Commit Graph

18112 Commits

Author SHA1 Message Date
paganiy
115609c113 Adds a new item to the chef traitor's uplink: Molt'Obeso sauce. (#87103)
## About The Pull Request
A new item for 2 TC has been added to the chef's traitor uplink –
Molt'Obeso sauce!
Buying it, you get a bottle for 50 units, filled with this sauce. After
eating Molt'Obese, you'll think you're still hungry. It also removes the
limit on how much food you can eat, so you can just keep going and
going, but you never get full. Plus, Molt'Obeso helps your body absorb
more nutrients from food, so the food is even more nourishing with it.
## Why It's Good For The Game
The Syndicate sabotages the NT station by making everyone fat?
## Changelog
🆑
add: Add a new item to the chef traitor's uplink: Molt'Obeso sauce. A
sauce that makes people want to eat too much.
/🆑
2024-11-28 16:23:18 +01:00
Runi-c
8b9da265ba Digitigrade code refactor and shoes + explorer suit (Using GAGS and zero sprite bloat) (#88096)
## About The Pull Request
Refactors and extends the existing [digitigrade clothing
system](https://github.com/tgstation/tgstation/pull/85406) to also
support oversuits and shoes (only enabled for sneakers, specific boots,
and shaft miner's explorer suit). All digitigrade-specific clothes are
generated by GAGS by color sampling the base sprite and applying it to a
greyscale template.


![image](https://github.com/user-attachments/assets/c4ce5996-9373-4d76-a0e5-a6b094dd10b4)

More up to date boots:

![image](https://github.com/user-attachments/assets/8ead8056-25a3-42dd-9fde-e838e2a810b9)


![image](https://github.com/user-attachments/assets/783a1201-8a77-45a0-af85-8a63b41b63a8)


Credit to MrMelbert for prototype code and Junkgle for new sprites

## Why It's Good For The Game
Looks good, doesn't introduce maintainability issues or sprite bloat

## Changelog
🆑
add: digitigrade lizards can wear certain shoes and suits
image: added digitigrade shoes & oversuit templates
refactor: improved digi clothing generator code
/🆑

---------

Co-authored-by: MrMelbert <kmelbert4@gmail.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
2024-11-28 16:17:18 +01:00
MrMelbert
75696ab873 Fixes random stuff spilling into ooc tab (#88221)
## About The Pull Request

`boldannounce` is NOT for use ICly it's only for OOC stuff. `bolddanger`
is identical it just doesn't carry the same baggage

## Changelog

🆑 Melbert
fix: Stuff like the SM exploding will no longer output to your OOC tab
/🆑
2024-11-27 17:41:52 +01:00
SyncIt21
221fde6f74 Fixes some chainsaw issues (#88225)
## About The Pull Request
- Fixes #88105. No default sound & balloon alert when the chainsaw is
turned on & it's not invisible in hand when it's turned off
- Fixes
https://github.com/tgstation/tgstation/issues/88105#issuecomment-2493592188.
The mounted chainsaw has a new animated sprite when turned on instead of
going invisible

## Changelog
🆑
fix: chainsaw is not invisible when turned off in hand
fix: chainsaw won't play ping sound when turned on
fix: mounted chainsaw has a new animated sprite when turned on & won't
go invisible in hand
/🆑
2024-11-27 17:37:42 +01:00
SyncIt21
163d6c76cd RCD deconstruction is not cancelled by UI changes (#88117)
## About The Pull Request
- Fixes #88108

## Changelog
🆑
fix: rcd deconstruction is not cancelled by UI changes
/🆑
2024-11-25 19:20:01 +01:00
OrionTheFox
60cbc47ef0 Adds a fuel examine to lighters (#88170)
## About The Pull Request
Didn't even know they had this until it stopped lighting.
While it has fuel, it says it has x fuel out of its maximum.
When empty, it says what to refuel it with (welder fuel)


![image](https://github.com/user-attachments/assets/4096e68f-c2e5-4b50-abd4-f904059a23ee)

<details><summary>(For reference, Welders have something similar)
</summary>


![image](https://github.com/user-attachments/assets/afbf675c-85ee-49c8-8956-0e77352544d6)
</details>

I do not know how to set up math to make this number more useful; it
tends to burn .25 units ever few seconds but beyond that it's just
numbers and I'm not the best with numbers.
At the least you can see if it's full or empty.
## Why It's Good For The Game
This mechanic is not shown to players in any way besides the lighter not
lighting.
## Changelog
🆑
qol: added an examine note to lighters showing their fuel
/🆑

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2024-11-25 15:15:30 +01:00
Hardly3D
f720e551d9 Fixes ghosts being able to make analyzing sounds (#88177)
## About The Pull Request
Prevents ghost from emitting analyzing sounds when using the gas scan
verb
## Why It's Good For The Game
Fixes a little bug

## Changelog
🆑 Hardly
fix: Ghosts can no longer emit spooky analyzing sounds when scanning
/🆑
2024-11-25 15:14:52 +01:00
Tim
7b76476ae8 Change some status effects adjustments to use SECONDS (#88098)
## About The Pull Request
Some of the status effect adjustments were missing `SECONDS` to their
proc calls.

## Why It's Good For The Game
N/A
2024-11-24 17:08:56 -06:00
carlarctg
6d384051ed carpenter hammer fits on belt slot (#88109)
## About The Pull Request

bro its a hammer

(speaking of, i feel like it should fit on the toolbelt & be a crowbar.
but that's basically 1:1 the preexisting claw hammer, idk)

## Why It's Good For The Game

bro it's a hammer.

## Changelog

🆑
qol: carpenter hammer fits on belt slot
code: renames belt_icon_state to inside_belt_icon_state for
intelligibiility
/🆑
2024-11-25 00:03:06 +01:00
SmArtKar
f65ce91405 Fixes duplicate signal registation from defib paddles (#88163)
## About The Pull Request

You do realize in most cases the player must be ***wearing*** the damn
thing to use it, right? Also I am truely clueless as to why we were
registering to defib.loc since check_range checks for turfs anyways.

## Changelog
🆑
fix: Fixed some issues with defib paddle retraction.
/🆑
2024-11-24 21:55:54 +01:00
Auris456852
97ffc45cd3 Make Baklava Pie retain its quality after slicing (#88118)
## About The Pull Request

Adds the crafting complexity to the slices of baklava, so it doesn't go
from very good to nice after you slice it.
Was asked to put the fix to upstream.

## Why It's Good For The Game

If I have one more food suddenly degrade in quality after slicing it
into multiple portions I am going to explode the fucking kitchen,
especially after having to bother Hydroponics to mutate a plant
specifically for it

## Proof Of Testing


![image](https://github.com/user-attachments/assets/b4cd692e-10f8-4701-a772-45aad97e8c43)

</details>

## Changelog

🆑
fix: Makes a sliced baklava pie keep its complexity after slicing
/🆑
2024-11-24 20:55:46 +01:00
jimmyl
788b262cee damage done by thrown objects to /obj is multiplied by the demolition modifier (#88141)
## About The Pull Request

damage done by thrown objects to /obj is multiplied by the demolition
modifier

## Why It's Good For The Game

i think its supposed to respect the demolition mod i mean uhh that seems
like an oversight??

## Changelog
🆑
fix: damage done by thrown objects to objects respects their demolition
modifier
/🆑
2024-11-24 20:52:40 +01:00
GoblinBackwards
6585612413 Fixes invisible atmos fires (#88155) 2024-11-24 20:44:31 +01:00
SmArtKar
2cef60c063 Changing clipboard skins now changes the inhands sprite as well (#88123)
## About The Pull Request

Closes #88122

## Changelog
🆑
image: Changing clipboard skins now changes the inhands sprite as well
/🆑
2024-11-24 04:36:12 -08:00
SmArtKar
f34bd3f5c0 Guncode Agony 4.2: Firing Effect Intervallo (#88072)
## About The Pull Request

Firing effects now attach themselves to the firer, meaning you don't run
over or back from your own muzzle flash if you fire while running.

## Why It's Good For The Game

Look better, both when moving into and away from the effect.

## Changelog
🆑
image: Muzzle flash now is attached to your sprite, meaning you won't
run over it if you fire while moving
/🆑
2024-11-24 04:35:31 -08:00
Ghom
8804f5595c turfs now handle fishing more internally to save time on world initialization (#88092) 2024-11-23 14:53:30 +01:00
Ben10Omintrix
4fde078f23 Refactors projectile dampeners and adds some new visuals (#87913)
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-11-23 14:50:58 +01:00
Tim
f781e0dce6 Fix fireplace particles runtimes (#88114)
## About The Pull Request
Caused by:

- https://github.com/tgstation/tgstation/pull/88048

Trying to use the fireplace would result in runtimes and the smoke
particles not triggering.

Even though the runtime is fixed, the new particle changes in #88048
broke the pixel offsets. While I was testing, anytime I tried switching
a pixel offset it would update all fireplaces. I tried to limit it to
add the shared particle id to `"fireplace_[dir]"` so that it would only
apply to the objects in that direction but I couldn't get it to work. I
would guess this also affects a lot of other objects that have particle
pixel offsets.

Runtime is fixed. Particle offsets are still broken.

## Why It's Good For The Game
Fireplaces no more runtime.

## Changelog
🆑
fix: Fix fireplace particles runtimes.
/🆑
2024-11-23 13:34:55 +01:00
SmArtKar
bbb7a41743 Guncode Agony 4: The Great Projectile Purge (#87740)
## About The Pull Request
~~Kept you waitin huh!~~
The projectile refactor is finally here, 4 years later. This PR (almost)
completely rewrites projectile logic to be more maintainable and
performant.

### Key changes:
* Instead of moving by a fixed amount of pixels, potentially skipping
tile corners and being performance-heavy, projectiles now use
raymarching in order to teleport through tiles and only visually animate
themselves. This allows us to do custom per-projectile animations and
makes the code much more reliable, sane and maintainable. You (did not)
serve us well, pixel_move.
* Speed variable now measures how many tiles (if SSprojectiles has
default values) a projectile passes in a tick instead of being a magical
Kevinz Unit™️ coefficient. pixel_speed_multiplier has been retired
because it never had a right to exist in the first place. __This means
that downstreams will need to set all of their custom projectiles' speed
values to ``pixel_speed_multiplier / speed``__ in order to prevent
projectiles from inverting their speed.
* Hitscans no longer operate with spartial vectors and instead only
store key points in which the projectile impacted something or changed
its angle. This should similarly make the code much easier to work with,
as well as fixing some visual jank due to incorrect calculations.
* Projectiles only delete themselves the ***next*** tick after impacting
something or reaching their maximum range. Doing so allows them to
finish their impact animation and hide themselves between ticks via
animation chains. This means that projectiles no longer disappear ~a
tile before hitting their target, and that we can finally make impact
markers be consistent with where the projectile actually landed instead
of being entirely random.

<details>

<summary>Here is an example of how this affects our slowest-moving
projectile: Magic Missiles.</summary>


Before:


https://github.com/user-attachments/assets/06b3a980-4701-4aeb-aa3e-e21cd056020e

After:


https://github.com/user-attachments/assets/abe8ed5c-4b81-4120-8d2f-cf16ff5be915

</details>


<details>

<summary>And here is a much faster, and currently jankier, disabler
SMG.</summary>


Before:


https://github.com/user-attachments/assets/2d84aef1-0c83-44ef-a698-8ec716587348

After:


https://github.com/user-attachments/assets/2e7c1336-f611-404f-b3ff-87433398d238

</details>

### But how will this affect the ~~trout population~~ gameplay?

Beyond improved visuals, smoother movement and a few minor bugfixes,
this should not have a major gameplay impact. If something changed its
behavior in an unexpected way or started looking odd, please make an
issue report.
Projectile impacts should now be consistent with their visual position,
so hitting and dodging shots should be slightly easier and more
intuitive.

This PR should be testmerged extensively due to the amount of changes it
brings and considerable difficulty in reviewing them. Please contact me
to ensure its good to merge.

Closes #71822
Closes #78547
Closes #78871
Closes #83901
Closes #87802
Closes #88073

## Why It's Good For The Game

Our core projectile code is an ungodly abomination that nobody except
me, Kapu and Potato dared to poke in the past months (potentially
longer). It is laggy, overcomplicated and absolutely unmaintaineable -
while a lot of decisions made sense 4 years ago when we were attempting
to introduce pixel movement, nowadays they are only acting as major
roadblocks for any contributor who is attempting to make projectile
behavior that differs from normal in any way.

Huge thanks to Kapu and Potato (Lemon) on the discord for providing
insights, ideas and advice throughout the past months regarding
potential improvements to projectile code, almost all of which made it
in.

## Changelog
🆑
qol: Projectiles now visually impact their targets instead of
disappearing about a tile short of it.
fix: Fixed multiple minor issues with projectile behavior
refactor: Completely rewrote almost all of our projectile code - if
anything broke or started looking/behaving oddly, make an issue report!
/🆑
2024-11-23 04:02:35 -08:00
Tim
f2c35f1b38 Fix chewable bubblegum not metabolizing due to microdose (#88102)
## About The Pull Request
- Fixes #87873

Bubblegum with the chewable element was not triggering due to a
microdose that would get deleted as soon as it was inserted into the
mob.

Also added a crash message so if anyone in the future tries to microdose
the chewable element it gets caught by our CI/CD checks.


![chrome_MUuaIxcpTI](https://github.com/user-attachments/assets/5d473499-0c42-4677-9a13-598078e512f1)

Special thanks to @SmArtKar for digging around in the code and finding
the problem.

## Why It's Good For The Game
Bubblegum now makes you happy.

## Changelog
🆑 timothymtorres, SmArtKar
fix: Fix chewable bubblegum not metabolizing due to microdose
/🆑
2024-11-23 11:33:33 +01:00
SmArtKar
53cfcc8f3e Fixes parsnip sabre not receiving a jousting component (#88104)
## About The Pull Request

Copypaste oopsie

## Changelog
🆑
fix: Fixed parsnip sabre not receiving a jousting component
/🆑
2024-11-23 11:21:39 +01:00
EOBGames
1fe4f77dc5 Shipping and Receiving: More Containers, Revamped Containers (#87995) 2024-11-22 20:48:29 +01:00
SyncIt21
56a9de5a69 [NO GBP] Inducers can be inserted into storage objects again (#88071)
## About The Pull Request
- Fixes #88063

## Changelog
🆑
fix: inducers can be inserted into storage objects again
/🆑
2024-11-22 12:34:04 +01:00
necromanceranne
41d10d2e15 Puts EMP protection and resistance flags into their correct spots for the broadcasting camera (#88044) 2024-11-21 21:32:35 +01:00
necromanceranne
aa0cc4cb5f Adds a sprite for kitchen tools worn in suit storage. (#88045)
## About The Pull Request

What is says on the tin. A really simple, though pretty generic looking
kitchen utensil sprite for suit storage.


![image](https://github.com/user-attachments/assets/0eb6324b-41a1-4a6d-92ef-cb67e1240167)

## Why It's Good For The Game

Pink sprites suck. It's so immersion breaking. This resolves that. (why
exactly isn't this being caught by unit tests anyway?)

## Changelog
🆑
image: Kitchen and eating utensils now have suit storage sprites.
/🆑
2024-11-21 18:16:58 +01:00
SmArtKar
742729fa0a Converts most common particle sources to use our new pooling system (#88048)
## About The Pull Request

Closes #83370
Converted most cases where we could benefit from using shared particles
(aka when there's probably more than 3 uses of that particle in a round)
to use the new shared particle system. Should provide significant
clientside performance in particle-heavy areas like botany (or sometimes
kitchen)

## Changelog
🆑
refactor: Converted most common particle sources to use our new pooling
system.
/🆑
2024-11-21 18:16:12 +01:00
tonty
d8450b4933 Camera eyes have been lightly refactored (among other things...) (#87805)
## About The Pull Request

* A generic /mob/eye/camera type has been made, containing everything
needed to interface with a cameranet
* /mob/eye/ai_eye has been refactored into a generic /mob/eye/camera
instance
* Advanced cameras no longer inherit from AI eyes, splitting off
behaviour
* Camera code has been somewhat cleaned up
* Probably some more stuff I'm forgetting right now

## Big man Southport:

![image](https://github.com/user-attachments/assets/de6e6ff0-ca99-4636-bdec-5e0b2d6b8037)

## Changelog

🆑
code: made /proc/getviewsize() pure

refactor: mob/eye/ai_eye has been restructured, now inheriting from a
generic mob/eye/camera type
refactor: advanced cameras and their subtypes are now
mob/eye/camera/remote subtypes
code: the cameranet no longer expects the user to be an AI eye
code: remote camera eyes have had their initialization streamlined
code: remote cameras handle assigning and unassigning users by
themselves now
code: remote cameras now use weakrefs instead of hard referencing owners
and origins
code: also the sentient disease is_define was removed (we don't have
those anymore)
fix: AI eyes no longer assign real names to themselves, fixing their
orbit name
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-11-21 12:55:38 +01:00
Ghom
6272b3680c You can use a fishing rod to snatch organs during organ manipulation surgery (feat organs sanity fix) (#87774)
## About The Pull Request
This allows you to use a fishing rod during the "manipulate organs" step
of the aforementioned surgery to snatch organs from a target.

Unlike other fish sources, this one has a negative fishing difficulty of
-20, which when summed with the default minigame difficulty should still
result in a negative difficulty. In layman terms, this means the
minigame is skipped here (unless you're wearing some clunky stuff like
insulated or boxing gloves). It also has a wait time of 8 to 13 seconds
versus the more random standard 3 to 25 seconds.

A small side-effect of this is that explosions during the "manipulate
organs" step will basically disembowel you, but it kinda fits anyway.

By the by, because of this, there is a tiny chance bluespace fishing
rods can yield you random organs. Worry not, they're newly generated, so
you won't be snatching it from another player by accident (at least for
now).

## Why It's Good For The Game
It adds more possible weird and rare shenanigans involving surgery.

## Changelog

🆑
Add: You can use a fishing rod to snatch organs during organ
manipulation surgery
/🆑
2024-11-20 22:13:18 +00:00
Ghom
7663b39cc8 Refactoring aquariums into components (feat: portable fish tanks) (#87866)
## About The Pull Request
I've been meaning to do this for some time. I need this for
portable/handheld aquariums/fishtanks to be possible. I'll sprite and
code them before I call this PR ready, however suggestions and code
reviews are welcome in the meantime.

Being a pretty heavy refactor, some things might break (we have more
than a few unit tests so perhaps not) while others, coincidentally,
might be fixed without me knowing. Anyway I'm sure this PR fixes
aquarium beauty, which wasn't really working to begin with because the
code was so fucking bad. Nothing really worth of a CL entry tho.


TODO:
- [x] handheld aquariums, craftable with a kit and little plastic or
buyable from the fun vendor ig.
- [x] an aquarium upgrade for handheld aquariums to bypass possible
restrictions.
- [x] update the beauty element to consider items, which shouldn't
contribute to the area beauty when held or otherwise not on a turf.

## Why It's Good For The Game
This should make handheld aquariums possible.

## Changelog

🆑
refactor: refactored aquariums heavily. Please report any fishy bug.
add: Added portable/handheld fish tanks to the game. They can be crafted
with an aquarium kit and 5 sheets of plastic. While portable, they
cannot store fish that are too big or if there're too many already. This
restriction can be removed by using the new "bluespace fish tank kit"
techweb item.
map: Replaced the lawyer's stationary pet aquarium with a fish tank, so
you can carry McGill around.
balance: Reduced the iron cost of stationary aquariums a little.
/🆑
2024-11-21 09:45:49 +13:00
SmArtKar
bcb5c47571 Implements shared particle holders, re-adds slimed status particles using the new system (#87892)
## About The Pull Request

Partial revert of #86701
Implements a shared holder particle system, somewhat inspired by
https://github.com/Baystation12/Baystation12/pull/34014 (thanks Kapu).
Atoms can be assigned "shared" particles via add_shared_particles, with
an optional "alternate" key passed as a second arg if you're planning to
edit the returned particle holder (for example, color it like slimed
status does). Removing is done via remove_shared_particles with an
option to delete the shared holder if nothing is using it anymore (on by
default). This system should be prioritized over normal particle holders
when a lot of entities would be using a certain particle effect (like
fires) as it conserves a lot of clientside performance.

Burning, acid, decaying, firestacks and slimed status now use this
system which should help with clientside performance and amount of atoms
created/destroyed.

## Why It's Good For The Game

Less clientside lag.

## Changelog
🆑
refactor: Firestacks, burning/acid/decaying effects and (brought back
after being temporarily removed) slimed status effects now use a new
"shared" particles system, which should considerably improve client
performance when encountering a lot of burning/slimed entities.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-11-20 13:46:00 +01:00
Penelope Haze
b67a0901f2 Fix issues discovered via TypeMaker (#87596)
## About The Pull Request
Fixes issues with var typing and proc arguments, discovered using
OpenDream's WIP TypeMaker feature (using improvements I haven't PR'd
upstream yet).

## Why It's Good For The Game
Codebase maintenance.
2024-11-19 15:24:52 -05:00
Ben10Omintrix
d2c8e10e26 Repairbots (#86084)
## About The Pull Request
adds repairbots to the game!

![repairbot](https://github.com/user-attachments/assets/8c492c7c-6c12-4095-89f6-cc97ae1edbc0)

this pr serves as a massive rework and buff to floorbots. i was a bit
sad that they dont get built much anymore so ive given them tons of more
utilities and uses.
Repairbots still inherit to place tiles and repair breaches. but they
can now rebuild walls, rebuild windows and repair structure and
machinery. Also Ive given them voicelines to add more character to them.
In short, they are very depressed with their job (however they express
their happy go lucky attitude when u emag them where they will start
deconstructing the station)

to demonstrate capabilities, here's a slightly sped up clip of some
repairbots patching up an area that was maxcapped 4 times:

https://github.com/user-attachments/assets/bddac3b0-1984-4571-85d3-c5283dd7c0de

When repairbots feel threatened, they will retract into their little
toolbox which u can pick up and hold in ur hand, either to conveniently
carry and plop them down at breached sites, or to bash skull with it

U can build them using a toolbox, proximity sensor, cyborg arm and a
conveyor belt

## Why It's Good For The Game
refactors floorbots and makes them alot more useful tools for engineers
to use


## Changelog
🆑
refactor: floorbots have been refactored, please report any bugs
add: adds repairbots to the game!
/🆑
2024-11-19 15:19:44 -05:00
MrMelbert
d3bc3e8cb4 Being drunk or having a broken arm hurts accuracy with ranged weapons. Also cleans up a fair bit of hand handling to be more readable (#87904)
## About The Pull Request

1. Having a broken arm will affect your accuracy when firing a weapon
with that arm, even potentially causing damage to you if it's a weapon
with recoil. This effect is not applied under the effects of a
painkiller.

2. The sister effect of this (punching someone with a broken arm) now
also has an interact with painkillers (it can no longer block your
attack).

3. Being drunk heavily affects ranged weapon accuracy, unless you're the
bartender

4. A lot of hand handling cleanup, using new macros to make it a lot
more readable at a glance

## Why It's Good For The Game

We have this system for modifying firearm accuracy but we don't really
use it commonly, and I feel like it slots in well with a lot of places

For broken arms, it adds some more depth to the wound system, in the
same way that trying to punch someone with a broken arm causes pain. (I
actually want to expand this to melee weapon accuracy and attacking with
melee weapons in general, but that's for a later time)

For drunkenness, it just adds to the drunk shenanigans. It also slightly
reduces the effectiveness of drinks as combat healing chemicals, such as
quadsec - makes it a bit more of a trade off.

## Changelog

🆑 Melbert
balance: Having a broken arm affects your accuracy with ranged weapons
fired with that arm. Utilizing a painkiller will nullify this effect,
however.
balance: Painkillers will prevent your punches from being cancelled due
to having a broken arm. You'll still take damage, though.
balance: Being drunk now affects your accuracy with ranged weapon. The
bartender is immune to this effect via their skillchip.
code: A lot of code involving left and right hand handling has been
cleaned up, easier to read. Report any oddities, like left and rights
being flipped
/🆑
2024-11-19 19:31:06 +01:00
fevryk
1e0372bc6c New Black Market Uplink Weapon - Carpenter Hammer (#87070)
## About The Pull Request

There are maints hidden under every station in the world.
Everyone knew about them, but lied to you about them your entire life.

This PR adds carpenter hammer as a new black market uplink weapon with a
sliiiight psychopomp reference (!)

      




![dreamseeker_9eImatpaTd](https://github.com/user-attachments/assets/796463a0-9c88-4f77-aa1a-98d079a3050f)
(code is mostly done with the help of my awesome friend Sensum)

## Why It's Good For The Game

More use for black market uplink, and new weapon with cool killsound
feature.
I want black market to be more content filled with various stuff.



https://github.com/user-attachments/assets/f726d292-dc14-43b2-a536-21901bb7f9b9




![dreammaker_odBCfLOltA](https://github.com/user-attachments/assets/7cb212de-cc3b-4298-9121-d82569f455ba)


![Aseprite_eEG9E3PLlY](https://github.com/user-attachments/assets/3264733e-e58a-4c3b-b1b2-27693b73924a)


![Aseprite_kCZV4Akb3x](https://github.com/user-attachments/assets/27ae4b49-fed5-414f-9dba-90a2441835f8)


## Changelog

🆑
add: Added new weapon carpenter hammer to black market uplink
add: Added killsound feature
/🆑

---------

Co-authored-by: S <121913313+SSensum@users.noreply.github.com>
Co-authored-by: someone <someone@anydomain.not>
Co-authored-by: Niron3206 <68388770+Niron3206@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2024-11-18 23:58:39 +01:00
Jackal-boop
9d2f1eabf6 buffs the Hot Potato a lil (#87857) 2024-11-18 21:40:12 +02:00
Ghom
375b57338d THERE IS OGG! I DIDN'T LIE (#87975)
## About The Pull Request
Converted `duct_tape_snap` and `duct_tape_rip` from mp3 to ogg, 441,00
Hz, mono.

## Why It's Good For The Game
Sound standards.

## Changelog
N/A
2024-11-18 14:08:49 +02:00
tonty
6e29e20bde Fixes haunted 8-balls (#87969)
## About The Pull Request

Haunted 8-balls had the condition for their UI flipped, so it would hide
it when it was supposed to show it and vice-versa. This fixes #83120

Also fixed some bad UI work so it's a bit nicer

## Scariest Story (Try Not To Get Scared)


https://github.com/user-attachments/assets/ba5341f1-8025-4931-b3d5-73e0ecf82788

## Changelog

🆑
fix: Haunted 8-balls are now usable again (FINALLY)
fix: Haunted 8-ball UI now correctly displays your selected answer
qol: Made the haunted 8-ball UI look a pinch better. Just a smidge. 
code: Haunted 8-balls no longer use a duplicate answer list
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
2024-11-18 12:41:20 +01:00
EOBGames
5a5f5a28ef READY DONK UPDONKATED (#87967)
## About The Pull Request
**READY-DONK'S BACK!!**

![image](https://github.com/user-attachments/assets/13af242a-874e-43e6-87b0-fa33224f0d64)
Gives a (sorely needed) new lick of paint to Ready-Donk. The sprites are
based off of the import vendor trays from Skyrat
(https://github.com/Skyrat-SS13/Skyrat-tg/pull/16215), originally by
Paxilmaniac, and I think they really help nail the microplastic-laden
ready meal aesthetic that Ready-Donk was always meant to embody.

As a fun extra, I also threw together some sprites for some TV dinner
classics, Salisbury Steak and Country-Fried Chicken, and figured I might
as well go the extra mile and actually add them in.
## Why It's Good For The Game
More Ready-Donks means more sodium for the crew, and more sodium equals
more gooder.

Also, if I'm being honest with myself and with everyone else, the
current crop of sprites for Ready-Donk never really captured the feel I
was aiming for with them; this new set is both generally better (I
think, anyway) and actually looks like what it's meant to be.
## Changelog
🆑
add: DONK CO. HAS UNVEILED A NEW RANGE OF READY-DONK PRODUCTS! GET THEM
AT CARGO TODAY!
image: READY-DONK: NEW LOOK, SAME GREAT TASTE
/🆑
2024-11-17 14:48:01 -05:00
jimmyl
c56046eb90 [no gbp] improves climbing hooks a little (#87957)
## About The Pull Request

climbing hook now aims for the turf of whatever you click on
you may now climb onto things that wouldnt make you fall down: lattices,
catwalks and the like


https://github.com/user-attachments/assets/291b1e85-4c85-4ed0-af1c-fe990de83041



## Why It's Good For The Game

fixes #87947

## Changelog
🆑
fix: You may no longer use a climbing hook to phase through catwalks and
such. On the other hand, improved climbing hook aim and you may climb
onto lattices or catwalks
/🆑
2024-11-17 18:33:56 +01:00
EnterTheJake
15247f28f1 Arcmines The Clarke Exosuit + Tech node changes. (#87936)
## About The Pull Request

The Clarke Exosuit has received several adjustments to make it worth
using in the Arcmining era.

- Clarke no longer requires gold bars to be built.

- HP bumped from 200 to 250, melee armor bumped from 20 to 40.

- Clarke Ore storage module can now collect boulders and smelt them
internally.

- Exo mining scanners can now be used in proximity to a vent to start
the wave defense event.

- Mech Pkas now do more damage  and have the AOE upgrade preinstalled.

- Mech drills are now a utility module rather than a weapon.

- New Internal module unique to the Clarke, It's a rusty sleeper that
can be used to recover dead miners, but lacks the ability to inject
chems

- Fixed Mech sleepers not granting life support.

- Plasma cutters and Bluespace satchels tech nodes are no longer locked
behind experiments, but they are now discounted by them.

## Why It's Good For The Game

Ever since the inception of Arcmining, the Clarke Exosuit has fallen
from being niche to straight up irrelevant.

The Clarke sits in this weird spot, where, while not being roundstart
available, it is an effectively worse fit than your regular Shaft Miner
in all aspects of the job.

This PR aims to address this by making The Clarke able to be built even
if the miners are absent or haven't secured a haul, while making it
actually capable of interacting with the new elements introduced by
Arcmining.

**Arcmining Clarke and Improved Combat functionality**

The Mech mining scanner can now be used to trigger the vent wave
defense, The internal storage module can now collect boulders and
internally smelt them within the Clarke.

Video Demonstration: https://www.youtube.com/watch?v=gtsNK5JbI3o

The Clarke is now a more capable fighter on Lavaland, being a bit
beefier overall.

The mech Pka was also in dire need of some love. It being unable to be
upgraded made it frankly underwhelming at dealing with Vent defences.

I was considering just having PkA upgrades applicable to the mech itself
but ultimately decided against it in fear of having it become a problem
on the station.

Instead, I just went for a flat damage increase and have the AOE upgrade
come preinstalled to better deal with legion swarms.

Lastly The drill modules have been reworked to be utility modules
instead of weapons.

Frankly these shouldn't be weapons, they are nowhere near as valuable as
the cutter or the PKA and can't be used at all on moving targets due to
the long cost time.

**New Clarke Exclusive Internal Module: Mining Sleeper**


![image](https://github.com/user-attachments/assets/bf807ec7-57e0-4caf-a2ac-bbd70ccc44c0)


Just a bit of extra functionality to aid miners that have tragically
fallen, this sleeper is effectively a worse version of the Odysseus, it
can stabilize patients but cannot inject chems, I also fixed an issue
where Mech sleepers were not putting patients on life support like
regular sleepers do.

**Tech Node Changes**

This is not something super related to the Clarke in and on itself, but
I figured I might push my luck and try these anyway.

There is just no good reason as to why satchels and cutters should be
hard locked behind gas shells.

These experiments are fairly trivial, but have a huge impact on lowpop
as they usually force people to break into ordinance or the teleporter
room just so miners could get their basic tools.

The shells still exist but now grant a discount instead of hardlocking
tech, so there's still an incentive to do them.

ROCK AND STONE!

## Changelog

🆑
add: New internal sleeper module for the Clarke.
balance: Clarke Integrity has been bumped from 200 to 250 HP, melee
armor bumped from 20 to 40.
balance: Exo mining module can now be used to scan vents and begin the
wave defense event.
balance: The Clarke Ore Storage Module can now collect boulders and
internally smelt them.
balance: Mech Pka is now bundled within the Clarke tech node, it now
does more damage and comes with the AOE upgrade preinstalled.
balance: Exo mining drills are now a utility module rather than a
weapon.
balance: Applied Bluespace Research and Controlled Plasma tech nodes are
no longer hardlocked behind surveys, they instead favor from a discount
if they are completed.
fix: Fixes Exo Mech modules not granting life support to housed
patients.
/🆑

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-11-17 13:51:18 +00:00
Kapu1178
a9864a5268 THERE IS NO OGG! I LIED! (#87808)
Fixes mislabeled audio files. @francinum and I found this while working
on https://github.com/tgstation/rust-g/pull/192


![image](https://github.com/user-attachments/assets/2d564842-876a-4915-9eba-a5d6847d81b3)
https://www.youtube.com/watch?v=plrlrGtoiik
2024-11-17 05:12:29 +01:00
thegrb93
704052391f Fix cyborg inducer (#87953)
## About The Pull Request
Fixes: #87951
## Why It's Good For The Game
Bugfix
## Changelog
🆑
fix: Fix broken cyborg inducer
/🆑
2024-11-17 04:59:21 +01:00
Ghom
334589ad25 Tendril chests and mystery boxes can now be fished multiple times with a 30 minutes cooldown. (#87944) 2024-11-17 02:57:07 +02:00
SmArtKar
34156c60f2 Removes N-Spect scanner's and scanner gate's ability to scan people for contraband (#87882)
## About The Pull Request
What title says. Handheld N-Spect scanners and scanner gates can no
longer scan people for contraband. N-Spect scanners can still scan items
and storage containers.

## Why It's Good For The Game

Contraband scanners are a direct (and pretty much binary) antag check
(which goes against our general disdain towards antag checks) and a
significantly faster and easier bag check (which goes against our server
policy established eons ago). This interaction isn't logged either which
is also very bad.
There is no way to avoid being caught if someone comes up to you
intending to scan/bag check you, which is why bag check policy was made
in the first place - if you don't agree to it, you must have something
to hide. Scans aren't logged either, you can only check nspect's says to
see if there was an attempted scan but not if its been finished or what
the results were.

## Changelog
🆑
del: Removed N-Spect scanner's and scanner gate's ability to scan people
for contraband.
/🆑
2024-11-16 13:53:44 +01:00
Tim
c14e214af5 Fix radio jammer screentips (#87927)
## About The Pull Request
This fixes the radio jammer screentips since it was using the wrong
path.

## Why It's Good For The Game
Consistency.

## Changelog
🆑
fix: Fix radio jammer screentips
/🆑
2024-11-16 04:23:01 +01:00
SmArtKar
97cd0ea5fb Guncode Agony 4.1: Portal Intermission (#87803)
## About The Pull Request

Closes #75447 by allowing projectiles to pass through portals. This does
not allow for infinite loops for sanity (including host's) reasons.

Can safely be merged before #87740

## Changelog
🆑
fix: Many years later, projectiles finally can pass through portals -
this time without crashing the server.
/🆑
2024-11-14 19:53:57 +01:00
grungussuss
9dadb4b2cf sandstone blocks have the correct sound now (#87896)
## About The Pull Request
closes https://github.com/tgstation/tgstation/issues/87611
## Why It's Good For The Game
it makes sense
## Changelog
🆑 grungussuss
sound: sandstone blocks have the correct sound now
/🆑
2024-11-14 19:11:25 +01:00
Lucy
f4a077c6fe Refactors some more UIs to use DmIcon (#87886)
## About The Pull Request

Upstream port of
https://github.com/Monkestation/Monkestation2.0/pull/4215

This changes some tgui UIs that used icon2base64/getFlatIcon to display
items to instead use DmIcon, just passing the icon/icon_state instead.

To be specific: the ORM, the "ore container", and the order console
(produce, mining, and bitrunning vendors)

<details>
<summary><h3>UI screenshots / proof of testing</h3></summary>

![2024-11-12 (1731458275) ~
dreamseeker](https://github.com/user-attachments/assets/b1c60677-b117-4c23-8076-8b5072130d55)
![2024-11-12 (1731458281) ~
dreamseeker](https://github.com/user-attachments/assets/b64d3c2f-4754-4e5d-991a-2df69d86eb2a)
![2024-11-12 (1731458286) ~
dreamseeker](https://github.com/user-attachments/assets/287d8db1-8acb-4c4c-a2f0-66227a477d19)
![2024-11-12 (1731458388) ~
dreamseeker](https://github.com/user-attachments/assets/f69f5d51-5cdc-442c-971d-a4abedd4a3d2)
![2024-11-12 (1731458391) ~
dreamseeker](https://github.com/user-attachments/assets/53a95e88-ac41-4f97-a409-10b19d130376)


</details>

## Why It's Good For The Game

gfi bad, especially in ui(_static)_data, dmicon good.

## Changelog
🆑
refactor: The ORM, "ore container", and order console UIs (produce,
mining, bitrunner vendors) now load icons in a more efficient manner.
/🆑
2024-11-14 19:10:22 +01:00
jimmyl
2eb553576a meatlovers flatbread no longer tastes raw (#87853)
## About The Pull Request

fixes #87844
2024-11-13 12:30:29 -06:00
SmArtKar
09f868f59e Fixes stingbangs using wrong sprites (#87812)
## About The Pull Request

Stingbangs (and much rarer rotfrags) used their disassembled sprite
until primed this entire time. Yeah.

## Why It's Good For The Game

Handle appearing out of nowhere looks very jarring
2024-11-13 12:11:18 -06:00