198 Commits
Author SHA1 Message Date
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
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
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
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## 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
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
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 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
9885763e3d hand refactor (#5677)
Co-authored-by: silicons <no@you.cat>
2024-11-20 09:25:57 +01:00
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 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
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
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
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
39bc14bb4a reworks game preferences (characters v2 staging) (#6310)
Co-authored-by: silicons <no@you.cat>
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
2024-04-08 12:44:30 +02:00
Letter NandGitHub 23b3274778 NT & CC Namefix (#6333)
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## About The Pull Request
title
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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
muh immursion!
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## Changelog
🆑
spellcheck: CentComm => Centcom
spellcheck: NanoTrasen => Nanotrasen
/🆑

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2024-03-13 16:01:23 -07:00
f4fae7f84e bugfixes (#6329)
Co-authored-by: silicons <no@you.cat>
2024-03-11 09:01:59 +01:00
siliconsGitHubVM_USER <VM_USER>silicons
8ca04ad274 persistence update + spraycans + graffiti + persistent debris + glass shards (#4301)
Co-authored-by: VM_USER <VM_USER>
Co-authored-by: silicons <no@you.cat>
2024-03-04 23:06:10 +01:00
383308a1d1 storage rewrite (#6284)
Co-authored-by: silicons <no@you.cat>
2024-02-17 10:08:35 +01:00
66c5210e13 refactors bodytemperature stabilization, refactors taking organ damage, etc (#6262)
Co-authored-by: silicons <no@you.cat>
Co-authored-by: Zandario <zandarioh@gmail.com>
2024-01-17 12:02:31 +01:00
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
Captain277andGitHub eb192d3d41 Bugfixes 10/23 Round Two (#6114)
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## About The Pull Request

1. **Fixes Survival Knife Collapse Bug.**
2. **Repaths and Redistributes KA Upgrades.**
3. **Fixes On-Mob Collapsible Baton Icons.**
4. **Fixes Broken Donator Uniform Render.**
5. **Renames Restricted Role Gear for Bridge Officer.**
6. **Adds Cat Themed Emotes to Catborgs.**
7. **Reverts Station Engineer Title Change.**
8. **Removes Brand Name from Root Beer in Soda Dispenser.**
9. **Adds Ginger Ale to Soda Dispenser.**

## Why It's Good For The Game

1. _Due to an oversight in the code, Exploration survival knives can be
collapsed into cardboard sheets. Corrects that issue._
2. _Repaths KA Upgrades to a bespoke path, and updates Cyborg intake
procs to account for the change. In tandem, removes one AOE upgrade from
the mining vendor and moves all AOE upgrades to R&D as higher tier
upgrades._
3. _The collapsible baton wasn't rendering on-mob. Fixes that._
4. _Player's donator uniform broke. Updates it to the new render
system._
5. _After the removal/repath of various titles, role restricted gear
items weren't loading. This corrects that, but the fix is a bandaid. We
need to adjust the way these items check jobs._
6. _Player request, and just logical in general. Catborgs should have
cat emotes._
7. _Station Engineers were renamed to Engineers, causing a plethora of
issues. This PR reverts the check to Station Engineer at fellow
Maintainer silicon's request._
8. _People were complaining that it's not alphabetical or something. I
dunno._
9. _This should be accessible somewhere other than vendors._

## Changelog

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🆑
fix: Fixes Cardboard Collapse Bug For Survival Knives.
tweak: Repaths and Redistributes KA Upgrades.
fix: Fixes Collapsible Baton Mob Render.
fix: Fixes Broken Donator Uniform Render.
fix: Fixes the Restricted Role Loadout Job Path.
add: Adds Cat Emotes to Catborgs.
fix: Reverts Engineer Job to Station Engineer.
tweak: Removes Root Beer Brand Name from Soda Dispenser
add: Adds Ginger Ale to Soda Dispenser.
/🆑

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2023-11-05 19:17:00 -05:00
Captain277andGitHub 9156f04629 Adjusts Silencer Code and Adds 9mm Compact Double Stack (#6072)
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## About The Pull Request

1. *Rearranges and Redistributes Suppressor Variables.*
2. *Tweaks Update Icon for Gyrojet Pistol.*
3. *Adds 9mm Double Stack magazine.*

## Why It's Good For The Game

1. _The suppressor system was a mess. So much of a mess that I didn't
notice the Konigin couldn't be suppressed until today, and I added that
gun like, forever ago. So I dug into it and the procs and checks were
really clunky and conflicting with each other. I've fixed that._
2. _I planned on making the icon just run the same check on everything,
but there's a complex system at play here that isn't worth rewriting
just yet._
3. _It's pretty strong, so I'm not making it craftable or anything, but
I would like if it existed._

## Changelog

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🆑
tweak: Rearranges and Redistributes Suppressor Variables
tweak: Tweaks Update Icon for Gyrojet Pistol
add: Adds 9mm Double Stack magazine
/🆑

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2023-10-19 17:08:57 -07:00
1dfc2cf2b6 Carry weight (#5791)
Co-authored-by: silicons <no@you.cat>
2023-10-12 11:04:59 +02:00
LordMEandGitHub 0bcbed381a life crystals need to be equiped by their owner (#6036)
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## About The Pull Request

<!-- 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
This is how life crystals are supposed to be used
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## Changelog

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🆑
tweak: tweaked life crystals to work only when equiped by the owner, and
improved processing
/🆑

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2023-10-03 17:40:21 -07:00
Captain277andGitHub d3c704805e Fixes Latex Maid Outfit (#6022) 2023-09-25 12:55:25 +02:00
0c47dcb708 Pasta de-toes many a sock (#5917)
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## About The Pull Request

Adds stirrup variants to the majority of socks, fixes a missing sprite,
adds a few bodymarkings that make it so I don't slam into the
bodymarking limit AS often. Fixes some capitalization and reorganizes
the sock .dm so the stirrup socks are actually together (was split in 2
from the socks port from main).

## Why It's Good For The Game

A: Gendered sprites B: Gendered sprites for undershirts which means you
can wear more casual drip and it fits the sprite. Bodymarkings p much
cover what I tend to pull off and I got sick of using 7 bodymarkings for
4 pixels. There's also one for the lips since it gets in my way every
now and then---plus can be used for y'know, lipstick that you can
pick/see the colour of within character setup.

## Changelog

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🆑
add: nearly doubles sock count with stirrup-variants.
add: nearly doubles undershirt count with gendered-variants and cut
sprites.
add: added 6 new bodymarkings.
del: removed a cloned outfit.
tweak: adjusted the sprites on a few underclothing items. 
/🆑

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Co-authored-by: Captain277 <agentraven16@gmail.com>
2023-08-26 00:05:59 -07:00
siliconsGitHubVM_USER <VM_USER>silicons
dd2e201d4a [MDB IGNORE] engineering 1/4: dynamic / procedural gases, XGM touchups (#5674)
Co-authored-by: VM_USER <VM_USER>
Co-authored-by: silicons <no@you.cat>
2023-08-18 21:18:13 +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
749579b9f9 Lathe/Design/Materials refactoring + misc changes (#5123)
## 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>
2023-07-08 22:53:25 +02:00
siliconsGitHubVM_USER <VM_USER>silicons
fd5e67ff71 runtime maploading: fifth time is the charm (#5524)
Co-authored-by: VM_USER <VM_USER>
Co-authored-by: silicons <no@you.cat>
2023-06-15 19:21:14 +02:00
siliconsandGitHub 55375c2087 refactors afterattack (#5575) 2023-06-08 21:36:02 -04:00
62fb1f9e05 reworks rendering, night vision, planes, etc (#5384)
Co-authored-by: silicons <no@you.cat>
2023-06-03 19:58:47 +02:00