424 Commits
Author SHA1 Message Date
935126228a [IDB IGNORE] [MDB IGNORE] entirely rewrites mirrors and throws out old resleeving backend (#7446)
Co-authored-by: silicons <silicons@silicons.dev>
2026-02-24 09:41:30 +01:00
27553ac31b repaths spiderlings/vines to structures instead of effects (#7530)
- spider webs / vines should never have been effects in the first place
- spiderlings should probably just be mobs at some point lol

---------

Co-authored-by: Zandario <zandarioh@gmail.com>
2026-02-18 12:40:19 +00:00
0557800d31 sync tools & ci (#7449)
title

---------

Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
2026-01-24 19:42:25 +00:00
siliconsandGitHub ebe0dcbaa4 removes some vestigal vore variables (#7476)
we don't use this and we don't have people with ckeys in mimics so lol
2026-01-16 23:55:22 +00:00
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
b1029a24f8 Power Cell Rework + Energy Weapon Rebalance (& misc changes) (#7438)
- 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>
2025-12-24 12:15:01 +01:00
LordMEandGitHub ecec05522f reduces old variable bloat (#7440)
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## About The Pull Request
removes the adminbus_trash variable
removes the option to play audible hunger noises
removes option to TF people into eggs
Moves the feral variable from /mob/living to the xenochimera species
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## Why It's Good For The Game
Unused variables are not helpful.
TF to egg is unused and broken.
only chimera uses the feral variable anyway, and even then it mirrors
the mob variable for use, so lets just move it to chimera
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## Changelog

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🆑
del: Removed unused variables that held over from vorestation
del: Removed Vore belly transform to egg options
del: Removed audible hunger noises
tweak: tweaked feral to be a chimera specific variable, instead of a mob
variable thats only used by chimera
/🆑

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2025-12-21 15:18:33 -05:00
siliconsandGitHub 60db51850c experimental gc / init fixes and optimizations, and fixes emotes (#7431) 2025-12-15 09:13:19 +01:00
siliconsandGitHub 8402a432dc refactors suit storage allowed + new vv bitfield system (#7381) 2025-11-04 10:19:15 +01:00
siliconsandGitHub 8563f938be refactors roles to be prototypes (#7323) 2025-10-08 09:53:41 +02:00
ShadowandGitHub b20c19cd9a A couple more fixes (#7302)
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## About The Pull Request

- You can now deactive a life crystal by using it in your hand. This is
permanent (it breaks it), since not being able to reuse them seems to be
intentional according to a code comment.
- Ghosts can no longer interact with the coffeemaker.
- Blood splatters from bleeding now correctly use a species' blood color
(or custom blood color for custom species).

## Why It's Good For The Game

The life crystal one is arguably very QOL for people who use them but
want to take off their uniforms for whatever reason. Blood color is also
a nice touch for people who use custom blood colors for their species
(or really, for any species that doesn't use the usual blood color). The
other is a simple bugfix.

## Changelog

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🆑
add: You can now deactivate a life crystal by using it in your hand.
fix: Ghosts can no longer brew coffee.
fix: Bleeding now respects a species' blood color (including custom
blood color).

/🆑

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2025-09-14 12:21:48 -04:00
siliconsandGitHub e5316fbaf5 refactors click handling (#7286) 2025-09-03 19:30:39 +02:00
siliconsandGitHub 8005d92f3c fixes keybindings unset issue (or rather, adds a catch to fix it automatically after a few seconds) (#7293) 2025-09-03 19:30:05 +02:00
64bef4fd3d [IDB IGNORE] Refactor modules/clothing/under to new rendering system (#7177)
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## About The Pull Request
Refactors clothing/under to use the new rendering system for both icons
and flags and does some general rearranging and cleanup of the code
files.
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documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
One single consistent system is good. This also fixes a lot of missing
rolldown, rolled sleeves, and maybe some species specific sprites.
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## Changelog
- Moves clothing/under/accessories to clothing/legacy_accessories
- Reformats under into under/casual, /costumes, /formal, /workwear
folders.
- Changes all /obj/item/clothing/under to use the new clothing render
system
- Annihilates uniform.dmi into a thousand pieces
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🆑 _Shadowcat_
refactor: refactors under clothing to new render system
/🆑

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---------

Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
2025-07-10 09:37:04 -04:00
7e8cd3f5ac refactors combat backend & adds kinetic gauntlets (#7144)
Co-authored-by: Zandario <zandarioh@gmail.com>
2025-05-31 19:30:25 +02:00
61d28b31b2 Bundle of fixes (#7113)
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## About The Pull Request

A few fixes ran into messing around with the code, every logical unit is
one commit.

## Why It's Good For The Game

People aren't unable to escape some storage, but not other. (Logic wise,
that probably could be handed further to the object, to have people not
escape something like locked secure briefcases or so, but this is just a
quick fix.)
Vore resisting works again, besides slightly less special logic for it.
Augment cooldown actually works, besides splitting the usability check
from the action proc, less duplication
Fancy boxes don't get/spawn invisible.
Runtime fix for the resonate analyzer (available as augment implant),
technically usable.
Plant analyzer doesn't seem to be bigger than the others, so put into
the same size/weightclass

## Changelog

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🆑
fix: Able to escape every storage
fix: vore resist belly interactions
fix: augment cooldowns
fix: Cigar, chocolate, and crayon/marker/chalk boxes don't become
(partly) invisible
fix: resonate analyzer can be used
tweak: plant analyzer is now small
/🆑

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---------

Co-authored-by: MarsMond <no@email>
Co-authored-by: Blubelle <57083662+BlueWildrose@users.noreply.github.com>
2025-05-29 18:27:46 -09:00
siliconsandGitHub 457423ad6c melee refactor atomization - attack_mob -> legacy_mob_melee_hook (#7167) 2025-05-20 22:23:13 +02:00
siliconsandGitHub f98bad682b rename ITEM_NOBLUDGEON to ITEM_NO_BLUDGEON (#7123)
readyability
2025-04-30 10:15:46 +02:00
siliconsandGitHub 87b8da5f83 rename soundbyte/grouped/sparks to soundbyte/sparks (#7124)
/grouped was a bad idea and is bad
2025-04-30 10:15:32 +02:00
siliconsandGitHub a83bdbcd61 renames setclickcooldown and get_attack_speed (#7126)
staging for melee PR, the way to modify cooldown is no longer direct
calls but modifying the clickchain
2025-04-30 10:14:43 +02:00
3af441992d Allows the lick wounds ability to target oneself (#7090)
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## About The Pull Request

Just changes the living_mobs(1) to view(1), which in turn includes the
mob it gets checked from

## Why It's Good For The Game

"Licking your wounds" is something a person does on themselves, not on
others, so the ability should probably allow it to be used on the person
itself. Right-clicking on your own mob also lists it already, but can't
be called, putting the verb and the argument in the command bar, without
working.

## Changelog

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🆑
tweak: people are able to lick their own wounds
/🆑

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Co-authored-by: MarsMond <no@email>
2025-04-19 08:56:30 -07:00
siliconsandGitHub 11d2f3b4d4 various 516 tweaks (#7071)
@LetterN did like everything I'm late to the party so I'm just here to
clean things up 😊
2025-04-07 09:09:38 +02:00
siliconsandGitHub 92d1f7cfc4 removes suicide from carbons and suicide_act (#7037)
not realistically used on the server in the foreseeable future, so let's
not have to maintain it
2025-03-13 14:07:20 -06:00
siliconsandGitHub ef19e75993 reagent holder rework (#6903)
- reagents are now singletons
- most of reagent holder datums are refactored.
2025-03-06 20:44:34 +01:00
siliconsandGitHub 08c895db65 mech part repath (#7009)
Tears apart the overloaded `/obj/item/mecha_parts` into a few different
paths.

`/obj/item/vehicle_chassis` for the base part that things attach on
(this is the mech construction holder)
`/obj/item/vehicle_part` for things you attach to chassis
`/obj/item/vehicle_component` for integral components
`/obj/item/vehicle_module` for equipment

This is to prepare for further work on mecha as a system, and to get
some of the massive line changes out of the way.

Also:

- tears apart a few files that were just too long to be handled and
groups everything with their mechs
- erases some code reuse
2025-02-25 11:36:22 -07:00
siliconsandGitHub 6394f34694 repaths projectile weapons from /obj/item/gun/* to /obj/item/gun/projectile/* (#6997)
tl;dr we don't want snowflaking for "projectile firing gun" to be the
same as "launcher firing gun" so we're separating them

this is in prep for #6740
2025-02-14 22:38:22 -07:00
siliconsandGitHub cb510121b0 atmos update_values() enforcement (#6873) 2024-11-20 09:26:55 +01:00
9885763e3d hand refactor (#5677)
Co-authored-by: silicons <no@you.cat>
2024-11-20 09:25:57 +01:00
siliconsandGitHub 3c4ff0279c removes weight gain/loss mechanics (#6863)
never really used on citrp and has confused people more than it's added
to any semblance of RP.
in the future, weight will be replaced with a descriptor system.
2024-11-19 09:01:51 -07:00
Timothy TeakettleandGitHub 86d7f942ea changes vore deaths to be logged rather than yelled at every online admin (#6766)
## About The Pull Request
title
ooc escape still gets messaged to admins

## Why It's Good For The Game
i feel like i don't need to explain myself here

## Changelog

🆑
tweak: changes vore deaths to be logged rather than yelled at every
online admin
/🆑
2024-09-24 21:44:07 -07:00
siliconsandGitHub ac3e0a73a9 attack_self refactor (#6754)
Changes proc header
2024-09-16 13:09:37 -06:00
siliconsandGitHub efb1c57bb8 sharp / edge / damage mode regex (#6747)
last regex before #6575 , probably 

deprecated sharp and edge
2024-09-13 08:50:11 -06:00
siliconsandGitHub e3b936fbbc Damtype regex (#6742)
Atomized codebase reorganization
2024-09-10 23:16:50 -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 0c8dd521c2 refactors attack hand proc header (#6720)
needed for #5677 

this is to make that PR slightly easier to review.
2024-09-06 13:36:10 -06:00
siliconsandGitHub 2533caefd9 combat code overhaul + projectiles v8: impact handling (#6579) 2024-09-02 20:34:27 +02:00
siliconsandGitHub 2f758a1355 completely removes simplemob automated vore support (#6714) 2024-09-01 21:03:44 +02:00
siliconsandGitHub 002dda4bf3 projectiles v8 - ammo & magazines (#6637)
completely overhauls ammo, magazines, and calibers; makes things a lot
more standardized and efficient.
2024-08-04 15:31:26 -04:00
siliconsandGitHub 8e2d711462 Removes teleporter (including portal and harpoon) failure and recursive power usage (#6639) 2024-08-03 17:31:14 +02:00
siliconsandGitHub 0e1d9de20c Backspaced out old dna lock system from guns (#6634) 2024-07-31 19:59:41 +02:00
siliconsandGitHub 912e379ffb vehicle mechs - preliminary (#6606) 2024-07-22 19:59:56 -04:00
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
siliconsandGitHub 50371db6fe projectiles v8 - raycasting (#6544)
Atomizing the physics solver out of #5934 

Tldr this is way less overhead, complicated, and far more accurate than
the old one
2024-07-05 14:08:38 -06:00
Timothy TeakettleandGitHub c87d6c5e6e adds size standardization bracelets (#6548)
## About The Pull Request
goes in glove slot
available in utility section of loadout
equipping it sets your size to 100% as if you were shot with a size gun
removing it sets your size back to whatever size you were before wearing
it, again like if you got hit by a size gun

## Why It's Good For The Game
better ic explanation to size changes while avoiding size gun / NIF /
size change trait because they kinda suck

## Changelog

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🆑
add: adds size standardization bracelets
/🆑

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2024-07-02 17:31:52 -06:00
bearrrrrrrrandGitHub 2c9c05ca1a explo equipment stuff no 1: emp bow / hardlight bow (#6523)
## About The Pull Request

starts adding the emp bow

## Why It's Good For The Game

as went over in discord; unstandardizing explo's equipment/making it
more utility based reinforces a 'you are not soldiers' type of deal

~~also, ultra wip~~ **good to go**

## Changelog

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🆑
add: emp bow - rechargable ion gun for explo. 32 cranks for 1 shot lol
lmao
/🆑

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2024-07-02 17:28:39 -06:00
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 01b82baac3 Fixes life crystals not detecting gibbed owners (#6472)
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## About The Pull Request

Title. The life crystal never got set off if the owner ever gets gibbed. This is most common with prometheans, but it can easily apply to anyone else.

## Why It's Good For The Game

Fix man good.

## Changelog

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🆑
fix: Life crystals will now detect owners who vanished out of existence via gibbing or some other means like dusting... provided the crystal survived.
/🆑

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2024-05-29 10:35:23 +02:00
9c8b0997e5 Atom hud refactor (#6446)
Co-authored-by: silicons <no@you.cat>
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
2024-05-26 19:56:13 +02:00
seekssssandGitHub b344b16f58 JSDF Rifle unloaded state fix (#6427)
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## About The Pull Request

fixes improperly set unloaded icon for the JSDF rifle

## Why It's Good For The Game

things should work

## Changelog

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🆑
fix: fixed JSDF rifle unloaded icon state
/🆑

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2024-05-09 23:36:08 -07:00
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