Commit Graph

9604 Commits

Author SHA1 Message Date
Ghom
ff3b73dc82 Refactored the fish case and examining fish. New bluespace fish case to fit large fish inside a backpack. (#85271)
## About The Pull Request
I've refactored the FISH_SAFE_STORAGE trait into an element, mainly
because there were a few problems with how it worked: It wasn't stopping
hunger from raising, ditto with the breeding wait, and it offered no
healing whatsoever, which I find kind of a bummer. The new element will
keep the fish from getting any hungrier or ready to reproduce and will
heal them up to 65% of their base health.

Also, I've added a new bluespace fish case as a techweb design, found
along with other stuff in the advanced fishing node, though if you want
I can move it to a bluespace node. This should make it possible to
reasonably store and carry around larger fish.

Examining a fish will no longer give out readings on weight and size if
you haven't at least attempted fishing once (you can get to novice level
in less than a minute). While examining a fish with apprentice level or
higher will also give readings on the general conditions of the fish (is
it starving? drowning? has it lost a considerable chunk of health?). The
fishing skillchip also gives you these traits.

I've also converted two fish variables into traits, because fish have
waaaay too many variables. and gave some topdown shading to the
pre-existing fishbox sprite.

## Why It's Good For The Game


## Changelog

🆑
add: Added a bluespace fish case to the advanced fishing node.
balance: Fish cases will keep a fish from getting hungrier or ready to
reproduce, while also healing it up to 65% health.
balance: Examining a fish with zero fishing skill whatsoever won't give
a reading on its size and weight. Conversely, examining one with the
skill leveled two times will give general information on if it's
starving, sick, hungry, or dead.
/🆑
2024-08-18 06:06:17 -07:00
SmArtKar
1a64f198ff [NO GBP] Examine balloons for wall-mounted buttons no longer inflate themselves infinitely (#85949)
## About The Pull Request

Closes #85948
kids, don't copypaste your code

## Changelog
🆑
fix: Examine balloons for wall-mounted buttons no longer inflate
themselves infinitely
/🆑
2024-08-18 10:47:13 +00:00
Ghom
24e555c1bb Fixes lobby buttons from station traits having no name and being unexaminable. (#85877)
## About The Pull Request
Apparently, that's why you couldn't examine the button at all. For some
reason, this is only the case with the lobby buttons tho, as you can
examine other nameless atoms, even though they still don't show up in
the right-click context menu.

## Why It's Good For The Game
Fixing a long-standing issue with lobby buttons.

## Changelog

🆑
fix: Fixes lobby buttons from station traits having no name and being
unexaminable.
/🆑
2024-08-17 16:49:49 -06:00
Kyle Spier-Swenson
4d1639b04c Revert "Assorted changes to job assignment code and logging." (#85929)
Reverts tgstation/tgstation#85308

![image](https://github.com/user-attachments/assets/eb74d378-29da-44f0-bd14-89c95654cb4e)
2024-08-17 15:26:08 -07:00
MrMelbert
6f0dd84a3d Splits wall layer into three (#85901)
## About The Pull Request

Turns 
`ON_WALL_LAYER`
into
`FLAT_ON_WALL_LAYER`
`ON_WALL_LAYER`
`HIGH_ON_WALL_LAYER`

Where `FLAT_ON_WALL_LAYER` is meant for lower-priority wall mounts like
signs and posters
`ON_WALL_LAYER` is default
and `HIGH_ON_WALL_LAYER` is for stuff that "hang over" the wall

Also makes the incident display actually wall mounted

## Why It's Good For The Game

I noticed this while doing mapping and I thought it was a really cool
effect


![image](https://github.com/user-attachments/assets/93f33d54-2cda-41d1-abe6-d2035e0284c7)

Unfortunately this effect was a coinflip because all wall mounts were on
the same layer. Sometimes it'd look like this


![image](https://github.com/user-attachments/assets/59c3c6a7-561f-4ef6-813b-3cd06b295372)

So this allows us to do this kinda stuff consistently. 
Also has the added effect of letting us "de-prioritize" stuff like
posters, so we can hang stuff *over* posters and signs, which could be
useful.

## Changelog

🆑 Melbert
qol: Some wall mounts will now consistently layer over others (light
switches and cameras, notably, should always layer above other mounts
like signs and status displays)
/🆑
2024-08-17 14:28:28 -06:00
Ben10Omintrix
1d905d4146 fixes ai controllers incorrectly idling when changing z level (#85904)
## About The Pull Request
ai controllers would have the wrong status when moving z levels

## Why It's Good For The Game
fixes ai controllers incorrectly idling when changing z level

## Changelog
🆑
fix: fixes ai controllers incorrectly idling when changing z level
/🆑
2024-08-17 14:28:10 -06:00
Timberpoes
1eef540054 Assorted changes to job assignment code and logging. (#85308)
## About The Pull Request

This PR does a couple of minor things:
Makes the job debug logging a bit easier to follow.
Minorly brings some SSjob code up to code standards, converting proc
names to snake_case and doing some otherm is cleanup.
Refactored some stuff into different procs, updated some comments.

And some major things:
Changes the job assignment logic.
Old behaviour
> Assign dynamic priority roles
> Force one Head of Staff (if possible)
> Assign all AIs
> Assign overflow roles (bugged in 2 ways)
> Shuffle the available jobs list once, at the start of the random job
assignment loop
> Pick and assign random jobs for random players from High prefs down,
with a priority on Head of Staff roles
> Handle everyone that couldn't be assigned a random job

New behaviour
> Assign dynamic priority roles
> Assign all Head of Staff roles to players with High prefs
> If no Head of Staff was made in the above way, force one Head of Staff
(if possible)
> Assign all AIs
> Assign overflow roles (fixed)
> Prioritise and fill unfilled head roles at each job priority pref
level, from High prefs down.
> Build a list of all jobs that each unassigned player could be eligible
for at the above pref level.
> Pick a job from that list at random and assign it to the player.
> Handle everyone that couldn't be assigned a random job.

In reality there should be little impact on overall job assignment, the
code changes read more as semantics. For example, the priority check for
filling Head slots will have the same candidate pool in both old and new
versions, but in the new version we're more clearly saying that Heads
are important and we want to prioritise filling them for the sake of
round progression even though the outcome in new and old is the same.

A key change will lead to an increase in assistants - Overflow fixes.

Currently the code block to do early assignments to the Overflow role
doesn't work - or works but not as you'd expect. The idea was is that
because enabling the Overflow role in the prefs menu is an On/Off toggle
that sets the job to High priority when enabled and prevents any other
High priority pref, players that have the Overflow role enabled will
**always** get it. It's their highest priority job with infinite slots.
So we do a pass right at the start to give everyone with the Overflow
role enabled that role and save us wasting time later on in random job
code giving them that same role but with more work.

The problem is the code for this only assigns the Overflow role to
people with it set to Low priority in their prefs, resulting in log
readouts like:
```
[2024-07-27 09:49:43.469] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:43.469] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Radioprague, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caluan, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caractaser, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Apsua, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: AC1, Candidates: 0
```
Where nobody gets pre-assigned the overflow role because their prefs are
all set to the High priority from being toggled... Except wait a second,
some people have it at Medium priority when it should just be a No
Role/High Priority Role toggle?

And herein we meet a problem. My hypothesis is that traits and stuff
that change the overflow have allowed players to set the "ordinary"
overflow role of Assistant to Medium and/or Low priority.

This still shows as enabled in the prefs menu, but leads to an outcome
where a player with assistant enabled is assigned Cook instead.
```
[2024-07-27 09:49:47.775] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:47.775] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
...
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
...
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
```

So players with the Overflow job pref set to Low (an unexpected state,
should be disabled or High) would be guaranteed to get that role if none
of the higher priority Head of Staff/AI/Dynamic roles took over via the
bugged "force overflow for people with the pref enabled" proc.

Players with the Overflow job pref set to High would be guaranteed to
get that role if none of the higher priority Head of Staff/AI/Dynamic
roles took over via the random job assignment code giving them their
Highest priority role thanks to the infinite job slots of the Overflow.

And players with the Overflow job pref set to Medium (an unexpected
state, should be disabled or High) would get Assistant if the shuffle
step of the available jobs list put Assisstant before any of the other
jobs they had prefs enabled for at Medium that weren't already filled,
otherwise they'd get another random job.

This code is now changed to ignore the priority the player has set when
looking for people to fill the overflow role. As long as it **is**
enabled, the player will get it unless they're forced into a dynamic
ruleset role (AI when malf rolls) or a Head of Staff role due to their
other prefs (they have RD set to med or low, and no other player has a
Head of Staff at high so they get randomly picked and miss the overflow
role).

This will increase the number of assistants in shifts where their pref
state has Assisstant in the bugged Medium priority, but doesn't change
it for bugged Low and not-bugged High/On priority.

On the other side of the coin, we have how the random jobs are picked.
They're kinda not random, and I noticed this reading the logs then
reading the code.

The list of available jobs to pick from is randomly shuffled - but only
**once**. All players pull from a list of jobs in the same order. So you
end up with a log block like this:
```
[2024-07-27 09:49:47.985] DEBUG-JOB: DO pass, Player: Pierow, Level:3, Job:Botanist
[2024-07-27 09:49:47.985] DEBUG-JOB: Running AR, Player: Pierow, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.985] DEBUG-JOB: Player: Pierow is now Rank: Botanist, JCP:0, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: DO pass, Player: Daddos, Level:3, Job:Botanist
[2024-07-27 09:49:47.986] DEBUG-JOB: Running AR, Player: Daddos, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.986] DEBUG-JOB: Player: Daddos is now Rank: Botanist, JCP:1, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: FOC job filled and not overflow, Player: Bebrus2, Job: /datum/job/botanist, Current: 2, Limit: 2
[2024-07-27 09:49:47.987] DEBUG-JOB: FOC player job not enabled, Player: Bebrus2
[2024-07-27 09:49:47.987] DEBUG-JOB: DO pass, Player: Bebrus2, Level:3, Job:Cook
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
[2024-07-27 09:49:47.988] DEBUG-JOB: Player: Bebrus2 is now Rank: Cook, JCP:0, JPL:1
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC player job not enabled, Player: Redwizz
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC job filled and not overflow, Player: Redwizz, Job: /datum/job/cook, Current: 1, Limit: 1
```

The list is shuffled into an order of something like `list("Scientist",
"Botanist", "Cook", "Sec Officer", ...)` then iterated over for each
player. So every random job selection goes:
> "Does Player1 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player2 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player3 have Scientist enabled and at the right priority? No?
Okay, Botanist has no slots left so we'll remove it from the list. Okay,
Cook? Yes? You get cook."
> "Does Player4 have Scientist enabled and at the right priority? No?
Okay, Cook has no slots left so we'll remove it from the list. Okay, Sec
Officer? ..."

This can lead to stacked individual departments if it gets randomly
rolled to the start of the list in the shuffle, and completely empty
departments if they end up at the end.

On high pop shifts this is probably less of an issue. Player prefs add
noise to this and as departments at the front fill up, those at the back
pick up some of the lower pref players.

But have you ever had a shift where there's just like... No fucking sec
even though there's tons of players? The logging (before I made changes
in this PR) was a bit ass, but my hypothesis there is that sec officer
was shuffled right at the end of the random job list, so every other
department was filled up before sec officers were picked.

To mitigate this, I made the list shuffle every single time the game
picks a random available job for the player. This should lead to a more
balanced selection of available jobs by avoiding situations where the
code is biased towards packing some departments by accident.
## Why It's Good For The Game

Overflow fixes mean people who go to their prefs and see the Overflow
Role is On will all have the same experience - They will be the Overflow
role.

More random random job selection should prevent individual departments
having a jobs be stacked when it would have otherwise been possible for
a more balanced selection but the code unintentially biased random
departments to be overstaffed and understaffed each shift.
## Changelog
🆑
fix: Having the Overflow Role set to On will properly ensure you get
that role at a High priority as intended by the game code.
fix: Job selection is now a little bit more random. Fixes an
unintentional bias in random job assignment that could lead to
feast-or-famine for roles where everyone is assigned one job and nobody
is assigned another job.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2024-08-17 14:27:45 -06:00
jimmyl
3fc1503fbd portable gravity machine (#85694)
## About The Pull Request



https://github.com/user-attachments/assets/98aa2177-ee0f-48d0-bbd4-83d01e688b54


it makes gravity in a radius
you may order it from cargo
may take power from wire instead
## Why It's Good For The Game

good for like space bases and stuff

## Changelog

🆑
add: portable gravity unit, bought at cargo
/🆑
2024-08-17 21:12:38 +02:00
SmArtKar
69e3c0eaf1 Wallmount balloons are now clickable (#85887)
## About The Pull Request

You can now click wallmount balloons to click the parent object. Doing
so removes the shift key modifier, allowing you to interact with them
instead of examining


https://github.com/user-attachments/assets/d5b5ba95-4401-484a-a1a1-e738fa3ea99c

## Why It's Good For The Game
Sideways wallmounts are hard to click, and this is an easy and intuitive
way to solve that issue.

Also oranges paid me to do this.

## Changelog
🆑
qol: Wallmount balloons are now clickable
/🆑
2024-08-17 16:33:59 +02:00
SmArtKar
d6bcdcf833 Changes wall leaning into a component, makes windows leanable (#85771)
## About The Pull Request

Requires #85491 to be merged first, as otherwise leaning on directional
windows looks incredibly goofy
You can now lean on both fulltile and directional windows, and its
possible to easily extend this functionality to other objects. Dunno if
this even deserves to be called a refactor so not marking it in any way.

## Why It's Good For The Game

Just makes sense that you'd be able to do it

## Changelog
🆑
add: You can now lean on windows the same way you can lean on walls
fix: You no longer stop leaning on walls after clicking on anything
/🆑
2024-08-16 16:59:53 +02:00
YesterdaysPromise
fec946e9c0 /Icon/ Folder cleansing crusade part, I think 4; post-wallening clean-up. (#85823)
Hello everybuddy, your number three rated coder-failure here to clean up
some mess. This PR accomplishes some of the more major structural clean
up changes I wanted to do with /obj/ folder, but decided to wait on
until wallening gets merged, and so, time has come. Several things to
still be done, although I know these cleaning PR's are quite a load, so
will wait for this one to get done with first.

## Why It's Good For The Game
Saner spriters, better sprites, less annoyance. Also deleted a whole
load of redundancy this time around, a lot of sprites which existed
simultaniously in two places now got exit their quantum superposition.
2024-08-15 20:22:02 -07:00
nyozzl
123ab45b43 Lavaland Crashed escape pod ruin (#85266)
## About The Pull Request

Lavaland ruin with FISH
## Why It's Good For The Game

Lavaland fishing spot (FISH)


![image](https://github.com/user-attachments/assets/0c316a96-3716-4979-9b7e-bbd5680fd1d5)


![image](https://github.com/user-attachments/assets/b2fc2f22-8ba7-4f83-b4e7-45a17c67af04)
2024-08-16 01:20:01 +02:00
MrMelbert
ed2f017923 Digitigrade clothing sprites (feat. GAGS and 0 sprite bloat) (#85406)
## About The Pull Request

Use GAGS to auto-generate digitgrade leg sprites based off of 1 basic
template + color sampling.
Icons are cached relatively aggressively, like female sprite variations.
So no need to worry about that.

The result: All of these sprites with only **3** icons added (the base
template, and the masks)
Obviously it's not perfect - some of the sprites (like the engineer's
jumpsuit) lose some "luster", but it does the job if I do say so myself.


![image](https://github.com/user-attachments/assets/5c23dc97-8716-490c-898c-58b1e01a8a02)

Only applied to undersuits, for now. 

## Why It's Good For The Game

- Allows Lizards to show off their handicap, rather than hiding it or
necessitating they use skirts.

- (Ideally) leads to an uptick in Digitigrade abuse (due to being easier
to identify), which is also a net positive.

- Implemented without any common issues revolving alt bodytype clothing
sprites (those being maintainability and sprite bloat)

## Changelog

🆑 Melbert
add: Auto-generated digitigrade clothing sprites for most jumpsuits
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-08-15 23:28:02 +02:00
deathrobotpunch
bd31edf6fe adds a single pack of experimental medication as a cargo goodie (#85479)
## About The Pull Request
title above.
## Why It's Good For The Game
allows people with hereditary manifold sickness to purchase a single
pack of big pharma endorsed overpriced medicine.

edit: the 2 pack cargo crate has been increased to 600 credits, to
better reflect the goodie case price and because companies taking
advantage of people with medical conditions is soul
## Changelog
🆑
add: big pharma now supplies a single pack of experimental medication as
an easy to access (albeit expensive) cargo goodie!
balance: price for the cargo crate with 2 pill bottles of experimental
medication has been increased to 600 to better reflect the goodie case
price.
/🆑

---------

Co-authored-by: CRITAWAKETS <sebastienracicot@hotmail.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-08-15 23:14:12 +02:00
Joshua Kidder
cd0df88c8f Fixes potted plants permanently altering your identity [no gbp] (#85852)
## About The Pull Request

I had unregistered signals from the wrong source in the original PR for
items with the tactical component changing your identity. Now they get
properly unregistered.
## Why It's Good For The Game

Fixes https://github.com/tgstation/tgstation/issues/85827
## Changelog
🆑 Bisar
fix: Potted plants no longer permanently mark you as one of their own.
/🆑

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-08-15 18:29:03 +00:00
SmArtKar
8075feb238 Fixed improvised shield crafting recipe being overriden by moonflowers (#85794)
## About The Pull Request
Copypasted code prevented improvised shields from being crafting due to
moonflower shields having the same path. Found by ncarlarc on discord

## Changelog
🆑
fix: Fixed improvised shield crafting recipe being overriden by
moonflowers
/🆑
2024-08-15 19:44:36 +02:00
SmArtKar
acad706c1f Wallening-style directional mirrors (#85818)
<!-- 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
Updates mirrors to fit wallening's style, sadly this does mean making
them smaller and only noticably reflective when facing south.

![dreamseeker_54OsLqrkU1](https://github.com/user-attachments/assets/5d34f87d-36d3-41db-bd06-4ae543ddfccf)

![dreamseeker_gUTS0N9Eah](https://github.com/user-attachments/assets/916edbc8-daa4-4ed3-81aa-9db8a24ad340)

Closes #85836
Closes #77476

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

Currently they look like floating plates near walls instead of being
actual mirrors

## 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 its 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
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the bat. -->

🆑
image: Mirrors have been successfully wallened
/🆑

<!-- 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. -->
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icon ingame) and delete the unneeded ones. Despite some of the tags,
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2024-08-15 19:40:02 +02:00
DATAxPUNGED
34aa2bc50e Paraplegics can choose to not have legs. (#85716)
## About The Pull Request

This is a bounty that was made by ophaq, and claimed by me.

Gives paraplegic the option to be an amputee, and appear on station
without their legs. They are still paralyzed, so no amount of mechanical
legs is gonna let them walk again.

## Why It's Good For The Game

Character customization is a good thing and lets people make their
little characters suffer in new ways, this one in specific *actively
lowers your max HP*, which is gonna certainly be fun.

## Changelog

🆑
qol: Paraplegics can now opt into appearing on the shift without their
legs.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-08-15 12:02:29 +01:00
SmArtKar
d41e7aa492 Wizard's Deja Vu tweaks (#85742)
## About The Pull Request
Deja Vu perk now blacklists all centcom areas, not just the ship itself.
It also now teleports you to where you were before the teleport, instead
of teleporting you to the same spot every time.

Closes #85737

## Why It's Good For The Game

In its current implementation it makes you borderline immortal as it
stores your health, but also makes it impossible to escape the station
as you will be teleported to where you first arrived on the station,
stealing your greentext. This way its gives the player a more balanced,
but riskier experience

## Changelog
🆑
balance: Deja Vu perk now teleports you to where you were before the
last teleport, instead of where you arrived on the station
fix: Deja Vu can no longer be used to return to the wizard ship
/🆑
2024-08-15 01:28:21 +01:00
Odairu
6c9cfa1289 Fixes cyborgs not dying when they fall into chasms (#85787)
## About The Pull Request
When a cyborg gets gibbed, its MMI pops out and is still able to talk.
Funny thing about chasms, they gib you, which leaves you still able to
talk despite the fact that you should be dead, so this nulls out the
cyborgs MMI if they fall into a chasm, leaving the player properly dead
albeit round removed
## Why It's Good For The Game
It fixes a bug that almost never happens
## Changelog
🆑
fix: borgs no longer drop MMIs when chasmed
/🆑

---------

Co-authored-by: Odairu <39929315+Odairu@users.noreply.github.com>
2024-08-14 23:26:38 +02:00
Ben10Omintrix
4273fc9dd9 idle basic mobs can plan again (#85348)
## About The Pull Request
idled basic mobs now instead of completely shutting off, will be
delegated to a much lower priority subsystem to do their planning.

## Why It's Good For The Game
Mobs can now perform their functions without needing players to be
nearby in a way that doesnt starve other subsystems. this allows animals
such as goldgrubs to eat ores, lobstrosities to fish, seedlings to tend
plants (and many others) without needing any players nearby

## Changelog
🆑
fix: idle basic mobs will now plan behaviors rather than completely shut
down
/🆑
2024-08-14 13:50:44 +02:00
grungussuss
a4a92eb84c Toolbox, medkit, cardboard box sounds. (#85337)
## About The Pull Request


https://github.com/user-attachments/assets/155210d1-d0ae-404e-b69c-a0d185306db6

### Added container rustle sounds for:
- medkit
- box
- toolbox

### Added container open sounds for:
- box
- toolbox

### De-hard coded container rustle sounds so now you can change the
sound path on subtypes.
## Why It's Good For The Game
- Hearing the same cloth rustling SFX for boxes, toolboxes and medkits,
when they're clearly not made of cloth is immersion breaking, let's fix
that.
- giving players satisfying sounds when they open containers and an
overall diversity of sounds will reduce ear fatigue
- rustle SFX were previously hard coded and you couldn't change them or
change the `vary` boolean, we should keep the code customizable and
allow contributors to add more rustle sounds by implementing this
framework.
## Changelog
🆑 grungussuss
sound: added rustle sounds for: toolbox, medkit, box
sound: added open sounds for: toolbox, box
code: added support for giving container items rustle sounds
/🆑
2024-08-14 13:46:51 +02:00
Joshua Kidder
e94974360e Holding a tactical item (cardboard cutout, plants) now gives TRAIT_UNKNOWN, replaces your name with the name of the tactical item (#85567)
## About The Pull Request

I added TRAIT_UNKNOWN to the code for picking up and dropping potted
plants. Picking them up will make you totally anonymous (and
suspicious). This is the same thing that infiltrator suit and heretic
shadow cloak does.

I also added in some code that changes your displayed name to the name
of the item, and then I had to jiggle ID code a bit so it wouldn't
display your worn ID; it'll now display the forced name of the tactical
object.

## Why It's Good For The Game

Becoming an absolute master of disguise by hiding with a potted plant is
hilarious. Causing people to become immensely paranoid of anyone holding
a potted plant is very on-brand. Dropping the potted plant to reveal
you're in full infiltrator gear or heretic aura is also a funny double
bluff. The total anonymity afforded by this is balanced out by the fact
that you have to use both hands to hold the plant so you can't defend
yourself at all if you're making use of it.
## Changelog
🆑 Bisar
add: The interns remembered to water the plants around the station;
their foilage is so thick that it totally hides the identity of anyone
holding them!
/🆑

---------

Co-authored-by: Ubuntu <ubuntu@ip-172-26-7-23.us-east-2.compute.internal>
2024-08-14 13:46:13 +02:00
Da Cool Boss
26c3d3a408 Fixes icemoon comms agent map's template name (#85593)
## About The Pull Request
Adds "ice-ruin" to the start of the template name. This is the current
convention to standardise ruin names.
## Why It's Good For The Game
Makes map templates easier to read and search. See #81737 for details.
## Changelog
no player facing change

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-08-14 13:43:49 +02:00
Andrew
a24c890037 Ordnance experiments tweaks [NO GBP] (#85680)
## About The Pull Request

More techweb feedback processing.

1. NT frontier app is much more useful and the partners give discounts
for big nodes. Now you can accelerate the research a lot if you focus on
NT frontier. Find [green text in the
tree](https://www.figma.com/board/IhOqYfG5XFBxcgaRSprWzK/Tech-New?node-id=0-1&t=uDMlvA6QcXgz6umU-1)
to see which nodes can have full discounts.
2. Roboticists now have access to ordnance to be able to work on gas
shells for faster mech weapon unlocks
3. BZ shell was rarely performed on LRP servers due to people not
knowing that you can easily make BZ in a portable pump, so it is no
longer a required experiment on the path to experimental tools and a
discount experiment for exp tools instead
4. Cytology experiment is a discount one to ease the path to Genetics
node
5. Cryostasis prerequisite got removed by accident in one of the techweb
tweaks
6. Atmos techs can download NT frontier and build compressor board in
engi imprinter

## Why It's Good For The Game

Balancing the tree out according to the player's behaviour.

## Changelog

🆑
balance: TechWeb: NT Frontier partners now give full discounts for many
high tier nodes, corresponding to the partner theme, instead of partial
discounts for random nodes
qol: Atmos techs can download NT frontier and build compressor board in
engi imprinter
balance: Roboticists now always have ordnance access for the discount
experiments they need
balance: TechWeb: BZ shell is now a discount experiment for experimental
tools instead of required exp for fusion
balance: TechWeb: Noblium shell is a discount experiment for RCD
upgrades instead of exp tools discount
balance: TechWeb: Vat-grown slime scan is a discount experiment instead
of required one
fix: TechWeb: Cryostasis node properly requires advanced medbay
equipment as it should
/🆑
2024-08-14 13:38:35 +02:00
carlarctg
494f3e6839 Reduced caltrop default paralyze timer from 6 to 2 (#85660)
## About The Pull Request

Reduced caltrop default paralyze timer from 6 to 2. In practice, this
means glass shards, broken glasses, etc.

## Why It's Good For The Game

As time goes on, the game has sped up. stuns are smaller, attacks are
more volatile, the pace has generally gone up. Six seconds for stepping
on some broken shards is, frankly, rather ridiculous in 2024 /tg/. It
made more sense in the past, but I think it's time to reduce it. Two
seconds is plenty of time in an active situation to get screwed over for
being weird and not having shoes, six is overkill and just frustrating
when you lose a leg.

## Changelog

🆑
balance: Reduced caltrop default paralyze timer from 6 to 2
/🆑
2024-08-14 13:30:56 +02:00
grungussuss
aa79b62be7 Breathing sounds remake (#85735)
## About The Pull Request
Sounds made by me and edited by Beeblie
- reduced volume of the looping sound from 12 to 7
- removed previous breathing sound
- added 8 variants of breathing
- put more time between the sounds in the loop
- enabled vary


https://github.com/user-attachments/assets/60e5c034-5656-49a9-8bd7-8390ac97e6ac


## Why It's Good For The Game
Previously there was only one sound which very quickly got repetetive,
having 8 different sounds (even if they're largely similar) should help
cut down on the ear fatigue.
## Changelog
🆑 grungussuss and Beeblie
sound: internals breathing sound has received more variance and had its
volume reduced
/🆑
2024-08-14 13:27:26 +02:00
MrMelbert
1b19505cc1 Adds a copy of the famous 1995 musical "Space Station 13: The Musical" to contraband of the autodrobe (#85724)
## About The Pull Request

Adds a copy of the famous 1995 musical "Space Station 13: The Musical"
to contraband of the autodrobe

It's a "skillchip" that forces you to sing while implanted and active

(these messages were typed normally)


![image](https://github.com/user-attachments/assets/127a4418-0863-41c1-91ba-adc21438ca9b)


![image](https://github.com/user-attachments/assets/a9da1c4f-1337-4f76-93ac-82922fe153b9)


![image](https://github.com/user-attachments/assets/b5da247a-b8c4-48f9-8a8b-41dcbfc63ca0)

## Why It's Good For The Game

Makes it easier for entertainers to put on their own version of that
historic musical

## Changelog

🆑 Melbert
add: Adds a copy of the famous 1995 musical "Space Station 13: The
Musical" to contraband of the autodrobe
/🆑
2024-08-14 13:27:11 +02:00
SmArtKar
b07cd71759 Void storm now updates mob health (#85498)
## About The Pull Request

it didnt before due to need_mob_update not being assigned to
how many of these even are there

## Changelog
🆑
fix: Void storm now updates mob health
/🆑
2024-08-14 13:21:48 +02:00
Ben10Omintrix
5d0fc8b1db fixes monkey telekinesis (#85513)
## About The Pull Request
fixes monkey ai hitting u from a distance with unloaded guns 

## Why It's Good For The Game
fixes monkey ai hitting u from a distance with unloaded guns 

## Changelog
🆑
fix: fixes monkey ai hitting u from a distance with unloaded guns 
/🆑
2024-08-14 13:21:40 +02:00
SmArtKar
a4c87e521c Fixed Creatures not being able to use non-jaunt actions when seen (#85525)
## About The Pull Request

Closes #85500
you can now specify what types of actions are affected, not sure if I
should make this a typecache instead tbh

## Changelog
🆑
fix: Fixed Creatures not being able to use non-jaunt actions when seen
/🆑
2024-08-14 13:20:28 +02:00
SmArtKar
f985856a09 Circuit components can now be recycles in circuit printers, and automatically do so upon being removed if a circuit has a linked printer (#85648)
## About The Pull Request

Added support for remote material insertion type whitelists and utilized
it to allow circuit printers to recycle components. Removing a component
from UI while the circuit has a linked printer will automatically
recycle it.

Also fixed a rogue space appearing when recycling a single item

## Why It's Good For The Game

You literally cannot do anything with components you remove/do not need
anymore so usually they end up littering circuit lab's floors. This
should make developing circuits slightly less annoying.

## Changelog
🆑
qol: Circuit components can now be recycles in circuit printers, and
automatically do so upon being removed if a circuit has a linked printer
spellcheck: Recycling a single item no longer outputs a line with a
rogue space infront of it
/🆑
2024-08-14 13:12:57 +02:00
GPeckman
f69284be5b Abductors can no longer be converted by conversion antags (#84766)
## About The Pull Request

Basically what the title says. Abductors cannot be converted by
bloodbrother/revs/cult. They will NOT show up as having a mindshield,
however.
## Why It's Good For The Game

Abductors are, by design, incredibly strong. You are not meant to be
able to win against them, and this is reflected policy-wise by the fact
that they're a restricted antagonist. However, this is still a problem
when conversion antags get involved. If an abductor becomes a cultist or
a revolutionary, then suddenly every other player who isn't also
converted has to deal with an abductor without the normal restrictions.
It's not fun to play against and in general just shouldn't happen.
## Changelog
🆑
balance: Abductors (the antag, not the species) can no longer be
converted by any antagonist.
/🆑
2024-08-14 13:10:57 +02:00
Andrew
6fbc9a2297 More food effects (#84889)
## About The Pull Request

In #77887 I have introduced a food buff system with placeholder buffs to
not bloat that PR with balance-related things to allow people to add
their own effects and discuss the particular effects in separate PRs.

The goal is to have:

- Some default buffs for all food. Currently there's only Haste that
scales with food complexity.
- Some interesting buffs tied to food categories or specific dishes

This PR is a first part of this change.

- Adding an indicator to Cooking UI that food does something special
- Added **Spaghetti Carbonara** dish that gives Italian speech.

![image](https://github.com/user-attachments/assets/2035a97a-6048-4636-bd49-d1ea3390a50e)

- Added **Jupiter Cup Cake** that gives shock immunity instead of it
being randomly given by high-complexity dishes.

![image](https://github.com/user-attachments/assets/3260339d-0167-4840-9b76-10371959e16c)

- Made **Omelette Du Fromage** give French speech.
- Made **Mime Tart** give Mute trait
- Made **Clown Cake** give Waddle Walk trait
- Made **Stuffed Legion** give Ashstorm Immune trait

## Why It's Good For The Game

Foodening PR was incomplete, this PR is a step towards the completion.

## TODO

- [X] Pick a certain dish to give the French speech
- [X] Pick a certain pasta to give the Italian speech
- [X] Pick a certain dish for the shock immunity buff
- [x] Add an indicator to the cooking UI that a dish has a special
effect
- [x] Add more food effects per suggestions

## Changelog

🆑
qol: Dishes with a special food effect are marked in the Cooking UI
add: New Spaghetti Carbonara dish that makes people Italian temporarily
add: Omelette Du Fromage makes people French temporarily
add: Shock Immunity is no longer a random level 4-5 food buff, but a
buff given by a new Jupiter-Cup-Cake
add: Mime Tart gives Mute trait
add: Clown Cake gives Waddle Walk trait
add: Stuffed Legion gives Ashstorm Immune trait
/🆑
2024-08-14 13:10:21 +02:00
_0Steven
2ce8063930 Fixes catwalk rendering layering and catwalk pipe cap issues (#85236)
## About The Pull Request

Sooooooo this one's a mess.
First off, layering issues. Pipes, cables, and disposals currently
render over catwalks!

![image](https://github.com/user-attachments/assets/bfb6fc15-878c-4686-aace-57f0b9c6923a)
That's not great.

Looking into it, it seems we've moved the `CATWALK_LAYER` below the
`ABOVE_OPEN_TURF_LAYER`, where the catwalk layer is used for closed
catwalks.

33e983ced1/code/__DEFINES/layers.dm (L148-L150)
Which, well, we've *also* made it so all `undertile` stuff gets rendered
at `ABOVE_OPEN_TURF_LAYER` when below a tile.
So! Naively! We swap those around! Easy peasy lemon squeezy.
```dm
 #define ABOVE_OPEN_TURF_LAYER (12 + TOPDOWN_LAYER) 
 #define CATWALK_LAYER (13 + TOPDOWN_LAYER) 
```
And hey! Well!

![image](https://github.com/user-attachments/assets/42d7a8f3-5c17-4039-a76b-dbd789432156)
It's progress!
But as we can see in the bottom right catwalk tile, something's not
rendering right when they're below the tile...

Well, time to take a closer look at our `undertile` element... aaaaaand
would you look at that:

74f9a43141/code/datums/elements/undertile.dm (L45-L48)
We're setting EVERYTHING to the `FLOOR_PLANE` at
`ABOVE_OPEN_TURF_LAYER`, even the stuff that was already on
`FLOOR_PLANE` with its own layer like disposals or cables.
Meaning, layering fuckery ensues, we can't see shit.

So? We just make it only do that when we're not already on the floor
plane.
```dm
	if(PLANE_TO_TRUE(source.plane) != FLOOR_PLANE)
		SET_PLANE_IMPLICIT(source, FLOOR_PLANE)
		source.layer = ABOVE_OPEN_TURF_LAYER
```
This solves it!

![image](https://github.com/user-attachments/assets/f930bd66-87eb-433e-8bf5-09706316ace4)
Progress!

![image](https://github.com/user-attachments/assets/f2f246a2-8524-4186-9ac3-07ac7dcf4288)
...Kind of.
The _layering_ is solved, but unscrewing and rescrewing them seems to
cause pipe caps to manifest out of nowhere!
This _sucks_ for debugging, y'know?
Anyhow, this is based on two different things: an order of operations
issue and catwalks just not being accounted for.

First off! Order of operations.
On `Initialize(...)`, the base `/obj/machinery/atmospherics` registers a
proc that updates pipe caps on `COMSIG_OBJ_HIDE`:

33e983ced1/code/modules/atmospherics/machinery/atmosmachinery.dm (L114-L115)
Meanwhile, `/obj/machinery/atmospherics/pipe`, adds the `undertile`
element on its `Initialize(...)`... AFTER calling the parent.

33e983ced1/code/modules/atmospherics/machinery/pipes/pipes.dm (L31-L35)
...Which then registers its own proc on `COMSIG_OBJ_HIDE`...

74f9a43141/code/datums/elements/undertile.dm (L26)
This meant that, well, the proc that generates the caps was being called
*before* undertile had a chance to chance to remove the
`TRAIT_UNDERFLOOR` trait... which pipe caps use to work out when to
generate.

33e983ced1/code/modules/atmospherics/machinery/atmosmachinery.dm (L650-L652)
So, we swap this around by moving both to a `setup_hiding()` proc which
allows the pipe to register its behaviours before calling the parent and
it register its, without needing to register it before calling the
parent `Initialize(...)`. Cause that's ugly.
Now we're generating pipe caps on catwalks!

But! That brings us perfectly to the next bit. Cause those pipe caps,
even if shown when the tile is open, look *ugly*.
Why, when we open a catwalk, are we having our pipes suddenly extend
onto the neighbouring tiles and catwalks and going down into them from
the top? Arguably, these should behave like they're below tiles, because
they logically are even if not technically so.
Well, actually, we already have a similar situation with bare plating.
It's not applying `TRAIT_UNDERFLOOR`, but also the pipe caps shouldn't
be behaving like they're above a tile, because that'd be ugly- and
that's what it does!

33e983ced1/code/modules/atmospherics/machinery/atmosmachinery.dm (L654-L655)
So, we just apply a second check there, `iscatwalkturf(...)`
```dm
	var/turf/node_turf = get_turf(node)
	if(isplatingturf(node_turf) || iscatwalkturf(node_turf))
		continue
```

And? Well!

![image](https://github.com/user-attachments/assets/f297136e-f62e-452b-b711-2f3b69462859)

![image](https://github.com/user-attachments/assets/a3f2df8b-3e22-4474-af32-7e858382f63f)

![image](https://github.com/user-attachments/assets/347a2c3b-8302-47b8-a376-41228fbe537a)
There we go! There's no weird layering, there's no pipe caps where there
shouldn't be, pipes behave like those on catwalks are actually under a
tile.
It looks _clean_.
...

Well, for however clean we can get it to be without making sprites for
the opened catwalks but without the integrated plating so we can make an
overlay and have the pipes/cables/disposals not spontaneously go over
the edges of the catwalk when opened. Or making the under sprites only
have the attachment points in the corners, so it looks like the
pipes/cables/disposals are going over plating instead of what looks like
a raised edge.
## Why It's Good For The Game

Fixes #84789.
Fixes #82622.
Screwing open a catwalk suddenly generating pipecaps on neighbouring
closed catwalks and tiles with pipes under them looks weird.
## Changelog
🆑
fix: Fixed pipes/cables/disposals rendering above closed catwalks.
fix: Fixed catwalks covering pipes generating illogical pipe caps when
screwed.
fix: Opened catwalks are no longer assumed to be above-floor for the
sake of generating pipe caps.
/🆑
2024-08-14 13:06:22 +02:00
SmArtKar
807d0909e2 Ash drakes no longer get stuck in flight if their target changes Z levels or is destroyed and doesn't spawn lavaland turfs after the lava arena attack ends (#85700)
## About The Pull Request
Closes #79210
Closes #56244
Cleaned up the code and added some much-needed sanity checks. Not sure
how exactly the latter issue happened but the checks should ensure that
it doesnt occur again. Also made the drake not terraform turfs into
lavaland ones after the lava disappears because if it ever went to
station it ended up permanently changing space turfs which is not good,
and there's no reason for terraforming on lavaland already.

## Changelog
🆑
fix: Ash drakes no longer get stuck in flight if their target changes Z
levels or is destroyed and doesn't spawn lavaland turfs after the lava
arena attack ends
/🆑
2024-08-14 12:37:25 +02:00
SmArtKar
5749506369 Bubblegum can no longer bloodcrawl to other Z levels (#85655)
## About The Pull Request

Closes #85638
Closes #64063
Now has a Z level check

## Why It's Good For The Game

While funny as hell (fuck around and find out, miner) I do not think
that this is a very good idea to leave it in, considering current
attitude regarding easy ways to bring megafauna onboard the station.
Plus using Jacob's Ladder as an escape route is a pretty creative use
for a gimmicky item

## Changelog
🆑
fix: Bubblegum can no longer bloodcrawl to other Z levels
/🆑
2024-08-14 12:36:08 +02:00
Ben10Omintrix
be240083a4 fixes wolf ai getting stuck (#85654)
## About The Pull Request
wolf AI tend to get stuck processing this behavior infinitely 

## Why It's Good For The Game
fixes wolf ai getting stuck sometimes

## Changelog
🆑
fix: wolf AI will no longer get stuck
/🆑
2024-08-14 12:35:29 +02:00
Treach
9314a67724 Fixes a typo and bad punctuation in blackout drunk trauma message (#85661)
## About The Pull Request
When looking through the code I noticed the blackout drunk message in
the split_personality.dm file had a typo (liscense -> license) and bad
punctuation + I think the sentences were structured a bit weirdly so I
rearranged them. The meaning should be intact but it's grammatically
correct and reads easier.
## Why It's Good For The Game
spelling and grammar errors are bad and we should get rid of them
## Changelog
🆑
spellcheck: fixed spelling and punctuation in the blackout drunk split
personality message
/🆑
2024-08-14 12:33:17 +02:00
SmArtKar
bb776ac90b Fixed bileworms not having a deaggro range (#85719)
## About The Pull Request

Closes #69244
Bileworms use standard 9 tiles of vision but also have the ignore_sight
flag, which prevents can_see check from running. Check, which is the
only place where deaggro range check exists. Vision range may need
bumping up based on player feedback if they seem to be deaggroing too
easily due to slow movement speed now that they actually do so

## Changelog
🆑
fix: Fixed bileworms not having a deaggro range
/🆑
2024-08-14 12:26:45 +02:00
Archemagus
a3ca1e6a26 Some crime and citations fixes (#85733)
## About The Pull Request

1. Silicons now able to invalidate crimes, because... they have armory
access too.
2. After citation being paid off there will be no more broken 0 in sec
records
3. After citation being paid off it will be invalidated automticaly
4. Crime authors can invalidate crimes, issued by them.
5. In case of invalidation, crime now shows who voided it
6. Also fixing bug with editing crime description
<details>
<summary>Screenshots</summary>

![image](https://github.com/user-attachments/assets/d6635dd2-87a8-47d6-a7eb-269c08fbdcf5)

![image](https://github.com/user-attachments/assets/8d739e57-24a5-4d58-8a87-47344a04b46c)

![image](https://github.com/user-attachments/assets/c000caff-76c7-484d-bf8f-57a2946e93c4)

</details>

## Why It's Good For The Game

Thats few fixes and QoLs features.
If someone want to argue about:
1. Synths: man they was able to issue crimes which is more impactfull +
now voiding is recorded
2. Authors: they had ability to edit name and description, why can't
delete?
3. Voiders: how offen do you use invalidate button? How many of those
uses you wanna hide from sec?
## Changelog
🆑
fix: Strange zeros in paid off citations on sec records
fix: Now invalidating citations works
fix: You can change crimes description
fix: Synths have 'armory access' for sec records logic
qol: Paying off citation now automaticaly voiding it
qol: Crime issuer can void the crime without armory access
qol: In case of invalidation crime shows who voided it
/🆑
2024-08-14 12:26:20 +02:00
SmArtKar
ac750f358f Fixed monk staffs not displaying a wielded sprite (#85767)
## About The Pull Request

Closes #85764

## Changelog
🆑
fix: Fixed monk staffs not displaying a wielded sprite
/🆑
2024-08-14 12:19:01 +02:00
LemonInTheDark
4b4e9dff1d Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here

Kept you waitin huh!

This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).

If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.

Most of the rest of it is pipelining done to accommodate how icons are
cut.

## Path To Merge

Almost* all sprites and code is done at this point. 
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily

This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.

Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.

Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.

## What does it look like?


![dreamseeker_hBsU6wCu91](https://github.com/user-attachments/assets/5392fa3b-60f6-40ea-876f-e686f25f996a)

![dreamseeker_CTiK0Je5iR](https://github.com/user-attachments/assets/1aee23bd-a5ec-4679-b094-d044401b7222)

![dreamseeker_HYkS1Q9GRq](https://github.com/user-attachments/assets/bad8844b-3179-4856-8684-f912e14e844a)

![dreamseeker_Pa18tgyKYp](https://github.com/user-attachments/assets/c2e1d222-9e5c-4500-8829-dd065428644a)

![dreamseeker_BfOBwS2mjH](https://github.com/user-attachments/assets/7dc51153-111d-4b17-93c3-8389daa6b60b)

![dreamseeker_iJazOumiMQ](https://github.com/user-attachments/assets/5837e203-3865-4f60-854e-62b4875c6b99)

## Credits

<details>
<summary>Historical Mumbojumbo</summary>

I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.

This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.

Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.

This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.

The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.

Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.

Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.

The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.

</details>

<details>
<summary>Detailed Credits</summary>

Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.

Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother

And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>

## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2024-08-14 09:07:45 +00:00
lessthanthree
bacc5fb70e Fix advanced disease runtiming with invalid severity (#85465)
## About The Pull Request

Fixes runtime in /mob/living/carbon/human/Life() proc when a mob has a
disease that failed to have a severity string assigned.

## Why It's Good For The Game

Runtime in life proc bad

## Changelog

🆑 LT3
fix: Fixed players being incorrectly immune to certain virus severities
/🆑
2024-08-06 22:30:59 +02:00
SmArtKar
712ad93a6a Holding someone at gunpoint no longer makes all shots count as point blank (#85576)
## About The Pull Request
because of a mixup between min and max all gunpoint shots are currently
point blank. Point blank code is a nightmare.
guns were a mistake can we return to toolbox-only days

thanks to Melbert for finding this

## Changelog
🆑 MrMelbert, SmArtKar
fix: Holding someone at gunpoint no longer makes all shots count as
point blank
/🆑
2024-08-06 15:20:51 +02:00
Ben10Omintrix
0e36ba0808 converts most pet behavior into elements (#85290)
## About The Pull Request
refactors pet behaviors, such as collars and pet cultists into elements.
also this is a first step to completely removing the pet subtype

## Why It's Good For The Game
this means itll be alot easier for coders to make their tameable mobs
able to wear pet collars without having to make them of the pet subtype,
which i also plan to do

## Changelog
🆑
refactor: refactors pet collars and cultist pets into elements
/🆑
2024-08-04 21:59:12 -06:00
Watermelon914
63e3e2b256 Fixes an infinite tc glitch (#85543)
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request process. -->

## About The Pull Request

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
See title

Closes #85542

## Why It's Good For The Game

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
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probably isn't good for the game in the first place. -->
Pretty self-explanatory

## Changelog

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observed by players or admins you should add a changelog. If your change
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and its effects on PRs in the tgstation guides for contributors. Please
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🆑
fix: Fixed an infinite TC glitch dupe
/🆑

<!-- 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
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Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2024-08-02 23:12:35 +00:00
Andrew
a32c65a263 New Uplink UI (#85455)
## About The Pull Request

Changes the layout of uplinks, mostly on the Market tab.

Made it more compact.

Before:


![image](https://github.com/user-attachments/assets/74449e97-ea68-4ae6-b8b9-661a9b40fdad)

After:


![image](https://github.com/user-attachments/assets/0babcafb-804f-449e-9777-5ec9ec615bbe)

<img width="100%" alt="ARnnJe7Oui"
src="https://github.com/user-attachments/assets/fdc846cd-9df8-4009-af3c-4129c161e1cb">

<img width="100%" alt="qKq0kM7YxV"
src="https://github.com/user-attachments/assets/e377a36f-4420-44cd-bb8f-34e16cfd804f">

## Why It's Good For The Game

Better UX

## Changelog

🆑
qol: new uplink UI
qol: made it possible to buy a custom amount of TC, instead of bundles
with fixed amounts
/🆑
2024-08-01 14:45:01 +00:00
SmArtKar
523dc774f2 Callouts and MODsuit quick module pickers now track user (#85418)
## About The Pull Request
Callout and MODsuit quick picker (Ctrl + MMB) radials are now
user-bound, meaning that they won't change their screen position if you
move.

## Why It's Good For The Game

Those aren't radials bound to specific objects and rather appear at your
cursor purely for convenience. In case of callouts this is especially
important as you're most likely running while casting them which will
make your mouse move over and trigger a random option as you don't have
to click to use them.

## Changelog
🆑
qol: Callouts and MODsuit quick module pickers now track user
/🆑
2024-08-01 15:24:09 +01:00
FlufflesTheDog
8006bafff8 Fix gas meters (#85445) 2024-07-31 23:36:17 -04:00