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404 Commits
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803589da07 |
SecurEye now properly follows moving cameras (#89507)
## About The Pull Request Port of a fix from https://github.com/Monkestation/Monkestation2.0/pull/4995 Due to how modular computers worked with the nested tgui stuff, the SecurEye app wouldn't properly autoupdate whenever a camera it was watching moved (when there's not any tracking going on) This "fixes" that issue by adding a new var, `always_update_ui`, to modular computer programs, which will make the modpc call the active program's `ui_interact` even after the UI is opened. ## Why It's Good For The Game bugfix good. if the whole "watch broadcast camera streams on PDA" thing ever gets ported here, this is a needed fix for that. ## Changelog 🆑 fix: SecurEye now properly follows moving cameras. /🆑 |
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2c3e3b6e59 |
Fixes SiliConnect not being able to download logs (#89408)
## About The Pull Request Closes #89329 Also added a balloon_alert ## Changelog 🆑 qol: SiliConnect now informs you that you're successfully downloading logs fix: Fixes SiliConnect not being able to download logs /🆑 |
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23ac16411d |
Removes Secondary & Final Objectives from Traitors (#89466)
## About The Pull Request  Pre-discussed with @Watermelon914, this PR removes Secondary & Final Objectives from all Traitors, rather than just midround ones. It also removes all of the surrounding supporting code. Randomly assigned Primary Objectives still exist, I just used the ability to rewrite mine to take the screenshot. In terms of final objectives, the surrounding items that were available still exist but don't necessarily have sources. If anyone has good ideas for readding these in some other form it can be done in future PRs. It also allows all traitors to buy the Contractor kit, previously limited to midround traitors which lacked secondary objectives, because now all traitors lack secondary objectives. This essentially limits all traitors to a maximum of 20 TC (16 if they spawn with an uplink implant). Currently I don't foresee that they strictly need any additional way of gaining TC during a round as 20 is quite sufficient, but it may take some time to adjust and get used to it after such a long time of having access to more. If we need to adjust the starting value or add a slow drip of more points over time or something, that can be done in followup PRs. This also removes the ability to recreate your uplink added by my beautiful wife in #74315 This was part of the progression traitor design document, but ultimately probably a bad idea as it essentially made traitors impossible to properly disarm. You will once more just need to carefully protect your uplink. **This does not remove the threat/progression system**. Like midround traitors, all Reputation requirements on gear are now simple timelocks, most of which will have elapsed by the time 30 minutes have passed. **Finally** this PR also adds Romerol to the traitor uplink for 25 TC and 30 minutes of reputation, as a treat (and because I removed the final objective that previously granted it). ## Why It's Good For The Game We've tried this system for a long time (3 years last month!) and while I think it had a lot of promise, enabled some cool moments, and also solved several of the problems it set out to solve, overall I think some of the behaviours it has encouraged in players have been overall negative for the game. While the _game systems_ are fine, even quite fun and cool (especially final objectives) I am of the opinion that having them in the game creates a net negative purely in the way that they react with players' _brains_, creating incentives towards behaviour we don't actually want people to pursue. While it's hard-to-impossible to prove any of this with hard data, there has been a prevailing feeling for some time among many (though certainly not all) people that the simple fact of _having_ a constant drip-feed of objective available to players leads directly to less interesting antagonist play. While certainly nobody is _forced_ to do secondary objectives you are directly and quite strongly rewarded for doing so, doing so efficiently, and doing so in a way which makes sure that nobody (alive) sees you do it. This leads to a tendency to play defensively and try to maximise the number of tasks you can complete in one round, which also has a knock-on effect of generally minimising the number of people you attempt to interact with in a round (unless you are killing them). Even people who _intend_ on doing some more interesting gimmick can fall into this trap, as "having more tools" is always useful for anyone who is intending on any kind of plan at all, but then executing on the secondary objectives again incentivises you to lay low, not interact with anyone, be efficient, and then reduces the time you are spending doing the thing that's your actual plan for the round. Removing the ever-present temptation to fish for extra TC leaves "doing whatever your actual plan is" as the sole thing to optimise. Final Objectives too have created unfortunate psychological effects between crewsided players and other antagonists. Because of the _threat_ (no matter how remote, Final Objectives have always been tuned to be appropriately rare) that leaving any antagonist alone will cause them to snowball by acquiring more power, it starts to feel foolish to respond to any threat with less than the maximum possible level of force even if they seem relatively innocuous in the moment. This even has an effect on other non-progression antagonists, as traitors are the most common antagonist type and how people treat them is going to be their default level of reaction to most other station threats. While there has always been the promise of expanding the system with novel and exciting objectives that leverage appearing mid-round to do something unique, we've taken very little advantage of that over time. Most objectives we have added that didn't boil down to "kill someone, with a twist" have been somewhat unsuccessful, serving either as ways to get yourself arrested and killed for no reason or ways to get free telecrystals by doing something the crew don't really care about stopping you from doing. The option still exists to add more roundstart objectives to traitors, if someone suddenly has a great idea that would fit in this space. The ideal outcome of making this change is a slight relaxation of crew attitude towards feeling like their only option after catching an antagonist that isn't sandbagging is to permanently remove them from the round (although it's fine to do this still in many scenarios), and a broadening of traitorous activity which is not purely focused on collecting as many checkboxes as possible and might give people more time to roleplay with other players, not worrying that this time could have been more efficiently spent pursuing a different secondary goal. I don't anticipate or desire that this will prevent traitors from killing anyone (or even stop them from killing people they don't have a specific objective to kill), I just want to remove the FOMO from people's minds. Also this gives us something to talk about at the coder townhall meeting on the 22nd. ## Changelog 🆑 del: Misplaced or stolen traitor uplinks can no longer be recreated using a radio code and special device, guard yours carefully or buy a backup implant. del: Roundstart traitors can no longer take on additional objectives in order to earn additional Telecrystals and fast-forward any unlock timers on items. They also cannot earn the ability to complete a Final Objective. balance: Roundstart traitors can now buy the Contractor Kit from their traitor uplink, rather than only midround traitors. add: Traitors can buy Romerol for 25 TC, after 30 minutes of time has passed in a round. /🆑 |
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fca806da0c |
Fix cyborg flash / Makes cyborgs use item interaction (#89274)
## About The Pull Request Fixes #89272 - Adds an argument to `is_wire_tool` to fail if the item is secured, which assemblies are by default. (They must be screwdriver'd to attach to things) Makes cyborg use item interaction - Cleaner, non-deprecated attack chain. - Also changes to chats to balloon alerts. ## Changelog 🆑 Melbert qol: Using items on cyborgs now use balloon alerts instead of chat messages. fix: You can flash cyborgs again refactor: Refactored item interaction on cyborgs. /🆑 |
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91719a400a |
516 Compile Compatibility (#88611)
Renames all uses of caller, as they (currently) shadow the new byond var and will in future error Ups our "wan if compiled after" experiement compile version to 516 Adds an alternate 516 unit test |
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cdda52aba9 |
add laptop interact on RMB click, screentips (#88612)
## 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! --> Modular computer laptops can now be interacted with RMB when open, or opened with RMB when closed. Also screentips for this added. It was inteded for laptops to be interactable when open. but didn't work because old code was not adjusted for attack chains. ## Why It's Good For The Game Laptop usage is more user friendly :D <details> <summary>Demonstration :D</summary>  </details> ## Changelog 🆑 fix: modular computer laptops can now be interacted with RMB, instead of picked up qol: modular computer laptops can now be interacted with RMB when open, or opened with RMB when closed. Also screentips for this added /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> |
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a2d463cdd8 |
Guncode Agony 4.4: Armor as an argument (#88143)
## About The Pull Request Lil cleanup/tweak I couldn't do in the main PR because it conflicted before and i forgot after. Yes this works with overrides that don't have the arg, yes I tested it. ## Why It's Good For The Game Don't run armor code thrice please thank you ## Changelog 🆑 code: Projectile impacts no longer fetch mobs' armor values thrice /🆑 |
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1365e6079c |
Fix NTNRC duplicate message jank and new message header, makes program headers actually update when there's none. (#87610)
## About The Pull Request
As before, more fiddling with NTNRC, more bugs.
This time, the same user sending the same message within the same second
would cause this message to spawn a new copy each time the channel was
opened, until the UI was closed and re-opened.
Looking into it, this seemed to be because we would set the `Box`'s
`key` value to the message contents:
<
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3cfde345be |
Removes SiliConnect from borg PDAs, expands their self-status app instead (#87350)
## About The Pull Request - SiliConnect is no longer a default app for cyborgs. - RoboTact, the borg self-status app now has a Network tab, which lists other borgs' status. - The Network tab will only list borgs connected to the same AI as you. If your AI goes down, you lose connection to other borgs' status info. - Your AI is also listed on the Network tab, with their own status in a very binary good/bad form. - Syndicate borgs are able to see other syndicate borgs on the Network list, even though they lack an AI. ## Why It's Good For The Game SiliConnect was recently added to the default borg apps list. But it has a lot of features that borgs can't actually use, and so feels rather messy. It was added with the goal of letting borgs see eachother's status, and so I've ported that functionality into RoboTact. SiliConnect is no longer a default borg app (though it *can* be installed if a borg and human really want it to be). Showing the AI's status is certainly a balance choice. But it's not really that much of a secret when the AI dying already adjusts the monitors across the station to a BSOD image. On the flip side, we get to shut off borg status sharing when the AI goes offline, which is neat. ## Changelog 🆑 del: SiliConnect, a tool meant for Roboticists, is no longer included by default on borgs. add: RoboTact, the borg self-status app, now shows the status of other borgs synced to the same AI. Syndicate borgs can likewise see eachother's status, even without an AI. balance: RoboTact also shows their synced AI's very basic status of functional or offline. /🆑 UI Pictures:  Dead AI:  Syndicate borgs do not see station borg status, but can see eachother's  ~~Drafting because I need to do edge-case testing, and the AI box isn't quite functioning correctly when the borg has no AI master.~~ |
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0b99107cc2 |
Guncode Agony 3: Projectile code cleanup (#87628)
## About The Pull Request
Massive cleanup/pseudo-refactor of projectile and projectile-adjacent
code. One letter variables, weird logic, some runtimes, all of that.
Atomized in a separate PR from the actual refactor so we don't end up
with a 5k line PR.
## Why It's Good For The Game
Makes the code possible to work with before I nuke pixel_move and kevinz
units™️
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7429dc69b9 |
Silicons can now use dropped PDAs (but still cannot access Messenger) (#87343)
## About The Pull Request - Removes the restriction from borgs and AIs opening PDA interfaces. - Adds a restriction on Messenger if the PDA is being viewed by an AI or Cyborg *and* the PDA is not a silicon-type PDA. Messenger is completely unusable in this case. - The AI's own PDA is unaffected, due to it being a silicon-type PDA. Downstreams that give Borg PDAs the Messenger app should likewise be unaffected. Though mainly unrelated to the PR, pAIs were also tested and have not been affected. ## Why It's Good For The Game Back before tablets and PDAs were squished together, silicons could access tablets freely. TGUI PDAs were restricted from Silicons mainly to keep parity with the old PDAs, of which Messenger is the major feature that was ported over. Thus, I'm blocking Messenger specifically while allowing the rest of a PDA's features to be unblocked. As an aside, the old fluff text `It doesn't feel right to snoop around like that...` was kinda terrible, since there are many times you do, in fact, want to snoop. The AI trying to track down a known killer's accomplice would want to snoop. The Malf AI that's trying to trick the Captain would want to snoop. The prior owner of the PDA before they were borged wouldn't even feel like it's snooping. So now it's a connection refused thing, not an AI's feelings thing. ## Changelog 🆑 balance: Borgs and AIs can now access dropped PDAs. The Messenger app does not work over a remote connection, however. /🆑 Messenger interface when accessed remotely, by the by;  |
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45725ebcc2 |
PDA ringtones now show a balloon alert (#87278)
## About The Pull Request This makes it so receiving a PDA message will give the holder a balloon alert with their ringtone. ## Why It's Good For The Game PDA messages are often ignored due to not being noticed, as many players are more often focused on the main game screen (which runechat has somewhat normalized) than the chat window. This makes things more obvious that there's a PDA message. ## Changelog 🆑 add: PDA ringtones now show a balloon alert to the PDA holder. /🆑 |
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63bd34eff7 | some code organization for playsound(smth, pick('... (#87211) | ||
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38b3031ab6 |
Add NTNRC client to pAIs digital messenger (#86820)
## About The Pull Request Just adds the NTNRC client to the pAI digital messenger software's starting programs. To avoid also giving this to the AI, creates a new silicon PDA subtype for pAIs and applies it similarly to borgs. ## Why It's Good For The Game It's already barely ever used, and I just think it'd be fun to let pAIs talk to the never-checked department consoles or open chatrooms with each other or their hosts. Currently you can do this by being in your host's PDA, but this means they couldn't use their PDA at the same time as you just... chatting. Nor could you share a chatroom with them, due to sharing the same account. Also the pAI cabal using the bootleg IRC client to plot their next move is just incredibly funny to me. ## Changelog 🆑 balance: The pAI digital messenger software now includes the NTNRC client. /🆑 |
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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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48c2730e3a |
Adds three useful PDA programs to Cyborg's default PDA loadout (#86725)
## About The Pull Request

For a long time borgs have only had two PDA programs: `filemanager` and
`robotact`, but there are other simple programs with useful information
for gameplay. This PR remedies this by including three other programs to
borgs by default: `borg_monitor`, `atmosscan`, and `crew_manifest`. In
the interest of transparency, I've included possible negatives in the
form of disclaimers below.
`borg_monitor`:

This is the "SiliConnect" program in-game, and allows showing a brief
overview to cyborg players who else is connected as a cyborg and what
their model is, which allows for informed decisions on which module to
choose for themselves, among other minor useful data.
**_Disclaimer: I'm pretty sure the "Send message" button on this program
is unusable for borgs due to how it's coded
[here](
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240e397b95 |
Fixes xenos being able to pick up items that they shouldn't by most means, expands itempicky component functionality (#86714)
## About The Pull Request Xenos can apparently use shenanigans such as https://github.com/tgstation/tgstation/issues/86703 to put some items in their hand, and there are likely methods like this dotted around the codebase. However, the signal to put something in their hand is called consistently across any process that would cause them to pick up or otherwise have something to put in their hand, so instead I added /datum/component/itempicky to xenos. While I was in there, I expanded the functionality of itempicky; it can run a callback to determine a condition that needs to be met now. ## Why It's Good For The Game Fixes https://github.com/tgstation/tgstation/issues/86703 Expands a component's usefulness ## Changelog 🆑 Bisar fix: Xenomorph restrictions on items they can pick up have had their determining logic made more _robust_. code: The itempicky component (restricts what can be picked up via a whitelist) can now, optionally, have a callback fed to it to determine cases of bypassing that whitelist. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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e61afc4318 |
New Syndicate Stealth MODule: Wraith. (#86449)
## About The Pull Request Introduces a new MODule in the uplink, makes the user transperent and grants the ability to siphon light sources to recharge your suit. Ingame demonstration: https://www.youtube.com/watch?v=bhXNOAMDy4U ## Why It's Good For The Game I've been playing a ton of Splinter Cell and Intravenous recently and this random idea popped in my head. "Wouldn't it be cool if traitors could blend in the darkness to get a jump on their opponents?" Also unrelated "Wouldn't it be cool if tots had a tool to recharge their suit that didn't involve sitting in a pod for 10 minutes?" This PR introduces a new module to the uplink, the Wraith. It comes with a passive and active component. Passively it works exactly like the crew version of the cloaking module with just a couple of differences. 1) Doesn't need to be manually activated, if you lose the cloak it's regained after 5 seconds. 2) Lower stealth alpha value( how trasperent you are basically), slightly less visible than the crew version, not as good the ninja module however , I tuned it just enough so that you are more or less undetectable in the dark. The active component of the module lets you destroy stationary lights to recharge your suit power, if used on handheld or borg lights it turns them off for a minute. **Why do we need this module when we already have the stealth implant and the chameleon projector?** I can think of a few reasons. 1) MODsuits were designed to be customizible, traitor suits range between 6 to 16 TC, having to invest in a 7-8 TC item after you already bought a suit is fairly expensive. 2) This MODule would be a better fit for ambushes, as it doesn't have the *uncloaking* delay of its counterparts. It is however considerably worse if you get caught, as the cloak is disrupted on bump or damage. 3) It has better interactions with the sandbox. Lights can go out for many reasons, maybe it’s just a power outage, or some assistant broke it, or maybe it was anightmare. It leaves room for plausible deniability, adding to the paranoia. It's also not complete invisibility, if you want to stay undetected you need to lurk in the darkness, you might expand your domain, at the cost of the crew eventually wising up to your shaeneningans. Lastly, since the active component of the module uses the same proc of the saboteur handgun, I've updated the code to be a generic proc rather than a signal, to make it easier to reuse in the future. Item desc provided by NecromancerAnne. Module sprite made by Orcacora. ## Changelog 🆑 add: The Wraith Cloaking Module is now available in the uplink, costs 3 TC. code: the saboteur handgun now uses a generic proc rather than a signal /🆑 --------- Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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06ba9d93eb |
Pun Pun Station Trait, But it's only active on Monkey Day (14 December, every round) (#86091)
## About The Pull Request This is a remake of https://github.com/tgstation/tgstation/pull/84501 with a few small changes to avoid mapping issues. This time it's restricted to a once-in-a-year event, mainly because neither Jacq and Lemon were ok with the possibility of Pun Pun being posibly playable all year, however Jacq said he's fine with it being available on the holiday, while Lemon isn't around on Discord atm so I don't know what he's to say. The trait makes pun pun playable and gives them the job of being a busser (waiter) in the cafeteria. They're clever and can use tools most other monkeys can't, but cannot be humanized, while also being unable to speak Galactic Common. Should they roll traitor, they'll be able to buy syndicate monkey reinforcements and equipment, which it can also use, being a monkey itself. ## Why It's Good For The Game This is a fairly unique job, like the Cargo Gorilla, due to the fact it's not a conventional humanoid crew member nor the AI or a cyborg. I thought this was a fun idea, though I met some obstacles and the original PR was DNM'ed and then closed. However, the trait perfectly fits the theme of the holiday, making a good compromise since Pun Pun will stay AI-controlled the rest of the year, as Jacquarel and Lemon want it to be. It can also be added by an admin through VV, whether they're planning some shenanigean or just want to add something more to the round. ## Changelog 🆑 add: Pun Pun is a playable crewmember during Monkey Day (14 December). /🆑 |
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48bbd6fddf |
Reworks examine (a little) (#86506)
## About The Pull Request Basically, reworks how examining things looks to the user. #86497 is required even though this pretty much replaces the entire PR. Examining random objects and simplemobs:   Examining a person:   Examining an ID card a person is wearing (by clicking the hyperlink adorning the ID card when examining them): (Note, you can only pull up this if you are within 3 tiles of the person)  ## Why It's Good For The Game Examine is very old and very inconsistent between atoms and mobs. So I thought I could spruce it up a bit while bringing some consistency along. This should also help with losing certain details in massive walls of examine text - stuff like names will stick out more. ## Changelog 🆑 Melbert qol: The way examine looks has been updated. qol: A person's ID card no longer appears with a big icon on examine. You can now click on their ID card (in the chat box) to get a bigger picture of it, as well as information about them. refactor: Much of examine backend code has been refactored, report any odd looking text. /🆑 |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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73f304ae21 |
Plexagon Crew Manifest is accessible and free to everyone. (#86070)
## About The Pull Request Plexagon Crew Manifest has been made into a publicly accessible and roundstart installed PDA app instead of being restricted to heads, security and a few odd medical jobs. For this, it lost its major Detomatix resistance which has been added to security records (minor resistance) and status display control (major resistance) To ensure that noone has to wipe their PDAs roundstart, its size on PDA drives has been halved. ## Why It's Good For The Game Crew manifest can be easily accessed from the messenger app, but without nice formatting that plexagon has. The app itself does not have any capabilities beyond reading crew manifest and printing it out on paper from consoles, neither of which are something that cannot be already done with ease. I believe this is a remnant from old PDA days and doesn't really deserve to stay. ## Changelog 🆑 balance: Plexagon Crew Manifest is now a default PDA app for everyone, and is free. balance: Plexagon Crew Manifest no longer provides Detomatix resistance, but security records and status display control now do. /🆑 |
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c77c50ae3d |
Athletic Fishing Gloves and Fishing Module to fish without a fishing rod (#85415)
## About The Pull Request This PR adds a pair of fishing gloves that let you fish and work out at once, and also a MODsuit module that lets you use MOD gloves to do the same thing (without the workout, an external fishing rod has to be inserted first). In both cases, you can equip or unequip bait, hook and line by using the fishing rod interface which you can open by right-clicking the gloves. To get both of them, you've to perform the first fish scanning experiment. I had to refactor the profound fisher component a bit to do this. ## Why It's Good For The Game Interweaving a few different features with fishing. Fishing and Athletics are both skills, so I thought it'd be nice if it were a way to take advantage of both, and level them up accordingly. Also fishing gloves with maxxed out athletics can make fishing a lot noticeably easier at higher difficulty. ## Changelog 🆑 add: Added Athletic Fishing Gloves and Fishing Glove Module to the advanced fishing tech node. Both can be used to fish without having to hold a fishing rod. The athletic fishing gloves will also train your athletics skill. /🆑 |
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891394181f |
Computer console sounds (#85358)
## About The Pull Request https://github.com/user-attachments/assets/b756bc49-70f0-4c86-8b04-5f0566d606a2 I've made the sound really quiet (quieter than most other sounds in the game) so it shouldn't be too annoying, there is 7 variants of the clicks so ear fatigue shouldn't strike too bad. ## Why It's Good For The Game Clicky sounds release a dopamine surge for players and gives you audio feedback when you're doing something, it also triggers when someone is else working at a computer which tells you that they're using it. ## Changelog 🆑 grungussuss sound: computers now make clicky clacky sounds /🆑 |
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2ddfadebb3 |
puts all the default command programs on /pda/heads rather than their specific role (#85228)
## About The Pull Request Makes it so the default programs in the head PDAs actually works so all 5 do not need to be rewritten for each and every head of staff PDA ## Why It's Good For The Game there were an unnecessary 5 lines of code per head (minus the captain), this reduces it to just the special additions they get ## Proof of Testing  ## Changelog 🆑 code: made it look a little cleaner for head PDAs /🆑 |
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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?       ## 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> |
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ccb098153e |
ID and PDA interacts with cash (#85123)
## About The Pull Request Adding interactions between ID/PDA and money. So, you can swipe it on cash and get it on your bank. ## Why It's Good For The Game Now you don't have to constantly insert every coin into the card. <details> <summary>GIF and evidence that I tested</summary>  </details> ## Changelog 🆑 qol: Now IDs and PDAs have money-reader module for picking some cash into your bank by swiping on money. /🆑 |
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5f80128fa9 |
Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request it's - conjunction of "it" and "is" its - possessive form of "it" grammar is hard, and there were a lot of places where "it's" was used where it shouldn't have been. i went and painstakingly searched the entire repository for these instances, spending a few hours on it. i completely ignored the changelog archive, and i may have missed some outliers. most player-facing ones should be corrected, though ## Why It's Good For The Game proper grammar is good ## Changelog 🆑 spellcheck: Numerous instances of "it's" have been properly replaced with "its" /🆑 |
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4826091b31 |
Heads of staff PDAs start with twice as much disk space (#84874)
## About The Pull Request Title. Makes heads' and captain's PDAs have 128 GQ of memory instead of only 64. ## Why It's Good For The Game RD and CE's PDAs are completely filled roundstart, and while its not critical for CE, RD needs to delete at least two apps in order to be able to submit gas shell experiments which is extremely annoying. Other heads of staff PDAs have been upgraded for parity. ## Changelog 🆑 qol: Heads of staff PDAs start with twice as much disk space /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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d1f3fc3fdf |
Oldstation (Charlie) experiments tweaks [NO GBP] (#84379)
## About The Pull Request There was a feedback that the new techweb made it harder to do science on ghost roles, namely Charlie station crew. This PR makes a few tweaks to oldstation to lower the bar on the experiments: - Added a pure N2O tank for easier BZ creation - Added one diamond to the ai sat to create artificial BS crystal - Added research console to ai sat with frontier app pre-installed - Added a gas compressor to Beta station atmos area Also moved the NTNet relay back to tcomms node as it requires tcomms parts. And moved chem pack/blood pack from tier 1 to tier 0 per players` request. Also fixed the dissection experiments giving the old amount of bonus points, before the recent point denomination. Made a few other minor changes to the map. ## Why It's Good For The Game Charlie is supposed to be friendly for the beginner players, yet the new experiments are hard to do with the limited resources on Charlie. ## Changelog 🆑 qol: It is easier to do some required techweb experiments on Charlie station now fix: Fixed experimental dissection surgeries giving too many points balance: Techweb: Moved NTNet relay back to tcomms node balance: Techweb: Moved blood pack and chem pack to the starting node /🆑 |
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30ab05f2ad |
adds swapping pens in PDAs (#84437)
## About The Pull Request Added the ability to swap items in PDAs <details> <summary>Videos</summary> https://github.com/tgstation/tgstation/assets/112967882/b3c63d7b-7913-42a6-83e7-d2989cdac8b2 </details> ## Why It's Good For The Game You can quickly change items stored in the PDA slots without doing unnecessary actions (pulling the pen out of the PDA, removing it, and inserting another pen) ## Changelog 🆑 qol: you can now swap pens in pdas /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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35484728f1 |
Cigarettes and vapes are no longer subtypes of masks. (#82942)
## About The Pull Request Since non-clothing items can also be worn on several slots, there's no need for cigarettes/vapes to be subtypes of masks anymore, since that comes with a few oddities like #82870. ## Why It's Good For The Game This should fix #82870, with about no side-effect aside them no longer being edible by moths 🤢. |
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74b92c63de |
Adds cool sword mouse cursor maintenance pda app (#84337)
## About The Pull Request Adds a maintenance disk that makes your PDA turn your mouse cursor into a cool sword when it's worn in your ID slot https://github.com/tgstation/tgstation/assets/51863163/ae5c50a1-e6fd-40bb-8957-4af2f6618cba ## Why It's Good For The Game I saw a discord comment about this and it made me laugh. ## Changelog 🆑 Melberte add: Cool Sword Cursor Maintenance App /🆑 |
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0db2a23faf |
Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] (#84079)
## About The Pull Request As the title says. A standard power cell now only stores 10 KJ and drains power similar to how it did before the refactor to all power appliances. The new standard megacell stock part stores 1 MJ (what cells store right now). APCs and SMESs have had their power cells replaced with these megacell stock parts instead. Megacells can only be used in APCs and SMESs. It shouldn't be possible to use megacells in any typical appliance. This shouldn't change anything about how much 'use' you can get out of a power cell in regular practice. Most should operate the same and you should still get the same amount of shots out of a laser gun, and we can look at expanding what can be switched over to megacells, e.g. if we want mechs to require significantly more power than a typical appliance. Thanks to Meyhazah for the megacell icon sprites. ## Why It's Good For The Game Power cell consumption is way too high ever since the power appliance refactor that converted most things to be in joules. It's a bit ridiculous for most of our machinery to drain the station's power supply this early on. The reason it's like this is because regular appliances (laser guns, borgs, lights) all have a cell type that is identical to the APC/SMES cell type. And it means that if we want to provide an easy way to charge these appliances without making it easy to charge APCs/SMESs through a power bug exploit, we need to introduce a new cell type to differentiate between what supplies power and regular appliances that use power. This is primarily what the megacell stock part does. This moves us back to what it was originally like before the power refactor, where recharging power cells wouldn't drain an exorbitant amount of energy. However, it maintains the goal of the original refactor which was to prevent people from cheesing power generation to produce an infinite amount of power, as the power that APCs and SMESs operate at is drastically different from the power that a regular appliance uses. ## Changelog 🆑 Watermelon, Mayhazah balance: Drastically reduces the power consumption and max charge of power cells balance: Added a new stock part called the battery, used primarily in the construction of APCs and SMESs. add: Suiciding with a cell/battery will shock you and potentially dust you/shock the people around you if the charge is great enough. /🆑 --------- Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com> Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> |
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476973ea6b |
Refactor modular computer (and application) attackby into item_interaction (#84245)
## About The Pull Request
Sooooooooo I was recently notified of an issue (#84185) that popped up
from me replacing the `attackby(...)` chain on id cards, where it's no
longer possible to put money into IDs inside of PDAs by slapping it
against the PDA.
As I expected, this is because modular computers both still use
`attackby(...)`, and would call `attackby(...)` on the ID they contained
if hit with cash.
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47d0b4b70d |
NT Frontier can read files from data disks (#84189)
## About The Pull Request Made the NT Frontier app look for valid experiment files not only on the local file system, but also on the data disk. ## Why It's Good For The Game Less clicks. ## Changelog 🆑 qol: NT Frontier app now allows to select experiments from inserted data disks /🆑 |
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881dd195f1 |
Techweb tweaks [NO GBP] (#84086)
## About The Pull Request PR for collecting techweb feedback post merge and address valid issues of #84024. People seem to dislike the abundance of new experiments in the middle of the tree, so reducing some requirements for those for now. Also updated NT frontier app a bit, as people are confused with the shell experiments.  ## Why It's Good For The Game Balancing out the new tree. ## Changelog 🆑 balance: Added ordnance to extra access of geneticists and roboticists balance: Reduced parts scanning tests' machine count to 4 from 8 balance: Reduced augmented organs scanning tests mob count to 1 from 2 balance: Reduced equipped mech scanning test count to 1 from 2 balance: Added polycrystal option to bluespace crystal scan test fix: Allowed NTNet relay in away circuit imprinter for NT Frontier app qol: NT Frontier app installed on RD and Scientists` PDAs by default qol: Updated NT Frontier app to be more user-friendly /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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4799324416 |
Mild QOL updates to vending machine-cargo interactions. (#83933)
## About The Pull Request This Pull makes a few minor improvements to the features I added with vendor cargo (#81582). Changes are as follows: * Vending machines, when restocked with a refill pack and while containing a number of credits, will play a cash register sound to alert you that there's a payout associated with the action. * The Vending Restock app now works on all modular computer platforms, as opposed to just laptops and tablets. * This is actually hilarious because I even made a screen icon for modular consoles, and it's just been unused ever since merge. * The "cargochat" cargo modular console now has the vendor refill app pre-installed. * Vending machines, when determining their missing inventory during the associated station trait, now adds from 1-5 credits per missing item, up from 0-1. The original number was far too low to feel like a strong incentive based on feedback I'd received, and while still lower than providing a flat percentage of the missing item specifically (we ran some numbers on this a few months back), it should at least incentivize players to keep the station better stocked during regular rounds. Also, the UI now shows a difference between if all vending machines are stocked or not.  ## Why It's Good For The Game Most of these are just interfacing and ease of use improvements, as having the app pre-installed in a place where players can actually make some use of it's contents should help to improve it's versatility with regards to the restocking app. Audio feedback is always good. In terms of the balance tweak on the stored value on vending machines, basically it's a way to better incentivize it as an option on the station and to better encourage players to do these kinds of minor upkeep tasks for the crew. ## Changelog 🆑 qol: Vending machines now give audio feedback when you restock a vending refill and get a payout. qol: The Restock tracker NTOS app for tracking vending machine contents now works on all consoles, and comes pre-installed on the cargochat cargo computers. balance: Vending machines now offer a bit more credits when missing contents at the start of a round after getting restocked. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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54d07c767c |
Fixes crayon not fitting in pda by replacing attackby w/ item_interaction (#83951)
## About The Pull Request Fixes a bug, what else do you need fixes #83948 ## Why It's Good For The Game Bugs are bad for game health and crayons fitting in pdas aren't really a major change. ## Changelog 🆑 fix: Crayons now fit in pdas /🆑 |
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47be0bffc2 |
Ctrl click refactor (#83784)
## About The Pull Request Same idea as #82656 but for ctrl click & ctrl shift click cause why not - Does your signal & `can_perform_action()` checks using `interaction_flags_click` flags before delegating the event down to `ctrl_click()` proc. - The one new change now is that `ctrl_click()` proc is now blocking, meaning returning `CLICK_ACTION_SUCCESS` or `CLICK_ACTION_BLOCKING` will stop the object from getting grabbed/pulled. So remember to return these values if you want to stop the grab action or return `NONE` if you want to process the click but still want the object to get grabbed as well ## Changelog 🆑 refactor: Ctrl click & Ctrl shift click has been refactored. Please report bugs on GitHub /🆑 |
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b6369a47b4 |
Mouse drag & drop refactored attack chain (#83690)
## About The Pull Request
Mouse drag & drop has been refactored into its own attack chain. The
flowchart below summarizes it

Brief summary of each proc is as follows
**1. `atom/MouseDrop()`**
- It is now non overridable. No subtype should ever touch this proc
because it performs 2 basic checks
a) Measures the time between mouse down & mouse release. If its less
than `LENIENCY_TIME`(0.1 seconds) then the operation is not considered a
drag but a simple click
b) Measures the distance squared between the drag start & end point. If
its less than `LENIENCY_DISTANCE`(16 pixels screen space) then the drag
is considered too small and is discarded
- These 2 sanity checks for drag & drop are applied across all
operations without fail
**2. `atom/base_mouse_drop_handler()`**
- This is where atoms handle mouse drag & drop inside the world. Ideally
it is non overridable in most cases because it also performs 2 checks
- Is the dragged object & the drop target adjacent to the player?.
Screen elements always return true for this case
- Additional checks can be enforced by `can_perform_action()` done only
on the dragged object. It uses the combined flags of
`interaction_flags_mouse_drop` for both the dragged object & drop target
to determine if the operation is feasible.
We do this only on the dragged object because if both the dragged object
& drop target are adjacent to the player then `can_perform_action()`
will return the same results when done on either object so it makes no
difference.
Checks can be bypassed via the `IGNORE_MOUSE_DROP_CHECKS` which is used
by huds & screen elements or in case you want to implement your own
unique checks
**3. `atom/mouse_drop_dragged()`**
- Called on the object that is being dragged, drop target passed here as
well, subtypes do their stuff here
- `COMSIG_MOUSEDROP_ONTO` is sent afterwards. It does not require
subtypes to call their parent proc
**4. `atom/mouse_drop_receive()`**
- Called on the drop target that is receiving the dragged object,
subtypes do their stuff here
- `COMSIG_MOUSEDROPPED_ONTO` is sent afterwards. It does not require
subtypes to call their parent proc
## Why It's Good For The Game
Implements basic sanity checks across all drag & drop operations. Allows
us to reduce code like this
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a7ca4b83cb |
Makes computer console circuits more consistent (#83412)
## About The Pull Request This PR makes the computer console's print feature work on a signal instead of wasting paper every string update, changes the flashlight color change to do the same, fixes the on/off signal not turning the console on, and fixes the signal for the console turning off not functioning. ## Why It's Good For The Game Besides the bug fixes, this makes the console components more consistent with every other circuit component. The refactor is to prevent worrying about nulls for colors or errors because of early returns. ## Changelog 🆑 fix: computers with no lights can now turn on using the on/off signal fix: RGB lights on PDA circuits now use a signal fix: the is_off signal now works on consoles fix: printing text on a console component now uses a signal refactor: each input signal in console circuits now have their own proc /🆑 |
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8eb3b51ad9 |
/icons/ folder cleansing crusade part 3 (#83420)
## About The Pull Request In my effort to make the /icons/ folder cleaner and more intuitive instead of having to rely on recalling names of stuff and looking them up in code to find them for poor sods such as myself, plus in spurt of complusion to organize stuff, here goes. I've tracked all changes in commit descriptions. A lot still to be done, but I know these waves go over dozens of files making things slow, so went lighter on it. Destroyed useless impostor files taking up space and cleaned a stray pixel on my way. ## Why It's Good For The Game Cleaner /icons/ file means saner spriters, less time spent. Stray pixels and impostor files (ones which are copies of actually used ones elsewhere) are not good. ## Changelog 🆑 image: Cleaned a single stray pixel in a single frame of a bite telegraphing accidentaly found while re-organizing the files. /🆑 |
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53a8ba74c8 |
grep's for "recieve" typos (#83369)
Just spellchecking some common mistakes. |
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921f3309f0 |
Adds a notice to PDAs that their batteries can be removed (#82937)
## About The Pull Request This adds a span notice on examine to PDAs containing a power cell that the cell can be removed by right clicking Discussed this morning in coder general: * Lots of functions have been moved to PDAs, but their batteries deplete obnoxiously quickly * Dedicated PDA chargers are not wanted per Mothblocks, and would be map clutter * Existing rechargers cannot be made more available because they recharge guns, but are the only 'obvious' way to recharge PDAs. * PDA batteries can actually be removed and externally recharged - but there is nothing in game telling players this. * There is also nothing on the wiki telling players this. * Left click w/ screwdriver = nothing, but right click removes cell is completely non-intuitive and inconsistent with all other tool use. ## Why It's Good For The Game Actually telling players about an interaction is good and the description of this PR is already longer than the code change. ## Changelog 🆑 fix: On examine PDAs will now inform players that the power cell can be removed for recharging or replacement, and how to do so. /🆑 |
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3842e16a8b |
Removes virologist job (#82723)
## About The Pull Request As the title says. Removes the job. Whole wing of medical is still there.  (MSO)  ## Why It's Good For The Game It's boring. It's so boring that when it decides to become unboring it just attempts to ruin the fun for everyone else ## Changelog 🆑 del: Due to a need for company restructuring, virologists have been laid off by CentCom and doctors can optionally take their place. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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8e3f635b98 |
Alt click refactor (#82656)
## About The Pull Request Rewrites how alt click works. Based heavily on #82625. What a cool concept, it flows nicely with #82533. Fixes #81242 (tm bugs fixed) Fixes #82668 <details><summary>More info for devs</summary> Handy regex used for alt click s&r: `AltClick\((.*).*\)(\n\t.*\.\.\(\))?` `click_alt($1)` (yes I am aware this only copies the first arg. there are no other args!) ### Obj reskins No reason for obj reskin to check on every single alt click for every object. It applies to only a few items. - Moved to obj/item - Made into signal - Added screentips ### Ventcrawling Every single atmospherics machine checked for ventcrawling capability on alt click despite only 3 objects needing that functionality. This has been moved down to those individual items. </details> ## Why It's Good For The Game For players: - Alt clicking should work more logically, not causing double actions like eject disk and open item window - Added context menus for reskinnable items - Removed adjacency restriction on loot panel For devs: - Makes alt click interactions easier to work with, no more click chain nonsense and redundant guard clauses. - OOP hell reduced - Pascal Case reduced - Glorious snake case ## Changelog 🆑 add: The lootpanel now works at range. add: Screentips for reskinnable items. fix: Alt click interactions have been refactored, which may lead to unintentional changes to gameplay. Report any issues, please. /🆑 |
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c403a6eccc |
Wraps lowertext() to ensure proper stringification. (#82442)
## About The Pull Request 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. |
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fa31403353 |
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. /🆑 |
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0dc6b71a87 |
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. /🆑 |