45 Commits
Author SHA1 Message Date
siliconsandGitHub 60db51850c experimental gc / init fixes and optimizations, and fixes emotes (#7431) 2025-12-15 09:13:19 +01:00
ShadowandGitHub fd8da8c6d3 Some adjustments for guest passes (#7346)
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## About The Pull Request

Updates some guest pass code to fix a bug where they were not turning
red when expiring. Also cleans up their examine text, and adds the
person's name to the title to more easily identify who it's meant for
(similar to an actual ID).


<img width="888" height="261" alt="image"
src="https://github.com/user-attachments/assets/016cf9b1-bc27-4bad-b461-2ad7cdb55c70"
/>

<img width="1064" height="78" alt="image"
src="https://github.com/user-attachments/assets/5c430b63-ffb6-4e7e-8027-291f91cde445"
/>


## Why It's Good For The Game

The sprite fix is arguably necessary as it helps clarify immensely
whether a guest pass has expired or not. The rest are minor QOL
adjustments.

## Changelog

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🆑
fix: The stripe on guest passes will now turn red when they expire.
tweak: The examine text on a guest pass is now formatted correctly.
tweak: Guest passes will now show the issued person's name on them,
similar to an ID.
/🆑

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2025-10-14 10:47:53 -04:00
siliconsandGitHub 8563f938be refactors roles to be prototypes (#7323) 2025-10-08 09:53:41 +02:00
DeltaDavandGitHub ca9988a0a8 POI and Offstation Spawn : Salvager, Occulum Operator, Better Skyplanet, Solar Station, and Ice Comet (+Radio Entertainement) (#7268) 2025-09-11 15:25:15 +02:00
DeltaDavandGitHub 45bfd7e301 SDF part 2 : Mistakes fix (#7226)
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## About The Pull Request

Fixing some SDF Stuff ! 

## Why It's Good For The Game

fixes, I messed up the other PR badly
2025-07-05 00:45:54 -09:00
DeltaDavandGitHub 7622d2db51 Ghostrole : Haddi's Folley System Defence Force (#7217)
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## About The Pull Request

PR needs a bit of work outside it (written SOP), advised not to merge or
TM yet (staff might need to speak about it first)
-------

"Soldiers, Officers, polish your boots, clean your ships and be prepared
for some new orders and reorganisation."

_Thats what we heard today. With the the massive migration of people on
Miaphus those past few month, life completly changed. We are far from
the few colonist and convincts mounting up their little governement to
rule and organise a few villages, and now the SDF needs to be able to
respond more quickly to threats in order to protect the system._

_New uniform arrived, and a few small outpost started popping up places
on Miaphus'irra. I heard that corporations injected a bit of funds ro
buy us new, smaller vessels, but whats truth or speculation is a bit
hard to tell on my position._

_I know that you are a bit scared for me, but it will be alright, I
Swear.
Your brother, Crewman Mawra'Kast_

--------

PR adds  : 
- 3 Uniform meant to be used by Haddis Folly Gouvernement Workers ,
Soldiers, and Officers.
_Those uniform are based on prison Jumpsuits, but refined to be more
offical looking. A reminded of the origin of this new nation to the
people wearing them_

![image](https://github.com/user-attachments/assets/5beb7918-3eff-49c8-8adf-f4dca2b73841)

![image](https://github.com/user-attachments/assets/403b4958-eabf-42c1-bbdd-6c9e5df0548e)

![image](https://github.com/user-attachments/assets/46dc762c-b1d9-42a7-8959-92ab3d4f3fe4)

- New ID

![image](https://github.com/user-attachments/assets/7dcf488c-153c-4328-8d4f-7066235b7461)


- A SDF Ghost role.
_Made of 5 slots, meant to have 1 to 2 informal officers, and max 4
soldiers.
Spawning on them are : uniform, standart radio, standart clothes.
Available to them are 4 service rifles (tajaran), 4 boot knifes, GPS, 2
officer pistols (Revolver and Deagle) headwear, standart space
voidsuits, 2 fighters (One gunship, One duke)
They have little to no medical gear._

- A shuttle (Corvette called SDF Singing shining knight) and a small
Base (Outpost 12)
The corvette is the main base. Ghost role spawn there. They get a
balista dispercer canon, 2 fighters (see above and on picture)


![image](https://github.com/user-attachments/assets/e9cfa2a6-b524-4c8c-af8a-08ceac82562a)

![image](https://github.com/user-attachments/assets/7ba9d1e4-6364-4455-ba64-b6cf495a424a)


## Why It's Good For The Game

This are the pros :

- Possibility to attract or bring back player that wish for more PVE
action, or a little more military RP.

- More Interaction too, The goal of this ghostrole is to be hunting bad
things that exploration team wouldn't dare approche, help the main NT
station or simply interact with them, giving medical (They will need
medical help) , cargo (They might request things), security (No way ISD
are sleeping to soldiers interacting with the Crew) , command (NO WAY
COMMAND ARE SLEEPING TO SOLDIERS INTERACTING WITH THE CREW), exploration
(No way exploration are sleeping to potential buddies to shoot bad guys
and critters with :D) and even service (No way soldiers are not walking
in a manned bar)

- Eventmin paradise. There is an actual SDF ship there, with Haddis
folly uniform and ID.

Now, the cons

- Like I said at the top of the PR description : 
This is a more militaristic role, that will require their own SOP
This is also a rather big shift to the server. Yes, indeed it opens up
new possibilities, and makes the system a tad more lively, but it can be
interpreted as a departure of what a part of the playerbase associate
Citadel with.
There might also be a slight griefer opportunity. Not only from "Sol
Bald man, emmissary of the curse of rah, wielder of the phoron tank and
welder", but also invonlotary from absolutly normal players that acts a
tad antagonistic.

Personnaly, once the SOP is put in place, and after hearing feedback and
correcting possible issue, I do thing it will contribute in more good
than bad for the server.
2025-06-19 17:22:03 -09:00
CharlesWedgeandGitHub b0449e99ae The Lythios Colonist Ghost Role: Invasion of the Cat People (#7043)
Tajara Peasants are coming.

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## A New Ghost Role and Lythios Features!
It seems like the crew is finally getting some neighbors on good old
Lythios. Tajara, of course, you have to source your colonists locally
after all. Nanotrasen is even going to let them onto station grounds to
work and trade with the crew. The new ghost role Na'sahira Colonist is
an Atlas-specific ghost role in the same vein as ashlanders. Like
Ashlanders, Colonists have unique crafting recipes, which use the new
gatherables I have added. Hopefully, this will give them more products
to trade with the crew.

In addition, I have made some other balance chances and additions: 

- Two new plants that can be harvested from now spawn randomly in the
Lythios snow
- Spiders now drop poison gland items which can be extracted for their
reagents.
- Butchering now produces between 0 and the set amount of the butchering
loot rather then 0 **or** the butchering loot greatly increasing the
chances of you at least getting something from butchering.
- The powder horn now holds double the gunpowder.
- Colonist recipes are in a new "Special Recipes" Tab which I believe is
a good place to add recipes from species backgrounds or ghost role in
future development.

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## Why It's Good For The Game
The Ashlanders never saw their full potential since the crew was always
limited in how they could interact with them. Travellers and traders by
contrast are extremely freeform but are still separated from the
station. Colonists will spawn directly on the Lythios map and can
interact directly with the entire crew without delay. The colonist
recipes give incentives to interact with the new Lythios map features
and the Lythios map in general. The butchering change removes the
frustration inherent with butchering an creating and getting no rewards.
The powder horn was buffed to make it more in line with similar-sized
reagent containers and to make sure black powder weapons are better
suited for longer periods of combat. The spider poison gland PR was made
when I figured spiders


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## Changelog

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🆑
add: The Lythios Colonist ghost role.
add: two new snow plants that can be harvested, new crafting recipes, 
tweak: butchered creates drop 0-amount loot rather then 0 or amounts
loot
balance: powderhorn capacity doubled
fix: Welderspear recipes now in the correct recipe category.
/🆑

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2025-03-24 22:28:18 -07:00
siliconsandGitHub 29547e194a refactors point redemption vendors (#7005)
this is a quick one

makes them less code copypaste-y and easier to modify in the future as
i'll want to do some experimentation on the system when we start
reworking explo
2025-03-02 16:00:02 +01:00
5be0ae60af Show contractors Employing Company+Allow alt titles (#6980)
Co-authored-by: MarsMond <no@email>
2025-02-12 21:50:07 +01:00
siliconsandGitHub 794d9aaab0 refactors / brsuhes up a lot of update_icon calls, fixes mineral wall icon updates, replaces mat scanners with meson scanners (#6963) 2025-01-16 18:59:43 +01:00
DeltaDavandGitHub a0e8babdf1 Offstation Spawns for Visitors, on Nebula (#6921)
## About The Pull Request

This PR adds visitors spawns on Nebula. Meaning that people outside NT
can now spawn outside a NT station.

This PR adds 4 new alternative name for outside spawning Visitors :
-> Visitors, (the normal)
-> Contractor
-> Freelancer
-> Frontier Colonist
-> Tourist

Additional : Makes solar bigger.

Now, with visitors on nebula, they can just RP there, use one of the 5
free to use shuttle to wander off in space. In the eventuality that all
shuttle are taken, not to fret !
- Visitor can make a call to order a NT pilot to get them ! (If one is
on station) via public holopads or fax.
- Traders can bring them with their shuttle (the Udang is a passenger
shuttle they can use)

NOTE : For now, no shuttle have been coded to work with the Endeavour.
Only the Beruang.

## Why It's Good For The Game

Off station spawn have been requested for a long time.
2025-01-10 08:28:50 -08:00
siliconsandGitHub 175cce8c85 small poster rewrite (#6884)
adds persistence support kinda
adds /preset's of everything
2024-11-27 08:15:13 -07:00
Letter NandGitHub 81bf2d9d5f update ci again (#6811)
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## About The Pull Request
Title. Updates CI & Linting
Reruns tgm on maps to trim duplicate/unused keys and random whitespaces
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## Why It's Good For The Game

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## Changelog

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2024-11-04 22:05:36 -08:00
siliconsandGitHub ac3e0a73a9 attack_self refactor (#6754)
Changes proc header
2024-09-16 13:09:37 -06:00
siliconsandGitHub 2533caefd9 combat code overhaul + projectiles v8: impact handling (#6579) 2024-09-02 20:34:27 +02:00
siliconsandGitHub 64ec2547ef inhand interaction refactor (#6633) 2024-08-01 19:54:31 +02:00
deathride58andGitHub 62e2088f54 ID rework - trait information on IDs, confidential information toggle, and more (#6595)
## About The Pull Request
This PR reworks how IDs are displayed, allows for traits to be displayed
within IDs, fixes a few things, and generally makes 'em look nicer. This
was primarily motivated by
https://discord.com/channels/161574200581029888/1262064135110398032


![dreamseeker_2pBMwy3E2y](https://github.com/user-attachments/assets/ab736d98-3efd-456c-9c48-733dbbc37c07)

The screenshot above is how the new IDs look ingame, featuring a few
snippets of what a few traits display as within. IDs now properly
display the photo (and the generation for said photo has been fixed!),
IDs will now show your pronouns, and IDs now have a confidential
information section (of which visibility can be toggled by alt-clicking
the ID).

Additionally, the new feature where traits are displayed on your ID card
is something that can be controlled in character generation, under the
new "ID-visible traits" section. This section lists all traits you have
that feature text for your ID. Clicking a trait will toggle whether or
not it's hidden from your ID. This allows traits like vetalism to be
omitted from IDs if desired.

![image](https://github.com/user-attachments/assets/e20cc939-ce9f-4048-92ad-ed348aa5f0e3)



## Why It's Good For The Game
The primary benefit to this is allowing medical to view potentially
important information regarding a patient, such as if they have alcohol
intolerance, require blood for their survival, are naturally deaf or
blind, and more! All while making sure that information is hidden by
default, with the ID needing to be physically held in order to toggle
the visibility of that extra information. There's also the additional
layer of players being allowed to omit traits from their ID.

Additionally, it simply looks quite a bit nicer overall, as IDs now
display a preview of the character.

## Changelog

🆑 Bhijn and Myr
add: The way IDs display information via examine has had an overhaul.
They will now display a photo of the employee tied to them, and are now
capable of displaying information related to traits. Additionally,
confidential information (such as your blood type and trait information)
is hidden by default, and their visibility can be toggled by
alt-clicking the ID.
add: Additionally, character generation has a new section that allows
omitting information from IDs outright.
/🆑
2024-07-17 06:02:03 -07:00
CharlesWedgeandGitHub 280244190c GAIA STATION: Since Abundant Earthlike Resort Planets Isn't Very Immersive (#6571)
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## A Whole New Gaia
The presence of the Gaia worlds bugged me from a world-building
perspective. It made earthlike resort planets seem common. This PR
remedies that by transforming Gaia World into Gaia Station! That is not
the only thing it changes. It also divides Gaia into multiple biomes
with added desert and snow biomes: After All paradise for a Teshari is
not a tropical jungle! Additional changes and attractions have been
added to the planet. The Landing pads have also been expanded now able
to land up to five ships. In addition (legally) accessing Gaia now
requires you buy a pass (you didn't think this was free now did you?).
The prices may be steep but the resort is now even more worth it!

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## Changelog

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🆑
add: Three IDs to represent Gaia station passes and a vendor to dispense
them.
add: additional wildlife for all three Gaia biomes
add: a lot of lotion, you can still get burnt even if the sun is fake
tweak: countless Gaia map tweaks including: Race Track Edits, separate
biomes
qol: Gaia gambling area now has the nerd dice bag (so it can be used for
dare dice and other games)
/🆑

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2024-07-08 11:37:53 -06:00
siliconsandGitHub f0d21d3e42 prototype ids (#6560)
Adds a system for persistence to bind to things without requiring the
type to never change

## but, why?

Usually we to finalize stuff like typepaths before persisting because
that's the smart thing to do

But for volatile things like organs that are under constant refactoring
by necessity this doesn't work

So we do this to allow type changes to not throw out data

At some point we'll also need a versioning system for serialize /
deserialize and semantics on when to "full serialize" / "full load", as
an example if someone serialized an organ with 100 maxhealth but code
changes made it 200, what then?
2024-07-03 15:16:04 -06:00
siliconsandGitHub 83bc9a7ebf Underfloor refactor + Mild codebase cleanup (#6518)
refactors deprecated and old level / hide system to a more orchestrated
and slightly more efficient one
2024-06-20 17:09:48 -06:00
KillianandGitHub d6fbdfa037 Fluff Licenses! (#6434)
## About The Pull Request

A little five minute idea I had whilst in the process of getting dinner
out of the oven: customizable fluff permits! This PR adds a new
Customizable Permit to loadouts. Set the name and description to
whatever you want! Card that says you're High Princess of the Candy
Kingdom? Go ahead. Monster●●●●er license? Sure. Union membership card?
Why not. Or you can use it for like, EMS or Pilot's licenses too, I
guess.

But don't try to be clever! It includes an **irremovable disclaimer**
that it was not issued by NT, is not binding, and does not need to be
honoured by security/command. If you try to use this to say you're
allowed to openly carry a lethal firearm on green alert as a botanist,
_expect to get in trouble._

![image](https://github.com/VOREStation/VOREStation/assets/49700375/550a281f-f10a-455a-855a-ec4b5cec9e61)

You can even use it in-hand to customize the colour of the band and the
icon on the card (or reset it to its base appearance);

![image](https://github.com/VOREStation/VOREStation/assets/49700375/96b162b2-e0b3-4411-9a87-752bc60f094c)

![image](https://github.com/VOREStation/VOREStation/assets/49700375/406bd179-5b17-4e52-b1df-6951345de046)

![image](https://github.com/VOREStation/VOREStation/assets/49700375/49bba25a-a0e6-4df2-bf60-02bbdbd12420)

It cannot be used for any purposes that regular IDs or cards can, it
merely shares the same rough aesthetic. It has its own distinct
proportions to help seperate it from standard IDs and permits as well.

## Why It's Good For The Game

It's an RP tool that you can use for a wide variety of purposes, be they
lighthearted or serious. Easily show you're a member of the Cargo
Technician's Union, that you have EMS training even if you're usually in
Science or Security, or that you're a qualified pilot, without having to
rely on people reading your hard-to-access employment records!

## Changelog

🆑
add: Added customizable fluff licenses to loadouts
/🆑
2024-05-09 23:35:54 -07:00
39bc14bb4a reworks game preferences (characters v2 staging) (#6310)
Co-authored-by: silicons <no@you.cat>
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
2024-04-08 12:44:30 +02:00
ShadowandGitHub ad00652d99 Minor update to prisoner IDs (#6361) 2024-03-30 14:11:13 +01:00
LordMEandGitHub b8ca2700db fixes prisoner IDs not having genpop entry permissions (#6346)
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## About The Pull Request

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## Why It's Good For The Game

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## Changelog

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🆑
qol: made the genpop lockers use tgui inputs when setting up prisoner
IDs
fix: fixed prisoner IDs missing the GENPOP_ENTRY access
/🆑

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2024-03-17 14:36:18 -07:00
Letter NandGitHub 23b3274778 NT & CC Namefix (#6333)
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## About The Pull Request
title
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## Why It's Good For The Game
muh immursion!
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## Changelog
🆑
spellcheck: CentComm => Centcom
spellcheck: NanoTrasen => Nanotrasen
/🆑

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2024-03-13 16:01:23 -07:00
383308a1d1 storage rewrite (#6284)
Co-authored-by: silicons <no@you.cat>
2024-02-17 10:08:35 +01:00
Captain277andGitHub afb04d6981 General Bugfixes 10/23 (#6108)
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## About The Pull Request

1. **Changes Crab Icon.**
2. **Fixes Trader ID Access.**
3. **Fixes Pirate ID Access.**
4. **To-Do: Solar Panel Qdel.**

## Why It's Good For The Game

1. _The crab icon used a different draw of the same mob for its
animation state. I just kinda rejiggered the movement state and made it
the static._
2. _Trader IDs weren't tracking the right job datum or something. Had to
assign it explicitly, instead of just giving them access numbers._
3. _Pirate IDs had the same issue. Had to crate a job datum for them to
compensate._
4. _To-Do: Solar panels delete fully upon disassembly. Gonna try and fix
that later._

## Changelog

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🆑
fix: Fixes crab icon state.
fix: Fixes Trader ID access.
fix: Fixes Pirate ID access.
tweak: To-Do Solar panel deletion adjustment.
/🆑

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2023-10-27 23:56:36 -07:00
siliconsandGitHub 7071845d41 fixes captain ids (#6095) 2023-10-25 01:08:44 -07:00
93de2c0872 Revert "Revert "fixes noncompliance with 514 procpaths"" (#5781)
Co-authored-by: silicons <no@you.cat>
2023-07-27 20:49:36 +02:00
LordMEandGitHub 9b128134df Revert "fixes noncompliance with 514 procpaths" (#5780)
Reverts Citadel-Station-13/Citadel-Station-13-RP#5779
2023-07-24 21:50:50 +01:00
58f4094413 fixes noncompliance with 514 procpaths (#5779)
turns out the old way of doing procpaths is illegal now

this should fix some weird potential (?) bugs

---------

Co-authored-by: silicons <no@you.cat>
2023-07-24 21:26:17 +01:00
07fd8d8c66 guestpass console tgui (#5733)
zzz yadda yadda better interface for players

🆑
add: guest pass terminals are now TGUI.
/🆑

Co-authored-by: silicons <no@you.cat>
Co-authored-by: Timothy Teakettle <59849408+timothyteakettle@users.noreply.github.com>
2023-07-22 13:14:00 +01:00
15ba149d71 persistent pictures framework (#5589)
no player facing changes

makes pictures persistent. fixes up the character saving system too.

---------

Co-authored-by: silicons <no@you.cat>
2023-06-13 18:00:58 -07:00
KTandGitHub 8a1c06d8f7 Ports turnstills and Genpop from oracle (#5583)
## About The Pull Request

Ports the functionality of turnstiles and the genpop lockers from oracle
station. No remapping of security as of yet to accommodate these new
changes though we might test them out in another PR

https://github.com/OracleStation/OracleStation/pull/419

## Why It's Good For The Game

This is a viable replacement for timed cells if we decide to go in this
direction. Also turnstiles on their own can be used pretty much
anywhere, they function similarly to airlocks in that you can set their
access to be whatever

## Changelog


🆑
add: Genpop lockers
add: Turnstiles
/🆑
2023-06-13 18:00:41 -07:00
siliconsandGitHub 55375c2087 refactors afterattack (#5575) 2023-06-08 21:36:02 -04:00
ZandarioandGitHub 23e3591023 Chore: Converting all text("[]", foo) to "[foo]" (#5549)
<!-- 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

I did this because some of the old text() uses would cause BYOND Beta
version 515.1607 to no longer compile. (Which is a bug but still an
excuse to finally deal with this)


## Beware

I hastily did this.


## Changelog

🆑
code: Converted all text("[]", foo) to "[foo]"
/🆑
2023-06-01 14:25:27 -07:00
95876ed1f3 Non-NT employees get contractor IDs (#5250)
or how we avoid confusing lOrE-aCcUraTe alt-titles
## 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: Added contractor IDs
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->

---------

Co-authored-by: Zandario <zandarioh@gmail.com>
2023-04-01 04:14:27 -07:00
f6fb4266ca Blueshields (#5155)
## About The Pull Request

Adds Blueshields, a personal bodyguard for the Director, and then other
heads/command when a Director is absent.


## Why It's Good For The Game

Soon we'll be on the shipmap, where exploration is crunched down to only
the pathfinder. With security becoming larger when the explorer mains
(likely) start switching, a personal guard for the high ranking is
requires so that the head of security can still manage the crew, and
remaining security officers while an away mission is taking place.
(Especially during events.)

The Blueshield is there to guard the Director first and foremost, and
they are *not* to play the role of a security officer unless instructed
to do so in the absence of a replacement. Security officers arriving
on-scene should take priority of apprehending suspects, while the
Blueshield's focus stays on moving the Director (or other head) to
safety.

Imo, staff should be lenient with the above guidelines when there are NO
other security members on board, or no command.

Finally, this is only my initial plan for how they are implemented.
Gameplay guidelines are free for editing when implemented into SOP, and
I'm happy to provide my input if pinged about it in the discord forum
post.

## Changelog

🆑
add: Adds blueshields, a personal bodyguard for the Director, and other
heads/command when a Director is absent.
/🆑

---------

Co-authored-by: silicons <no@you.cat>
2023-03-15 21:15:08 -07:00
455ec82c4e refactors attack_hand, attackby, attack_self (#5120)
Co-authored-by: silicons <no@you.cat>
2023-03-11 17:15:58 +01:00
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
817e7c1f22 Characteristics - Stats / Skills / Talents Backend, /datum/character backend, background-locked alt title backend (#4840)
Co-authored-by: VM_USER <VM_USER>
Co-authored-by: silicons <no@you.cat>
Co-authored-by: Felix <58342752+TheLordME@users.noreply.github.com>
2023-02-09 23:34:43 +01:00
Captain277andGitHub be49dc88f9 Operation Waterlogged Sparrow (Introduction of Pirate Ghost Role) (#4909)
<!-- 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

1. **Fixes Fore Dir of Pirate Skiff.**
2. **Begins overhauling Vox Pirate Base Map.**

## Why It's Good For The Game

1. _The Pirate Skiff cannot be flown currently due to errors in its
code. This corrects that breakage._
2. _This Z-Level will be repurposed into the ghostrole base. I may
eventually delete this Z-level entirely and move the pirate base to
another Z-level to try and save on space, though that currently doesn't
make any sense. For now it's gonna stay as-is. At the time of writing,
it's been gutted of mobs and I'm just staging the redraw._

## 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. -->

🆑
fix: Fixes Pirate Skiff fore dir.
tweak: Begins redraw of Vox Pirate Base into Pirate Base.
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
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<!-- You can use multiple of the same prefix (they're only used for the
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2023-01-08 06:57:36 -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>
93631c3339 [IDB IGNORE] reworks item rendering (again) (2/4) (#4483)
* reworks reworks reworks

* s

* s

* e

* don't need that anymore right aha

* i'm lazy

* optimizations

* fix?

* aough

* fix

* fix

* fix

* better

* aough

* aough

* howmegalul

* epic

* optimizations

* augh

* ough

* sigh

* wow time for a fucking slowdown

* ough

* why

* why

* ough

* .

* sigh

* fix

* wip

* this is quickly going out of control

* why are we here, just to suffer?

* here we go again

* pain

* i'm impressed by how shit this code is

* d

* oh no

* oh no

* stuff

* aaa

* ayy

* groan

* hm

* proggers

* a

* that solves that

* ough

* kick that out

* t

* ough

* example item time

* convert

* WHY

* I HATE CATGIRLS

* a

* genuinely awful

* more

* t

* sigh

* staging

* stuff

* pain

* SIGH

* sigh

* more

* AAAAAA

* more

* please

* fuck it flag time

* autodetect

* a

* mistake time

* why

* coloration2

* prog

* now just for detection and icons

* vestigal

* move those

* fuck byond

* wryyyy

* repath

* a

* aough

* surprisingly well

* let's go..

* fix

* there

* a

* fixes

* fixes

* Fix

* fix

* fixes

* fixes

* that was a bad idea

* later

* tesh fixes

* e

* fix maybe

* fix maybe

* fixes

* how?

* c'mon

* here we go again

* gfi

* fix

* unreal

* Fixes

* epic

* gfi fixes

* gfi fixes

* why

* come the fuck on

* useless files

* finalized GFI

* rly

* fixes

* sorry

* come on.

* eh

Co-authored-by: VM_USER <VM_USER>
2022-10-13 11:23:53 -07:00
ZandarioandGitHub 6c380c91ae Spooky Month Cleaning? Grep and stuff. (#4489)
* Painus

* Yep

* Moar

* Let the agony begin

* text.dm

* scramble.dm

* time.dm

* fix

* unsorted.dm

* job_controller.dm

* _legacy

* computerfiles.dm

* events.dm

* global_iterator.dm

* topic_input.dm

* underwear.dm

* uplink

* periodic_news.dm again

* areas

* genes

Also renamed midget to dwarfism as it's a slur.

* changeling

* Cult

* gamemodes

* machinery

* mecha

* effects

* objects part 1

* Fine I'll commit the YAML

* objects part 2

* moar

* atmos

* ooga

* ahrde

* You can tell my sanity is going down

* Second-To-Last Step

* Almost

* Poggers

* nvm we're not ready for that <.<

* Test

* minor
2022-10-05 06:16:42 -07:00