63 Commits
Author SHA1 Message Date
Letter NandGitHub ae13ea85ea add missing stuff from the interaction update (#7531) 2026-04-06 19:48:44 +02:00
Letter NandGitHub d50ea14baa effect cleanup (#7502)
yeah, also updates emissive blockers
2026-01-27 12:44:16 -05:00
Letter NandGitHub cb37c3ba0a implement INTERACT_ATOM_* (#7465)
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## About The Pull Request
title, will be used when i tgify machines (upgradable machinery)
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## Why It's Good For The Game

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## Changelog

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🆑
code: properly implement `INTERACT_ATOM_*`
/🆑

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2026-01-14 00:06:48 -05:00
Letter NandGitHub f08f02e4c3 elpers (#7474)
move floor helpers to their file
2026-01-11 15:32:46 -05:00
siliconsandGitHub 6736ce43d5 bugfixes 3 (#7414) 2025-12-12 18:53:15 +01:00
4ab234f10c maploader / overmaps update - struct system, overmaps location bindings, misc backend improvements (#6403)
tl;dr level collections that can easily be logically restructured/moved
as necessary

will eventually be used for radio and overmaps location resolution.

this is the last part of
https://github.com/Citadel-Station-13/Citadel-Station-13-RP/pull/4841
that has not yet been integrated.
this will be a draft for a while.

---------

Co-authored-by: LetterN <24603524+LetterN@users.noreply.github.com>
2025-11-06 17:49:23 -08:00
7e8cd3f5ac refactors combat backend & adds kinetic gauntlets (#7144)
Co-authored-by: Zandario <zandarioh@gmail.com>
2025-05-31 19:30:25 +02:00
siliconsandGitHub f98bad682b rename ITEM_NOBLUDGEON to ITEM_NO_BLUDGEON (#7123)
readyability
2025-04-30 10:15:46 +02:00
siliconsandGitHub 1fb3828254 ballistic refactor (#7019)
yeah turns out gun refactor wasn't done

- adds proper chamber handling
- fixes a lot of ballistic guns
- temporarily disables a lot of bolt handling
- refactors microbatteries
- fixes shotguns
2025-03-11 21:40:32 +01:00
a523138ce0 Using the is_avoiding_ground() check: Flying no longer has you touching the ground. (#6991)
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## About The Pull Request

Moves a few checks if someone's flying/hovering to use the
is_avoiding_ground check. It also removes the slowdown of a tile if you
aren't actually stepping on it. This check does include more, like if
you are only riding on something that's lifting you up enough, but
unless it flies itself, it'll trigger what you may be avoiding, and in
turn, will be affected by it (i.E falling down the chasm, there is no
delay in my test, so no Yoshiing over a single tile.)
Draft for now to see if there are more places to check for it, and as
the balance change is big enough to warrant additional thoughts.

## Why It's Good For The Game

Flying people no longer leave footprints, nor touch the ground for water
or lava. Logically, they aren't even slowed down by the tiles. This
heavily buffs flying, at least the ignoring the slowdown part, so that
may be removed for the sake of balance. The rest should be more
flavorful, or just making sense.

## Changelog

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observed by players or admins you should add a changelog. If your change
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🆑
tweak: If you aren't touching the ground, don't interact with things
there.
/🆑

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your name to the right of the first 🆑 if you want to overwrite your
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---------

Co-authored-by: MarsMond <no@email>
2025-03-10 13:27:05 +01:00
Timothy TeakettleandGitHub c569d058e6 holospheres (TESTMERGE ONLY) (#6964)
## About The Pull Request
IN SO FAR;
- 20 max health species that displays as a hologram
- all clothing and items they wear display as holographic, the same as
their body
- hair and body alpha values can be customized
- other slots can be equipped like backpacks/belts/etc however they
appear holographic (for now, might change this!)
- your loadout/job clothing copies onto your body, priotizing job
clothing first
- if you use the enable-hologram verb or die as a hologram you will be
turned back into your sphere, dying means you are stunned for 10 seconds
and then you turn back into a hologram
- dying loses you nutrition and you also passively regenerate hologram
health over time using nutrition, this can be regained using a
recharging station
- being a hologram they are unable to be healed by normal things, they
don't have a mouth, can't get diseases, etc, this is counteracted by
having incredibly low health and their 'death' being quite punishing
(loss of nutrition that requires a recharger, hardstun that leaves their
shell vulnerable)
- cable coil heals burns on the sphere, welding tool heals brute on the
sphere
- you can pick the sphere up by clicking on it
- you can revive the sphere using a multitool, this takes 10 seconds and
requires the sphere to be full hp
- eye colour on the sphere is the character's eye colour
- if hologram is gibbed/dusted then the shell is also deleted
- action buttons for the verbs
- new clothing flag NO_UNEQUIP stops you unequipping the item
- attempting to strip the holosphere shell will strip the hologram (you
can't avoid getting your items taken off you)

PLANNED:
testmerge this for a round or two and just get a better feel for their
balance

## Why It's Good For The Game

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑
add: holospheres
/🆑
2025-02-25 06:46:49 -08:00
siliconsandGitHub 4137b01947 guncode update (and misc refactors) (#6740) 2025-02-22 16:31:23 +01:00
siliconsandGitHub c472903f06 some inventory backend changes & fixes (#6891) 2024-11-29 21:06:24 +01:00
siliconsandGitHub 59d7d4411d shuttle templates and some ports from shuttles branch (#6755)
to enable new shuttles to be made.
2024-09-19 23:17:53 -04:00
siliconsandGitHub 2533caefd9 combat code overhaul + projectiles v8: impact handling (#6579) 2024-09-02 20:34:27 +02:00
siliconsandGitHub 14779ba8d6 slip refactor (#6665) 2024-08-18 22:00:26 +02:00
siliconsandGitHub 50371db6fe projectiles v8 - raycasting (#6544)
Atomizing the physics solver out of #5934 

Tldr this is way less overhead, complicated, and far more accurate than
the old one
2024-07-05 14:08:38 -06:00
siliconsandGitHub afcd6fb920 OBJ_ALLOW_THROW_THROUGH + mob throw damage (#6525) 2024-06-19 19:37:31 +02:00
siliconsandGitHub 01fa629df2 frame refactor (#6336)
rolling bugfix + frame refactor branch
2024-05-26 20:08:28 +02:00
siliconsandGitHub ebdf5fb9f0 generic obj rotation system (#6409)
operates off context menu
2024-04-24 16:45:16 -06:00
siliconsGitHubVM_USER <VM_USER>silicons
8ca04ad274 persistence update + spraycans + graffiti + persistent debris + glass shards (#4301)
Co-authored-by: VM_USER <VM_USER>
Co-authored-by: silicons <no@you.cat>
2024-03-04 23:06:10 +01:00
66c5210e13 refactors bodytemperature stabilization, refactors taking organ damage, etc (#6262)
Co-authored-by: silicons <no@you.cat>
Co-authored-by: Zandario <zandarioh@gmail.com>
2024-01-17 12:02:31 +01:00
e2dae42dc4 runtime maploading 2/3: multiz update (#6145)
3/3 is world structs and the fun that comes with that

this pr has:

- transitions
- new multiz system
- lookup optimizations
- misc updates

---------

Co-authored-by: silicons <no@you.cat>
2023-11-26 18:55:55 -08:00
f00535983e [MDB IGNORE] [IDB IGNORE] atom damage (#5235)
## About The Pull Request

adds generic system for atom health / integrity / damage

everything that isn't flagged with not-bludgeonable can, well, now be
bludgeoned.

## Why It's Good For The Game

more interactive game world through the means of making people able to
break Everything.

## Changelog

🆑
add: atom damage - (almost) everything is now breakable.
refactor: new /atom level materials system
refactor: a lot of the combat system / click code
refactor: melee attack styles
/🆑

---------

Co-authored-by: silicons <no@you.cat>
2023-11-11 17:33:57 -07:00
1dfc2cf2b6 Carry weight (#5791)
Co-authored-by: silicons <no@you.cat>
2023-10-12 11:04:59 +02:00
abad04c75d sculpting update + major stack crafting improvements (#5950)
Co-authored-by: silicons <no@you.cat>
2023-09-22 22:15:31 +02:00
2b8c889578 reworks pathfinding (#5907)
- adds astar with visualizer
- adds jps with visualizer
- transitions everything to subsystem calls
- subsystem now limits the number of calls that can go on at once for
performance reasons

"uh oh, silicons is fucking with integral game code while half asleep
again"

---------

Co-authored-by: silicons <no@you.cat>
2023-08-30 19:28:20 -07:00
0dee8a0ace dynamic climbing and object heights (#5692)
Co-authored-by: silicons <no@you.cat>
2023-07-17 22:39:51 +02:00
749579b9f9 Lathe/Design/Materials refactoring + misc changes (#5123)
## About The Pull Request

rewrites lathes 
they are now embeddable within other interfaces, have unified controls +
queue management, and have support for using

- materials
- reagents
- even using / transforming existing items

rewrites /datum/design to be semi-singletons
adds SSresearch to hold designs
rewrites atom material system a bit

also:

- adds MIT license identifiers to some of my old TGUI work of which I am
the only one on the git history. i'd like to keep the tgui section and
my own code samples in there as MIT instead of AGPL.
- removes vorestation id restorers from maps because they're unused
nowadays
- removes partslathe as they're basically just unused
- Revamps sheetmaterials stylesheet as it really didn't need to just be
stacks.dmi

## Why It's Good For The Game

lathes sorely needed a redo
we want good materials support ontop of that.
also fixes autolathes :)

the "also" part is already covered above.

## Changelog

🆑
refactor: lathes are completely rewritten
fix: autolathe x5 and x10 buttons
del: autolathes can no longer be hacked. all hacked recipes are instead
accessible as normal recipes.
del: partslathes - redundant
del: id restoration consoles - unused / prohibited by server rules
/🆑

---------

Co-authored-by: silicons <no@you.cat>
2023-07-08 22:53:25 +02:00
104cb8693b hypospray update (and small reagent touchups) (and small clothing flags touchup) (#5562)
## About The Pull Request

replaces our hyposprays with.. well, better hyposprays
adds hypospray kits to medical

sprites courtesy of @granodd and aurora 😊 

furthermore, upgrades reagent system a bit (initial paths on recipes
instead of ids only) and buffs small beakers/bottles to be smaller to be
on par with large beakers, for volume efficiency.

## Why It's Good For The Game

syringes are boring and our hyposprays + their vials are shit, let's
make something cool and flashy to standardize on medical.
this is the future / sci fi, after all.

as for why to rebalance beakers/bottles:

we already have large beakers that store 2x. with the same space. it's
kind of silly to just lock this capability behind having an autolathe.

## Changelog

🆑
add: new hyposprays and hypospray vials
balance: beakers/bottles are now smaller.
add: injection port clothing flag
/🆑

---------

Co-authored-by: silicons <no@you.cat>
2023-06-06 10:16:59 -04:00
02c66e66e8 fixes a bunch of protean issues (#5441)
Co-authored-by: silicons <no@you.cat>
2023-04-30 14:16:11 -07:00
cce3ceba0d reworks holograms (#4952)
🆑
code: some tg movement stuff
add: holocalls
add: holocalls are rather advanced; enjoy. cross ship communication will
finally be a thing.
add: AI/pAI custom holoforms; enjoy, you can finally fuck around as your
own character
/🆑

---------

Co-authored-by: silicons <no@you.cat>
2023-04-03 14:40:51 -07:00
8b778b0321 Armor rework (#5158)
Co-authored-by: silicons <no@you.cat>
2023-03-25 11:58:25 +01:00
cc02ac04fe slightly more rendering fixes (#5203)
- debug worn assets makes text not an /icon that renders in proc return
- removes empty / default uniform state

---------

Co-authored-by: silicons <no@you.cat>
2023-03-20 12:29:41 -07:00
018f2746e3 Movement types (#5157)
Co-authored-by: silicons <no@you.cat>
2023-03-12 10:40:39 +01:00
257d52c83d renames a lot of item flags, organizes flags, introduces item_persist_flags (#5070)
Co-authored-by: silicons <no@you.cat>
2023-03-08 12:28:26 -06:00
2ac1c566b8 access refactor, head of staff id mod consoles, tgui modules, this is a cry for help (#5040)
Co-authored-by: silicons <no@you.cat>
2023-02-28 17:35:44 -06:00
993cdb5bc3 Ashlanders: Phase 3 (#4983)
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## About The Pull Request

**Mobs:**
1. **Adds the Shank.**
2. **Adds the Stormdrifter.**
3. **Goliaths can now be milked for gunpowder.**

**Structures:**
1. **Adds Ashlander Structures: Magma Forge and Brick Press.**
2. **Adds Ashlander Catwalks.**
3. **Adds Goliath Hide curtains.**
4. **Adds a Tying Post.**

**Map Edits:**
1. **Removes the Harmony colony.**
2. **Removes Ashlander Camp.**
3. **Adds Ashlander Village.**

**Adjustments/Changes:**
1. **Tweaks Bone Axes and Spears.**
2. **Restricts Tribal Recipes.**
3. **Rearranges Ashlander structures and icons into bespoke files.**
4. **Beakers can now scoop ash piles off the ground.**
5. **Shows Reagents in Stone Mortars on Examine.**
6. **Creates Preset Types for Bone Tables/Benches & Sandstone
Tables/Benches.**
7. **Wood Fences are now craftable with planks.**
8. **Boosts Ashlander Darksight.**
9. **Changes the lid colors of Ashlander containers.**
10. **Gives Ashlanders a Dedicated Language.**

**Alchemy:**
1. **Adds a craftable Ashlander Alchemy Station.**
2. **Adds a craftable stone mortar.**
3. **Creates New Reagent: "Alchemical Base"**
4. **Adds a Fertilizer recipe.**
5. **Adds an Alternate Tallow recipe.**
6. **Adds a Soap recipe.**
7. **Adds a Charcoal Stick recipe.**
8. **Adds a craftable Calcinator.**
9. **Adds the Industrial Plant Cersut.**
10. **Creates a craftable Stone Dropper.**
11. **Adds Juhtak Poultice recipe.**
12. **Adds Pyrrhlea Poultice recipe.**

**Craftables/Content:**
1. **Creates Craftable Saddles.**
2. **Adds Sandstone Flooring.**
3. **Adds Wooden Roofing.**
4. **Adds the craftable lava-proof boat and oar.**
5. **Adds elder stones and a harvestable outcrop.**
6. **Adds Charcoal Sticks - a pen subtype.**
7. **Adds craftable Sandstone jars.**
8. **Adds craftable Cooking Spit.**
9. **Adds primitive Soap.**
10. **Adds Goliath hide gloves.**
11. **Adds Goliath hide ore bags.**
12. **Adds bone specific arrow recipes for Ashlanders.**
13. **Provides specialized armor for Ashlanders.**
14. **Adds Bone Talisman (Disenchanted) to Loadout.**
15. **Adds Goliath half-cloak.**
18. **Adds Goliath plant bag.**

**Weaponry:**
1. **Adds the Stun Lance.**
2. **Removes Firing Pins from Muskets.**
3. **Adds the Bone Sword and Elder Bone Sword.**
4. **Adds Shiv Knife.**
5. **Removes Musket safety.**
6. **Removes the safety from bows.**

## Why It's Good For The Game

**Mobs:**
1. _Gutshanks can now be matured into Shanks, which serve as mounts for
Ashlanders. If a Shank has a saddle on it, you can set its name/rename
it with a charcoal stick._
2. _Stormdrifters are floating mobs who wander the Eastern Plains
aimlessly, having been blown off-course by storms. They likely have some
kind of utility._
3. _Goliaths eat lots of sulfur and saltpeter-rich rocks and sand, and
now canonically create gunpowder as a waste byproduct. This can now be
collected by Ashlanders to replenish musket reserves._

**Structures:**
1. _Ashlanders need a way to generate rods to create flooring for their
structures, and also a way to access lead sheets to make musket balls.
The Magma Forge creates rods when fed iron ore, lead ingots when fed
lead ore, copper ingots when fed copper ore, and slag when fed sand. To
encourage more thematic construction, Ashlanders can use a Brick Press
to create sandstone bricks when they feed it sand._
2. _I wanted a bridge/catwalk system for Ashlanders, and this is what I
came up with._
3. _Instead of heavy stone doors and stuff, I thought goliath hide
curtains would be pretty nifty. So we've got those now!_
4. _This craftable bone tying post allows you to anchor your mount in
one spot, just like in the Wild West!_

**Map Edits:**
1. _As much as I love Harmony, it has served its narrative purpose.
Instead of extending Lavaland with another Z-Level, as I planned a while
back, I'm going to instead remap East to be the new Ashlander spawn
zone._
2. _The exile POI for Ashlanders no longer serves purpose._
3. _It is instead replaced by this village!_

**Adjustments/Changes:**
1. _Bone axes and spears now use their bespoke sprites, instead of
material inheritance sprites._
2. _To craft Tribal recipes, you must now be an Ashlander. This should
encourage more commercial trade between Ashlanders and station crew._
3. _I had to create a new file and icon sheet for Ashlander specific
structures. I have moved the primitive seed press and the yurt to this
file, and adjusted the relevant areas in code._
4. _I was surprised to discover this function didn't exist. It seems
obvious that you should be able to sweep ash up. Most people don't even
realize ash is a valid reagent type. Now it can be utilized somewhere,
hopefully! Besides just me, I mean._
5. _There have been complaints about the confusion around stone mortar
contents on Surt. The ability to see reagents in a beaker used to exist,
but appears to have been removed somewhere. It was a pain, but I figured
out how to restore it for stone mortars. Now Ashlanders can safely know
whether they're about to drink water or gunpowder._
6. _I just wanted these so I could map them in to replace most of the
wood in the Ashlander village._
7. _I've seen some pretty weird fencing solutions for when the Ashlander
corral breaks. I'm debating a bone-based fence for it, but in lieu of
that, these should be craftable anyways._
8. _Originally I had this set to 5. It turns out 5 was too low. Even 7
feels a little inadequate. I'm considering other solutions._
9. _To match with more bone and less wood, these should be changed!_
10. _Apparently I was using an Admin event language all along. Now they
have a language of their own!_

**Alchemy:**
1. _I know there isn't like, a super obvious utility for this yet, but
it feels like something that might be useful later. Maybe for advanced
Ashlander medicines like poultices or something. Maybe a Phase 4 thing._
2. _The stone mortar functions as a beaker, and can be used to contain
reagents for Ashlanders, such as gunpowder._
3. _This chemical serves as the core reagent in Ashlander alchemical
recipes. It helps to prevent overlap in recipes considering the limited
number of reagents Ashlanders have access to. It can be crafted by
combining ash and sulphuric acid._
4. _Ashlander players have also requested access to fertilizer. Although
you can grind up plants currently to provide plots with nutrients,
giving the players access to a baseline fertilizer recipe (which I was
surprised to see didn't exist/doesn't exist in a way Ashlanders can
fairly access) works too. It can be crafted by combining equal parts
tallow, ash, and alchemical base._
5. _Tallow is vital for a couple of my early concept alchemical
formulas. It also serves to add additional utility to raw meat which
might otherwise go unused. I designed this alternate recipe to require
little more than grinding meat down into its components. It can be
crafted by combining equal parts triglyceride, protein, and alchemical
base._
6. _Butchering animals is dirty work. There have been multiple requests
for a way to wash dirty items. Unfortunately, providing Ashlanders with
a puddle of water or other water-based vectors would undermine the
purpose of farming Gutshanks. However, primitive cultures knew about
soap and how to create it. It can be crafted by combining equal parts
tallow, water, and ash._
7. _That Charcoal has to be made somewhere! It can be crafted by
combining equal parts tallow, ash, and alchemical base._
8. _In alchemy, Calcinators are used to reduce ingredients to ash and
release their interior potential. This is a fancy way of saying you burn
stuff into ash. This machine was a total headache to me, and took up the
majority of my code work on this particular day. It's essentially a
bastard child of the reagent grinder designed to burn wood or bone (only
bone really matters for Ashlanders), and pump out ash for use in
recipes._
9. _The eagle eyed may have noticed earlier that Alchemical Base
requires sulphuric acid to craft. This is possible due to the addition
of Cersut. This leafy plant leeches Sulphur out of the soil, which is
processed through its body. Consequently, the leaves retain a
significant amount of sulphuric acid. Cersut is not designed for any
form of consumption. It is purely an industrial plant._
10. _I've discovered that due to some uneven production results, you can
get some total nightmare situations with Ashlander beakers. I've
considered adding some kind of chem master to allow for faster
refinement, but I mean. Where's the fun in that?_
11. _This poultice can be used to heal brute damage in a more focused
way. Made by mixing ten parts alchemy base with ten parts bicaridine._
12. _As the above, but used to heal burn damage. Made by mixing ten
parts alchemy base and ten parts kelotane._

**Craftables/Content:**
1. _Saddles allow you to ride Shanks when crafted and applied._
2. _Now Ashlanders can construct interior floors out of sandstone._
3. _Now we can have wood roofs, instead of just steel ones. This is
basically a fluff addition._
4. _The current redesign for Lavaland East has a lot of lava rivers and
stuff going on. It'd be nice if Ashlanders had special boats to sail
over it with._
5. _Older Lavaland recipes for certain tools required Cultist soul
stones. Obviously on Main this makes sense, but less so here. So I've
created Elder Stones, slightly anomalous gems that can be found in
special outcrops. I've come up with some lore for these, but it doesn't
belong here. They're used in recipes for things like lava-proof boats,
Ashlander welders, and Elder Swords, all of which are meant to be rare._
6. _Originally I had this concept of Ashlanders using charcoal sticks to
draw pictures and stuff, but I realized it would just lead to graffiti
and English letters all over my sand. So instead I've made them
primitive pens with no vector for paper, etc. They can be used to label
stone mortars, and feature in at least one crafting recipe._
7. _Since there's no wood on Surt, wood buckets don't make sense. Now
Ashlanders can craft sandstone jars - which function as buckets - in
their stead._
8. _The people have cried out for a way to cook food. I've made this
grill subtype that's just a spit over fire. Originally I was going to
make it require charcoal sticks as fuel to consume, but I think that'd
just add tedium (and I kinda don't wanna code it.)_
9. _It's ugly and it doesn't smell fancy, but it sure cleans stuff up._
10. _Fashion and utility! These gloves will protect you from stinging
nettles when farming._
11. _Picking up ore one at a time is kinda lame at this point._
12. _Since there's no way for Ashlanders to reliably get wood, I've made
it so they can craft arrows just using bone._
13. _Ashlanders have been using borrowed Gladiator uniforms for a while.
Now they have Babylonian style lamellar armor._
14. _Disenchanted bone talismans may now be selected in the accessory
loadout, at the request of players who have received them as gifts from
Ashlanders._
15. _This is purely an aesthetic/style addition._
16. _Adds Plant Bags for Ashlanders._

**Weaponry:**
1. _Designed to work in tandem with jousting, Stun Lances are more of a
tool for flavor._
2. _Muskets are ancient, primitive tech. They wouldn't use firing pins._
3. _As with the above, mechanical safeties didn't exist for
decades/centuries after muskets._
4. _Bone swords are neat! Elder Bone Swords were a recommendation by
someone, but I really loved the concept. Both are craftable, although
the Elder requires advanced (for Ashlanders) materials._
5. _I'm already touching the misc weapons file and someone suggested a
cheap shiv made of duct tape and knife blades. Sounded fun._
6. _Bows shouldn't have safeties._


## Changelog

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and it's effects on PRs in the tgstation guides for contributors. Please
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🆑
add: Adds the Shank.
add: Adds craftable saddles.
add: Adds craftable stone mortar.
add: Adds gunpowder milking feature to Goliaths.
add: Adds Stun Lance.
add: Adds Ashlander crafting structures (Magma Forge and Brick Press)
add: Adds Ashlander alchemy station.
add: Adds sandstone flooring.
add: Adds wooden roofing.
add: Adds the bone sword and elder bone sword.
add: Adds lava-proof boats.
add: Adds elder stones.
add: Adds Ashlander catwalks.
add: Adds Ashlander Village to Lavaland East.
add: Adds a shiv.
add: Adds Goliath hide curtains.
add: Adds alchemical system.
add: Adds alchemical recipes: alchemical base, fertilizer, tallow, soap,
charcoal sticks.
add: Adds Calcinator.
add: Adds industrial plant 'Cersut'.
add: Adds primitive soap and charcoal stick pens.
add: Adds sandstone jars.
add: Adds cooking spit.
add: Adds stone dropper.
add: Adds preset bone & sandstone tables and benches.
del: Removes Harmony colony.
del: Removes Ashlander Exile POI.
tweak: Removes firing pin requirement for muskets.
tweak: Changes Bone Axe and Spear sprites.
tweak: Restricts Tribal recipes to Ashlanders.
tweak: Rearranges Ashlander structures into specialized files.
tweak: Allows inspection of reagents in stone mortars.
/🆑

<!-- 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,
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the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: silicons <no@you.cat>
Co-authored-by: Zandario <zandarioh@gmail.com>
2023-02-04 23:02:58 -08:00
815f95679c """quick""" pr to overhaul some click handling stuff (#4916)
- adds click mode handling (tbd)
- converts attack to attack_mob
- adds attack_obj
- standard melee & post melee procs or both

Co-authored-by: silicons <no@you.cat>
2023-01-03 16:03:45 -08:00
siliconsGitHubVM_USER <VM_USER>silicons
2293f6af45 zas fixes, movement fixes, tweaks, etc (#4887)
🆑
fix: pumps no longer overpressurize at low temps (hopefully)
fix: you can climb over stuff while piggybacking people
/🆑

Co-authored-by: VM_USER <VM_USER>
Co-authored-by: silicons <no@you.cat>
2023-01-03 16:01:13 -08:00
1a524b77eb SSao, Z-Mimic, and O7 Lighting (#4846)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request
Z-Mimic is nice.

Currently just SSao atm, why SSao? Filter-based ao doesn't really work
with Z-Mimic

O7 Lighting cause I got tired of trying to make ours work with this. But
hey, we got directional lights now so that's cool.

🆑 @Zandario & @Lohikar
add: SSzmimic
add: O7 Lighting
add: SSao
del: SSopenspace
tweak: Lights now can shine in angles between 0 and 180
/🆑

Co-authored-by: Lohikar <lohikar@protonmail.com>
2023-01-01 05:04:11 -08:00
siliconsGitHubVM_USER <VM_USER>
0f5030afa0 adds multihand wielding component (#4829)
Co-authored-by: VM_USER <VM_USER>
2022-12-16 20:12:03 -06:00
siliconsGitHubVM_USER <VM_USER>
f13aa201e8 adds standard turfmakers (#4835)
Co-authored-by: VM_USER <VM_USER>
2022-12-16 20:04:43 -06:00
siliconsGitHubVM_USER <VM_USER>
fa3856bf7f renames flags to atom_flags for, well, atoms; transitions some reasonable atom flags to be more, well, obvious (#4837)
Co-authored-by: VM_USER <VM_USER>
2022-12-15 18:54:20 +01:00
siliconsandGitHub 9f469c5bd8 comms watch can now be worn one handed (#4745) 2022-11-24 09:54:54 +01:00
siliconsGitHubVM_USER <VM_USER>
a18f3cb3da fixes a few bugs (#4552)
* fixes

* bitfs

* fix

* fix

* fix

Co-authored-by: VM_USER <VM_USER>
2022-10-16 17:37:02 -07:00
siliconsGitHubVM_USER <VM_USER>
bf62a62bab vehicle repath, piggybacking, firemanning, riding components, multiseat vehicles, buckling, probably other stuff (#4361)
* shit code goes in the comedy bin

* stubs

* move those

* w

* vehicle repath

* maybe that instead

* aouhgoawhuh3ho

* markers

* a

* fixes

* hell

* let the great refactoring begin

* a

* aouhg

* changes

* augh

* signals

* s

* offhand stuff

* wrappers

* stuff

* modifications

* a

* stuff

* base component

* Stuff

* a

* stuff

* ay

* Ay

* ?

* fix

* a

* augh

* aough

* mark those

* sigh

* correction

* that

* let the good times roll

* more

* more

* on god

* aoihgouh

* fixes

* done with that ifle

* sigh

* a

* s

* fuck off voremobs

* stuff

* pain

* some more

* changes

* changes

* f/r

* sigh

* impl

* out with the useless

* fix

* Fixes

* a

* fixes

* move that

* pain

* fix

* m

* pain

* WHY

* regex

* s

* just offsets to go

* reserve those words

* that

* stuff

* stuff

* not sure if list ops were a good ide abut whatever

* fix

* and once more with energy!

* and once more with energy!

* fixes

* offsets

* fix

* lmao!

* ay

* patch

* fixes

* propagate that shit through

* ayo

* bruh?

* e

* PLEASE END MY SUFFERING

* ah.

* that

* fix

* fix

* fixes

* e

* Fix

* fix

* fix

* Fix

* fix

* fix

Co-authored-by: VM_USER <VM_USER>
2022-09-29 22:13:03 -07:00
siliconsGitHubVM_USER <VM_USER>
0550d41f81 dynamic/tool backend (#4411)
* stuff

* file vomit

* add draft notes to this

* clickchain

* augj

* ayy

* ayo

* ayo

* okay okay fine

* stuff

* defaults

* stuff

* how to solve feedback..

* kill me

* thank you lohikar c:

* aaa

* api improvements

* t

* t

* fix

* almost..

* more

* funny window stuff + atom damage stubs

* proc conflicts

* circuit proc repath

* epic liked and subscribed

* things

* finished??

* pain

* pain

* wild

* stuff

* pain

* s

* st

* fix

* fix

* removes useless shit

* epic

* epic

* epic

* epic

* adjacency

* reachability stuff

* reachability 2

* reachability

* gvar memery

* varnames

* thanks byond-

* ok there happy?

* wack

* y'know what codebase rewrite time

* y'know what codebase rewrite time

* y'know what codebase rewrite time

* L

* oop

* ay

* turfS

* that?

* a

* prettify

* s
git push

* tweaks

* epic

* lohikar i am sorry

* lohikar i am sorry

* stuff

* sigh

* a

* ay

* a

* go

* f

Co-authored-by: VM_USER <VM_USER>
2022-09-22 00:54:32 -07:00
siliconsGitHubVM_USER <VM_USER>
6dec5d41e7 refactors pushing, movespeed, actionspeed, throwing, movement, pass flags, and probably things i forgot about; adds overhand throwing (#4360)
* initial

* wack

* changes

* insanity

* staging

* t

* note2self

* wild

* find replace

* changes

* pain

* fixes

* that's right out

* augh

* augh

* wild

* lol

* fuck this not refacotring all that in one day

* oopsy doopsy

* that goes away

* fixes

* pain!

* throwing stuff

* Fixes

* g

* eternal curse upon you, space indenter

* eternal curse upon you, space indenter x2

* real combat refactor energy

* refactors

* stuff

* subsystem logic

* a

* pain

* logic

* push logic

* logic

* i hate micros

* fixes

* a

* convert the rest

* let's finish this

* s

* fixes

* aah.

* augh

* AUGH

* stuff

* a

* more

* a
git pu

* fixes

* fixes

* fix

* fixes

* warnings

* more

* maybe don't have them throw past walls

* fixes

* ack

* f

* better ui

* fixes

* fixes

* a

* proximity monitors

* proximity monitors

* proximity monitors

* wack

* swap stuff

* a

* fix

* fix

* fix

* default

* Fix

* fixes

* ayy

* aoug

* aoug

* stuff

* fix

* fix

* ay

* ay

* ough

* ayo

* fix

* cannon

* wack

* i tested it

* fix

* why

Co-authored-by: VM_USER <VM_USER>
2022-09-08 01:43:03 -07:00
siliconsGitHubVM_USER <VM_USER>
2be0875a62 fixes a bunch of unrelated issues (#4329)
* 1

* eye

* more

* maybe

* fix

* fix

Co-authored-by: VM_USER <VM_USER>
2022-08-08 01:46:11 -07:00