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13875 Commits
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e507f9120b |
Post upstream fixes (#29814)
* Fixes the 'Big' cat ears being missing (#2227) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Fixes https://github.com/Bubberstation/Bubberstation/issues/2225. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game I'm 99% sure they were removed by accident given I never saw a PR specifically removing them. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Proof Of Testing I got no errors on my end and it worked fine. <!-- Compile and run your code locally. Make sure it works. This is the place to show off your changes! We are not responsible for testing your features. --> <details> <summary>Screenshots/Videos</summary> </details> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 fix: fixed the Big ears being removed, presumably by accident /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> * Fixes headpatting (#2228) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Title. <!-- Please make sure to actually test your PRs. If you have not tested your PR mention it. --> ## Why It's Good For The Game TG upstream pull broke it, I fix it. ## Proof Of Testing I tested it. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 fix: Headpats show a feedback message again. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> <!-- By opening a pull request. You have read and understood the repository rules located on the main README.md on this project. --> --------- Co-authored-by: Alexis <catmc8565@gmail.com> Co-authored-by: Shadow-Quill <44811257+Shadow-Quill@users.noreply.github.com> |
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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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344dc0dd50 |
[MIRROR] Removes a signal and a list from the movetype handler element. (#29663)
Removes a signal and a list from the movetype handler element. (#86119) ## About The Pull Request We can already stop the floating anim by adding the no floating trait, COMSIG_PAUSE_FLOATING_ANIM and the relative paused_floating_anim_atoms list are redundant as we can just use the `TRAIT_CALLBACK_REMOVE` macro and timers. ## Why It's Good For The Game Less crap in the way of a one big bespoke element that manages the movetypes of every living mob in the game. ## Changelog N/A Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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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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9d2f101375 |
fixes basic mobs not losing their aggroed appearance after death (#86489)
## About The Pull Request mobs can change their look when their AI finds an enemy, but their icons werent reverting back to original state correctly post encounter ## Why It's Good For The Game fixes basic mobs not losing their aggroed appearance after death ## Changelog 🆑 fix: fixes basic mobs not losing their aggroed appearance after death /🆑 |
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a66065cb6d |
Removes a signal and a list from the movetype handler element. (#86119)
## About The Pull Request We can already stop the floating anim by adding the no floating trait, COMSIG_PAUSE_FLOATING_ANIM and the relative paused_floating_anim_atoms list are redundant as we can just use the `TRAIT_CALLBACK_REMOVE` macro and timers. ## Why It's Good For The Game Less crap in the way of a one big bespoke element that manages the movetypes of every living mob in the game. ## Changelog N/A |
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6d04b0d28b |
[MIRROR] Gravity generator sound overhaul (#29606)
Gravity generator sound overhaul (#86080) ## About The Pull Request <details> <summary>Video comparisons</summary> https://github.com/user-attachments/assets/0dc6d936-6c43-4696-9488-ced2a6f63cd2 https://github.com/user-attachments/assets/17072a5f-3254-40a1-bfaa-216b7613ece5 <details> <summary>OUTDATED</summary> https://github.com/user-attachments/assets/6ec5393c-63cf-4d05-9b53-a6a925090c96 </details> </details> <br> </details> Took me a long time ## Why It's Good For The Game Previous sound was very grating on the ears so we made a more light one. ## Changelog 🆑 grungussuss and kayozz sound: gravity generator has a new sound /🆑 Co-authored-by: grungussuss <96586172+Sadboysuss@users.noreply.github.com> |
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c84fc8201b |
[MIRROR] Heretic Influences use alt appearances (so ghosts can now see them (semi-transparent)) (#29646)
Heretic Influences use alt appearances (so ghosts can now see them (semi-transparent)) (#85932) ## About The Pull Request Removes the rather overcomplicated system behind heretic influences and makes them use alt appearances Fixes a few bugs involving alt appearances that I noticed in making them I made this PR 7 months ago and forgot to Pr it ## Why It's Good For The Game Less complex codes and lets observers get a cut in on the action. Should fix #77530 ## Changelog 🆑 Melbert refactor: Refactored heretic influences a tiny bit, now ghosts can see them! Report any oddities. /🆑 Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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f811d41ad9 |
New ERT: Code Violet EMT Response Team (#85650)
## About The Pull Request This adds a new ERT type, the Code Violet EMT Response Team. This summons a batch of unarmed EMTs, led by a Chief EMT. The doctors get some above average equipment for healing/reviving a deluge of casualties, with the commander getting even better equipment and the means to defend the rest of their doctors and enforce their authority on the station (a pulse pistol and telebaton). This also autodocs the undoced vars on the ERT datum, for easier reading. You'll see why the mobtype has not been documented in a future PR. It's entirely unused right now (since it is always overridden) but this is addressed in #85651. ## Why It's Good For The Game I've seen plenty of situations where, despite the crew having vanquished all of their foes, the number of bodies is too high to get everything back into working order. This also goes for situations where all of the medical staff are dead, and the corpse-revival engine is unable to kickstart itself. It's not a situation where sending in an ERT full of armed goons can help. Sometimes a more delicate, caring hand is required to get the station rolling again. Also, autodocs are useful. ## Changelog 🆑 Rhials add: Code-Violet Medical Support ERT teams have been rolled out for deployment to Space Station 13 and related Nanotrasen Installations. /🆑 |
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008876823c |
Adds two new BR maps, basic mobs, BR tweaks & fixes (#85292)
## About The Pull Request Title. Adds two new maps: - Grasslands Hunt (peaceful) - Meta Central (easy) These maps add a new basic revolutionary mob and significantly upgrades the ai of basic deer. This fixes an issue where modular maps were not correctly spawning mobs or adding them to the "mutable candidates" for antagonists. There's also some balance changes to bitrunning vendor prices, which are generally now lower. This change is unrelated to the PR as a whole so I'm okay with removing it if there's concern ### photos <details> <summary>expand</summary>   </details> ### todo - [x] Fix the revolutionary death anim - [x] Make deer run when injured ## Why It's Good For The Game New maps as a general positive for bitrunning Bug fixes Makes vendor choices for bitrunning-exclusive items generally less of a chore to get ## Changelog jlsnow301, MMMiracles, KikoWen0, Ben10Omintrix 🆑 add: Added two new bitrunning maps: Grasslands Hunt and Meta Central. add: Deer are now more complex animals, granting them enhanced ability to run amok and chew your favorite plants. balance: Reduced the cost of most BR vendor items. fix: Fixes an issue where modular virtual domains spawned less mobs than intended. fix: These modular spawns are now valid mutation targets to become an antagonist. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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aefa22166c |
Heretic Influences use alt appearances (so ghosts can now see them (semi-transparent)) (#85932)
## About The Pull Request Removes the rather overcomplicated system behind heretic influences and makes them use alt appearances Fixes a few bugs involving alt appearances that I noticed in making them I made this PR 7 months ago and forgot to Pr it ## Why It's Good For The Game Less complex codes and lets observers get a cut in on the action. Should fix #77530 ## Changelog 🆑 Melbert refactor: Refactored heretic influences a tiny bit, now ghosts can see them! Report any oddities. /🆑 |
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3a2d4258b2 |
Aquarium fish visuals cleanup and unit test. (#86090)
## About The Pull Request Right now, there are two ways to set the aquarium visual for fish. The first is to make a small little blob of pixels representing the fish inside the aquarium, and then set the fish' sprite_width/sprite_height vars for that little blob of pixels. The second is to set the fish' source_width/source_height representing the boundaries of the fish original icon state and then sprite_width/sprite_height to get how much the icon state will be resized when used as an aquarium visual. So far so good, except we're only humans, and this sort of stuff can and will confuse us and overall make the process of adding new fish more complex. There are quite a few fish that don't have these vars set up in the right way, so I've decided to butcher out the second method in favor of the first one. Given the size of the aquarium icon states, this is a pretty trivial task. Furthermore it works better for fish whose sprites are coiled or snakey-looking (jumpercables and emulsijack) or on a diagonal axis. I've also added an unit test to ensure future contributions don't ever forget to set the right vars and make an aquarium icon state. ## Why It's Good For The Game Less confusion, and two less fish variables (they've over 40!). ## Changelog 🆑 fix: fixed a few minor nits with aquarium fish visuals. /🆑 |
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c7f547f9f8 |
Acromegaly no longer makes you bonk your head on airlocks while you're inside of objects (#86121)
## About The Pull Request Closes #86118 ## Changelog 🆑 fix: Acromegaly no longer makes you bonk your head on airlocks while you're inside of objects /🆑 |
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96daf86508 |
You can kill germs by actually cooking the food now (or by setting it on fire). (#86224)
## About The Pull Request It always seemed weird to me that you can kill germs by washing the food in a sink but not by cooking it to be frank. Also fire should work too, though that's not a worksafe strategy. ## Why It's Good For The Game It makes perfect sense for heat to kill germs. It can also be a fun alternative to using a sink. ## Changelog 🆑 qol: You can kill germs by actually cooking the food (i.e. frying and grilling) now, or by setting it on fire. /🆑 |
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aac4419a89 |
[MIRROR] Fixes ballistic weapons not making any firing sound (#29621)
Fixes ballistic weapons not making any firing sound (#86250) ## About The Pull Request Fixes https://github.com/NovaSector/NovaSector/issues/4337 https://github.com/tgstation/tgstation/pull/85470 added some checks in `/obj/item/gun/ballistic/shoot_live_shot()` that were causing runtimes in probably most of the ballistic gun types. To see for yourself just take out a revolver and shoot it a few times, then check the runtimes log. The runtime was preventing the parent `/obj/item/gun/ballistic/shoot_live_shot()` from being called, which is where the firing sound gets played. Fix is just acknowledging that `chambered` can be null at this point in the call chain and adding a quick check in there for good measure. Also fixes the runtime here, though that one didn't cause any functional bugs apart from polluting the log since it occurs at the end of the proc.  Also adds a missing multiline list comma that I noticed cough. ## Why It's Good For The Game Guns go boom again. ## Changelog 🆑 fix: due to a clerical error, all ballistic guns were shipping with built-in silencers. this has been resolved-they will now make noise once again when fired. /🆑 Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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68d182b576 |
Moves deletion for dreamluau objects to happen at the very end of the Destroy proc. (#86066)
## About The Pull Request As the title says ## Why It's Good For The Game Dreamluau objects should only really be nulled out right before deletion handling is complete, since it makes logical sense for lua to have a handle on these objects up until they're queued for deletion. It's slightly different from weakrefs in the fact that a weakref is not going to handle signals, but a lua script can, so it makes sense for the nulling out to happen after ECS cleanup is complete. No changelog necessary since it's not fixing any particular bug Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com> |
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91baa94ac5 |
event based incapicated and able_to_run (#86031)
## About The Pull Request this is a revival of #82635 . i got permission from potato to reopen this, he did almost all the work. i only just solved the conflicts and fixed all the bugs that were preventing the original from being merged (but it should be TMed first) ## Why It's Good For The Game slightly improves the performance of basic mob AI ## Changelog 🆑 LemonInTheDark refactor: able_to_run and incapacitated have been refactored to be event based /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: ZephyrTFA <matthew@tfaluc.com> |
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9f686f5cc6 |
new aquarium ui and few new additions (#85627)
## About The Pull Request gives the aquarium a new ui:  u can now also pet and nickname ur fish through this interface. petting them will have them do a small dance and increase their happiness  the hearts indicate how happy the fish is with the tank's living conditions and if theyve been petted recently. ## Why It's Good For The Game gives aquariums a better UI making it easier to use ## Changelog 🆑 qol: gives aquariums a new easier to use UI /🆑 |
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8436d3e0de |
Adds a Quiver to the Syndie rebar + various rebar and bolt improvements. (#86116)
## About The Pull Request Adds a quiver to the traitor "Syndicate Rebar" kit, can be used to store rods and reload the Rebar more efficiently.  Fixes Rebar bows having more ammo than intended. Rebar bows will now draw their string with left click instead of just the use button. Quivers are now a neck storage item. Hydrogen bolts have lost their ability to embed and pierce an infinite number of targets in exchange for a small damage buff , increased accuracy on bodyparts and the ability to pierce walls. ## Why It's Good For The Game This PR is the fruit of a discussion spanned over the course of several months between me and KingKumaArt (the creator of the rebar bows.), He's now busy abroad, so I'm pushing these changes in his stead. **Changes to the syndie rebar and quivers** The syndicate rebar bow is a fun albeit slightly underwhelming weapon, at least compared to its direct competitor, the revolver. The numbers prove this, as according to the charts it's very rarely bought on LRP and doesn't even show on the MRP charts. https://superset.moth.fans/superset/dashboard/4/?native_filters_key=cBYTbRt2At8pt1VkwV8O7NEZZZeDiIQ5fZgSMfjoICB0yow1BWJXDG5SyV9MJKTf I think most of the issues with the weapon can be attributed to the horrible jank that surrounds it. Reloading and storing ammunition for this weapon is a management nightmare, as the rods cannot be stacked and have to be manually loaded by hand, making it horrendous to use in combat. While that's fine for the makeshift crew version, Traitor weapons should be more realiable in a combat scenario. **So i'm squashing both problems by introducing a traitor version of the quiver.** It comes packed with the box you get the crossbow from, can be worn on the neck, stacks up to 20 rods, and features an action button that allows you to slowly chamber your rods into the rebar. Video demonstration: https://www.youtube.com/watch?v=nG9efFOyauw The crew version has also been moved to a neck storage item, but has half the capacity and lacks the ability to quick reload. I've also made the firing process slightly less annoying by having left click draw and undraw the string; as it stands, you have to alternate left click and use on hand after each shot, which is just jarring. Created 2 new variables to replace the ALWAYS_HIT_TRAIT, so we don't have to slap a new trait every time we want to dictate how accurate a gun or projectile should be at range. Lastly, I fixed an issue that allowed the bow to fit 1 extra bolt than its intended capacity. if you were to chamber your last rod, it does end up nerfing the burst of the syndie variant, as it drops down from 4 to 3, but the smoother reload should make up for it. **Hydrogen bolts** As it stands, all the atmosian bolt variants occupy different niches and they are more or less balanced. Except for the hydrogen bolts. With zauker bolts doing 60 toxin damage, guaranteed embed, and Syndie bolts doing 55 brute + the high delimb chance, Hydrogen bolts just don't have any real purpose to exist with their lower damage and lack of the ability to delimb. Metallic hydrogen in general doesn't have any good applications, the armor is weaker than your run of the mill sec vest, the axe is a downgrade over the roundstarting one....; I could go on, point being that something that requires in depth atmos knowledge and 30-40 minutes of hard work shouldn't be outclassed by what's readily available at the start of the shift. So what if we made the hydrogen bolts go through walls? Long range weaponry is a niche that remains mostly unfilled in the traitor arsenal. The syndicate rebar technically does have a scope, but requiring direct line of sight makes it unreliable and far too risky to use, since you could be jumped at any times while you are zoomed in. So i've made the hydrogen bolts a weaker version of the nukie penetrator rounds, with slightly lower damage, no infinite pierce and inability to damage the AI core. I've also improved their long range accuracy, as these bolts are meant to be accurate at longer ranges, (they drop off massively past the 15 tiles) Now yes, the bolts will be accessible to the crew as well, so why am I discussing this as if it were a traitor change? Well for starters, the actual applications of a crew atmos tech using these are fairly limited. Regular rebar bows can only fire 1 shot at a time, don't have a scope, and you won't get much mileage out of the wall piercing component unless you get thermals or x-rays, which are very much a stretch to acquire as an atmos tech. In the hands of a traitor, however, I can see it as a potential use for a long-range sniping tool, if you are willing to commit half of your round to make the bolts that is. ## Changelog 🆑 add: A Syndicate Rebar Quiver has been added to the uplink qol: Left clicking with a rebar crossbow will now draw/undraw the string. balance: Rebar quivers are now a neck slot item. balance: Hydrogen bolts damage has been upped to 55 brute and can now pierce through walls, they no longer have infinite piercing and can no longer embed however. code: removed the TRAIT_ALWAYS_HIT_ZONE, replaced with 2 new variables. fix: fixes rebar crossbows having a higher capacity than intended if a bolt had already been chambered. /🆑 --------- Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> |
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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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d1a37bd047 |
Sticker packs/Chief Engineer sticker (#86154)
## About The Pull Request - Changes sticker container from a generic box to a specialised 'sticker pack' with label - Adds a Chief Engineer seal of approval sticker  ## Why It's Good For The Game The CE can now quell crew concerns about machinery they find in the hallway Before:  After:  ## Changelog 🆑 LT3 add: Added Chief Engineer SEAL OF APPROVAL sticker code: Stickers now come in sticker packs, not boxes code: Stickers can now add examine text to whatever they're stuck on /🆑 |
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cc8b089c59 |
Fixes Ice Box lower floor maintenance from not being radstorm protected (#86071)
## About The Pull Request Fixes Ice Box's maint areas on the lower floor from not being radstorm protected. ## Why It's Good For The Game Maintenance corridors are supposed to be the safe refuge during radstorm events. ## Changelog 🆑 LT3 fix: Ice Box lower floor maints is properly protected during radstorms /🆑 |
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40dfabd836 |
Fixes ballistic weapons not making any firing sound (#86250)
## About The Pull Request Fixes https://github.com/NovaSector/NovaSector/issues/4337 https://github.com/tgstation/tgstation/pull/85470 added some checks in `/obj/item/gun/ballistic/shoot_live_shot()` that were causing runtimes in probably most of the ballistic gun types. To see for yourself just take out a revolver and shoot it a few times, then check the runtimes log. The runtime was preventing the parent `/obj/item/gun/ballistic/shoot_live_shot()` from being called, which is where the firing sound gets played. Fix is just acknowledging that `chambered` can be null at this point in the call chain and adding a quick check in there for good measure. Also fixes the runtime here, though that one didn't cause any functional bugs apart from polluting the log since it occurs at the end of the proc.  Also adds a missing multiline list comma that I noticed cough. ## Why It's Good For The Game Guns go boom again. ## Changelog 🆑 fix: due to a clerical error, all ballistic guns were shipping with built-in silencers. this has been resolved-they will now make noise once again when fired. /🆑 |
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594fd069ab |
Fixes Skub not fitting in Skub box (#86155)
## About The Pull Request Fixes the exceptions_hold list not being checked when trying to put an item in the box ## Changelog 🆑 LT3 fix: You can now put Skub back in the Skub box, as intended /🆑 |
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9a247b7133 |
Fixes consistency issue in crafting (#86283)
## About The Pull Request So I am keeping the PR title a bit vague as this is exploitable, and I will leave the specific steps to reproduce out for sake of preventing more people from using it... But basically under certain conditions when crafting a recipe using the crafting menu, the requirements were not actually being consumed in the correct amounts. With knowledge of this exploit, you could take something that needs x amount of resources, and only spend a fraction of that. Then disassembling the item yields the full amount, granting you extra resources out of thin air. ## Why It's Good For The Game Patches an economy breaking crafting exploit ## Changelog 🆑 fix: fixes a crafting exploit that allowed you to get more resources back from disassembling than you put into the recipe /🆑 |
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45a7a67c1f |
Reverts an unintended change to Leeching Walk. (#86295)
## About The Pull Request Reverts an accidental change to leeching walk. ## Why It's Good For The Game Few months ago, i reworked Rust Heretic and most of its skills. https://github.com/tgstation/tgstation/pull/83006 One of the changes i pushed was a minor temperature regulation effect being added to leeching walk. This was accidentally reverted by Carlactg in his pr on Cult Vs Heretic https://github.com/tgstation/tgstation/pull/82877 This change was not discussed nor alluded in the pr, and it wasn't even remotely related to it, Carlact themsleves admitted it was their mistake. So i'm reverting it. ## Changelog 🆑 revert: Leeching walk has been granted it's intended temp regulation effect back. /🆑 |
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d88c246ff3 |
Gravity generator sound overhaul (#86080)
## About The Pull Request <details> <summary>Video comparisons</summary> https://github.com/user-attachments/assets/0dc6d936-6c43-4696-9488-ced2a6f63cd2 https://github.com/user-attachments/assets/17072a5f-3254-40a1-bfaa-216b7613ece5 <details> <summary>OUTDATED</summary> https://github.com/user-attachments/assets/6ec5393c-63cf-4d05-9b53-a6a925090c96 </details> </details> <br> </details> Took me a long time ## Why It's Good For The Game Previous sound was very grating on the ears so we made a more light one. ## Changelog 🆑 grungussuss and kayozz sound: gravity generator has a new sound /🆑 |
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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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2831233d09 |
[MIRROR] Stagger animation is no longer horrilbly jittery (#29587)
* Stagger animation is no longer horrilbly jittery (#86027) ## About The Pull Request ANIMATION_PARALLEL and random loop was messing it up heavily, plus you only swayed to one side. Now its smoother, no longer teleports you around and you don't snap to the center of the tile the moment you unstagger ## Why It's Good For The Game Current stagger animation is rather ugly and jittery, this should help fix its visuals. ## Changelog 🆑 fix: Stagger animation is no longer horrilbly jittery /🆑 * Stagger animation is no longer horrilbly jittery --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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e3823fb688 |
Stagger animation is no longer horrilbly jittery (#86027)
## About The Pull Request ANIMATION_PARALLEL and random loop was messing it up heavily, plus you only swayed to one side. Now its smoother, no longer teleports you around and you don't snap to the center of the tile the moment you unstagger ## Why It's Good For The Game Current stagger animation is rather ugly and jittery, this should help fix its visuals. ## Changelog 🆑 fix: Stagger animation is no longer horrilbly jittery /🆑 |
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1e06b3b618 |
[MIRROR] fix computer sound loop (#29583)
* fix computer sound loop (#86081) ## About The Pull Request `mid_sounds = list('sound/machines/computer/computer_mid1.ogg' = 1, 'sound/machines/computer/computer_mid2.ogg' = 1)` These actually don't play if you don't set the value to 1 - added a disclaimer on this ## No one noticed this!! ## Changelog 🆑 grungussuss fix: after 4 years, computer sound loop now works properly /🆑 * fix computer sound loop --------- Co-authored-by: grungussuss <96586172+Sadboysuss@users.noreply.github.com> |
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196e191c14 |
fix computer sound loop (#86081)
## About The Pull Request
`mid_sounds = list('sound/machines/computer/computer_mid1.ogg' = 1,
'sound/machines/computer/computer_mid2.ogg' = 1)`
These actually don't play if you don't set the value to 1
- added a disclaimer on this
## No one noticed this!!
## Changelog
🆑 grungussuss
fix: after 4 years, computer sound loop now works properly
/🆑
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184909bf1e |
[MIRROR] Refactors creampies and face paint into a single face_decal component (#29574)
* Refactors creampies and face paint into a single face_decal component (#86014) ## About The Pull Request Creamed component has been refactored into a more generic face_decal component, with pie-unique logic moved to a subtype instead. Spraypainting someone in the face now uses the new component instead of modifying their... lipstick. Closes #83614 by adding monkey and lizard spraypaint sprites, just like with creampies Fixes an issue with spraypaint overlay being removed when something is covering your hair due to how lipstick and beards are rendered. ## Why It's Good For The Game Easier to use, could be used for more cases. ## Changelog 🆑 refactor: Refactored creampies and spray paint to use the same component. sprites: Monkeys and lizards now have their own face spraypaint overlays /🆑 * Refactors creampies and face paint into a single face_decal component --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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ec0ad6af1c |
Refactors creampies and face paint into a single face_decal component (#86014)
## About The Pull Request Creamed component has been refactored into a more generic face_decal component, with pie-unique logic moved to a subtype instead. Spraypainting someone in the face now uses the new component instead of modifying their... lipstick. Closes #83614 by adding monkey and lizard spraypaint sprites, just like with creampies Fixes an issue with spraypaint overlay being removed when something is covering your hair due to how lipstick and beards are rendered. ## Why It's Good For The Game Easier to use, could be used for more cases. ## Changelog 🆑 refactor: Refactored creampies and spray paint to use the same component. sprites: Monkeys and lizards now have their own face spraypaint overlays /🆑 |
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ed1e69c761 |
[MIRROR] 500 cigarettes, and one edible component update (#29561)
* 500 cigarettes, and one edible component update (#85891) ## About The Pull Request Makes cigarettes edible, and adds an achievement for eating 500 of them. The examine text also hides all the interesting info about being able to eat it   This means the edible component has been touched up with a variable to hide examines. ## Why It's Good For The Game An interesting challenge for achievement hunters. Also it's kinda funny and goes in line with the Sisyphus one ## Changelog 🆑 add: Achievement for eating 500 cigarettes balance: Cigarettes are now edible code: Adds a variable to hide the food examine on the edible element /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> * 500 cigarettes, and one edible component update --------- Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com> |
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33aed2aa50 |
Belt contents copypasta fix (#85989)
## About The Pull Request #85945 and #85319 |
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a6a894dd00 |
500 cigarettes, and one edible component update (#85891)
## About The Pull Request Makes cigarettes edible, and adds an achievement for eating 500 of them. The examine text also hides all the interesting info about being able to eat it   This means the edible component has been touched up with a variable to hide examines. ## Why It's Good For The Game An interesting challenge for achievement hunters. Also it's kinda funny and goes in line with the Sisyphus one ## Changelog 🆑 add: Achievement for eating 500 cigarettes balance: Cigarettes are now edible code: Adds a variable to hide the food examine on the edible element /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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2e0ff48bbb |
Fixing three fishing issues in one PR. (#86042)
## About The Pull Request This will fix #83730, fix #85985 and fix #86033. ## Why It's Good For The Game See above. ## Changelog 🆑 fix: You can no longer pickup closets and crates wrapped in a package with a fishing rod. fix: Fixed a few harddel issues with mob spawns that caused charred corpses fished from lavaland to create an invisible blockade. fix: Fixed being able to fish up mobs that have fallen in totally different z-levels with a rescue hook (i.e. from bitrunning domains to lavaland). /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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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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b43b107c61 |
Toggle forge anvil noises in sound prefs (#29546)
* Update anvil.dm * rename this since it's not just for lewds. includes emotes too |
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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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c77c50ae3d |
Athletic Fishing Gloves and Fishing Module to fish without a fishing rod (#85415)
## About The Pull Request This PR adds a pair of fishing gloves that let you fish and work out at once, and also a MODsuit module that lets you use MOD gloves to do the same thing (without the workout, an external fishing rod has to be inserted first). In both cases, you can equip or unequip bait, hook and line by using the fishing rod interface which you can open by right-clicking the gloves. To get both of them, you've to perform the first fish scanning experiment. I had to refactor the profound fisher component a bit to do this. ## Why It's Good For The Game Interweaving a few different features with fishing. Fishing and Athletics are both skills, so I thought it'd be nice if it were a way to take advantage of both, and level them up accordingly. Also fishing gloves with maxxed out athletics can make fishing a lot noticeably easier at higher difficulty. ## Changelog 🆑 add: Added Athletic Fishing Gloves and Fishing Glove Module to the advanced fishing tech node. Both can be used to fish without having to hold a fishing rod. The athletic fishing gloves will also train your athletics skill. /🆑 |
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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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9961638775 |
[MIRROR] Adds Punching Mitts: Become a One-Spacemen Planetary Ecological Disaster. Available in any mining loot chests (and portals) (#29529)
* Adds Punching Mitts: Become a One-Spacemen Planetary Ecological Disaster. Available in any mining loot chests (and portals) (#85820) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Adds Punching Mitts, which grant the wearer Hunter Boxing. Hunter Boxing works similar to boxing, but rather than just targeting those who are boxing ready, it also allows you to apply your boxing skills to various wildlife and creatures that deserve to be wiped off the face of the earth in a violent manner. While the gloves function as a lethal pair of boxing gloves, you still cannot apply the new effects to normal humans. Even against other boxers, the gloves operate as normal save that you are dealing Brute damage instead of Stamina. This is NOT Evil Boxing. Against wildlife, you gain an extra amount of damage and a much faster punch speed. You also rebuke the targets that you crit, rather than staggering/knockout. You also do three times the damage against wildlife when you crit. You also..yell out your attacks. Loudly. You can get these gloves from tendril chests and from demonic portals. I replaced the Nuka Cola from the portals with these gloves. You're welcome. Megafauna can now be targeted by martial arts. This is really isn't a major concern, since even if our martial artist had, say, Gloves of the North Star, the highest damaging martial arts most people could access, Sleeping Carp, does pathetically small amounts of damage to megafauna. And you're in melee. And colossi eat you. This shouldn't be a problem.  ## Why It's Good For The Game I just really, really, REALLY wanted to punch the absolute SHIT out of Bubblegum while screaming the whole time, and by god I should be allowed to do that because that's awesome as fuck. Adds a very practical but very rare method of applying your athletics to some very self-contained content. I was tempted to have this increase/become stronger with mining skill instead of athletics, but I actually thought it would be funny if miners were taking the time to work out before heading down to throttle drakes. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Punching mitts! Punch wildlife to death and scream the whole time. ADVENTURE! balance: Megafauna can be affected by martial arts. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> * Adds Punching Mitts: Become a One-Spacemen Planetary Ecological Disaster. Available in any mining loot chests (and portals) --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> |
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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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0eb16b4f19 |
Adds Punching Mitts: Become a One-Spacemen Planetary Ecological Disaster. Available in any mining loot chests (and portals) (#85820)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Adds Punching Mitts, which grant the wearer Hunter Boxing. Hunter Boxing works similar to boxing, but rather than just targeting those who are boxing ready, it also allows you to apply your boxing skills to various wildlife and creatures that deserve to be wiped off the face of the earth in a violent manner. While the gloves function as a lethal pair of boxing gloves, you still cannot apply the new effects to normal humans. Even against other boxers, the gloves operate as normal save that you are dealing Brute damage instead of Stamina. This is NOT Evil Boxing. Against wildlife, you gain an extra amount of damage and a much faster punch speed. You also rebuke the targets that you crit, rather than staggering/knockout. You also do three times the damage against wildlife when you crit. You also..yell out your attacks. Loudly. You can get these gloves from tendril chests and from demonic portals. I replaced the Nuka Cola from the portals with these gloves. You're welcome. Megafauna can now be targeted by martial arts. This is really isn't a major concern, since even if our martial artist had, say, Gloves of the North Star, the highest damaging martial arts most people could access, Sleeping Carp, does pathetically small amounts of damage to megafauna. And you're in melee. And colossi eat you. This shouldn't be a problem.  ## Why It's Good For The Game I just really, really, REALLY wanted to punch the absolute SHIT out of Bubblegum while screaming the whole time, and by god I should be allowed to do that because that's awesome as fuck. Adds a very practical but very rare method of applying your athletics to some very self-contained content. I was tempted to have this increase/become stronger with mining skill instead of athletics, but I actually thought it would be funny if miners were taking the time to work out before heading down to throttle drakes. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Punching mitts! Punch wildlife to death and scream the whole time. ADVENTURE! balance: Megafauna can be affected by martial arts. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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e2d236e9de |
Revert "[MIRROR] Changes wall leaning into a component, makes windows (#29526)
Revert "[MIRROR] Changes wall leaning into a component, makes windows leanable (#29400)"
This reverts commit
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4bbefe0679 |
[MIRROR] Add big manipulator. (#29500)
* Add big manipulator. (#84888) ## About The Pull Request Sprites Update by ArcaneMusic:  Video: https://youtu.be/JoFvwwFzVvA Text: Big manipulator is a new machine crafting from circuit board which can be created on engi/rnd/cargo/service techfabs. Big manipulator performs a simple function of take and drop item. You can unsecre it with wrench left click and rotate manipulator hand with rigth wrench click. Big manipulator speed depends on the tier of servo part inside it: 2/1.4/0.8/0.2 Seconds from 1/2/3/4 servo tier. ## Why It's Good For The Game Provides more logistics mechanics for conveyor belt designs and other cargo transportation. ## Changelog 🆑 by Xackii, sprites by ArcaneMusic add: Added big manipulators. /🆑 --------- Co-authored-by: Time-Green <7501474+Time-Green@ users.noreply.github.com> * Add big manipulator. --------- Co-authored-by: Xackii <120736708+Xackii@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@ users.noreply.github.com> |