add: Adds 3 Traumas: Primal Instincts (special), Kleptomania (severe), and Possessive (mild) /🆑 * lewd * Is this it? * Hmmm * Oh, this was unnecessary. --------- Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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52f42a2b6e |
[MIRROR] Allow hemiplegic users to pick which side is disabled (#26959)
* Allow hemiplegic users to pick which side is disabled (#81992) ## About The Pull Request Broadly this code is copied over from the preference code used for picking prosthetic limbs, with a few changes to make it fit. It also changes how the quirk displays in the medical records, now mentioning which side is disabled instead of just half their body. ## Why It's Good For The Game So of course, first and foremost, I want it personally. I'm now running a hemiplegic character on Manuel, and I want to able to pick which side is hemiplegic to match me using heterochromatic eyes to make it look like they're missing an eye. It's minor, but I think it'd be nice. Then, because of that, I think it'd be nice to have for posterity. If I want it, and I can code it, then the next person who wants it doesn't have to, y'know? Lastly, gameplay-wise, it doesn't really matter which side is hemiplegic, you're permanently missing an arm and a leg either way. So I feel there's practically no 'powergaming concerns' to be had when it's this utter shitass to use regardless and the benefits to be gained would be infinitesimally small in comparison. ## Changelog 🆑 add: Hemiplegic now lets you pick which side is disabled. add: The medical records text for hemiplegics now shows which side is disabled. /🆑 * Allow hemiplegic users to pick which side is disabled --------- Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> |
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ea111b194e |
[MIRROR] Feeds OOC messages back to client if blocked in validate_client() (#26779)
* Feeds OOC messages back to client if blocked in validate_client() (#81769) ## About The Pull Request Basically, if your long and well-thought-out OOC message gets eaten due to your client not being fully initialized, the server will feed back the message to you so you can copy-paste and try again. In order to facilitate this, I turned `validate_client` into a proc. This didn't have the ubiquitous usage that we were hoping for (where it could be dropped and placed anywhere) and I don't think I liked the "always exit out of proc" stuff anyhow. Also adds some code niceties. There's probably a way cooler way to do this with tgui_say and whatever but I don't use tgui_say (byond command bar my beloved) so we'll cope with this. ## Why It's Good For The Game  Let me know if I should revert the `span_big()` stuff, I just added it because I wanted it to be obvious to the player instead of look like a generic error message. ## Changelog 🆑 qol: If your OOC message gets eaten due to some weird circumstance in how your message is handled, it will feed the applicable message back to you so you can copy-paste and try to send it again. /🆑 * Feeds OOC messages back to client if blocked in validate_client() --------- Co-authored-by: san7890 <the@san7890.com> |
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1196e7d629 |
[MIRROR] Fix job time stuff not detecting the database was down. (#26753)
* Fix job time stuff not detecting the database was down. (#81821) This comment hasn't been true for 7 years. * Fix job time stuff not detecting the database was down. --------- Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com> |
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f1928357e3 |
[MIRROR] Fixes smoothing breaking if a map is loaded post init (#26553)
* Fixes smoothing breaking if a map is loaded post init (#81526) ## About The Pull Request We'd finish a set of atom creation, then try and smooth those atoms The problem is they might try and smooth with an uninitialized neighbor, which wouldn't have its smoothing vars parsed. This fixes that by pooling "to be smoothed" things into a list based off the source of the init stoppage, which we then release when we're done. Also fixes things staying in mapload, even during a sleep. This can cause massive headaches so it's good to avoid. This has a cost but it's minuscule (on the order of like 0.006s (6ms over all of init), so I'm happy with it. ## Why It's Good For The Game Closes #77040 ## Changelog 🆑 fix: Maps loaded in after roundstart will no longer have broken smoothing /🆑 * Fixes smoothing breaking if a map is loaded post init --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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5a496e9842 |
[MIRROR] Micro-Optimize keyLoop's self time (#26513)
* Micro-Optimize keyLoop's self time (#81464) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request This is a REALLY hot proc, takes up to like 2% of total cpu at highpop Let's micro it then First, clients do not go null at random. It's not predictable per say but it is consistent. We can use this understanding to remove a bunch of null checks here For loops are expensive. So rather then doing one each keyLoop, let's cache the client's intended move direction on the client. Simplifies some other code too There is no sense running a turn call if it would have no effect, let's be more intelligent about this ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 refactor: Fucks with how movement keys are handled. Please report any bugs /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> * Micro-Optimize keyLoop's self time --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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40906ad100 |
[MIRROR] Client colo(u)r no longer uses Client.color, now coloring the render game plane instead (#26470)
* Client colo(u)r no longer uses Client.color, now coloring the render game plane instead (#81328) ## About The Pull Request Rather than utilizing `client.color`, client color datums now apply their colors to the render game plane. This means 1. The player's HUD is no longer affected by client colors. Being colorblind (in game) no longer makes all hud elements grey as well, only the world. 2. Overall, less harsh colors. ## Why It's Good For The Game 1. The player's HUD, being an OOC concept, should remain unaffected by stuff like glasses and blindness. This is how it worked in the past, before plane cube (IIRC), but it was lost in the transition. 2. Overall just looks a lot better, IMO. Here's what meson goggles with glasses colors active looks like: Before:  After:  ## Changelog 🆑 Melbert qol: Glasses colors should be a lot less harsh, and being blind no longer also blinds your hud. /🆑 * Client colo(u)r no longer uses Client.color, now coloring the render game plane instead --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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22bcdbf5f9 |
Nova ports batch 1 (#26273)
* Map votes are no longer random (#43) * Disables the annoying fear of Santa from the claustrophobia quirk (#51) * Removes the job locks from all armbands except the sec armbands, and reflavors all armbands to not directly state this person is a member of x department (#62) * [MODULAR] Removes Arbitrary Loadout Restrictions (#58) * Removes an AM template from NorthStar as well as the prison curtain logic (#72) * Bilingual now let's you take common (if you don't already have it) (#78) * Period Era Re-Enactment: Basic autopunctuation (#84) * [Semi-modular] Gives Xeno-hybrids some xeno-organs in trade for high temperature weakness (#91) * The Thrill of the Hunt: Hemophage blood digestion changes (#93) * Removes the ability for shocks to stop your heart (#116) * Ghost cafe turf fixes (#161) * ungatekeeps headshots (#170) * Lo(v)re Wins: Mothic Language return (#186) * Add Bone Greaves As Foot Clothing For Tribals (#197) * Saving Private Oversized: Quirk balancing adjustments (#199) * Over(sized) and Under: Oversized combat adjustments (#202) * Shuttles no longer bolt their doors on transit (#203) * Increases PAI description and OOC notes limit (#207) * Makes headset sounds not insane (WHY DO THEY HAVE A RANGE OF 17 TI:LES?) (#215) * Add Bone D6 For Tribals. (#217) --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Name <w4rd3nn@gmail.com> Co-authored-by: Ephemeralis <Ephemeralis@users.noreply.github.com> Co-authored-by: lila <sheepwiththemask@gmail.com> Co-authored-by: nikothedude <59709059+nikothedude@users.noreply.github.com> Co-authored-by: Sable <102194057+Thlumyn@users.noreply.github.com> Co-authored-by: goobliner <141452834+goobliner@users.noreply.github.com> Co-authored-by: Lutowski <136726218+Lutowski@users.noreply.github.com> Co-authored-by: FearfulFurnishing <139661819+FearfulFurnishing@users.noreply.github.com> Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com> Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com> |
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9fe2ef7c99 |
[MIRROR] Add: 2 Quirks Configs (#26206)
* Add: 2 Quirks Configs (#81033) This PR adds two new config options for quirks: - *Flag* `DISABLE_QUIRK_POINTS` - When enabled, disables quirk points balancing. - When enabled, players can select positive quirks without first selecting negative ones. - When enabled, the quirk points balance visually hides itself on the Quirks page. - *Number* `MAX_POSITIVE_QUIRKS` - Limits the maximum quantity of positive quirks which players can select using the Character Preferences page. - I ported this from the old `MAX_QUIRKS` define. - When set to `0`, players won't be able to select any positive quirks, and they won't appear on the Quirks page. - When set to `-1`, players will be able to select any quantity of positive quirks. - When commented-out or undefined, the default is `6`. - When set to `0` or `-1`, the positive quirk balance visually hides itself on the Quirks page. There is some downstream repositories asking for the quirks system to be configurable. Additionally, I always find myself tweaking these values on my own private servers and I thought it would be nice to share my edits. Usually I was simply commenting-out sections of this code in order to get the same result, so it helps to have an official way to disable quirk points. 🆑 A.C.M.O. config: Added two new config flags for quirks, DISABLE_QUIRK_POINTS and MAX_POSITIVE_QUIRKS. /🆑 * Oh come on --------- Co-authored-by: Dani Glore <fantasticdragons@gmail.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
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47f8ddd4b9 |
[MIRROR] Fixes the "Saw this admin message" button not working [MDB IGNORE] (#26107)
* Fixes the "Saw this admin message" button not working (#80908) ## About The Pull Request Wrong fuckin name brother (also topic doesn't automake textnums into nums) ## Why It's Good For The Game Closes #80020 ## Changelog 🆑 admin: Confirming that you have read an admin message now uh, works. it's been 2 years bros /🆑 * Fixes the "Saw this admin message" button not working --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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8eeca186df |
[MIRROR] Cleans up some extra args in Destroy() [MDB IGNORE] (#25907)
* Cleans up some extra args in Destroy() (#80642) ## About The Pull Request After https://github.com/tgstation/tgstation/pull/80628, these shouldn't be needed anymore right? ## Why It's Good For The Game Cleans up some vestigial code ## Changelog EDIT: Not player-facing. * Cleans up some extra args in Destroy() --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
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a07989d69a |
Fix BYOND membership status available to non-members (#25902)
* split byond member from server donator * Update preferences.dm * Update preferences.dm * Update player_ranks.dm * Update preferences.dm |
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30208d384e |
Adds a config entry for bypassing the veteran locks on jobs and quirks (#25895)
Adds a config value for bypassing the veteran system for jobs and quirks. |
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218fcdb8d5 |
[MIRROR] adds head of staff job flag [MDB IGNORE] (#25705)
* adds head of staff job flag * Update jobs.dm --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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49daf536b5 |
[MIRROR] [BOUNTY] Re-adds Contractors [MDB IGNORE] (#25094)
* [BOUNTY] Re-adds Contractors * I hate copy pasted overrides so much. BEGONE * Fixes the merge conflict. It's still not gonna work, too many proc redefinition * The sheer amount of overrides * This is hell * remove modular copy of spawn_contractor_partner * part 2 of spawn_contractor_partner oops * un-duplicate create_contracts proc * Remove duplicate contract generate and finish_enter * something to make the linter stop crying * Receiving * removes our contractor stuff in favour of parity * Update SyndicateContractor.tsx --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> Co-authored-by: Funce <funce.973@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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0f1761fa40 |
[MIRROR] Color matrix defines for filters and identity [MDB IGNORE] (#25823)
* Color matrix defines for filters and identity (#80320) This PR converts the procs `color_matrix_identity`, `color_matrix_lightness` and `color_matrix_contrast` into defines/macros. Also adds in defines for common color matrix filters. I don't like how `color_matrix_identity` is a one-line proc with no arg. Also these help people identify the sort of color matrix filter is being used. * Color matrix defines for filters and identity --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |