73 Commits
Author SHA1 Message Date
b4a124e557 [IDB IGNORE] cyborg refactor: icons, chassis, modules base (#6929)
- separates the composition of cyborgs into modules, iconsets, chassis,
upgrades
- modules / chassis atm can provide items, so can upgrades; in the
future we will want to probably generalize the item API a bit so
components can work
- chassis now can (unimplemented) easily be made to give different stats
- reorganizes all the cyborg sprites
- adds generalized item mounts with redirection support and tears out
legacy cyborg items
- entirely rebalances modules & writes some new lawsets in for future
use

---------

Co-authored-by: silicons <silicons@silicons.dev>
2026-01-13 18:39:38 +00:00
siliconsandGitHub 8402a432dc refactors suit storage allowed + new vv bitfield system (#7381) 2025-11-04 10:19:15 +01:00
Timothy TeakettleandGitHub b896eadf09 fix skrell icons being used for prometheans (#7380) 2025-10-30 22:06:11 +01:00
7e8cd3f5ac refactors combat backend & adds kinetic gauntlets (#7144)
Co-authored-by: Zandario <zandarioh@gmail.com>
2025-05-31 19:30:25 +02:00
279949242c Riding touchup (offset fixed) (#7120)
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## About The Pull Request

Gives people the option to be directed by someone buckled to them.
Offset gets handled nicer now, resize affects the riding offset, taurs
actually have their center set to it, and not their tail end if 200%, or
infront of them if 25% size.
The code to saddle up actual horses, shanks, and stormdrifter bulls is
fixed, too, as it didn't switch the riding handler, which didn't get
deleted, and such not switching to the controllable part.
A few typos got fixed, stumbled by typoing my own search for the 3 mobs
for their var.
Small rendering tweak to potentially draw bags ontop of tails (required
for saddlebags.)
Saddlebags now include the saddle option, and such makes it easier for
one to hold onto

## Why It's Good For The Game

People do look more like they are carried by the person they are buckled
to. The new option could allow some RP options, synth having a
controller or being just directed by holding some part of the body, or
maybe way to put the jousting compontent to use? The bucking gives an
option to remove someone riding one, as one otherwise has no control
over it. The saddlebag also even works as a saddle now, although that
can be removed if the freeded up hand is deemed too strong.

## Changelog

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🆑
fix: taurs actually get their center calculated correctly, noticeable if
buckled sideways.
tweak: offsets get resized for riding.
fix: horse, shank, stomrdrifter bull saddeling
fix: taur bags actually get drawn over the taur body
add: ability to buck someone off your back
tweak: no riding hand needed if the taur is wearing a saddle.
/🆑

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---------

Co-authored-by: MarsMond <no@email>
2025-05-08 20:57:13 -07:00
33d2d3d125 Allows implant augments to be used (#7093)
Co-authored-by: MarsMond <no@email>
2025-04-22 10:50:30 +02:00
siliconsandGitHub 4137b01947 guncode update (and misc refactors) (#6740) 2025-02-22 16:31:23 +01:00
85e24504a1 running bugfix PR (#6914)
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
2024-12-23 16:22:00 -07:00
siliconsandGitHub c472903f06 some inventory backend changes & fixes (#6891) 2024-11-29 21:06:24 +01:00
siliconsandGitHub 51a4ec9ae5 storage bugfixes (#6878)
i fell asleep at 3 am before making fix prs
2024-11-23 10:55:12 -07:00
9885763e3d hand refactor (#5677)
Co-authored-by: silicons <no@you.cat>
2024-11-20 09:25:57 +01:00
siliconsandGitHub 6ad558f7dc Arbitrary gun attachment system (#6826)
does not currently support projectile modification, that's coming later

Includes adding support for attaching maglights to certain guns
2024-11-08 16:21:11 -07:00
LordMEandGitHub da0eb918ef opendream fixes (#6809)
…l-Station-13-RP into opendream_branch<!-- Write **BELOW** The Headers
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request process. -->

## About The Pull Request
adjusts the repo to work with opendream
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
a more modern, and hopefully more reliable engine!!!
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## 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. -->

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

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2024-11-05 10:12:18 -05:00
siliconsandGitHub 2533caefd9 combat code overhaul + projectiles v8: impact handling (#6579) 2024-09-02 20:34:27 +02:00
siliconsandGitHub 48e5ea649e Action button refactor (#6557)
for future use in remote control indirection

Actions are now multiple owner single target

Adds a lot more handling for things
Generally, the HUD of a mob is going to be split into components.
2024-07-14 11:07:29 -06:00
siliconsandGitHub 03b10ad5e9 misc fixes (#6577)
- fix: 2ear slot item in 1 slot if equip first then equip 1-ear is no
longer a thing
- fix: anchored items can no longer be picked up by trashbags and
certain other things
- fixes deconstruction and reconstruction of mapspawn gas heaters /
freezers
- buffed turnstile armor
- all holsters now work with drop pouches
- fix: material doors couldn't be destroyed
- falling apart airlocks can now be decon'd
- airlocks are now able to be meleed
- restart controller no longer infects the MC with the caller's `usr`
- fix: you can no longer place multiple omni gas filters on one tile
- fix: assert rigsuit storage volume bug is gone by gathering last sheet
of metal from metal in storage as a test
2024-07-06 14:42:19 -06:00
b1388fe5c3 adds a few hairs and horns from skyrat for a friend (also refactors human rendering a bit) (#6349)
Co-authored-by: silicons <no@you.cat>
2024-04-25 19:04:04 +02:00
383308a1d1 storage rewrite (#6284)
Co-authored-by: silicons <no@you.cat>
2024-02-17 10:08:35 +01:00
5dc9165adb small change to throwing (#6277)
Co-authored-by: silicons <no@you.cat>
2024-01-17 12:06:26 +01:00
9d26ed208c minor inv fixes (#6142)
- fixes some grammar issues with nodrop
- fixes messages for 'reconsider xyz' calls

Co-authored-by: silicons <no@you.cat>
2023-11-14 20:37:58 -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
85dec9b21f alt-click context menus & object cell systems (#6029)
Co-authored-by: silicons <no@you.cat>
2023-10-02 13:28:11 +02:00
cdf3778487 blobform reworks (#5969)
for both protean and promethean

they no longer drop items but can be stripped
furthermore, radio works now

---------

Co-authored-by: silicons <no@you.cat>
2023-09-13 16:22:41 -07:00
siliconsandGitHub c8a81fbd1a maybe fixes straightjackets (#5811) 2023-08-05 13:37:08 +02:00
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
749818c1cf tgui loadout (#5680)
Co-authored-by: silicons <no@you.cat>
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
2023-07-22 12:00:59 +02:00
eda3428d39 updates rust_g; adds rustg-based icon_states; fixes unit tests (#5644)
~~so back when i did inventory slot refactor i added this thing called a
render state cache
it basically allows for lazy people to default when needed and don't
default when not needed~~

~~problem is
to facilitate this we need to icon_states
which seems to be using just an exorbitant amount of memory.~~

byond icon_states bad
replaced with rustg icon states
there's a massive footgun in that it's obviously going to be slow due to
the fcopy() but for the use case of inventory it should be fine.

frees about 400MB.

also fixes us just having bad shuttle paths

---------

Co-authored-by: silicons <no@you.cat>
2023-06-25 22:55:22 -04:00
d5833cb162 some tiny optimizations/shifting things around, removes 2 unused files (#5643)
title

---------

Co-authored-by: silicons <no@you.cat>
2023-06-25 11:55:07 +01:00
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
4528cc1a28 halo projectors, emissives update, accessories update, etc (#5398)
Co-authored-by: silicons <no@you.cat>
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
2023-04-27 08:31:46 +02:00
d54c398f53 aggressive memory optimizations (#5399)
- removes geosample: no one ever used this and it needs a way better
system than this
- atom colours are only applied to obj and mobs by default now, there's
no point tracking for further up stuff, as they probably have their own
systems
- turns a bunch of lists into lazylists

---------

Co-authored-by: silicons <no@you.cat>
2023-04-23 10:19:13 -07:00
siliconsandGitHub 5418d262af allows abstract insertion to hands via ID (#5405) 2023-04-22 20:25:23 +02:00
304bf65a9b mobility flags (#5202)
Co-authored-by: silicons <no@you.cat>
2023-04-22 19:32:16 +02:00
4f76022369 fishing port from tgstation (#5360)
Co-authored-by: silicons <no@you.cat>
2023-04-16 16:16:51 +02:00
ba4eb67d8d Ability System (#5186)
Co-authored-by: silicons <no@you.cat>
2023-04-13 22:14:04 +02:00
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
506f34dfeb Fixes a bunch of rendering bugs, adds clothing style system (#5116)
Co-authored-by: silicons <no@you.cat>
2023-03-18 16:30:17 +01:00
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
44c78afc64 we have unlimited bodytypes again, take 2 (#4895)
Co-authored-by: VM_USER <VM_USER>
Co-authored-by: silicons <no@you.cat>
2022-12-28 17:01:15 +01:00
siliconsGitHubVM_USER <VM_USER>
d557edacf3 overhauls radiation (#4708)
Co-authored-by: VM_USER <VM_USER>
2022-12-18 03:30:42 -06:00
siliconsandGitHub 32c8822a7c fixes rendering (#4849) 2022-12-16 20:05:17 -06:00
ZandarioandGitHub 8eed21e1cf Singletons and abstract_types! (#4760)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
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request process. -->

## About The Pull Request
I finally have the pleasure of killing decl by giving it a new name and
updated handling.
Also abstract_types now have universal support!

Based on:
Baystation12/Baystation12/pull/32114
Baystation12/Baystation12/pull/32687

## Changelog
🆑
code: /decl/ is now /singleton/
code: abstract_type is now on the /datum/ level
/🆑

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2022-11-27 23:24:30 -08:00
ZandarioandGitHub 7bf4c2a34f Early Assets, Lateloaded Assets, and Debugging Tools (#4696)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
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## About The Pull Request
Various asset systems I want in before more TGUI work. and also
byond-tracy support... and also light update debugging...
## Changelog
🆑
tweak: Chem Master UI has been reworked slightly.
2022-11-20 17:36:24 -07:00
siliconsGitHubVM_USER <VM_USER>
798902257c fixes handcuffing (#4720)
Co-authored-by: VM_USER <VM_USER>
2022-11-17 15:29:45 -08:00
ShadowandGitHub 4eae323004 [IDB IGNORE] Add digitigrade unathi subtype (#4698)
<!-- 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

Adds the old (unshaded) Baystation unathi sprites to the game, as a
subtype of the normal unathi. They are referred to as "Digitigrade
Unathi", the in-lore justification being that Moghes is a harsh place
and some unathi simply adapted to become digitigrade and more
"bestial"-looking. Mechanically they are the exact same as normal
unathi, and any changes to the latter should also impact these ones.

Currently, while these unathi are digitigrade, they are able to wear all
clothes (likely with some odd appearance). Depending on if people want
it I can add a rudimentary system for restricting digitigrade unathi to
specific, digitigrade-friendly shoes.

### While I have done a preliminary pass at making sure the
unathi-specific sprites play nice, I am not able to guarantee there
won't be some weirdness.

A period of testmerging where people post if any pieces of clothing look
off will probably be needed. And of course, any non-baystation clothing
sprites will not have any unathi-specific sprites anyway.

## Why It's Good For The Game

Adds cooler lizar.

## Changelog
🆑
add: Added a new subtype of unathi, Digitigrade Unathi.
/🆑

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2022-11-16 21:42:31 -08:00