69 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
LordMEandGitHub f299c067e3 Xenohybrid improvements (#7309)
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## About The Pull Request
So I decided to tweak xenohybrids some more
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## Why It's Good For The Game
We love features
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## Changelog

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🆑
add: Added a bunch of COMSIGnals to make the later work.
add: Added new stealth ability for xenomorph hybrids
/🆑

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2025-10-04 13:54:14 -04:00
b871cdae93 Guerilla Bandits and Insurgents Oh My!: Adhomai's Cold War comes in Hot! (#6972)
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## Gunmen of a Different Caliber (And Species)
Exploration and the station in general have been stuck shooting at
human, totally not syndicate, mercenaries, it is time we begin shooting
at other species and ones that are more politically relevant then the
not-syndicate people. Introducing Tajara guerillas which come in three
varieties representing the Tajara nations they come from. New Kingdom
Bandits, Democratic Republic Guerillas, and People's Republic
Insurgents. In addition, I have added 3 Tajara assault rifles (one from
each nation) and a laser pistol.


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documented or this can delay review and even discourage maintainers from
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## Why It's Good For The Game
Though we in general want to get away from humanoid enemies, the primary
issue with them is that currently selection of humanoids are faceless
mercs that have no real reason to be there beyond gameplay. The Tajara
factions have far more flavor and more easily readable motivations than
the regular mercenaries and will be essential to events in and around
the Atlas map. POIs involving the new mercs will be added at a later
date likely replacing the remaining merc presence on Miaphus.

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## Changelog

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🆑
add: 3 Tajara humanoid factions with a total of 11 mobs.
add: 3 Tajara assault rifles and a laser pistol.
/🆑

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---------

Co-authored-by: Blubelle <57083662+BlueWildrose@users.noreply.github.com>
2025-02-04 19:26:47 -07:00
siliconsandGitHub 9d6a141e5b mc update: init stages, better subsystem init tracking, etc (#6857)
modifies the hollow metrics API; that'll probably be implemented soon
adds init stages
changes SSatoms to not abuse its `initialized` variable

closes #6858
2024-11-15 14:41:25 -07:00
LordMEandGitHub da0eb918ef opendream fixes (#6809)
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## About The Pull Request
adjusts the repo to work with opendream
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## Why It's Good For The Game
a more modern, and hopefully more reliable engine!!!
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## Changelog

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🆑
code: changed the code to work with Opendream
/🆑

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2024-11-05 10:12:18 -05:00
siliconsandGitHub 16c07e9e61 Projectiles reorganization and cleanup, impact effects, subtle EMP tweaks (#6741)
No gameplay changes except for EMP rebalancing.

Emps are now deterministic
Ion rifles now always hit for strength 2 instead of a probability tree
of strengths
EMP damage slightly lessened as this makes a lot of things guaranteed to
hit with strength 2 instead of 3
2024-09-13 10:09:49 -06:00
siliconsandGitHub e6f972666c regexes damage and wound types (#6735)
Different semantics demand different defines. It's hard to tell what's
being used where and for what reason right now.

Staging for combat PR.
2024-09-09 15:13:34 -06:00
siliconsandGitHub 6b8a74e682 mob ai: iff factions, small turbolift/maploader fix (#6702)
replaces old faction system with one that supports lists
2024-09-06 13:23:38 -06:00
siliconsandGitHub 1d2ea7819f mob ai: movable tracking (#6703)
adds predictive tracker.
2024-09-03 19:31:26 -06:00
Athena148andGitHub 5fb4e3886b Xenomorph Code and Sprite Rehaul (#6675)
## About The Pull Request
A (almost) complete rehaul of Xenomorph Code, modifying their combat
statistics including health, armor, speed, abilities and AI. It also
modifies their sprite to use the much more modern CM-SS13 versions,
along with adding a few entirely new xenomorphs, the Line Breaker,
Burrower and Marksman with more to come!
![Screenshot 2024-08-23
025335](https://github.com/user-attachments/assets/a0ad9f34-9cd3-4bda-a88f-9df699321997)

## Why It's Good For The Game
Xenomorph code was in a desperate need of a rehaul. I intend to make
Xenomorphs an *actual* threat, rather than something that's laughably
easy to kill or handle. This MIGHT be over-tuned for its first few
iterations, so plenty of chances will be made to the xenomorph
statistics.

## Changelog
SIDE NOTE: RESIN SPRITES CURRENTLY DO NOT CONNECT TO EACHOTHER, ZANDARIO
WILL HOPEFULLY HELP BUG FIX SOMETIME. I'LL FIX THIS AS SOON AS POSSIBLE.
🆑
add: 'Charge' ability recycled from Thrumbo/Horing code for Line Breaker
and Monarch.
add: Multiple new Xenomorph castes. The 'Line Breaker' a boss mob with
heavy armor and a special charge attack that's meant to break enemy
defenses. The burrower, a spider-like xenomorph that burrows underground
to stun targets, and the Marksman, a acid sniper that works best at long
ranges.
del: Basically all the old xenomorph code, including axing empress/queen
mother. Also modifies spawning no boss mobs can't spawn randomly in
PoI's.
qol: Makes xenomorph code actually comprehensible instead of relying on
ancient vore code (why would anyone ever do this.)
balance: re balances Xenomorph code as a whole. Xenomorph castes now are
a lot more effective with eachother when aiding in combat, enforcing
hive/teamwork mentality.
soundadd: Ports CM-PVE/TGMC audio for ALL xenomorph mobs.
imageadd: Ported PvE sprites for all current xenomorphs.
imagedel: deleted old xenomorph sprites. 
/🆑
2024-08-27 05:17:13 -07:00
siliconsandGitHub 42806d707d preliminary turret upgrade (#6668) 2024-08-20 20:04:31 +02:00
siliconsandGitHub 912e379ffb vehicle mechs - preliminary (#6606) 2024-07-22 19:59:56 -04:00
siliconsandGitHub 4c423957fd dynamic mob AI - preliminary (#6493)
adds variable timing schedulers
adds core AI holder abstraction and services

kicks current AI to /polaris and shims everything; reconcilation will
come later.
2024-06-06 14:27:44 -06:00
BlueWildroseandGitHub 80b41bf51a A few fixes for bots (#6205) 2023-12-15 20:12:50 +01:00
BlueWildroseandGitHub 7d6d0f8c74 [READY] Porting VORE's Xenobiology fixes & extract rewards + some Citadel bonuses (#5936)
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## About The Pull Request

- Ports https://github.com/VOREStation/VOREStation/pull/12552; players
should currently look at
https://wiki.vore-station.net/Guide_to_Xenobiology for a guide until
ours is updated.
- also ports in a few fixes for xenobiology as well, such as allowing
gold slimes to be disciplined again.
- Adds xenobiology bags - they're basically chemistry bags but they hold
stuff for xenobiology, like extracts, monkey cubes, and potions.
- Above xenobiology bags have been added to maps roundstart, close to
the xenobiology extract storages. The biogenerators that the
xenobotanists and botanists possess can also make these bags.
- Prometheans can now boop noses. The fact that they didn't was an
inconsistency. (honestly that area of that code should just be reworked
later.)
- The slime processor can now be upgraded. Requires manipulator, laser,
matter bin. Manipulators will decrease monkeys required before a new
cube is yielded. Lasers will increase the processing speed. Matter bin
will allow slimes to move over the processor at tier 3 or higher,
preventing them from shoving the processor around when you bring it into
pens.
- Adds to the ghostrole system to account for mobs already present in
the world. This is needed for Sapience potions.


## Why It's Good For The Game

Xenobiology has been considered unrewarding for a while. I figure adding
in the changes VOREstation had made should spice things up again and
make the tedium of xenobio more promising. It'll probably need some
balance changes as we go along.

## Changelog

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🆑
add: Xenobiology's extract rewards have been reworked completely. 
add: Xenobiology bags have been added to each xenobiology lab in every
map.
add: The slime processor can now be upgraded. Lasers for speed,
manipulators for monkey cube yield, matter bins for letting slimes move
over it!
fix: Prometheans can now boop noses.
/🆑

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2023-09-13 16:23:25 -07:00
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
CharlesWedgeandGitHub 568a662003 AI Range Draft [Ready to Merge] (#5856)
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## Makes AI range an AI holder Variable
meaning that I can adjust what is the maximum range AI can engage from
potentially allowing snipers and convincing close ranged mobs to close
distance rather than attempt to fire from maximum range (see shotgun
troopers being rendered combat ineffective since they insist on firing
from 7 tiles away). Until AI is reworked us this allows us to create a
wider variety of mob behavoirs that will in theory increase the
challenge of engagements and scenario types.

## Changelog

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🆑
add: New Variable for AI range. Adjusted Variable for sniper/shotgunner
mob types.
add: New Mercenary sniper, for testing with more types on the way should
not be server ending.
tweak: Shotgun humanoids will now get closer before firing rather than
attempt to shoot from max vision range
refactor: does this count as a refractor.
/🆑

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2023-08-16 15:54:02 -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
62fb1f9e05 reworks rendering, night vision, planes, etc (#5384)
Co-authored-by: silicons <no@you.cat>
2023-06-03 19:58:47 +02:00
ZandarioandGitHub 25a548e4d3 Bitmasked Windows and stuff. (#5353)
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## About The Pull Request
This was originally just going to be bitmasked windows w/ some dmi file
splitting for structures but I've spent half my day fixing a smoothing
update.
2023-04-17 00:36:24 -07:00
2bc87aae1c fixes zone rebuilds not happening sometimes (#5337)
kapu wins 

our logic was fucked

also swaps a few things to real globals for speed.

---------

Co-authored-by: silicons <no@you.cat>
2023-04-09 23:54:10 -07:00
siliconsandGitHub 80595ecc97 maybe fixes ai holders targeting asleep people who are allies (#5073) 2023-02-25 12:42:02 +01:00
FelixandGitHub d0c73c29a8 Species Id rather than Name for checks (#5036)
## Why It's Good For The Game
should have no impact on the game
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## Changelog

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🆑
code: changed a bunch of species checks to use ID rather than name
/🆑

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2023-02-09 11:24:35 -08:00
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

<!-- 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
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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
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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,
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: silicons <no@you.cat>
Co-authored-by: Zandario <zandarioh@gmail.com>
2023-02-04 23:02:58 -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>
255a99617b smooth movement (#4880)
Co-authored-by: VM_USER <VM_USER>
2022-12-27 15:22:10 -06:00
ZandarioandGitHub 38f1b6af54 99% of Overlays now use SSoverlays (#4847)
<!-- 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
Silicons asked me too and he knows very well I'll do this dumb shit in
one sitting.
2022-12-15 05:53:18 -08:00
siliconsandGitHub 8ef0460ff2 (probably) adds automatic grab resist to ai (#4782) 2022-12-05 19:32:43 +01:00
Captain277andGitHub d7f93a7804 Ports the Thrumbo (#4216)
* Thrumbo

* Adds Codex Entry - Thrumbos now pending Rename

* Actually ticks the file.

* Fixes stray pixel and fixes faulty attack message.

* Fixes sprite issue.

* Renames them so this can be merged.
2022-07-14 23:53:33 -07:00
siliconsandGitHub 1731bc22d4 fixes a few bugs + makes a few things that really should be async async (#4170)
* recover

* a

* Update ai_holder.dm
2022-06-09 13:48:37 -07:00
ZandarioandGitHub d00d488382 More TGUI Backend. Stable this time. (#4109)
* WHEW

* ugh

* Wow I undid my own formatting?

* asdas
2022-05-26 01:48:29 -07:00
ZandarioandGitHub 5a7f357b85 CitadelRP (#4108)
* dme and dmb

* Heeeere we gooo

* fasease

* Continued.

* AAAAAAAAAAAAAAAAAAAAAAAA

* Brain going numb

* agh

* The suffering will be worth it... right?

* Going blank...

* Am I done?

* AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

* Fixes

* Should be everything I care about right now.
2022-05-26 01:37:55 -07:00
siliconsandGitHub 7152e7ff2a power standardization 1/??????? - power scales, SMES/cellrate/APC/powernet/god i'm dying inside (#4103)
* start

* about ready for conversions

* oh boy

* oh boy

* powernet procs

* draw power, surplus, avil, smes

* cellrate, smes

* cellrate, smes

* more

* wacky

* aa

* there we go

* Wild!

* ix

* more

* why

* between needs to die

* smart

* oh no

* fear

* f

* fixes

* i hate parentheses

* i hate parentheses

* fixes

* calc moment

* *pawstamp*

* acter

* i hate myself too thank you

* a

* wack

* cheat factors

* that

* fix

* recomp

* epic js moment

* fix
2022-05-26 01:27:14 -07:00
ZandarioandGitHub cc701aedb6 [Ready?]Machine Code Cleaning and some other stuff. (#4050)
* AutoDoc, bye useless comments, and some flair

* WHEW

* blele

* GLOB.machines

* Funny game

* Forgor

* Appease the linter

* asdasd

* chairs

* asdsad

* asdfasdf

* wuh if

* bruh
2022-05-15 14:41:34 -07:00
siliconsGitHubfake_vm_user <fake_vm_user>
e88f63cd33 refactors some gun things (#4036)
* wow

* wack

* fix

* fix

* fuck you

* i am declaring war on gun devs

* fix

* fix

Co-authored-by: fake_vm_user <fake_vm_user>
2022-05-12 14:41:29 -07:00
silicons caca0f86c3 a 2022-04-28 04:46:48 -07:00
silicons 75f1247974 i hate you all 2022-04-28 00:03:09 -07:00
ZandarioandGitHub db39fde779 Butchering, Macro standardization, and generic tidying (#3936)
* Beginning

* Moar

* Blelelelele

* Robo Organs *Flooshed*

* Went overboard and organized a shit ton of tags...

* Partially implements VOREStation#9287

* Performance fixes from Polaris#7759

* More Code Cleaning

* Recompiled TGUI Bundle
2022-04-26 13:21:19 -07:00
ZandarioandGitHub b18d74baa6 TGUI Part 1: Wires, Point Defense, and Advanced Shields (#3823)
* TGUI Wires, Point Defense, and Advanced Shields

Sources:
VOREStation/VOREStation/pull/7083
VOREStation/VOREStation/pull/7118
VOREStation/VOREStation/pull/8444
VOREStation/VOREStation/pull/10131

* Maybe this?

* YOOOOOO I'M DUMB

* Fixes Energy Shields
2022-03-21 21:23:22 -07:00
UrsaMajoraandGitHub 5869760f15 The Possessed (#3484)
* They Come

Brings in the new faction type, The Possessed.

* The Possessed Breathe

Messed with the breathing code by accident. Working again. Oops.

* Noisy.

Adds footsteps, along with more death messages.

* Update the .dme

Woops. Apparently this is a thing I forgot to do.

* Trying to fix things.

* Delete possessed.dm

* Parent call.

* Miasmatic update.

Adds Miasma as a reagent, as well as a "Miasma bomb"  A chemical grenade that automatically detonates into a puff of smoke with miasma in it. And makes the possessed immune to grabs.

* Trap has been sprung.

Adds functions to the /obj/item/rig types for trapping.
If it's trapped, it will lock when you fully deploy and activate it. You will be unable to take it off or toggle parts.
If it's springtrapped, it will lock as above, but also deal 50 damage to your chest, and 70 spread through the rest of your body.

Also adds old, trapped subtypes for the current possessed mobs, which it drops either only trapped or a springtrapped module. No more risk free stuff.

* Fix the suit.

Fixes the issue where cutting off a trapped suit makes the suit stay on, even if the module is off. Also makes a trapped suit upgrade to springtrapped when cut off. Does nothing to normal rigs.

* Pain.

Made the springtrap a bit more painful.

* Better Springtrap.

The trap delays by 30 seconds default before it tries to activate. When 30 seconds pass, it tries to force deploy then activate, else it tries again in 30 seconds.

* Update rig.dm
2021-10-14 21:02:41 -07:00
663b919445 [IDB IGNORE] [MDB IGNORE] Tether - remade on cit repo so people can PR to this (#3043)
* Tetherport

* sigh

* more fixes

* shields

* more

* woo

* compile

* e

* a

* Tether, compilable and running

not playable tho

* Tether, compilable and running

not playable tho

* Automatic changelog generation for PR #3200 [ci skip]

* why

* EOL

* nukes edited areas. if you had something important in here, you didn't deserve to.

* another folder down

* one more folder

* the refacotring continues

* change those

* okay

* dynamic zlevels

* move stufF

* reorganize that too

* get rid of unneded archives

* move talon too and rename that

* meh

* woop

* fixes

* move those

* fixes

* fix

* Submap Repathing/Reconciliation

* Attempts to fix Gecko invalid variable bug.

* Alright. Let's actually fix every bugged instance.

* Another round of updates. That same turf issue exists.

* Should fix the last of those weird varedits.

* One snuck by?

* Another round of fixes.

* I want to know who put all these var edits in.

* Another batch down.

* Yet another batch.

* A map at a time, at this rate.

* I hope these are the last four, but probably not.

* Hopefully the last, but probably not.

* ANOTHER stealth var_edit that snuck through.

* Manually checked the rest of the map files I found. These were updated.

* Did the same for bad var_edits. Caught these.

* Updates the 140x140.

* Sorts Talon and partially adds Point Defense. Too complex for me.

* tether_turfs

* I think this is it. The last variable bug.

* Telenetwork Delenda Est

* linterS

* fix

* extraneous files

* woo

* mmm

* add that in until reagents hardsync

* woo

* sync

* updates

* t

* weather

* i want to rewrite telecomms

* test

* shift those

* woo

* move that

* FUCK

* Fix

* fix

* or null

* shuffle

* Fixes

* Fixes

* Fix

* fixes

* woo

* that

* facility safety

* that too

* move that out

* fixes

* woops /

* rename those

* those

* woo

* test

* fixes

* woo

* exploration map edits

changes oxygen tanks to o2 jetpacks, co2 jetpack to an o2, adds pathfinder voidsuit, suit cycler for medical, and fixes access restrictions on the PF's office and locker

* mh

* Update fueldepot.dmm

* woo

* woo

* woo

* fix

* utterly fuck you

* Automatic changelog generation for PR #3225 [ci skip]

* test code

* w

* that

* fieldgens

* better

* singulo

* fixes

* fix

* fix

* adds mirrortools, removes backup implants

* why

* Prevents falling through catwalks and lattice,
stolen from Silicons

* Lots of stuff!

* Update talon2.dmm

* Automatic changelog generation for PR #3226 [ci skip]

* Removes Mining Stacker

* Slight remap changes to Deck 3, pending more.

* Automatic changelog generation for PR #3228 [ci skip]

* fix that

* that

* R&D remap.

* Lighting fix and correcting a talon vault issue?

* Conflict clean-up.

* Multi-floor modifications. Chem change. R&D revert. Etc.

* Adds a few extra timeclocks.

* Missed the bioregens. Hooray.

* Re re readjusts R&D to a lobby design. Adds Space Spice. Maybe fixes Captain spawner.

* woo

* fix

* not that

* Xenobotany and Trash Pit adjustments.

* proper

* De-militarizes Talon. Will Trader-ify them when I wake up.

* fix

* fix

* ashet pls

* ashet pls v2

* cleaner

* cleaner

Co-authored-by: nevimer <77420409+nevimer@users.noreply.github.com>
Co-authored-by: CitadelStationBot <citadelstationcommunity@gmail.com>
Co-authored-by: Captain277 <agentraven16@gmail.com>
Co-authored-by: Mag <86886852+MonaraMir@users.noreply.github.com>
Co-authored-by: nik707 <38332985+nik707@users.noreply.github.com>
Co-authored-by: TheLordME <58342752+TheLordME@users.noreply.github.com>
2021-07-11 23:29:24 -07:00
Captain277 3dae967944 Merge branch 'master' into Vermintide 2021-05-29 10:11:54 -07:00
7217ae2c27 Pirate Boarding Party Event and Pirate-Ship Overmap Event (#3044)
* Pirate Event code

* Pirate Event Data

* Pirate Ship Sprites

* Add files via upload

* Nerf Pirate Reload Times

And a Couple other changes/fixes

* More Pirate Says and Emotes

For Flavor

* Overmap Pirates Now Move in Fleets

* Code Made Pretty as Requested

* I figured out what I forgot

* Removing the Extra Colons...

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Icon edits

* Add files via upload

* Automatic changelog compile [ci skip]

* fix

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Spellcheck

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Bringing The Event into Rotation Adjusting Weights

Pirates with guns should not fire without significant security presence (in theory)

* Automatic changelog compile [ci skip]

Co-authored-by: Changelogs <action@github.com>
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
2021-05-19 21:28:30 -07:00
siliconsandGitHub 08bc77572a Update ai_holder_targeting.dm (#3102) 2021-05-16 22:25:46 -07:00
Captain277 693aad1108 Chitter Chitter. 2021-05-14 18:57:26 -07:00
+12 d08acccd8a Overdue Update (#84)
* Automatic changelog compile [ci skip]

* fix linter uwu (#2934)

why yes i am speed selfmerging to fix a broken linter

* Update outlet_injector.dm

* Update admin_investigate.dm

* Create logging.dm

* Update vorestation.dme

* Update outlet_injector.dm

* woops

* fix

* we pog

a little bit

* a little bit more

* Update smes.dm

* Automatic changelog compile [ci skip]

* excludes turfs entirely

* Update beam_prism.dm

* excludes blind people

* Update floor.dm

* Update flooring.dm

* Update girders.dm

* Update materials.dm

* Update materials.dm

* Update window.dm

* Update gaia_planet.dm

* Update frozen_planet.dm

* Update classh.dm

* Update lavaland.dm

* Automatic changelog compile [ci skip]

* excludes itself

* Update clothing_accessories.dm

* Update clothing_accessories.dm

* Update cartridge.dm

* Update floor.dm

* Update floor.dm

* Automatic changelog generation for PR #2928 [ci skip]

* alien laserguns (?) sounds

why is it named beam/cyan wtf

* Automatic changelog compile [ci skip]

* adds comedy

* Automatic changelog compile [ci skip]

* Update window.dm

* allows cyborgs to pick up rus-t fuel rods

cyborgs should be able to start the rus-t solo to bring it inline with other engines

* missed a comma woops

ooopps

* Automatic changelog generation for PR #2936 [ci skip]

* Automatic changelog compile [ci skip]

* Update stack.dm

* Update floor.dm

* pretty

* update

* Automatic changelog compile [ci skip]

* del all

* Automatic changelog generation for PR #2929 [ci skip]

* Automatic changelog compile [ci skip]

* unsquishes minitest and adds emote stuff from main (#2949)

* unsquishes minitest and adds laugh stuff from main

🆑
fix: unsquishes minitest (dev)
add: adds laugh sounds from main
add: adds a *nyaha emote separately
/🆑

* add a help entry bc why not

* trailing newlines for linters

* ports screaming from main

* ports spam_flag from main

* this is better than having a separate PR and using the living.dm stuff

* after maint talk, better that this doesnt exist until it can be implemented nicer

* Automatic changelog generation for PR #2949 [ci skip]

* Automatic changelog generation for PR #2938 [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Changes to engine templates

## About The Pull Request
Adjusts the engine templates so that certain bugs are no longer present. Namely, everything wrong with the R-UST and duplicate radiator windows. Now it isn't just the SM that has radiator window shutters, as well.

## Why It's Good For The Game
Now, I know there was a ban on changing the layout of the map, so changing the layout of the pipes in the R-UST might be a bit of a stretch, but hear me out. Fixing the R-UST by means that you rightfully shouldn't need to take ICly every round fucking sucks.
The other things are just a bit of icing on the cake.
## Changelog
🆑Auris456852
fix: R-UST's hot loop now is set in the right direction and the wiring works.
fix: No more duplicate borosilicate engine windows.
tweak: Every engine submap now has radiator window shutters.
tweak: Removes the rogue button in the middle of the R-UST pipes.
/🆑

* Update Misc-Recipes.dm (#2972)

* [RTM] Language Flags Clean up, _vr merging and speech_verbs can be lists now (#2932)

* Language clean up

* Adjusts Pan-Slavic desription to be more correct
in current Lore

* Fixes a typo in the Squeakish description

* Add Gibberish protection, when using prefix for
unknown language(s)

* Removes the lowertext function from filling the
language_key list,
to allow both the cases of letters to be used for language prefix

* Gibberish protect now clears the prefix

* ! emotes delete the ! properly again

* Automatic changelog generation for PR #2932 [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog generation for PR #2959 [ci skip]

* yeah lets ban them

* trailing newline

* visual improvements, stability tweak

Ports icons from Scav, which I think uses Bay's.

Some code coming along with it, too.

Also: My own alpha changing with the colour and temperature.

* makes it easier to see without fake ambient occlusion

a visibility fix, and more scaling levels

* dynamically scales the fields alpha and the brightness with the temperature

wow, I can't believe my code worked first try.

* the brightening

the math made is kinda darker than before at max.

* untested beach sound fix (#2980)

* untested beach sound fix

* uncrush

* adds *clak (#2979)

* lets warn the user about what they're about to spawn (#2975)

* more horror things (#2968)

* toggle pain messages (#2962)

* toggle pain messages

* Update pain.dm

* Update pain.dm

* Update pain.dm

* Automatic changelog generation for PR #2962 [ci skip]

* lying can now be left or right like main (#2955)

* Fixes robotics labcoat icons (#2954)

* Automatic changelog generation for PR #2954 [ci skip]

* Update fishing.dm (#2951)

* Automatic changelog generation for PR #2951 [ci skip]

* adds taur loafing (#2950)

* test

* functional loafing

* better layering and sprite

* ok thats bad layering

* Update taurs_vr.dmi

* Update update_icons_vr.dm

* Automatic changelog generation for PR #2950 [ci skip]

* Update miscellaneous.dm (#2978)

* Update broadcaster.dm (#2981)

* Update dice.dm (#2983)

* minor changes (#2971)

* minor changes

* minor text fix

* choker fix (#2970)

* Update emote.dm (#2969)

* Suplexes all barsigns before it (#2898)

* Adds the new sign

Adds the C1-TA DEL-B barsign to the game.

* Replaces holoprojector with standard sign base, makes it so Celestial Cafe isn't backwards in literally every direction except down

e

* Update port_gen.dm (#2939)

* Update mob.dm (#2961)

* adds unus (uno) because it isn't a joke anymore (#2976)

* space uno pog

adds a deck of unus (uno) cards and adds them to loadouts, bits n bobs, and two spots on the triumph

* Update unus.dm

* Automatic changelog generation for PR #2976 [ci skip]

* lets event managers+ delete mobs in a specified range (#2958)

* lets event managers+ delete mobs in a specified range

the del-all verb makes me cry, so i made an optimized one

* minor polish

lets convert that path to the name rather than present event managers full type paths a second time

* Update debug.dm

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Update robot_upgrades.dm

* map tweaks

* Visual Studio Code things

* Revert "Visual Studio Code things"

This reverts commit 25a686baa5.

* Revert "Revert "Visual Studio Code things""

This reverts commit 2d607f29a6.

* Revert "Revert "Revert "Visual Studio Code things"""

This reverts commit 5a5b9319ef.

* Add files via upload

* Update sprite_accessories_vr.dm

* Revert "Update emote.dm (#2969)"

This reverts commit 05f26c81ac.

* Hopefully converts the maps to .tgm

* Missed a spot

* Exploration Shuttle Redesign

* Revert "Exploration Shuttle Redesign"

This reverts commit 73707a39fc.

* Revert "Revert "Exploration Shuttle Redesign""

This reverts commit 13a59f427e.

* Automatic changelog compile [ci skip]

* lets not show this to the user

* [MAINPORT]

* Update panic_bunker_player.dm

* Update admin.dm

* Update new_player.dm

* Automatic changelog generation for PR #2992 [ci skip]

* Automatic changelog generation for PR #2991 [ci skip]

* Automatic changelog generation for PR #2988 [ci skip]

* Update manuals.dm

* Update negative.dm (#2986)

* what if we removed the fusion environment heat cap..... haha... (#2987)

* Update core_field.dm

* Update core_field.dm

* fixes a bunch of things (borg attacks gravity etc combined pr)  (#2989)

* more

* wew

* Update movement.dm

* Update movement.dm

* Update areas.dm

* Update movement.dm

* Update areas.dm

* updates new_size (#2993)

* mannequins can no longer scream (#2994)

* lets not spam THUNDERDOME.ogg indefinitely in the holodeck (#2995)

* lets not spam THUNDERDOME.ogg indefinitely in the holodeck

* Update HolodeckControl.dm

ok thunderdome can have thunderdome.ogg

* Update triumph_things.dm

* The great de _vr-ening. Part one. (#2933)

* first pass

* pass 2

* e

* Update vorestation.dme

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Adds wirecutters to sciencehound

* Automatic changelog compile [ci skip]

* i dont know

???????

* Automatic changelog generation for PR #3004 [ci skip]

* Automatic changelog generation for PR #2973 [ci skip]

* Automatic changelog compile [ci skip]

* tweaks and fixes

* Automatic changelog generation for PR #2650 [ci skip]

* conveyor thing (#2964)

* fix

* Update conveyor2.dm

* Update station.dm (#2999)

* Update pins.dm (#3000)

* Automatic changelog generation for PR #3000 [ci skip]

* science no longer gets free tasers (fixes xeno taser guns) (#3001)

* Update weapons.dm

* Update weapons.dm

* fixes antimagic components, gives inversion beams 0.66x damage if someone is antimagic shielded (#3003)

* modifications

* component anti magic

* 0.66x

* fixes

* fixes dropped

* main

* fix pickup

* Automatic changelog generation for PR #3003 [ci skip]

* Update nif.dm (#3005)

* Update triumph-02-deck2.dmm (#3007)

* fixes modular weapons not updating after generatefiremodes somehow writing 5 lines of code to fix this doesn't change the fact this entire fire deserves to go in a trash fire (#3009)

* Update modulargun.dm

* Update modulargun.dm

* Update cult.dm (#3010)

* sometimes the only safe haven from shitcode is porting in status effects from main just to code a dagger for stabbing things with  (#3015)

* why did i do this

* wow

* actual files

* changes

* on second thought

* fix

* fixes

* woops

* wield

* fixes

* fix

* fix

* woops

* Automatic changelog generation for PR #3015 [ci skip]

* adds tagline config (#3018)

* Update world.dm

* Update general.dm

* Update config.txt

* maybe if atmos crashes it should automatically recover and fix itself instead of runtiming every 2 seconds for the rest of the round (#3020)

* Update air.dm

* Update air.dm

* Update air.dm

* Update air.dm

* Update cataloguer.dm (#3021)

* fixes inducer runtime, removes inducing smes because it's a blatant copypaste that is unnecessary  (#3024)

* Update inducer.dm

* Update inducer.dm

* Automatic changelog compile [ci skip]

* yup

* Update captain.dm

* 1

* fixes overlapping light and camera (that was there before my changes), re-does decals to follow science standard

* Automatic changelog compile [ci skip]

* Forgot decals in Virology and a sec bit

* fixes soulcatcher ar projections and switches AR rendering to appearance cloning (quite literally 3 orders of magnitudes faster) (#3006)

* woop

* done

* Update science.dm

* Update science.dm

* makes sizegun standard with other size nerfs

@nik707

* Automatic changelog compile [ci skip]

* Automatic changelog generation for PR #3028 [ci skip]

* Automatic changelog generation for PR #2952 [ci skip]

* sometimes i wish i could gitban whoever coded syringe infections because congratulations i will now instantly kill someone with 10 clicks with this omegalul tier dumpster fire of a proc  (#3022)

* Update syringes_vr.dm

* Update organ_external.dm

* Update syringes_vr.dm

* Update pain.dm (#3023)

* Update heat_exchanger.dm (#3030)

* Update spreading.dm (#3031)

* removes fun - no more spawning in dust clouds :( and i guess faster/more organized overmaps init  (#3040)

e

* syncs TGS, tgui, and build tools to latest tgstation (#3039)

lol said the crab, lmao

* Update triumph-04-deck4.dmm (#3047)

Re-Uploading the new shuttle

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Update 13_soulcatcher.dm (#3033)

* fixes rigsuit gauntlets erasing gloves (#3027)

* maybe

* alright

* fixes language colors (#3045)

* e

* tgui update

* wew

* fix

* Update triumph-03-deck3.dmm (#3036)

* lets not sterilise entire solar systems every shift (#3037)

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* the ultimate fix

Co-authored-by: Changelogs <action@github.com>

* Automatic changelog generation for PR #3037 [ci skip]

* The nose thing (#3035)

* Update new_player.dm (#3042)

* okay this is going to be a horrible idea but it's this or weeks of manual replacement - icon sync to vorestation via overwrite-or-append merge from cit onto vore icons  (#3038)

* scream

* i'm sorry affectedarc

* reset to master

* woohoo let's bloat the codebase with 342 more files it's okay we'll clean them up eventually, cit is doomed

* let's not

* probably fixes dogborgs

* Automatic changelog compile [ci skip]

* e (#3050)

* [READY] Yeet, Or, How I learned to stop hating resleeving and rework it entirely. (#3008)

* IT WORKS

* e

* i am losing my mind

* works

* mirrors transfer from the console

* adds new scanner

* mirrors persist on gib/ash/dust

* E

* nif save alteration + mirror tool

* adds mirror tool

* mirror tool cleanup

* e

* tidying

* Revert "tidying"

This reverts commit 13d62ca2ae.

* god i hope this is everything

* pref works but also doesn't

* e

* testmergies time

* e

* E

* e

* ok

* e

* This didn't break anything so HERE WE GO

* e

* adds the positronic mirror variant and required code to spawn with it

* Positronic mirror code

Co-authored-by: buffyuwu <42501819+buffyuwu@users.noreply.github.com>

* Automatic changelog generation for PR #3008 [ci skip]

* fixes and adjustments to slimes/xenobiology/fire extinguishers (#3048)

* wow

* wew

* grr

* grr

* this ones right (#3054)

* Automatic changelog compile [ci skip]

Co-authored-by: Changelogs <action@github.com>
Co-authored-by: nik707 <38332985+nik707@users.noreply.github.com>
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
Co-authored-by: FreeStylaLT <freestyla8@gmail.com>
Co-authored-by: CygnusB <39594514+MalricB@users.noreply.github.com>
Co-authored-by: buffyuwu <42501819+buffyuwu@users.noreply.github.com>
Co-authored-by: CitadelStationBot <citadelstationcommunity@gmail.com>
Co-authored-by: nevimer <77420409+nevimer@users.noreply.github.com>
Co-authored-by: Kraseo <S0ldi3rKr4s0@hotmail.com>
Co-authored-by: Auris456852 <MegamanZeroZX@gmail.com>
Co-authored-by: Felix <58342752+TheLordME@users.noreply.github.com>
Co-authored-by: Mount0 <66533944+Mount0@users.noreply.github.com>
Co-authored-by: Trilbyspaceclone <30435998+Trilbyspaceclone@users.noreply.github.com>
Co-authored-by: Timothy Teakettle <59849408+timothyteakettle@users.noreply.github.com>
Co-authored-by: Funkeronipasta <72235187+Funkeronipasta@users.noreply.github.com>
Co-authored-by: Ghostcoffeee <66063955+Ghostcoffeee@users.noreply.github.com>
Co-authored-by: MediHound <magda.c0rtana@hotmail.com>
Co-authored-by: LordDoge <44487173+LordDoge@users.noreply.github.com>
Co-authored-by: MediHound <47318585+MediHound@users.noreply.github.com>
Co-authored-by: crystal <harryrobertfoster@gmail.com>
2021-05-04 00:24:17 -07:00
siliconsandGitHub a38ecfcedd fixes and adjustments to slimes/xenobiology/fire extinguishers (#3048)
* wow

* wew

* grr

* grr
2021-05-03 12:25:58 -07:00
siliconsandGitHub 5823fb93e7 migrates to github actions + sync tgui to main's, removes a bunch of dead maps and code and reworks how submap loading is done (#2917)
* move phoronlock define

* t

* force rename

* nuke unneeded things

* don't do that

* tgui sync?

* changes

* unit testing module

* backend

* tools update

* aaah

* go and stay go

* path replace

* move everything

* toss out more stuff

* remove

* fine those can stay

* dependencies.sh

* ruin datum move + rename

* level assets why did you guys put the turfs in my atmosphers folder grr

* more moving

* basemap, force stuff

* fix that desync meme

* move more stuff

* move those too

* repath

* get rid of useless initializers

* hacky patchy

* reservations

* alright

* tgui

* changelog example

* checksum

* md5

* errors

* more

* turf empty

* stop

* fix

* bad kwarg

* let's get those in again

* alright

* rid of that

* huh

* newlines

* newlines

* folder

* mood

* woops

* readme

* might as well trim now

* let's go

* fuck it tether isn't being used anyways lol

* ok

* empty files go

* tether is demoted

* sorry but this goes too

* okay

* make that work too

* ok

* wow.

* whew

* Fix

* fixes

* ok

* sigh

* fix

* fix

* aah.

* rust_g logging

* update rust g file

* fix

* funny

* Fix

* map issues

* fix

* initialize hints

* solves some problems

* those too

* ok

* pills

* let's do that.

* hit that too

* runtime

* add that too

* alright

* fix

* fix

* fix

* Fix

* add

* fix

* wildwest, what have they done to you...

* do that too'
git push

* fixes

* fixes

* fixes

* pack this tightly

* let's not have empty files

* sigh

* fix

* FUCK OFF

* fix icon

* rip old mapmerge

* zz

* woo yeah woo yeah

* logging

* fix

* better logs

* GRRRRRR

* last commit??

* awful
2021-04-01 16:07:03 -05:00