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master
5007 Commits
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e9a7639d98 | Reverts "Removes mutant bodyparts" | ||
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bb70889f6e |
TG Upstream Part 1
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff |
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4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
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10c2b7364e |
The fishening v3: Fishing lures. (#86007)
## About The Pull Request Over half of the line changes are merely from splitting the fish_types.dm into several files since it was over 1k lines already. One of the small issues with fishing right now is RNG. You want to get some specific fish, and you go through all the micromanaging with hooks, reels and baits only for the random number god to say "nope", and that's only going to get worse the more fish are in the game. However, I've a solution: (unconsumable/reusable) fishing lures, each of which attracts different fish based on different conditions. The only caveat is that they require to be spun at set intervals (usually 1 to 3 seconds, depending on the lure, with a second-long window). Worry not, there're visual cues in the form of a green/red light hovering the fishing float, so you won't get screwed up by the server slowing down or whatever. The whole box of lures (12 so far) can be from cargo for the fair price of 450 credits. I've also added 5 new fish: monkfish, plaice, pike, another punnier variant of the pike, perch and squid. The latter is quite special because of the ink production trait, which lets players use it to blind others at a close range and when butchered, it yields an ink sac, which can be processed into a can of squid ink (one less item exclusive to the produce console), or thrown at people in a sort-of-similar fashion of banana cream pies (except it's ink). <details> <summary>Images</summary> Fishing lures (forgot to take my cursor off the veggie one before the screenshot):  The five new fish:  </details> <details> <summary>A table of fish catchable wth each lure (excluding holodeck)</summary>  </details> A few more things in the CL, baitfish are a thing now. ## Why It's Good For The Game There should be ways to contrast some of the RNG fishing has. After all, it's only going to get more random the more fish are in the game. Furthermore, I find it disappointing that a lot of food stuff is exclusive to the ingredients console and there're no other ways to get it. ## Changelog 🆑 add: Added fishing lures to the game. They don't get used up like baits and let you catch specific kinds of fish, though they need to be spun every few seconds. The whole set can be ordered from cargo for 450 credits. balance: The magnet hook now removes dud chances. add: Added five new fish types: perch, two types of pike, monkfish, plaice and squid. Squids have a fairly special ink production trait, which lets you use them (unless dead) to ink people face at close range, and can be butchered for an ink sac, which can either be processed into canned squid ink, or thrown at someone. fix: Refactored throwing a little. Some items (specifically components/elements) won't be triggered when caught. no more plates shattering despite being caught for example. add: Goldfish, lavaloops, needlefish and armorfish can now be used as baits. /🆑 |
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52ccdf20cd |
Prevents persistence from trying to load more engravings than exists (#86065)
## About The Pull Request During initializing persistent wall engravings, the game picked a number between 15 and 25, and attempted to load that many. However, if there were less engravings than that, the loop went on even after the list it was calling `pick_n_take` on was empty, and multiple times it has logged a runtime claiming that the engraving was in an incorrect format when it tried to parse the returned nulls. This PR ensures that the game will not attempt to load more engravings than the amount that exists in the persistence files, ensuring less incorrect error messages during initialization. ## Why It's Good For The Game Less incorrect lines during initialization on maps that have not received enough engravings. ## Changelog Nothing player facing. |
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d2ab513332 |
Reintroducing my PRs that were lost in the wallening revert. (#86439)
## About The Pull Request This PR reintroduces #85759, #85892 and #85894. #85892 has post-wallening arrows, but it isn't a big deal because they fit the top-down or 3/4 style we've for a lot of things. ## Why It's Good For The Game Reintroducing lost features and improvements. Remember to remove the 'Lost in the wallening revert' label from those PRs when this is merged. ## Changelog N/A |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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3a2b9c4afd |
[MIRROR] Fixes access define inconsistencies for QM (#29581)
* Fixes access define inconsistencies for QM (#86075) ## About The Pull Request A define change was missed when we made QM a full-fledged member of command, so it was showing up in the wrong section on Plexagon. The access was also called "Quartermaster" instead of matching the naming convention of "$abbreviation Office", so I fixed that. Fixes #86073.  ## Why It's Good For The Game Makes it easier to find QM access at a glance (even if you're probably just going to use the drop-down). ## Changelog 🆑 Vekter fix: Fixed an issue causing Quartermaster office access to show in the wrong area on Plexagon Access Management. fix: Fixed an inconsistency in the naming for QM Office access. /🆑 * Fixes access define inconsistencies for QM --------- Co-authored-by: Vekter <TheVekter@users.noreply.github.com> |
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56ab47dd91 |
Fixes access define inconsistencies for QM (#86075)
## About The Pull Request A define change was missed when we made QM a full-fledged member of command, so it was showing up in the wrong section on Plexagon. The access was also called "Quartermaster" instead of matching the naming convention of "$abbreviation Office", so I fixed that. Fixes #86073.  ## Why It's Good For The Game Makes it easier to find QM access at a glance (even if you're probably just going to use the drop-down). ## Changelog 🆑 Vekter fix: Fixed an issue causing Quartermaster office access to show in the wrong area on Plexagon Access Management. fix: Fixed an inconsistency in the naming for QM Office access. /🆑 |
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829cb3127e |
[MIRROR] Fixes polling returning a list full of nulls when not enough candidates are available (#29565)
* Fixes polling returning a list full of nulls when not enough candidates are available (#86012) ## About The Pull Request I was trying to fix an unrelated bug with abductors on a downstream that I'm not even sure exists on here and found another unrelated bug. Turns out polling always returns the list of a requested size, except it fills in the empty spots with nulls.  This makes this check completely broken, and runtimes abductors trying to spawn with null clients, making the one lone abductor spawn naked on the shuttle.  There might be an issue open for this but I was unable to find one ## Why It's Good For The Game Uuuuh bugfix good. See it working here   ## Changelog 🆑 fix: SSPolling no longer fills in the candidate list with empty entries to guarantee it returns a list size of amount_to_pick /🆑 * Fixes polling returning a list full of nulls when not enough candidates are available --------- Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
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888e6ff64a |
Fixes polling returning a list full of nulls when not enough candidates are available (#86012)
## About The Pull Request I was trying to fix an unrelated bug with abductors on a downstream that I'm not even sure exists on here and found another unrelated bug. Turns out polling always returns the list of a requested size, except it fills in the empty spots with nulls.  This makes this check completely broken, and runtimes abductors trying to spawn with null clients, making the one lone abductor spawn naked on the shuttle.  There might be an issue open for this but I was unable to find one ## Why It's Good For The Game Uuuuh bugfix good. See it working here   ## Changelog 🆑 fix: SSPolling no longer fills in the candidate list with empty entries to guarantee it returns a list size of amount_to_pick /🆑 |
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531486b995 |
Curator LIVE Journalism (#86046)
## About The Pull Request The first Curator now spawns with a **Broadcast Camera**, a normal-sized item that can be wielded to start a live broadcast to all entertainment screens across the Station! It also broadcasts sound through a new Entertainment radio channel that can be spoken into by the Curator. The broadcast name can be changed by right-clicking the camera. <details> https://github.com/user-attachments/assets/cfe2a147-15b3-4a96-85e2-3082376a0e9a </details> Also adds a new clothing set to the Heroic Beacon of the Curator themed around Journalists containing some unique clothing, a microphone, a Press badge used for shoving into people's faces and crafting more clothes (like Press armor and helmet), and also a set of 1 TV and 1 entertainment radio in-case station does not have places to watch Curator's brilliant broadcasts.  ## Why It's Good For The Game The job of Curator has 3 things it can do: - Curate Library (lol) - Explore Space - **Create News!** Although the Curator does have extended access to the Newscaster - that's not enough of content. Inspired by the Combat Correspondent from the Colonial Marines server - Curator now has a **Broadcast Camera**! Using it they can show the station what the most important matters that are going on without lifting the butts of their comfortable chairs. No matter what Curator will report: Security raiding Medbay? Interviews of Cargo Techs complaining about Command? Maybe even shows produced in a studio? Anything really! Also, entertainment screens will get more use, as right now they only _sometimes_ broadcast Bitrunning avatars and nothing else unless admins mess with them. ## Changelog 🆑 DrDiasyl aka DrTuxedo add: Curator has received a new BROADCAST CAMERA which can broadcast the surroundings LIVE on Entertainment Screens/ Alongside with some other Journalism related gear in his Heroic Beacon sound: Entertainment screens now play muffled speech when hearing a message on Entertainment frequency /🆑 |
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73081bcff0 |
Add messages (paper, photos, cash) in bottles. (#85703)
## About The Pull Request This PR adds a new persistent feature: message inside bottles. These are basically glass bottles with inside a piece of paper, a photo or space cash (no holocredits, and most bills rarely go over 1000 credits anyway) from a previous round, which can be fished at the beach, or from the relative fishing portals. Each piece of written paper or photo that isn't map-loaded has a roughly a 0.2% chance to be added to the message bottles database at the end of the round. However, you can also manually toss a glass bottle with inside a paper/photo/bill into the ocean (or a fishing portal generator with the ocean/beach module loaded) for guaranteed results. The bottles are removed from the database once fished up by the by, unless tossed back into the ocean. I've also offset a couple bottle sprites that weren't properly aligned (for the message overlays). TODO: - [x] add a couple (20 prob or less) message bottle spawners to the beach away mission or something. - [x] add a few sounds for adding and removing the message from the bottle. (pickup/drop sounds already handle that) - [x] test it properly. ## Why It's Good For The Game I think it'd be neat to have a way to send photos, snarky "seek grass" messages, as well as the occasional financial aid to future players, and furthermore, another thing to tie fishing to. ## Changelog 🆑 add: You can place papers, photos and cash bills (no holochips) inside bottles and then toss them into the ocean (or fishing portal gen with relative settings) with right-click, for others to fish them up on future rounds. /🆑 |
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e1bf793264 |
Spelling and Grammar Fixes (#86022)
## About The Pull Request Fixes several errors to spelling, grammar, and punctuation. ## Why It's Good For The Game ## Changelog 🆑 spellcheck: fixed a few typos /🆑 |
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b919441215 |
Feline traits description adjustment (#29534)
* correct felinid vs tajaran * missed update |
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0f1fced38f |
Icon unit test fixes (#29530)
* Fish
* Revert "[MIRROR] Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). (#29461)"
This reverts commit
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6a418150e8 |
[MIRROR] Spelling and Grammar Fixes (#29499)
* Spelling and Grammar Fixes * they dont understand --------- Co-authored-by: klorpa <30924131+klorpa@users.noreply.github.com> Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com> |
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d2c7806047 |
Spelling and Grammar Fixes (#85992)
## About The Pull Request Fixes several errors to spelling, grammar, and punctuation. ## Why It's Good For The Game ## Changelog 🆑 spellcheck: fixed a few typos /🆑 |
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936b2208a3 |
[MIRROR] Adds rolling average usage tracking to SS overview (#29415)
* Adds rolling average usage tracking to SS overview (#85264) ## Why its good for the game Makes tracking subsystems which are using more than their fair share of cpu more obvious by having the ability to identify spikes of usage and overall usuage over a set timeframe. Also cleans up existing UI code that improperly formatted existing figures (assumed say cost was a percentage that would sum to 100% and thus lowered cost values by a factor of 100) ## Changelog 🆑 admin: Subsystem Overview now has the ability to track a rolling average of tick by tick subsystem cpu usage. /🆑 * Adds rolling average usage tracking to SS overview --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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e6e2af8b4c |
[MIRROR] Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). (#29461)
Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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095f7e3b70 |
Death of mutant bodyparts AND external organs (#85137)
## About The Pull Request Removes mutant bodyparts and external organs from the game completely Digitgrade behaviour was mutant bodypart for no reason Cat ears now work with the bodyparts overlay system, same as all the other external organs (since all their behaviour is now just on /organ It doesn't remove all the /external types, but moves all behaviour to /organ. I'll follow up with a PR wiping all the /external organ types, but it's just conflict heaven so not this PR I've also streamlined a lot of duplicate/weird species regeneration code Melbert did the same PR as well but due to a lack of time (?) I have absorbed his PR to double nuke mutant bodyparts ## Why It's Good For The Game Frees us from the chain of unmodular code, and kills my greatest nemesis (after the shuttle meteor murder bug) ## Changelog 🆑 Time-Green and MrMelbert Refactor: External organ behaviour has been moved to /organ, ears now use the same system as the other organs Refactor: Mutant bodyparts are dead! This likely does not mean much to the average person but it's very dear to me code: Improves digitgrade handling in preference code /🆑 I have absorbed #85126, using Melberts code to improve and add some missing changes. Mainly improving the functioning of preferences and digitgrade legs. I didn't take over the hairstyle improvements. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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659e6f0ca2 |
Fishing expansion 2: one-year later boogaloo (#85252)
## About The Pull Request This PR mainly adds more fish and more fishing spots to the game, while refactoring a few aspects of the fishing minigame. Listing out with the new fish: - Arctic char: mainly filler content for the ice hole fishing spot - Sockeye Salmon: ditto but also provides better fillets that boost the quality of resulting food items when cooked or used in recipes - Soulfish: joke content, found by the cursed spring ruin - Skin Crab: also a joke found by the cursed spring - Bump-Fish: filler for the sand fishing spot - Burrower Crab: ditto, reusing a fish sprite I made last year - Sand Surfer: ditto - Three-Eyed Goldfish: It's a reference, doh - Stingray: A modestly weaponizable fish (whoops I've forgot to set the hit sounds), it possess a few traits that make it deliver bits of venom each time you hit someone with it - Swordfish: Huge-ass fish that may require two hands to wield (or not, if the RNG wants to make it smaller). Stats-wise, it's more or less the equivalent of the captain sabre, if not stronger (and more unwieldy due to size and weight). Becomes weaker when dead. Also gives better quality fillets. - Chainsawfish: A mutation of the goldfish with some size, weight and traits requirements, but can also be found on emagged fishing portals. Stronger than the swordfish, it behaves sort of like a chainsaw, with the similar tool behaviour and var values. Also becomes weaker when dead. As for the fishing spots, you can now fish on sand turfs, at the cursed springs or on ice. Rivers/jungle water now has its own fishing spot datum, and no longer uses the generic fishing portal one. To fish on ice, you first have to carve a hole with a pick or a shovel. I've also refactored the fish "AI" hardcoded stuff used in the fishing minigame into their own datums, which let me add a few fancier ways to how the fish moves during the minigame (i.e. the soulfish moving at 1 FPS or the chainsawfish getting faster and faster). As for the sword and chainsaw fish, their potential strength is balanced out by the need of keeping them alive, as well as the potential cumbersomeness, two-handed wielding and potential slowdown from the excessive weight of the fish (Thank you Big Slappy for the inspiration). Other minor changes include: Pufferfish giving better quality fillets (too bad they're poisonous, I'll go and make a skillchip to let cooks safely separate the poisonous liver from the fillets); McGill The lawyer's goldfish) having a 15% of being three-eyed; the aforementioned slowdown from fish weight and two-handed carry from fish size; a couple new fish icons (the ones that hint you on what you're trying to catch) for the fishing minigame; a few adjustments to prevent self-reproducing fish from ignoring the population cap and let fish with a stable population of 1 to crossbreed (also gotta make a different PR to let it happen rarely without the crossbreeding trait). This PR is still a WIP, gotta test it several times. ## Why It's Good For The Game Fishing is something I've been working on for about a year now, but there are still a few places where it's kinda lackluster, like there's not enough diverse fishing spots or useful fish (I'll be working on a separate PR to make the logistic of a carrying a fish around without letting it die a tad easier). Also, look at these sprites:  Can you guess which is which? ## Changelog For the sake of not dumping players with niche information 90% of the players won't understand, I'll keep the CL pretty generic 🆑 add: Added twelve new fish types to the game. Some are cool, other are not, some come with their own special traits and some are straight-up weapons. add: Added more fishing spots to the game. Sand, ice, rivers, the cursed spring... balance: A few fish like salmon, swordfish and pufferfish (poisonous btw) now give better quality fillets when butchered, which can improve the quality of food that uses them even further. balance: Excessive fish weight will make the fish slowier to carry, while excessive size may make it require two hands. balance: Adjusted size, weight and cooldowns of several fish, for the better. /🆑 |
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1880003270 |
Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request Currently to check for Silicon access, we do: ``if is silicon or is admin ghost or has unlimited silicon privileges or has machine remote in hand`` What has unlimited silicon privileges? Bots, Drones, and admin ghosts. To check for AI access, it just checks for AI instead of silicon, and doesnt check for unlimited silicon privileges. This was kinda silly, so I thought I should make this a little easier to understand. Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or ``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost, since now instead of being a var on the client, we moved it to using the same trait but giving it to the client instead, but since we have to keep parity with previous functionality (admins can spawn in and not have this on, it only works while as a ghost), I kept previous checks as well. No more type checks, removes a silly var on the mob level and another on the client. Now while I was doing this, I found a lot of tgui's ``ui_act`` still uses ``usr`` and the wrong args, so I fixed those wherever I saw them, and used a mass replace for the args. Other changes: - machinery's ``ui_act`` from https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin ghosts no longer get kicked off things not on cameras. This was my fault, I overlooked this when adding Human AI. - Human AI's wand gives AI control as long as it's in your hand, you can swap to your offhand. I hope this doesn't end up going horribly, otherwise I'll revert this part. It should let human AIs not have their UI closed on them when swapping to eat food or use their door wand or whatnot. - Bots previously had special checks to scan reagents and be unobservant, I replaced this with giving them the trait. I also fixed an instance of unobservant not being used, so now statues don't affect the basic creature, whatever that is. ## Why It's Good For The Game This is an easier to understand way of handling silicon access and makes these mobs more consistent between eachother. Other than what I've mentioned above, this should have no impact on gameplay itself. ## Changelog 🆑 fix: Statues don't count as eyes to creatures. fix: Human AIs and Admin ghosts no longer get kicked off of machines that aren't on cameranets. /🆑 |
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ce0a9c932e | Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). (#85892) | ||
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4d1639b04c |
Revert "Assorted changes to job assignment code and logging." (#85929)
Reverts tgstation/tgstation#85308  |
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1eef540054 |
Assorted changes to job assignment code and logging. (#85308)
## About The Pull Request
This PR does a couple of minor things:
Makes the job debug logging a bit easier to follow.
Minorly brings some SSjob code up to code standards, converting proc
names to snake_case and doing some otherm is cleanup.
Refactored some stuff into different procs, updated some comments.
And some major things:
Changes the job assignment logic.
Old behaviour
> Assign dynamic priority roles
> Force one Head of Staff (if possible)
> Assign all AIs
> Assign overflow roles (bugged in 2 ways)
> Shuffle the available jobs list once, at the start of the random job
assignment loop
> Pick and assign random jobs for random players from High prefs down,
with a priority on Head of Staff roles
> Handle everyone that couldn't be assigned a random job
New behaviour
> Assign dynamic priority roles
> Assign all Head of Staff roles to players with High prefs
> If no Head of Staff was made in the above way, force one Head of Staff
(if possible)
> Assign all AIs
> Assign overflow roles (fixed)
> Prioritise and fill unfilled head roles at each job priority pref
level, from High prefs down.
> Build a list of all jobs that each unassigned player could be eligible
for at the above pref level.
> Pick a job from that list at random and assign it to the player.
> Handle everyone that couldn't be assigned a random job.
In reality there should be little impact on overall job assignment, the
code changes read more as semantics. For example, the priority check for
filling Head slots will have the same candidate pool in both old and new
versions, but in the new version we're more clearly saying that Heads
are important and we want to prioritise filling them for the sake of
round progression even though the outcome in new and old is the same.
A key change will lead to an increase in assistants - Overflow fixes.
Currently the code block to do early assignments to the Overflow role
doesn't work - or works but not as you'd expect. The idea was is that
because enabling the Overflow role in the prefs menu is an On/Off toggle
that sets the job to High priority when enabled and prevents any other
High priority pref, players that have the Overflow role enabled will
**always** get it. It's their highest priority job with infinite slots.
So we do a pass right at the start to give everyone with the Overflow
role enabled that role and save us wasting time later on in random job
code giving them that same role but with more work.
The problem is the code for this only assigns the Overflow role to
people with it set to Low priority in their prefs, resulting in log
readouts like:
```
[2024-07-27 09:49:43.469] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:43.469] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Radioprague, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.472] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caluan, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Caractaser, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.473] DEBUG-JOB: FOC player job enabled at wrong level, Player: Apsua, TheirLevel: High Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
[2024-07-27 09:49:43.475] DEBUG-JOB: AC1, Candidates: 0
```
Where nobody gets pre-assigned the overflow role because their prefs are
all set to the High priority from being toggled... Except wait a second,
some people have it at Medium priority when it should just be a No
Role/High Priority Role toggle?
And herein we meet a problem. My hypothesis is that traits and stuff
that change the overflow have allowed players to set the "ordinary"
overflow role of Assistant to Medium and/or Low priority.
This still shows as enabled in the prefs menu, but leads to an outcome
where a player with assistant enabled is assigned Cook instead.
```
[2024-07-27 09:49:47.775] DEBUG-JOB: DO, Running Overflow Check 1
[2024-07-27 09:49:47.775] DEBUG-JOB: Running FOC, Job: /datum/job/assistant, Level: Low Priority
...
[2024-07-27 09:49:43.475] DEBUG-JOB: FOC player job enabled at wrong level, Player: Bebrus2, TheirLevel: Medium Priority, ReqLevel: Low Priority
...
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
```
So players with the Overflow job pref set to Low (an unexpected state,
should be disabled or High) would be guaranteed to get that role if none
of the higher priority Head of Staff/AI/Dynamic roles took over via the
bugged "force overflow for people with the pref enabled" proc.
Players with the Overflow job pref set to High would be guaranteed to
get that role if none of the higher priority Head of Staff/AI/Dynamic
roles took over via the random job assignment code giving them their
Highest priority role thanks to the infinite job slots of the Overflow.
And players with the Overflow job pref set to Medium (an unexpected
state, should be disabled or High) would get Assistant if the shuffle
step of the available jobs list put Assisstant before any of the other
jobs they had prefs enabled for at Medium that weren't already filled,
otherwise they'd get another random job.
This code is now changed to ignore the priority the player has set when
looking for people to fill the overflow role. As long as it **is**
enabled, the player will get it unless they're forced into a dynamic
ruleset role (AI when malf rolls) or a Head of Staff role due to their
other prefs (they have RD set to med or low, and no other player has a
Head of Staff at high so they get randomly picked and miss the overflow
role).
This will increase the number of assistants in shifts where their pref
state has Assisstant in the bugged Medium priority, but doesn't change
it for bugged Low and not-bugged High/On priority.
On the other side of the coin, we have how the random jobs are picked.
They're kinda not random, and I noticed this reading the logs then
reading the code.
The list of available jobs to pick from is randomly shuffled - but only
**once**. All players pull from a list of jobs in the same order. So you
end up with a log block like this:
```
[2024-07-27 09:49:47.985] DEBUG-JOB: DO pass, Player: Pierow, Level:3, Job:Botanist
[2024-07-27 09:49:47.985] DEBUG-JOB: Running AR, Player: Pierow, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.985] DEBUG-JOB: Player: Pierow is now Rank: Botanist, JCP:0, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: DO pass, Player: Daddos, Level:3, Job:Botanist
[2024-07-27 09:49:47.986] DEBUG-JOB: Running AR, Player: Daddos, Job: /datum/job/botanist, LateJoin: 0
[2024-07-27 09:49:47.986] DEBUG-JOB: Player: Daddos is now Rank: Botanist, JCP:1, JPL:2
[2024-07-27 09:49:47.986] DEBUG-JOB: FOC job filled and not overflow, Player: Bebrus2, Job: /datum/job/botanist, Current: 2, Limit: 2
[2024-07-27 09:49:47.987] DEBUG-JOB: FOC player job not enabled, Player: Bebrus2
[2024-07-27 09:49:47.987] DEBUG-JOB: DO pass, Player: Bebrus2, Level:3, Job:Cook
[2024-07-27 09:49:47.987] DEBUG-JOB: Running AR, Player: Bebrus2, Job: /datum/job/cook, LateJoin: 0
[2024-07-27 09:49:47.988] DEBUG-JOB: Player: Bebrus2 is now Rank: Cook, JCP:0, JPL:1
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC player job not enabled, Player: Redwizz
[2024-07-27 09:49:47.988] DEBUG-JOB: FOC job filled and not overflow, Player: Redwizz, Job: /datum/job/cook, Current: 1, Limit: 1
```
The list is shuffled into an order of something like `list("Scientist",
"Botanist", "Cook", "Sec Officer", ...)` then iterated over for each
player. So every random job selection goes:
> "Does Player1 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player2 have Scientist enabled and at the right priority? No?
Okay, Botanist? Yes? You get botanist."
> "Does Player3 have Scientist enabled and at the right priority? No?
Okay, Botanist has no slots left so we'll remove it from the list. Okay,
Cook? Yes? You get cook."
> "Does Player4 have Scientist enabled and at the right priority? No?
Okay, Cook has no slots left so we'll remove it from the list. Okay, Sec
Officer? ..."
This can lead to stacked individual departments if it gets randomly
rolled to the start of the list in the shuffle, and completely empty
departments if they end up at the end.
On high pop shifts this is probably less of an issue. Player prefs add
noise to this and as departments at the front fill up, those at the back
pick up some of the lower pref players.
But have you ever had a shift where there's just like... No fucking sec
even though there's tons of players? The logging (before I made changes
in this PR) was a bit ass, but my hypothesis there is that sec officer
was shuffled right at the end of the random job list, so every other
department was filled up before sec officers were picked.
To mitigate this, I made the list shuffle every single time the game
picks a random available job for the player. This should lead to a more
balanced selection of available jobs by avoiding situations where the
code is biased towards packing some departments by accident.
## Why It's Good For The Game
Overflow fixes mean people who go to their prefs and see the Overflow
Role is On will all have the same experience - They will be the Overflow
role.
More random random job selection should prevent individual departments
having a jobs be stacked when it would have otherwise been possible for
a more balanced selection but the code unintentially biased random
departments to be overstaffed and understaffed each shift.
## Changelog
🆑
fix: Having the Overflow Role set to On will properly ensure you get
that role at a High priority as intended by the game code.
fix: Job selection is now a little bit more random. Fixes an
unintentional bias in random job assignment that could lead to
feast-or-famine for roles where everyone is assigned one job and nobody
is assigned another job.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
|
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97e8c044ed |
[MIRROR] idle basic mobs can plan again (#29351)
* idle basic mobs can plan again * ready --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com> |
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928df3edb5 |
[MIRROR] Fixes a runtime caused by incorrect arguments (#29423)
* Fixes a runtime caused by incorrect arguments (#85895) `FALSE` was being passed in where a client is expected, down the line causing some code to try registering for a signal on a 0. This was intermittently causing errors on startup. * Fixes a runtime caused by incorrect arguments --------- Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> |
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075afe3143 |
Fixes a runtime caused by incorrect arguments (#85895)
`FALSE` was being passed in where a client is expected, down the line causing some code to try registering for a signal on a 0. This was intermittently causing errors on startup. |
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7e3a9d27fe |
[MIRROR] Deoffset screen alert mobs (#29370)
* Deoffset screen alert mobs (#85844) ## About The Pull Request Fixes #85528  Atoms shown in screen alerts have their pixel_z set to 0. This means they won't inherit the mob offset in the world. The drop shadow is still there but I'm uh, not sure I can get rid of it. For a more opinionated change I also changed a bunch of the atom references for midround alerts to stop referencing the default poster, which now looks bad and ugly. Most of them didn't make sense with that icon anyway. ## Why It's Good For The Game Looks better. ## Changelog 🆑 fix: Mobs shown in ghost alerts shouldn't be offset out of the box image: Several midround dynamic alert icons should be more demonstrative of what is spawning /🆑 * Deoffset screen alert mobs --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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848b546774 |
Adds rolling average usage tracking to SS overview (#85264)
## Why its good for the game Makes tracking subsystems which are using more than their fair share of cpu more obvious by having the ability to identify spikes of usage and overall usuage over a set timeframe. Also cleans up existing UI code that improperly formatted existing figures (assumed say cost was a percentage that would sum to 100% and thus lowered cost values by a factor of 100) ## Changelog 🆑 admin: Subsystem Overview now has the ability to track a rolling average of tick by tick subsystem cpu usage. /🆑 |
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e93c6c3199 |
[MIRROR] Block atmos processing on ReservedTurfs\™️ (#29368)
* Block atmos processing on ReservedTurfs\™️ (#84873) ## About The Pull Request See title. ## Why It's Good For The Game We get constant runtimes and issues from atmos processing on turfs we are actively loading and/or reserving. I promised I would do something about this months ago --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Block atmos processing on ReservedTurfs\™️ --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> |
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202e6b4ab5 |
Deoffset screen alert mobs (#85844)
## About The Pull Request Fixes #85528  Atoms shown in screen alerts have their pixel_z set to 0. This means they won't inherit the mob offset in the world. The drop shadow is still there but I'm uh, not sure I can get rid of it. For a more opinionated change I also changed a bunch of the atom references for midround alerts to stop referencing the default poster, which now looks bad and ugly. Most of them didn't make sense with that icon anyway. ## Why It's Good For The Game Looks better. ## Changelog 🆑 fix: Mobs shown in ghost alerts shouldn't be offset out of the box image: Several midround dynamic alert icons should be more demonstrative of what is spawning /🆑 |
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52f7f44215 |
Block atmos processing on ReservedTurfs\™️ (#84873)
## About The Pull Request See title. ## Why It's Good For The Game We get constant runtimes and issues from atmos processing on turfs we are actively loading and/or reserving. I promised I would do something about this months ago --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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c9e8162a8a |
[MIRROR] Abductors can no longer be converted by conversion antags (#29310)
* Abductors can no longer be converted by conversion antags (#84766) ## About The Pull Request Basically what the title says. Abductors cannot be converted by bloodbrother/revs/cult. They will NOT show up as having a mindshield, however. ## Why It's Good For The Game Abductors are, by design, incredibly strong. You are not meant to be able to win against them, and this is reflected policy-wise by the fact that they're a restricted antagonist. However, this is still a problem when conversion antags get involved. If an abductor becomes a cultist or a revolutionary, then suddenly every other player who isn't also converted has to deal with an abductor without the normal restrictions. It's not fun to play against and in general just shouldn't happen. ## Changelog 🆑 balance: Abductors (the antag, not the species) can no longer be converted by any antagonist. /🆑 * Abductors can no longer be converted by conversion antags --------- Co-authored-by: GPeckman <21979502+GPeckman@users.noreply.github.com> |
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4273fc9dd9 |
idle basic mobs can plan again (#85348)
## About The Pull Request idled basic mobs now instead of completely shutting off, will be delegated to a much lower priority subsystem to do their planning. ## Why It's Good For The Game Mobs can now perform their functions without needing players to be nearby in a way that doesnt starve other subsystems. this allows animals such as goldgrubs to eat ores, lobstrosities to fish, seedlings to tend plants (and many others) without needing any players nearby ## Changelog 🆑 fix: idle basic mobs will now plan behaviors rather than completely shut down /🆑 |
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f69284be5b |
Abductors can no longer be converted by conversion antags (#84766)
## About The Pull Request Basically what the title says. Abductors cannot be converted by bloodbrother/revs/cult. They will NOT show up as having a mindshield, however. ## Why It's Good For The Game Abductors are, by design, incredibly strong. You are not meant to be able to win against them, and this is reflected policy-wise by the fact that they're a restricted antagonist. However, this is still a problem when conversion antags get involved. If an abductor becomes a cultist or a revolutionary, then suddenly every other player who isn't also converted has to deal with an abductor without the normal restrictions. It's not fun to play against and in general just shouldn't happen. ## Changelog 🆑 balance: Abductors (the antag, not the species) can no longer be converted by any antagonist. /🆑 |
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4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
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3384192478 |
Removes an unused var from SSpersistence (#85696)
## About The Pull Request I think I may have forgotten to remove it from the final version of the persistent piggy banks PR (museum cafeteria yadda yadda) ## Why It's Good For The Game Unused var. ## Changelog N/A |
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d25782b4d6 |
Removes an unused var from SSpersistence (#85696)
## About The Pull Request I think I may have forgotten to remove it from the final version of the persistent piggy banks PR (museum cafeteria yadda yadda) ## Why It's Good For The Game Unused var. ## Changelog N/A |
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012487c475 |
[Merge ready] Adds, well Ports Echolocation (#29108)
* I See Clearly Now: customizable echolocation quirk (#525) * Add echolocation quirk w/ customizable echo overlay, and echo types * Make sure echolocation can't be taken with similar quirks * Actually use the right path * Static type and reorder dme * Remove some leftover test comments * Modularization improvements Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> * Further modularization and dejankify client_colour handling * Clean up client_colours in remove() * Add stall/toggle power to echolocation quirk holders --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> * all fixed * No more NOVA * We are blind, so its not fair to not get points. * Unbreaks it, and QOL * Waterpig's epic fixes * that is buffed * Moves quirks around to a new module because holy fuck * Update echolocation.dm --------- Co-authored-by: Ephemeralis <Ephemeralis@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Waterpig <wtryoutube@seznam.cz> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
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3a2d8cbe7c |
[MIRROR] Added a config to override the def gateway delay for specific start points. (#29125)
* Added a config to override the def gateway delay for specific start points. (#85341) ## About The Pull Request I've a few gripes with start points and the gateway delay. First of all, there's no way to discriminate peaceful away locations that do not need a with a 30 minutes timegate from the rest. Places like the beach and the museum hardly have anything OP that could tip the scales. Second, none of the awaystart landmarks have identifiers of their own, which means all awaystart landmarks from all away missions are linked under the same destination point datum. This is hardly an issue in the current state where only one map is ever loaded and all maps have only one way in that directs you to one of several locations at least until the gateways are linked, but it's nevertheless something that I have to take care of, since the config requires it. ## Why It's Good For The Game See above. ## Changelog 🆑 config: Added a config for specific gateway delays so locations like the beach and the museum don't have to take 30 minutes to become available like the rest. /🆑 * Added a config to override the def gateway delay for specific start points. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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9d70d6835a |
[MIRROR] Smuggler satchel spawning is blacklisted in the "near station" area (#29113)
* Smuggler satchel spawning is blacklisted in the "near station" area (#85248) ## About The Pull Request northstar has a lot of tiles in nearstation areas and smuggler satchels can spawn under them. closes https://github.com/tgstation/tgstation/issues/78304 ## Changelog 🆑 grungussuss fix: smuggler satchels will no longer spawn in space /🆑 * Smuggler satchel spawning is blacklisted in the "near station" area --------- Co-authored-by: grungussuss <96586172+Sadboysuss@users.noreply.github.com> |
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b4a0903cbe |
[MIRROR] refactor pod spawn from code copypaste to use podspawn instead. Add convenient way to spawn multiple items of same type in pod (#29111)
* refactor pod spawn from code copypaste to use `podspawn` instead. Add convenient way to spawn multiple items of same type in pod (#85151) ## About The Pull Request Refactor pod spawn from code copypaste to use `podspawn` instead. Add convenient way to spawn multiple items of same type in pod ## Why It's Good For The Game Nothing player facing. Cleaner code. ## Changelog 🆑 refactor: replace some copypaste code for pod spawn to use `podspawn` proc instead code: modify `podspawn` proc to accept amount of item type to spawn in `spawn` specification /🆑 * refactor pod spawn from code copypaste to use `podspawn` instead. Add convenient way to spawn multiple items of same type in pod --------- Co-authored-by: Gaxeer <44334376+Gaxeer@users.noreply.github.com> |
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9cec18423f |
[MIRROR] localizes create_all_lighting_objects (#29110)
* localizes create_all_lighting_objects (#85135) ## About The Pull Request Moves create_all_lighting_objects to the only thing that uses it - the lighting subsystem I saw zero difference in lighting system init time ## Why It's Good For The Game Reduces global proc pollution and keeps everything in the same place, improving code readability ## Changelog 🆑 refactor: moves the create_all_lighting_objects proc to the lighting subsystem /🆑 * localizes create_all_lighting_objects --------- Co-authored-by: Jackriip <97582790+Jackriip@users.noreply.github.com> |
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90319e252b |
[MIRROR] Deletes monkey tail DNA block, minor sprite accessory cleanup, monkeys (and lizardpeople) will no longer random spawn without tails (#29062)
* Deletes monkey tail DNA block, minor sprite accessory cleanup, monkeys (and lizardpeople) will no longer random spawn without tails * fix * [MIRROR] Deletes monkey tail DNA block, minor sprite accessory cleanup, monkeys (and lizardpeople) will no longer random spawn without tails [MDB IGNORE] (#4013) * Deletes monkey tail DNA block, minor sprite accessory cleanup, monkeys (and lizardpeople) will no longer random spawn without tails * Fix conflicts * Update sprite_accessories.dm * None of that * Update horns.dm * There was more --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com> --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com> Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: Fluffles <piecopresident@gmail.com> |
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e00eb5ec6a |
Added a config to override the def gateway delay for specific start points. (#85341)
## About The Pull Request I've a few gripes with start points and the gateway delay. First of all, there's no way to discriminate peaceful away locations that do not need a with a 30 minutes timegate from the rest. Places like the beach and the museum hardly have anything OP that could tip the scales. Second, none of the awaystart landmarks have identifiers of their own, which means all awaystart landmarks from all away missions are linked under the same destination point datum. This is hardly an issue in the current state where only one map is ever loaded and all maps have only one way in that directs you to one of several locations at least until the gateways are linked, but it's nevertheless something that I have to take care of, since the config requires it. ## Why It's Good For The Game See above. ## Changelog 🆑 config: Added a config for specific gateway delays so locations like the beach and the museum don't have to take 30 minutes to become available like the rest. /🆑 |
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6a2c3550a2 |
Smuggler satchel spawning is blacklisted in the "near station" area (#85248)
## About The Pull Request northstar has a lot of tiles in nearstation areas and smuggler satchels can spawn under them. closes https://github.com/tgstation/tgstation/issues/78304 ## Changelog 🆑 grungussuss fix: smuggler satchels will no longer spawn in space /🆑 |
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39035c5479 |
refactor pod spawn from code copypaste to use podspawn instead. Add convenient way to spawn multiple items of same type in pod (#85151)
## About The Pull Request Refactor pod spawn from code copypaste to use `podspawn` instead. Add convenient way to spawn multiple items of same type in pod ## Why It's Good For The Game Nothing player facing. Cleaner code. ## Changelog 🆑 refactor: replace some copypaste code for pod spawn to use `podspawn` proc instead code: modify `podspawn` proc to accept amount of item type to spawn in `spawn` specification /🆑 |
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4d36dfc2ff |
localizes create_all_lighting_objects (#85135)
## About The Pull Request Moves create_all_lighting_objects to the only thing that uses it - the lighting subsystem I saw zero difference in lighting system init time ## Why It's Good For The Game Reduces global proc pollution and keeps everything in the same place, improving code readability ## Changelog 🆑 refactor: moves the create_all_lighting_objects proc to the lighting subsystem /🆑 |