requires #6644
Entirely replaces how (most) belts perform insertion checks.
This pretty much allows belts to hold most things.
Armor vests are next.
Trashbags will also use the systems we use on main.
Closes#7256 and #7435
---------
Co-authored-by: silicons <silicons@silicons.dev>
- all cells in the game are now small, medium, large
- super, hyper capacity cells, device, and weapon cells are all removed
- cells now have standardized variants, some of which are printable by
R&D
- energy weapons rebalanced
- **advanced energy guns and stun revolvers removed** - use the new
modular weapon system and microfission cells.
---------
Co-authored-by: silicons <silicons@silicons.dev>
- Changes overall color back to warm colors
- Moves color, power, and range to a proper define
- Small bulbs and fairy lights now respect the nightshift
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## About The Pull Request
Updates the nightshift colors to be warm again (pending the conclusion
of a vote in devlog). Creates more defines for nightshift color
settings, and allows small lightbulbs and fairy lights (which are the
main lightsources alongside tubes) to respect the nightshift as well.
## Why It's Good For The Game
Letting small lights and fairy lights be affected by the nightshift is
arguably good, especially on maps like the Strelka where they make up
the majority of light sources. Making the colors warmer can help make
the nightshift more cozy, though it is still up to a vote.
## Changelog
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🆑
tweak: Small lightbulbs and fairy lights now respect the nightshift.
tweak: The nightshift color is now warm instead of cold.
/🆑
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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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pAI hair & camera hair should be fixed from this
maybe
this doesn't fix sonar hair having color though but that's for another
time; byond rendering is a fucking nightmare
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## About The Pull Request
_Somewhere on Centcom NDV Marksman, near a window_
-"Hey, Officer, here are the manifest of the last few months from crew 7
EX 39."
-"Huh. Thank you... Wow, is it me or they are getting less people ?"
-"Yes, I agree... Yet they are getting some big bas- Holly molly, is
that the Strelka ? Its getting repaired ? My grandpa loved that ship !"
-"Huhuh. We only need a smaller crew to man it..."
_Both are looking at a the crew manifest folder_
-**"Bingo."**
The Strelka is one of the oldest NT Vessel. Started out as a Luxury
Yacht for NT, to carry VIPs and celebrities. Served also as a blockade
runner during the corporate wars. Its last function was as a pathmaker
and obstacle buster for the Marksman fleet. With being one of the
oldest, its also one of its smallest, yet still can be used as a day to
day vessel, with... a lot of sacrifices.
The Vessel got four decks, like the Triumph or Endeavour, but is arround
only 80 Tiles long and 64 tiles wide. Its main focus was mainly confort
and luxury at first, with its departments being, for a lot of them, just
cabins with walls that got destroyed to make more room.

## Why It's Good For The Game
The map was made at first to test how small a citadel station can be.
_But I got carried away :D_
There are not a lot of players playing during some time of the day, and
a request for a smaller map, that makes people interact more with each
other, has been requested. This map should do it. Its also takes a
direction that is different from the Atlas, Tether, Triumph and
Endeavour, aspect wise.
The map is also a test to apply the different ideas given from the
exploration departement debates that the server saw multiple times.
Here, the exploration depatement is actually rather open. All of the
crew can easely acces the excursion shuttle hangard. The gears of EMTs
and Explorators (and pathfy) are still here, but located in Science and
Medical (The Pathfy still get is own office). The goal is to have away
team with different crew of multiple departement more easely, without
the need to change access.
Since the vessel is a NEV, the pathfinder gets also acces to the bridge,
where he can assist with charter and helm... And of course, since this
vessel have a Obstacle removal Ballista, the pathfinder (and command)
can use it.
The main drawback of the vessel would be that some science activities
are missing, mostly those that can be found in the western plain outpost
of Lythios 43. So the remaining activities are : Robotics, RnD, Circuit,
Chemistry, Xenobiology, Xenobotany, Telescience, Xenoarchelogy, And
Anomaly.
Another drawback is the lack of maintenance tunnels. There are some
maintenance area, but were on other maps they are arround 30% to 45% of
a map, on this vessel, they be arround 10%. SMES are in glass boxes that
requires Engineering acces to open.
Other than that, all departments and activities are here. It is also
able to welcome traveler and trading shuttles in its Deck 4 hangar.
**It is still a WIP, and would require testing**




---------
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
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## About The Pull Request
top

bottom

the cafe

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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
- Cafe and bar are now in distinct, separate areas
- Turns a weird semi-quasi-bar into an actual cafe location
- Distinguishes the top / bottom floor of the bar
- Private rooms!
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## Changelog
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🆑
tweak:the bar and cafe were changed
/🆑
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tl;dr refactors supplypacks to a new system
- all access locks yanked from crates other than the ones that actually
need to be locked
- preps system for reworks, translates stuff over to a new format
- adds unified subsystem parsing & support for other descriptors for
cargo crate contents other than typepath
## About The Pull Request
Redesigns the hammerhead somewhat to be more like a patrol and response
carrier, with a more streamlined design for carrying personnel and
detainees.
Brings the Rift to parity with other maps for security EVA by replacing
the spare security officer lockers in EVA storage with an additional
security voidsuit and two hazard rigs, plus a hazard rig in the HoS'
office.
Increases the Baron's integrity by 200 (from 400 to 600) to offset the
damage impacting a wall causes (which is the only way to stop in space
currently), and increases the Duke's integrity by 400 to match the
intended double armour value.
🆑
tweak: Redesigned the Hammerhead Patrol Barge
tweak: Increased armour values for the Baron and Duke space fighters
balance: Added an additional voidsuit and three hazard rigs to security
to bring the rift to parity with other map values
add: Adds an old_wall flag to lights, allowing them to be placed on
old-style walls without ending up inside of them
/🆑
## 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>
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## About The Pull Request
Misc fixes for broken crates, bodybags, etc.
## Why It's Good For The Game
fix
## Changelog
no.
## About The Pull Request
rewrites lathes
they are now embeddable within other interfaces, have unified controls +
queue management, and have support for using
- materials
- reagents
- even using / transforming existing items
rewrites /datum/design to be semi-singletons
adds SSresearch to hold designs
rewrites atom material system a bit
also:
- adds MIT license identifiers to some of my old TGUI work of which I am
the only one on the git history. i'd like to keep the tgui section and
my own code samples in there as MIT instead of AGPL.
- removes vorestation id restorers from maps because they're unused
nowadays
- removes partslathe as they're basically just unused
- Revamps sheetmaterials stylesheet as it really didn't need to just be
stacks.dmi
## Why It's Good For The Game
lathes sorely needed a redo
we want good materials support ontop of that.
also fixes autolathes :)
the "also" part is already covered above.
## Changelog
🆑
refactor: lathes are completely rewritten
fix: autolathe x5 and x10 buttons
del: autolathes can no longer be hacked. all hacked recipes are instead
accessible as normal recipes.
del: partslathes - redundant
del: id restoration consoles - unused / prohibited by server rules
/🆑
---------
Co-authored-by: silicons <no@you.cat>
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## About The Pull Request
Largely a port of code from Daedalus Dock and icons from Bay/Nebula.
Lots of things need to be touched with this.
## Why It's Good For The Game
It just looks better, imho.
## Changelog
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🆑
/🆑
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---------
Co-authored-by: silicons <no@you.cat>
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
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## 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>