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6ee6fe42e3 |
[MIRROR] Fixes a typo in military javelins (#29100)
* Fixes a typo in military javelins (#85317) ## About The Pull Request Changes "military Javelin" to "military javelin" ## Why It's Good For The Game Consistent capitalisation. Makes the name look better. ## Changelog 🆑 spellcheck: military javelin's name is now fully uncapitalised /🆑 * Fixes a typo in military javelins --------- Co-authored-by: Da Cool Boss <142358580+DaCoolBoss@users.noreply.github.com> |
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f4e244fb49 |
[MIRROR] Refactors embedding to use datums instead of storing data in bespoke elements (#28699)
* Refactors embedding to use datums instead of storing data in bespoke elements (#84599) ## About The Pull Request This refactors embedding elements to make them use singleton datums (similarly to armor) instead being bespoke and creating a new element every time armor values are supposed to be adjusted. Default values have been removed from defines due to now being declared in base class itself. Additionally fixes vending machines and tackling gloves setting generated shards (which they instantly embed into their victim) embed properties to null after running the embedding code, despite said shards having non-null embedding values by default, making them not be able to embed into anyone else, also potentially breaking the pain/jostling code if they somehow get updated. ## Why It's Good For The Game Current embedding system is an unnecessarily complicated mess as bespoke elements are hard to work with, and creating a new element every time you change values is hacky at best. This change should make it easier to read and work with. ## Changelog 🆑 fix: Fixed glass shards generated from falling vending machines or tackling windows not being able to embed into anyone. refactor: Refactored embedding code to use datums instead of bespoke elements and ugly associated lists. /🆑 * Refactors embedding to use datums instead of storing data in bespoke elements * modular fixes * fix c14 * paint -> pain ugggh --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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0b0ca5ac1b |
[MIRROR] Converts slapcrafting into a bespoke element (#28655)
* Converts slapcrafting into a bespoke element (#84226) ## About The Pull Request Converts slapcrafting into a bespoke element, used to be ac omponent ## Why It's Good For The Game Noticed this was a big C and realized there was no real reason for that. It's the same recipe shared across different items. ## Changelog N/A --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Converts slapcrafting into a bespoke element --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> |
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b540aaf8ab |
[MIRROR] Afterattack is dead, long live Afterattack (#28128)
* Afterattack is dead, long live Afterattack * wew * fixes --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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+26 |
55d1c715e5 |
Pulls2 (#27514)
* New docking port sprites (#82729)
* Adds text to lootpanel items [no gbp] (#82722)
## About The Pull Request
Just some qol, this captures a small portion of the item name and fixes
some icon clipping issues
I clipped it at 5 because monke


## Why It's Good For The Game
Handy if youre in a rush and won't upgrade byond to fix the issue
## Changelog
🆑
fix: Lootpanel additions: Condensed item names for the quick of draw
/🆑
* Fixes tgui alert buttons (#82714)
<!-- 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
Been on my mind for a long time
I did this while relatively inexperienced (how do I center a div etc)
Fixes an issue inherent to our stack implementation where reversing the
direction caused strange spacing issues. This effectively reverses the
extra margins in css so it looks identically spaced whether reversed/not
<details>
<summary>before/after</summary>
Before (normal buttons)

Before (large buttons)

After (normal buttons)

After (large buttons)

Long buttons (normal)

Long buttons (large buttons (I am 35 and yet still fight the forces of
chaos))

</details>
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
Looks better, runs smoother, no clipping
<!-- 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. -->
## 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 it's 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: TGUI Alerts shouldn't have such wonky buttons any more
/🆑
<!-- 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: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* MetaStation: Replaces the tools in the Primary Surgery Theatre with filled surgery trays (#82730)
## About The Pull Request
Replaces the tools on the tables with 2 surgery trays.

## Why It's Good For The Game
Makes surgery a bit less painful in the surgery theatre, Using tools
from a tray is much nicer than having to open the context menu on the
piles of tools on the tables.
## Changelog
🆑
qol: Replaced the surgical tools in the Primary Surgery Theatre with 2
Surgery Trays.
/🆑
* Fixes smart pipe & cryo gas reallocation (#82701)
## About The Pull Request
**1. Smart Pipe Problem**
- Fill a pipe with any gas, plasma for e.g.
- Unwrench the pipe to deconstruct
- The pressure sends you flying but notice plasma is nowhere to be seen
from the now destroyed pipe
**2. Cryo pipe connector problem**
The gas gets reallocated when the object is deleted. We only want this
when its deconstructed not deleted to prevent any side effects
This PR fixes them
## Changelog
🆑
fix: smart pipes release their gases into the air when unwrenched
fix: cryo pipe connector component has no side effects of gas
reallocation when deleted
/🆑
* Fix Primal Instincts (#82741)
## About The Pull Request
#82539 randomly made these two lines switch their AI controllers to idle
rather than on, when the intent was for them to wake up immediately to
do make the mob attack or fight or do something
## Changelog
🆑 Melbert
fix: Primal Instincts and Living Flesh should be a tad more reactive
/🆑
* Fix handcuffing (#82760)
## About The Pull Request
Changed this to an early return but then didn't invert the condition
## Changelog
🆑 Melbert
fix: You can handcuff people with 2 arms and you can no longer handcuff
people with 0 arms
/🆑
* Gets rid of UNIT_TESTS compiler warning (#82695)
## About The Pull Request
Basically every single CI Run is throwing the following warning:
```txt
code/modules/unit_tests/lootpanel.dm:24:warning (unused_var): new_box: variable defined but not used
```
You may find an example here:
https://github.com/tgstation/tgstation/actions/runs/8698627681/job/23855921813#step:9:24
This is pretty silly but I don't really know why we even have this
variable (I assume there's something far more complicated underneath the
surface based on what the unit test is asserting), but assuming it is
important let's just insert a do-nothing procedure to get rid of the
compiler warning while ensuring the unit test is actually operating as
it should.
I also don't really like the fact that this is a warning instead of an
error but let's tackle this problem one step at a time by at least
getting rid of the compiler warning in a quick advance PR while I dwell
on this issue (is there a way to get the Dreamchecker linter to look at
the unit test files? it's caught perfectly fine in the langserver)
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Makes dropdowns better (#82697)
## About The Pull Request
Kind of a pain to work with, confusing people with its prop names (many
such cases!)
After recently discovering deathmatch it's very obvious to me how broken
it is, so I made it less so
(now comes with a complete ui upgrade!)
It now scrolls with the selection and to the selection on open, which
felt like major QoL
<details>
<summary>pics/vids</summary>
In motion

Deathmatch got some UI facelifts


Fixes #75741

</details>
## Why It's Good For The Game
Better UX
Bug fixes
Potential exploit patched (ui validation for ai voice changer)
Fixes #81506
## Changelog
🆑
fix: Dropdowns received some much-needed QoL, like having the scrollbar
follow your selection.
fix: AI voice changer now shows its current voice selection.
fix: Deathmatch screen has been touched up.
fix: Prefs menu has their dropdowns simplified, hopefully fixing issues
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
* Fixes the NT SWAT helmet sprite (#82743)
* Mass Item Creation (#82455)
## About The Pull Request
Have you ever had to click the "Make" button a dozen times for a chef
making soup? I've also had it, so with this PR you can press the button
and everything will repeat itself as long as possible.
## Why It's Good For The Game
Makes life easier for chefs, now they can play chess on their cool
smartphone and craft food. (actually you can transfer it to other items
as well, see for yourself).
* Adds Retain volume flag on the ants reaction (#82718)
Fixes #82575
We'd expect feeding ants to always result in more ants I imagine.
* Borg movement now has sounds (#82704)
## About The Pull Request
adds sound effects to cyborgs when they move
Demo:
https://imgur.com/a/7Mu98pQ
Open to feedback on this sound so please tell me what you think.
## Why It's Good For The Game
a hunk of metal moving at you without any sound is frightening
## Changelog
🆑 grungussuss
sound: cyborgs now have sounds to indicate they are moving
/🆑
* Use cell defined constants for various stuff (#82594)
## About The Pull Request
This re writes most cell power usage cases with 2 defines
`STANDARD_CELL_CHARGE`(Joules) & `STANDARD_CELL_RATE`(Watts) so changing
cell capacity values in the future won't cause discrepancies.
## Changelog
🆑
code: most cell power usages are scaled with defined constants to help
adapt to future changes
/🆑
* Plumbing machinery power & processing tweaks (#82702)
## About The Pull Request
- Plumbing machinery begins processing only when wrenched & ends
processing when unwrenched. The machines plumbing component
`/datum/component/plumbing/process()` already does this but the
underlying machines processing proc for e.g.
`/obj/machinery/plumbing/synthesizer/process()` is always processing
regardless of its wrenched state or not. We can optimize this & save
power when unwrenched
- Fixes #82621. This adds plumbing machines `idle_power_usage` on top of
its `active_power_usage` ensuring it only uses power when actively doing
work, So if your factory is say full of reagents & cannot do any more
work it will use less energy i.e almost enter an stand by mode,
efficiency
- Plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing most of the time
## Changelog
🆑
fix: plumbing machinery begins processing only when wrenched & ends when
unwrenched
fix: plumbing machinery uses energy only when wrenched & doing work,
will stop/use less energy when idle
fix: plumbing grinder chemical will grinds & juice stuff correctly i.e.
prefer grinding over juicing for most stuff
/🆑
* Carps migrating through the station no longer idle so they don't get stuck after spawning until someone walks by. (#82744)
## About The Pull Request
Carps migrating through the station no longer idle so they don't get
stuck after spawning until someone walks by.
## Why It's Good For The Game
Bugfix for Carp Migrations.
## Changelog
🆑
fix: Carps migrating through the station no longer idle so they don't
get stuck after spawning until someone walks by.
/🆑
* Alt click no longer conflicts with mech suit [no gbp] (#82758)
## About The Pull Request
Get in the gundam shinji!!!
Context: Mech users hold ALT to disable strafe, which would trigger the
lootpanel to come up while committing war crimes (annoying!)
This prevents the panel from appearing and fixes the previous behavior,
meaning you can alt click your own mech to disable strafing.

It also makes toggling strafe a balloon alert with sound. Parties for
all occupants!!
## Why It's Good For The Game
Fixes #82753
## Changelog
🆑
fix: Mecha pilots are no longer bothered by incessant loot panels while
holding ALT for strafe disable.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Adds a Wizard-themed map to the deathmatch (#81640)
## About The Pull Request
Deathmatch is severely lacking in HIGH IMPACT MAGIC LARPING. So I added
a big ass wizard arena. The arena itself is based off the wizard den.
Loadouts:
**Wizard:** Standard all-rounder. Got magic missile, jaunt, and
forcewall. Regular gear.
**Pyromancer:** Fire guy. Red robes, fireball, smoke.
**Electromancer:** Zappy guy. Lightning and tesla shock.
**Necromancer:** Is a skeleton. Has Scream for Me and blink.
**LARPer:** Straight from Station & Spessmen. Fake robes and can only
throw lightning and repulse.
**Chuunibyou:** Classic animage. Got chuuni buff and magic cards.
**Battlemage:** Melee fighter. Got some armor and a big hammer with
instant summons.
**Apprentice:** Underpowered until they find a mystery box. Got charge.
**Gunmancer:** Who needs magic when you have guns? Starts with an m1911,
lesser gun summons, and knock.
**Monkeymancer:** Is a monkey. Can summon monkeys and gorillas. Has a
banana.
**Chaosmancer:** Jumbled robes. Starts with a chaos rod. Can rod form
and summon traps for high chaos.
**Funnymancer:** It's just a clown with a banana staff.
The map itself is a pretty standard arena with a long sightline in the
middle. Each participant spawns in their own room complete with a magic
item box. The very southern portion of the ship has a standard mystery
gun box. Soon after the round starts, a hostile gelatinous cube in the
center of the map will break out and attack whoever it sees. Inside its
enclosure is a free death wand. Map has been tested to make sure
deathmatch participants can't escape the deathmatch.
## Why It's Good For The Game
Deathmatch provides a unique opportunity for people to play with
mechanics they will not often get to use. Allowing people to play wizard
for a few minutes shouldn't cause too much harm aside from admin logging
from explosions, which hopefully a fix is in the pipeline for.
## Changelog
:cl:Motho
add: Added wizard-themed deathmatch map.
add: Added mystery wand box.
/🆑
* Makes viewers() defines (#82767)
* Fixes Pseudo circuit delay & some missed cell define usages (#82771)
## About The Pull Request
- Fixes #82688
If the circuit cost is<= 1% of `STANDARD_CELL_CHARGE` then the delay is
5 seconds, if the circuit cost is >= 50% of `STANDARD_CELL_CHARGE` then
delay is 1 minute. All other delay values are interpolated in between
these 2.
- Pseudo circuits don't use power when used on cooldown
- Makes `INSPECTOR_ENERGY_USAGE_*` defines values use standard cell
values
## Changelog
🆑
fix: pseudo circuit adapter computes recharge delay durations correctly
& won't use power when on cooldown
code: uses standard cell defines for N-spect scanner
/🆑
* Lava/Plasma River tiles now immerse you in them (#82736)
## About The Pull Request
This adds the "immerse" element to lava tiles.

It's a tad hard to see because you're super on-fire, but it still looks
nice.
## Why It's Good For The Game
Eye candy, pretty...
## Changelog
🆑 Rhials
qol: Lava and plasma rivers now immerse you in them.
/🆑
* Adds `ALLOW_RESTING` to a bunch of items (#82761)
## About The Pull Request
Allows you to alt-click a bunch of items while resting.
Fixes #82788
## Why It's Good For The Game
Some of these, such as storage, are bugfixes. You shouldn't need to be
standing up to configure a spray can, or change the direction of your
bedsheet
Others are just sensible changes.
## Changelog
🆑 Melbert
fix: You can open bags with alt click while resting again
qol: Many items which previously required you to stand to alt-click now
don't, such as bedsheets and spray cans
/🆑
* Fixes sight range on lootpanel [no gbp] (#82765)
## About The Pull Request
When asked to make lootpanel visible at range they did not just mean
_any range_
AI alt click was a little weird (still is) but now it works
(TM BUG)
Fixes #82768
* Adds Omnitools for engineer and medical cyborgs, reducing on inventory clutter. (#82425)
[This PR is a bounty requested by Ophaq and worked on by
Singul0.](https://tgstation13.org/phpBB/viewtopic.php?f=5&t=36013)
All of the following description in this PR is written by Ophaq as to
what this PR entails:
In this PR, the medical and engineering cyborg's tools are completely
reworked and condensed into an arm similar to the implant a carbon would
get. The tools are shown in a radial wheel around the character to quick
select what is needed instead of looking for it in a cluttered bag of
items. There are a few tools such as the blood filter for the medical
cyborg, as well as the welder, gas analyzer, and t-ray scanner for the
engineering cyborg excluded from the radial wheel. mostly due to their
inherent inmodularity


Each cyborg gets two arms in case the player wishes to have one on the
side to quick swap to, like having a scalpel in one arm and a hemostat
in the other on the hotbar for convenience or just preference. An
upgraded version of the tools has been added to each respective cyborg
upgrade node with somewhat faster action speed. The upgrade replaces the
arms and transforms them into the "advanced" version which is currently
the same sprite as the regular but just a faster and more efficient
version. The sprites for the surgical arm currently look good but may
need replacing later if someone who wishes to resprite them down the
line decides to do so.
As it currently stands, the medical cyborg's magical bag of gadgets
takes up a lot of your screen space and as a player who plays medical A
LOT, this was a MUCH NEEDED quality of life feature.
The amount of clutter in a medical cyborg's bag makes it in my opinion,
hard to see at the bottom of the screen and a nuisance to constantly
close compared to other models. My standard set up for playing medical
cyborg on the hotbar is 1=med analyzer, 2=usually a secondary surgery
tool or injector, and 3=another surgery tool. The flow of gameplay
during surgery ends up being surgery tool, hit 3 and drop it, surgery
tool, repeat or for efficiency using X to swap between the two surgery
tools I need on 2 and 3. This gets tedious especially after so many
hours of playing medical cyborg. I know some people may disagree, but I
think it would help a lot of help to speed up this flow of gameplay
during surgery and declutter.
By turning the medical cyborg's toolset into an omni-surgery tool which
functions like the surgery arm implant's radial wheel, this would
greatly declutter by like an entire row and make things easier on
medical cyborg players. Having a secondary in the bag helps with
efficiency for those players who like having an extra tool on their
hotbar and swapping back and forth would also improve efficiency and
make less swapping by hitting Z needed. Additionally with the upgraded
version as an optional upgrade in the mediborg tech, this also lets them
be on par with players who use advanced tools late game but not at the
level of alien tools where players would obviously out compete a
mediborg in terms of action speed.
Engineering models also benefit from this rework but at a slightly
different and lesser way whereas certain tools are excluded such as the
welder, due to the way they work on refill and the gas scanner and t-ray
scanner not counting as tool components are not included in the arms.
Syndicate versions of the engineering and medical cyborg also get these
arms, unupgraded.
🆑
add: Adds an omnitoolset for both engineering and medical cyborgs,
containing various basic tools
qol: Engineer and Medical module inventory space is now significantly
decluttered
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Fixes dropdown displaytext not working for numeric values (#82778)
## About The Pull Request
https://github.com/tgstation/tgstation/pull/82697 broke the prefs menu
downstream; we have a couple of dropdown choices that are numeric but
that make use of `display_names` to map those choices to appropriate
strings.
The code was assuming that `value` would always be a string when calling
`capitalizeFirst(value)`. Basically it should be doing
`display_names[value]` when `display_names` are present.
## Why It's Good For The Game
Fixes an oversight/bug.
## Changelog
🆑
fix: dropdowns that use display_names as an alias for numeric values
will no longer cause tgui bluescreens
/🆑
* [NO GBP] HPLC can purify inverted chems (#82727)
## About The Pull Request
- Fixes #82725
Inverted chems are now coloured green and classified as clean (like
before my general maintenance PR) which means they can be purified
again.
Only chems that are too impure to use & have an inverted chem value are
coloured red in the UI and not when they are just of the inverted type
## Changelog
🆑
fix: HPLC can purify inverted chems and are now coloured green(clean) in
the UI
/🆑
* Lathes compute their local storage size correctly (#82770)
## About The Pull Request
Basically we have to add the material container before we call parent
Initialize(which calls `RefreshParts()`), else the container doesn't get
initialized early and we skip over computing storage sizes
## Changelog
🆑
fix: off station & round start lathes with local storage don't have
infinite storage size.
/🆑
* Arcmining QoL: GPS component to scanned vents and vent(pin)pointer (#82724)
## About The Pull Request
Scanning ore vents will now tag them on GPS so you can find them easily
when you are prepared (and remove them when they are tapped). Also adds
special pinpointer to help with finding unscanned vents in a first
place. And adds missing uranium overlays for scanned vents. Because why
not.
<details>


</details>
## Why It's Good For The Game
While looking at mineral density to find vents is somewhat fun and
entertaining, having some sort of upgrade to make finding them easier
adds a bit of a progression. Also re-finding already scanned vents can
be a bit annoying. You need to fill your backpacks with GPSs and tag
them manually. It is also inconsistent with geysers that are added to
positioning after you scan them. And with tendrils, which are always
visible.
## Changelog
🆑
add: added ventpointer that points toward nearby ore vents and can be
bought with mining points
balance: scanned ore vents can now be found with GPS
fix: fixed ore vents missing overlay icon for uranium
/🆑
* Fix oven tray runtime (#82782)
## About The Pull Request
Fixes a lil typo from the interaction refactors that broke the ability
to load oven trays from containers
## Why It's Good For The Game
squamsh bug
## Changelog
🆑
fix: loading oven trays from serving trays and other containers works
again
/🆑
* Fix flaky test detection (#82790)
- Add missing job pagination.
- Fix multiple jobs being able to fail if they aren't in
`CONSIDERED_JOBS`
* Add utf8 support for state laws button (#82789)
## About The Pull Request
Adds UTF-8 support for state laws HTML page. Now it supports more than
just English
## Why It's Good For The Game
Support for other symbols, such as cyrillic

* Update highest available sound channel (#82780)
Current channels are:
```
```
So, the highest available now is 1013
Updating the thing which everyone forgot for 7 years. Not that many
special channels were added either way
* Revert "Borg movement now has sounds" (#82795)
Reverts tgstation/tgstation#82704
The sound ingame appears much louder than the original author intended.
Not to mention that the sound loops stack for every borg moving near
you.
* Use defines for "General Research" where it's not used (#82785)
## About The Pull Request
There is a define for it, so why not use it?
## Why It's Good For The Game
Defines good
* [READY] the unfuckening of clothing rendering (#79784)
refactors clothing visors to use the same system, including masks being
toggled and stuff like riot helmets toggling using the same system and
welding helmets and such
adds a handler that updates all visuals in slots that an item has
obscured, each visual proc calls that so you no longer have weird shit
happening like having to hardcode a proc for heads where you need to
also update hair, mask, glasses everytime you put on an item
one thing here i could also do is make check_obscured_slots return the
HIDEX flags instead of item slots, because in 99% of cases its hardcoded
to be ran against specific slots (like eye code running it against the
glasses slot), but maintainers didnt seem to like that :/
fuck this 2003 bullshit
theres like several bugs here i fixed but i forgot them all and they are
small
* Allows vv investigate /appearance + better checking image (#82670)
* Fixes Alien Numerical Identifier Transfer System (#82762)
## About The Pull Request
Fixes #82756
I'm not sure what the root cause of the issue is or why it broke so
recently (this has been a thing since #49150) but I went and cleaned up
the code and ensured that we always reset the `name` to the `initial()`
value we have for it if we determine that we need to transfer over the
`numba` from the old xenomorph. This is done by a new proc which is a
lot less convoluted from the old system (always respecting var-edited
names and stuff like that) that should make it flow a lot better and
make it more hardy against double-addition of the `numba` to the name.
## Why It's Good For The Game
Having two numbers in your name is weird, should only have one.
[x] I tested this PR
## Changelog
🆑
fix: Evolved aliens should no longer have two numbers in their name.
/🆑
* [NO GBP] Fixes runtime in advanced camera console (#82699)
## About The Pull Request
We only unset machine if we have a user who has logged in
## Changelog
🆑
fix: Fixes runtime in advanced camera console when power is turned off
/🆑
* Refactors how basic ais do their success/failures (#82643)
* Rocky DLXIII: Fitness to Athletics, Athletics skill influences Boxing against Boxers, Boxing overhaul, Evil Boxing (#82611)
as the only meaningful reward
Basically just a rebranding so that it is more broad in its concept. It
isn't just about peak physique. It's about how you can apply it too.
Reaching Legendary rewards you with the Golden Gloves.
I started it in this pr here
https://github.com/tgstation/tgstation/pull/80635
But this is a more significant overhaul of boxing from the ground up.
Namely, it now is majorly influenced by the Athletics skill, and also
more thoroughly aligns with conventional punching in its current state.
However, a major component of this is that boxing's breadth of mechanics
is only relevant when used against another boxer. Non-boxer targets are
only ever going to get smacked by a stamina punch, as it is currently
(and more or less the same values too). Additionally, boxers cannot
punch someone who is either unconscious or in stamina crit, so it can't
be used to maintain stamcrit.
- Boxing now has a One-Two Punch mechanic. Swapping between the left and
right mouse buttons to punch and maintaining this causes every second
punch to do more damage (to boxers). Breaking this chain by punching
with the same button twice will cause you to lose damage (against
boxers).
- Boxing now can have crits occur below 50 stamina damage (against
boxers). However, to knock someone out clean, the target must be
staggered from a previous crit first. (Or I guess be staggered at all,
maybe their shoelaces were tied or something). Crit probabilities are
determined by adding your Athletics probability skill bonuses to your
unarmed effectiveness, and then reduced by the targets own Athletics
skill bonuses. It is hard for two athletes to knock each other out in
one blow. It is trivial for a legendary boxer to knock out a novice in a
single punch. Cybernetically enhanced boxers are dangerously effective
at boxing.
- Boxers can block other boxers by using throw mode, but the chances of
doing so is based on Athletics skill bonuses. A successful block causes
the attacker to take stamina damage (as does the blocker, but less so).
- Participating in boxing increases the Athletics skill. Your gains are
probably slower than normal training, but you at least get some reward
for doing so. Only relevant if your opponent is a boxer. Get a sparring
partner!
So this is all well and good, but what if you're a scoundrel with no
care for the other person in this equation? Well, that's where Evil
Boxing comes in. Evil Boxing has absolutely no restrictions at all, and
can freely use its boxing abilities against anyone. Even non-boxers. You
can even grab people! Wow, what a scumbag. I bet you even king hit
people. Thankfully, only an admin can make you into an Evil Boxer.
(against boxers)
Both mutations have a flimsy increase to instability of 5 because of how
incredibly particular the bonus is.
Strength now reduces the amount of stamina damage inflicted via
exercising by half. Strength also adds a +2 damage bonus on boxing
punches while boxing against boxers (this doesn't influence normal
unarmed attacks whatsoever, or boxing against nonboxers). Obviously,
evil boxers just get this benefit against everyone because they're
knaves.
Stimmed increases the duration of the exercised status effect by one
factor. (That is, if you have no other modifiers, it will double the
duration on its own)
@Jacquerel was racking their brain trying to come up with an alternative
to the skill rewards of Fitness. At the moment, sprite growth is not
only a really bad bonus (it does literally nothing but make you big, and
thus is actually a detriment due to how intrusive sprite size is with
interaction, and plays weird with other sprite changing effects), but
isn't really all that interesting for all the effort put in.
Problem is, how do you make Fitness meaningful without making it a
powergame mechanic? Simple! You make it applicable to a really niche,
self-contained but still utilized game mechanic that is engaging to
participate in and makes you meaningfully very good in it. AND scratches
that power scaling itch that many players have.
Boxing is reasonably self-contained as is, but pretty bland due to how
old it is. While maintaining that self-contained nature, I hoped to
expand the interactivity of boxing a little bit by giving it a small
mini-game in of itself. And also introduce ways to simulate the idea of
boxing a bit better.
The idea of being an Evil Boxer is funny. For every Rocky, there is a
[Insert Rocky Villain Here that isn't Creed]. But in this case, it's
probably some Syndicate douchebag looking to punch clowns into a coma
and inspire the mime to take up shadowboxing in revenge.
🆑
add: Replaces Fitness with Athletics; same skill, but now more
specifically applicable to boxing.
add: Athletics does not increase sprite size.
balance: Overhauls Boxing to add a lot more depth to the interactions.
Only applicable to other boxers, however. You can still punch the snot
out of non-boxers though. But only up to stamcrit or unconsciousness. No
hitting someone who can't fight back!
balance: Adds Evil Boxing, which is the evil and fucked up version of
boxing that you kill people with and are allowed to flout the sacred
rules of boxing as you please. Everyone is a victim!
/🆑
* Cargo ui refactor -> TS (#82745)
Refactors cargo ui, fixing some visual bugs, just making it look better
in general
Should be no gameplay effect other than it looking better
<details>
<summary>pics</summary>




Fixes #81442

Made a type grabber for backend data in case you want to make your own
typescript uis
`logger.log(getShallowTypes(data))`

Otherwise cargo's data is unreadable
</details>
Any UI over 500 lines should get broken up to reduce cognitive load
~~Any ui in javascript shouldn't exist~~
Cargo UI is better
Typescript
🆑
fix: Cargo's supply console has been upgraded visually.
/🆑
---------
Co-authored-by: EricZilla <81941674+EricZilla@users.noreply.github.com>
Co-authored-by: Helg2 <93882977+Helg2@users.noreply.github.com>
* Makes lavaland stone tiles prevent immersion (#82807)
## About The Pull Request
Adds the same trait that lavaproof rods have to the stone tiles, so
things can continue being visually outside of the lava
## Why It's Good For The Game
this shit looks goofy

## Changelog
🆑 FlufflesTheDog
fix: Stone tiles (and things on them) no longer get immersed in lava
/🆑
* Getting up from prone, z movement, and mod de/activation don't do cogwheels (#82794)
Adds `hidden` to getting up (from prone), moving up (z-movement), moving
down (z-movement), and de/activating MODsuits
- Getting up from prone happens very often, makes it a bit hard to
differentiate when people are doing actions or just crawling around.
- If we want feedback for getting up, should just be a chat message.
- Moving up and down is just movement. Only affects using the verbs.
- Same as before: If we want feedback, it should just be a chat message.
- Other methods of moving up/down (IE, ladders) are untouched / retain
their cogwheel.
- De/activating modsuits have their own visual feedback and sound
effects associated. Both feels unnecessary.
🆑 Melbert
qol: Getting up from prone, moving up or down a z-level (not via
ladders, naturally. Like flight), and de/activating your modsuit no
longer shows cogwheel effect
/🆑
* [NO GBP]Inversely scale mechanical favor with STANDARD_CELL_CHARGE. (#82801)
## About The Pull Request
Makes the mechanical sect cell sacrifice favor adjustment inversely
scale with STANDARD_CELL_CHARGE. This reduces it by a factor of 1,000.
## Why It's Good For The Game
So they don't get 1,000 times the favor as intended from a cell.
## Changelog
🆑
fix: Fixes mechanical sect gaining 1,000 times the favor from a cell
sacrifice.
/🆑
* Fix all types of damage to the head causing brain damage (#82763)
## About The Pull Request
5 months ago when I separated this stuff out to its own proc I forgot a
damagetype check.
## Changelog
🆑 Melbert
fix: Only brute damage causes brain damage when applied to the forehead,
rather than all damage types
/🆑
* Converts ListInputModal to actually be a Modal | Adds ListInputWindow which uses it (#82792)
## About The Pull Request
If we say something is a Modal it should actually be a Modal
## Why It's Good For The Game
You can now use this system in other windows if you want.
Fixed the misnomer.
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)
## About The Pull Request
Creates a higher capacity version of the SMES unit that spawns in with
super capacity cells, as well as a full version. Places the full version
into all the AI sats (which all have independent grids for the most
part), some remote space ruins and the mining base. These SMES units are
intended for areas where players aren't expected or cannot reasonably be
expected to constantly monitor power usage within the length of a
standard round.
Miners can access their power stations, telecommunications box and
atmospheric station on the mining base. They're really the only people
who care, after all.
The gulag's SMES (also now upgraded) no longer saps power from the main
base due to having its input terminal rigged to the main base power
grid, and thus demanding all power from the grid greedily. To revert
this in-game is a single power cable placed back east of the SMES unit.
## Why It's Good For The Game
The power changes made some of the once largely low-maintenance areas
much more likely to run out of power more quickly than you would expect.
These aren't areas expected to be maintained or monitored by engineering
(probably because they're not easily accessed), and they're just kind of
troublesome to deal with on a round-to-round basis.
Mining had this problem triple-fold. It had significant drain with no
convenient method of installing power generation at all, miners couldn't
access what power generation there was without using their 'skeleton
key' to open the way (only engineers could, and they aren't expected to
come down to mining at all), and even then, there was the gulag SMES
just eating all the power anyway. I'm pretty sure that SMES unit was the
biggest culprit of them all, but I think this conveniently future proofs
these issues for the time being.
## Changelog
🆑
add: Adds a higher capacity SMES unit to lower maintenance areas and
maps.
fix: Miners can actually access and fix their engineering issues on the
lavaland base via the engineering section of the base.
fix: The gulag SMES unit is no longer needlessly draining the entire
power grid of the main mining base.
/🆑
* Revert "Higher capacity SMES variant for low maintenance areas; miners can access their maintenance area on mining base, gulag no longer saps all power from the main base (#82713)"
This reverts commit
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+18 |
ba5c112a86 |
Huge Mirror fixes (#27488)
* Fixes incorrect operator usage in mecha code (#82570)
## About The Pull Request
I completely screwed up and told the original PR author of #82415
(
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6288a88c67 | reach wield component and forging buffs (#26473) | ||
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0c9149bf35 |
[MIRROR] Refactor gib code to use bitflags and have documentation [MDB IGNORE] (#24143)
* Refactor gib code to use bitflags and have documentation * Modular updates * Modular updates * Modular updates --------- Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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89a03b48e2 |
[MIRROR] Converts slapcrafting into a component [MDB IGNORE] (#23955)
* Converts slapcrafting into a component * Update color.dm --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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39dedb52a0 |
[MIRROR] Improves jousting and gives it to more weapons [MDB IGNORE] (#22184)
* Improves jousting and gives it to more weapons (#76321) ## About The Pull Request I was reading over components and saw one called jousting, I vividly remember it being mentioned every so often but I've never seen it in-game. Turns out the SINGLE case for it is when you are using a spear on a borg. The code itself was also very over the place, making it a little confusing to figure out what it did. I tried cleaning the file up as much as I could, and since I wanted to see this in-game more often, I made some player-facing changes too: - You can now joust from any vehicle, not just borgs (Secway, ATV, scooter, Charger holoparasite) - Added jousting to the broom, pitchfork, captain's sabre, and energy sword while active (ONLY esword, NOT desword). - Added examine text to indicate this feature exists. Extra notes: Esword gains half the damage increase and half the knockdown chance than other ways of jousting Broom only gets 25% damage increase from jousting, since the broom is already pretty strong I thought it would be better off as something used mostly to knockdown. Spears have to travel a longer distance than other weapons to get their jousting benefits (since it's supposed to be a ghetto weapon) Jousting now takes the minimum distance needed into account when handling knockdown chance & damage dealt, so travelling 5 tiles will no longer be 100% chance of knockdown if you need a minimum distance of 3 tiles to joust (it will instead be 40%, since you've only traveled 2 tiles in 'jousting' mode). ## Why It's Good For The Game This is an underused component and I thought it would bring some pretty cool interactions, especially for Holoparasite & Janitors, as a new way to use vehicles to your advantage when it's otherwise seen as just a slowdown. ## Changelog 🆑 balance: Jousting now works on anything you're buckled to, not just Cyborgs. balance: Brooms, Pitchforks, the Captain's Sabre, and Energy swords can now be used for jousting. balance: Spears need to travel a longer distance to joust now. balance: Jousting's knockdown and damage now only gets stronger after you've traveled the minimum tiles needed to joust. /🆑 * Improves jousting and gives it to more weapons --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
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c047d9069f |
Reduces bone spear damage to pre-regress values (#21722)
Adapts damage |
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7bb066ee9e |
Fixes Bone Spear Reach To Two Tiles (#21608)
Edit bone spear reach to 2 |
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c4d4e1da63 |
[MIRROR] Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. [MDB IGNORE] (#20916)
* Minerals have been refactored so costs and minerals in items are now in terms of mineral defines. * AI GEN RUN ONE --------- Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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fe8fc4d010 |
[MIRROR] Split weapons_and_items.dmi icons into their own categories [MDB IGNORE] (#20360)
* Split weapons_and_items.dmi icons into their own categories * update modular * I hate the dme * random ass define removal fix * missing icons fix --------- Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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f8f2abb11f |
[MIRROR] Refactor, improve, and rename canUseTopic to be can_perform_action [MDB IGNORE] (#19391)
* Refactor, improve, and rename canUseTopic to be can_perform_action * updoot * https://github.com/tgstation/tgstation/pull/72876 https://github.com/tgstation/tgstation/pull/72876 --------- Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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c9ee524c87 |
[MIRROR] Changes spear custom_materials values to be more appropriate [MDB IGNORE] (#19108)
* Changes spear custom_materials values to be more appropriate * Update spear.dm --------- Co-authored-by: SeigaSeiga <seigashearwood@gmail.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
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8fabd54ad6 |
Mirrors #72354 (#18654)
* [no gbp] removes all duplicate armor datums (#72354) closes #72348 Title My bad Heres the script I used this time if you want to ```cs var baseDir = Environment.CurrentDirectory; var allFiles = Directory.EnumerateFiles($@"{baseDir}\code", "*.dm", SearchOption.AllDirectories).ToList(); var known = new Dictionary<string, List<KeyValuePair<string, int>>>(); foreach (var file in allFiles) { var fileLines = File.ReadAllLines(file); for (var i = 0; i < fileLines.Length; i++) { var line = fileLines[i]; if (line.StartsWith("/datum/armor/")) { var armorName = line.Replace("/datum/armor/", "").Trim(); if (!known.ContainsKey(armorName)) known[armorName] = new List<KeyValuePair<string, int>>(); var knownList = known[armorName]; knownList.Add(new KeyValuePair<string, int>(file, i)); } } } Console.WriteLine($"There are {known.Sum(d => d.Value.Count)} duplicate armor datums."); var duplicates = new Dictionary<string, List<int>>(); foreach (var (_, entries) in known) { var actuals = entries.Skip(1).ToList(); foreach (var actual in actuals) { if (!duplicates.ContainsKey(actual.Key)) duplicates[actual.Key] = new List<int>(); duplicates[actual.Key].Add(actual.Value); } } Console.WriteLine($"There are {duplicates.Count} files to update."); foreach (var (file, idxes) in duplicates) { var fileContents = File.ReadAllLines(file).ToList(); foreach (var idx in idxes.OrderByDescending(i => i)) { string line; do { line = fileContents[idx]; fileContents.RemoveAt(idx); } while (!String.IsNullOrWhiteSpace(line)); } File.WriteAllLines(file, fileContents); } ``` * modular Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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011fefdd81 |
[MIRROR] Refactors armor into dedicated subtypes [MDB IGNORE] (#18291)
* Refactors armor into dedicated subtypes * start * most tg things * pain (#18584) * shit * non-mod changes * compile Co-authored-by: John Doe <gamingskeleton3@gmail.com> * #18291 * compile fix * ??? Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: John Doe <gamingskeleton3@gmail.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> |
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650d64f6d4 |
[MIRROR] afterattack now returns a flag if it's reasonable to suspect the user intends to act on an item [MDB IGNORE] (#18519)
* afterattack now returns a flag if it's reasonable to suspect the user intends to act on an item * Update _neck.dm Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> |
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1ce77983df |
[MIRROR] canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE [MDB IGNORE] (#16586)
* canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE * etes * eyes Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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ae708cd7b5 |
[MIRROR] Removes ComponentInitialize() [MDB IGNORE] (#15552)
* Removes ComponentInitialize() * Fixes a leftover merge conflict marker * Fixes the oversight that came from the upstream merge skew * Fixes all of the instances where we used ComponentInitialize() when we shouldn't've been * Fixes CI being broken because of the HEV suits Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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24c9fc0296 |
[MIRROR] Fixes 118(give or take) cases of mapload not being passed to initilaize [MDB IGNORE] (#15546)
* Fixes 118(give or take) cases of mapload not being passed to initilaize (#69107) fixes 114 cases of mapload not being passed to initilaize * Fixes 118(give or take) cases of mapload not being passed to initilaize * Fixes a lot (give or take) cases of mapload not being passed to initilaize Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
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83665417d2 |
[MIRROR] Replaces GetComponent in Mining items with Signalers [MDB IGNORE] (#15221)
* Replaces GetComponent in Mining items with Signalers (#68575) * Replaces many instances of GetComponents in mining items with signals and better uses overall of Components, in drills and the GPS handcuffs. * To do this, also added 3 new signals to mechs when you are adding/removing mech equipment onto one. * Replaces GetComponent in Mining items with Signalers Co-authored-by: Salex08 <33989683+Salex08@users.noreply.github.com> |
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81b8f962b7 |
Mirror 66967 & 67411 (#14279)
* Implements a Demolition Modifier variable to items, affects damage vs structures and robots. (#66967) Adds a modifier variable which can be used to increase or decrease a given items damage to structures, machinery, vehicles, and robots (including cyborgs, simple-bots, and anything else with the MOB_ROBOTIC biotype) * Fixes attacks on mech equipment ignoring armor / melee damage, also fixes mech equipment not being disabled at 0% health, also also unit tests mech armor (#67411) Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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10cc36c8df |
[MIRROR] Explosive lances now move you onto the same tile as the person you're lancing, or explodes in your hands if this isn't possible. [MDB IGNORE] (#13796)
* Explosive lances now move you onto the same tile as the person you're lancing, or explodes in your hands if this isn't possible. (#67060) * Explosive lances now move you onto the same tile as the person you're lancing, or explodes in your hands if this isn't possible. * Update spear.dm * Explosive lances now move you onto the same tile as the person you're lancing, or explodes in your hands if this isn't possible. Co-authored-by: Iamgoofball <iamgoofball@gmail.com> |
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4cbd7043ea |
[MIRROR] Minor twohanded component refactor [MDB IGNORE] (#13524)
* Minor twohanded component refactor * wew * Update energy_fireaxe.dm Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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effc8fb75e |
[MIRROR] Titanium and plastitanium shards and weapons + missing textures. [MDB IGNORE] (#13457)
* Titanium and plastitanium shards and weapons + missing textures. * ew Co-authored-by: Comxy <tijntensen@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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87d7992ebf |
[NONMOD] Locks tribal weapons to ashwalkers (#11505)
* uncrafts bone sword adds to village * why is this so fucking strong * locks all tribal weapons to tribals. * changes requested |
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58b31bcbe6 |
[MIRROR] fixes lack of bamboo spear ComponentInitialize() [MDB IGNORE] (#10964)
* Fixes bamboo spear not using ComponentInitialize * fixes lack of bamboo spear ComponentInitialize() Co-authored-by: magatsuchi <88991542+magatsuchi@users.noreply.github.com> |
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410f25af10 |
[MIRROR] Bamboo Overhaul (Port of Beestation Hornet #5703) [MDB IGNORE] (#10884)
* Bamboo Overhaul (Port of Beestation Hornet #5703) * Update code/__DEFINES/icon_smoothing.dm Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com> Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
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f64e20590a |
[MIRROR] TGUI input box conversions 2 [MDB IGNORE] (#10089)
* TGUI input box conversions 2 (#63395) More text inputs converted to tgui, TGUI text and number input now more sanely handles ENTER key being pressed, you can now press anywhere in the window to enter the input. TGUI text input now considers placeholder text for the default valid state. IE, if there is default text you can press enter immediately without having to rewrite it just to recheck validity. Fixes: useSharedState => useLocalState. not only was sharedstate not needed but it opened up the ui to vulnerabilities * TGUI input box conversions 2 Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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78bebd6cd8 | Update spear.dm (#9489) | ||
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821e7ee618 |
Revert "makes bone spears have reach of two (#3383)" (#9421)
This reverts commit
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62dd4feba5 |
[MIRROR] liches can no longer embed phylactery grenades inside of indestructible structures [MDB IGNORE] (#9224)
* liches can no longer embed phylactery grenades inside of indestructible structures (#62505) * buzzkills * no effects either * early return * liches can no longer embed phylactery grenades inside of indestructible structures Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com> |
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e90627be0e |
[MIRROR] Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed [MDB IGNORE] (#9176)
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed * Fixing conflicts * Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!) * Removing more lingering rad armor (woo) * Damnit powerarmors * Bye bye rad collectors! Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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7d1d0e1fad |
[MIRROR] Refactors most spans into span procs (#6315)
* Refactors most spans into span procs * AA * a * AAAAAAAAAAAAAAAAAAAAAA * Update species.dm Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com> |
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18eca27569 |
[MIRROR] update_appearance (#3508)
* update_appearance * a * a Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com> Co-authored-by: Gandalf2k15 <jzo123@hotmail.com> |
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888e223d69 |
makes bone spears have reach of two (#3383)
* Update spear.dm * Update spear.dm Co-authored-by: Gandalf <jzo123@hotmail.com> |
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b332b46b65 |
[MIRROR] Remove hideous inline tab indentation, and bans it in contributing guidelines (#3394)
* Remove hideous inline tab indentation, and bans it in contributing guidelines * a Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Gandalf2k15 <jzo123@hotmail.com> |
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d73934162a |
[MIRROR] Explosive lance icons update properly (#2719)
* Explosive lance icons update properly (#56164) Fixes #56154. Spears were missing an update_icon on initialize, this adds one. Now, spears will show their grenade upon construction. Works just fine in testing. * Explosive lance icons update properly Co-authored-by: Coffee <CoffeeDragon16@gmail.com> |
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64c0ecb13f |
[MIRROR] Changes grenade proc names to be more clear (#1897)
* Changes grenade proc names to be more clear (#55181) Grenades have, for the longest time, used the proc name preprime() to refer to arming a timed grenade so that it will boom in a few seconds, and prime() to refer to the grenade actually going boom (or releasing foam or anything else grenades do when they go off). This was very confusing, so now these two procs are called arm_grenade() and detonate(). * Changes grenade proc names to be more clear Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com> |
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3bd294f26f |
[MIRROR] Defines damage flags. (Hopefully without 50+ commits) (#491)
* Defines damage flags. (#53158) * Defines damage flags. (Hopefully without 50+ commits) Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com> |
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e65a48e91f |
[MIRROR] Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#430)
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761) Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks. Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work. This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping. To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway. Requested by @optimumtact. Changelog cl admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again. /cl * Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com> |
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49f7becb88 |
[MIRROR] Personalized combat messages part 2 (#334)
* Personalized combat messages part 2 (#52890) Adds more "personalized" combat messages for all participants in a fight: the attacker, the victim and the spectators * Personalized combat messages part 2 * Update misc.dm Co-authored-by: kingofkosmos <riki.sundberg@gmail.com> Co-authored-by: Gandalf <jzo123@hotmail.com> |
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a1691ac7e7 |
Tones down embedded damage, especially for spears (#52518)
* nerfs embeds, spears a bit * fixes comment |
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a97c51b30b |
[READY] Wounds part 2: Piercing wounds, dismemberment changes, housekeeping (#51786)
* pierce the heavens * starts doing projs * continue pierce * before armor * before sharpness redefine * rename sharp defines, before further implementation * finishing undoing atk_type back to sharpness * neatens up sharpness defines, FALSE -> SHARP_NONE * more piercing, removes brute damage bleed, bubblegum no longer wound * starts letting embeds get in on the fun * half with embed * work on dismembering * continued embed work * more moving bandaging to limbs * more dismemberment work * removing embed pierce stuff * tweaking bullets * more docs and work on dismemberment * spans, piercing, guns * dismemberment and scar fixes * bee changes * bullets embedding * more bullet and dismember work * dismemberment, surgery, piercing, formaldehyde, * pleases travis * pierce smite * nicer on blood * Auto stash before rebase of "tgstation/master" * more neatening * wounds only consider up to 35 damage, wounds on l6 and 762 * updates hulk * balance * defines * lower slug to 50 brute to accommodate wounds * adds differentiation for having flesh/bones/both in mobs * moves scar descs to json, renames organic_state * excises removed healing skill * fixes logs, inconsistencies, some balance changes * untab * slight compress * a * kills pointed global list * dmdoc * halfway through roh * finishes roh review * okay NOW i finished roh's reviews * roh roh roh your boat * gently down the stream * global lists * list ops, fix scanner for bone gel improvised fix * travis moment * sounds added and moved * pellet clouds can join the fun fully, slight gun balancing for wounds * doc moment * unconflicts myself * update hulk * Update code/_onclick/item_attack.dm Co-authored-by: Rohesie <rohesie@gmail.com> * crying ascii face * final rohview * oops * final final Co-authored-by: Rohesie <rohesie@gmail.com> |
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1fdd64532e |
Fixes a spear hard del (#51708)
* qdel * rollback |
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debba87ec2 | fixes "dante torn the changeling with the sword" (#51688) | ||
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0f6496a55c |
[READY] Adds Medical Wounds: Bamboo Bones and the Skin of Your Teeth (#50558)
About The Pull Request
This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!
Also there's a full guide here!
dreamseeker_2020-04-18_20-42-19.png
The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does
There's a lot to cover, but here's the bullet points of the main features and changes:
Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.
dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss
dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds
ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked
Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete
Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind
Quick balance pass to make sure nothing is horribly abuseable
Why It's Good For The Game
Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)
This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog
🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
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47029eafab |
Shrapnel mines no longer crash server, cleans up pellets a bit, take 2 (#50637)
* adjusts mines and cleans code * nerfs holding stingbangs * self hold nerf * pushes the missing push * better docs, neatness * armor fix * remove NONE, fixes embedded() not being called * doc * check qdels * qdel's for others * Update code/datums/components/pellet_cloud.dm Co-authored-by: Rohesie <rohesie@gmail.com> * once more with feeling Co-authored-by: Rohesie <rohesie@gmail.com> |