mirror of
https://github.com/Skyrat-SS13/Skyrat-tg.git
synced 2026-07-18 11:25:27 +01:00
master
1697 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
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 |
||
|
|
4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
|
|
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> |
||
|
|
9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
|
||
|
|
e4ced9ed35 |
[MIRROR] Hides no longer clang like metal (#29564)
* Hides no longer clang like metal (#86004) ## About The Pull Request Fixes https://github.com/NovaSector/NovaSector/issues/4241 Just simply reuses the sound effects for dropping leather goods that was added here: https://github.com/tgstation/tgstation/pull/85254 ## Why It's Good For The Game Muh immersion ## Changelog 🆑 fix: wet hides and hairless hides no longer make metal clanging noises when picked up/dropped /🆑 * Hides no longer clang like metal --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
753ddb1cb6 |
Hides no longer clang like metal (#86004)
## About The Pull Request Fixes https://github.com/NovaSector/NovaSector/issues/4241 Just simply reuses the sound effects for dropping leather goods that was added here: https://github.com/tgstation/tgstation/pull/85254 ## Why It's Good For The Game Muh immersion ## Changelog 🆑 fix: wet hides and hairless hides no longer make metal clanging noises when picked up/dropped /🆑 |
||
|
|
e7b5d07c9b |
Extinguisher cabinet resprite (#85961)
## About The Pull Request Extinguisher cabinets are now Extinguisher racks, which serve the same function but are much, much easier to see.   ## Why It's Good For The Game Visual clarity is nice, a featureless grey box, is not. ## Changelog 🆑 sprite: Extinguisher cabinets are now extinguisher racks, which are much easier to see. /🆑 --------- Co-authored-by: ZephyrTFA <matthew@tfaluc.com> |
||
|
|
1880003270 |
Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request Currently to check for Silicon access, we do: ``if is silicon or is admin ghost or has unlimited silicon privileges or has machine remote in hand`` What has unlimited silicon privileges? Bots, Drones, and admin ghosts. To check for AI access, it just checks for AI instead of silicon, and doesnt check for unlimited silicon privileges. This was kinda silly, so I thought I should make this a little easier to understand. Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or ``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost, since now instead of being a var on the client, we moved it to using the same trait but giving it to the client instead, but since we have to keep parity with previous functionality (admins can spawn in and not have this on, it only works while as a ghost), I kept previous checks as well. No more type checks, removes a silly var on the mob level and another on the client. Now while I was doing this, I found a lot of tgui's ``ui_act`` still uses ``usr`` and the wrong args, so I fixed those wherever I saw them, and used a mass replace for the args. Other changes: - machinery's ``ui_act`` from https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin ghosts no longer get kicked off things not on cameras. This was my fault, I overlooked this when adding Human AI. - Human AI's wand gives AI control as long as it's in your hand, you can swap to your offhand. I hope this doesn't end up going horribly, otherwise I'll revert this part. It should let human AIs not have their UI closed on them when swapping to eat food or use their door wand or whatnot. - Bots previously had special checks to scan reagents and be unobservant, I replaced this with giving them the trait. I also fixed an instance of unobservant not being used, so now statues don't affect the basic creature, whatever that is. ## Why It's Good For The Game This is an easier to understand way of handling silicon access and makes these mobs more consistent between eachother. Other than what I've mentioned above, this should have no impact on gameplay itself. ## Changelog 🆑 fix: Statues don't count as eyes to creatures. fix: Human AIs and Admin ghosts no longer get kicked off of machines that aren't on cameranets. /🆑 |
||
|
|
fec946e9c0 |
/Icon/ Folder cleansing crusade part, I think 4; post-wallening clean-up. (#85823)
Hello everybuddy, your number three rated coder-failure here to clean up some mess. This PR accomplishes some of the more major structural clean up changes I wanted to do with /obj/ folder, but decided to wait on until wallening gets merged, and so, time has come. Several things to still be done, although I know these cleaning PR's are quite a load, so will wait for this one to get done with first. ## Why It's Good For The Game Saner spriters, better sprites, less annoyance. Also deleted a whole load of redundancy this time around, a lot of sprites which existed simultaniously in two places now got exit their quantum superposition. |
||
|
|
4f2e4271fd |
[MIRROR] Durathread bundles and sinew make their proper noises instead of metal clang sounds. (#29330)
* Durathread bundles and sinew make their proper noises instead of metal clang sounds. (#85485) ## About The Pull Request Adds cloth noises to durathread bundles and meat noises to sinew strands to stop them from making metal clang noises. ## Why It's Good For The Game Fixes https://github.com/tgstation/tgstation/issues/85433, fixes https://github.com/tgstation/tgstation/issues/85503 ## Changelog 🆑 fix: Raw durathread bundles and sinew strands no longer make metal clang sounds. /🆑 * Durathread bundles and sinew make their proper noises instead of metal clang sounds. --------- Co-authored-by: Astrogem2 <101240878+Astrogem2@users.noreply.github.com> |
||
|
|
ac2b4ef826 |
[no gbp] Consistency of sheet sounds (#85739)
## About The Pull Request ### Removed pickup/drop sounds from some items until a replacement comes a long: - paper sheets - meat sheets - bamboo sheets - cotton - bone - pizza sheets ## Why It's Good For The Game fuck. ## Changelog 🆑 grungussuss sound: some sheets that shouldn't be making metal sounds no longer make those sounds /🆑 |
||
|
|
7e0b463823 |
Durathread bundles and sinew make their proper noises instead of metal clang sounds. (#85485)
## About The Pull Request Adds cloth noises to durathread bundles and meat noises to sinew strands to stop them from making metal clang noises. ## Why It's Good For The Game Fixes https://github.com/tgstation/tgstation/issues/85433, fixes https://github.com/tgstation/tgstation/issues/85503 ## Changelog 🆑 fix: Raw durathread bundles and sinew strands no longer make metal clang sounds. /🆑 |
||
|
|
4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
||
|
|
d31441396e |
[MIRROR] Ore ore ore ore ore... sounds. (#29259)
* Ore ore ore ore ore... sounds. (#85738) ## About The Pull Request Closes https://github.com/tgstation/tgstation/issues/85615 #### Applied to: - all ore subtypes, except bluespace polycrystals - Sandstone blocks ### Video: https://github.com/user-attachments/assets/7fdd322a-4f57-4df7-bd72-e6400382b58b ## Why It's Good For The Game immersion. ## Changelog 🆑 grungussuss sound: ore and sandstone blocks have their own sound /🆑 * Ore ore ore ore ore... sounds. --------- Co-authored-by: grungussuss <96586172+Sadboysuss@users.noreply.github.com> |
||
|
|
aebeed5c96 |
Ore ore ore ore ore... sounds. (#85738)
## About The Pull Request Closes https://github.com/tgstation/tgstation/issues/85615 #### Applied to: - all ore subtypes, except bluespace polycrystals - Sandstone blocks ### Video: https://github.com/user-attachments/assets/7fdd322a-4f57-4df7-bd72-e6400382b58b ## Why It's Good For The Game immersion. ## Changelog 🆑 grungussuss sound: ore and sandstone blocks have their own sound /🆑 |
||
|
|
aa9bfbcae2 |
[MIRROR] [no gbp] Fixes rods not having sound_vary on (#29182)
* [no gbp] Fixes rods not having sound_vary on (#85361) ## About The Pull Request rods are an item subtype, not a sheet. naturally I only applied `sound_vary` to the sheet parent ## Changelog 🆑 fix: rod sounds will now vary in pitch /🆑 * [no gbp] Fixes rods not having sound_vary on --------- Co-authored-by: grungussuss <96586172+Sadboysuss@users.noreply.github.com> |
||
|
|
1263b6a73e |
[no gbp] Fixes rods not having sound_vary on (#85361)
## About The Pull Request rods are an item subtype, not a sheet. naturally I only applied `sound_vary` to the sheet parent ## Changelog 🆑 fix: rod sounds will now vary in pitch /🆑 |
||
|
|
6a88e6274d |
[MIRROR] Leather, skins, cardboard sounds (#29114)
* Leather, skins, cardboard sounds (#85254) ## About The Pull Request https://github.com/user-attachments/assets/9beaab38-653c-4cde-919c-eb1b3352e515 ## Why It's Good For The Game I added sheet sounds but these items are subtypes of sheet so it didn't make sense for them to have metal clanking sounds ## Changelog 🆑 grungussuss sound: leather, skins and cardboard have their own sound now /🆑 * Leather, skins, cardboard sounds --------- Co-authored-by: grungussuss <96586172+Sadboysuss@users.noreply.github.com> |
||
|
|
08dd05a601 |
Leather, skins, cardboard sounds (#85254)
## About The Pull Request https://github.com/user-attachments/assets/9beaab38-653c-4cde-919c-eb1b3352e515 ## Why It's Good For The Game I added sheet sounds but these items are subtypes of sheet so it didn't make sense for them to have metal clanking sounds ## Changelog 🆑 grungussuss sound: leather, skins and cardboard have their own sound now /🆑 |
||
|
|
13686fa1d2 |
[MIRROR] Dehydrator, machine version of drying rack (#28996)
* Dehydrator, machine version of drying rack * [MIRROR] Dehydrator, machine version of drying rack [MDB IGNORE] (#3928) * Dehydrator, machine version of drying rack (#85141)  Added dehydrator, a machine version of drying rack. Replaced the second fryer with this rack on some maps to be available roundstart. Also changed the colors of Smart Fridge to be more in line with other kitchen appliances. We have plenty of recipes requiring dried items, and it's silly that the chef has to break down a cafeteria table to build a rack for regular recipes. 🆑 add: Dehydrator, a machine version of drying rack, with a circuit board and available on some kitchens roundstart. image: Updated the color palette of Smart Fridge /🆑 * conflicts, nova maps. * icecats I guess. * f --------- Co-authored-by: Andrew <mt.forspam@gmail.com> Co-authored-by: sqn <zephyrthebreeze@gmail.com> * icewalker * Update icemoon_underground_icewalker_lower.dmm --------- Co-authored-by: Andrew <mt.forspam@gmail.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com> Co-authored-by: sqn <zephyrthebreeze@gmail.com> |
||
|
|
01e6fdd6d2 |
[MIRROR] Dropping/picking up skin is no longer metallic (#29010)
* Dropping/picking up skin is no longer metallic (#85138) ## About The Pull Request Fixes #85056 Just removes the sound for skin. I couldn't find a suitable replacement and I'm not really a sound person ## Changelog 🆑 fix: Animal/people skin is no longer metallic sounding /🆑 * Dropping/picking up skin is no longer metallic --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> |
||
|
|
5dcae7bce5 |
Merge pull request #28982 from Skyrat-SS13/upstream-merge-85169
[MIRROR] Corrects 200+ instances of "it's" where it should've been "its" instead |
||
|
|
17faa37875 |
Dropping/picking up skin is no longer metallic (#85138)
## About The Pull Request Fixes #85056 Just removes the sound for skin. I couldn't find a suitable replacement and I'm not really a sound person ## Changelog 🆑 fix: Animal/people skin is no longer metallic sounding /🆑 |
||
|
|
25764d7ecd |
[MIRROR] [NO GBP] Updates surgical tape and edagger embedding values (#28998)
* [NO GBP] Updates surgical tape and edagger embedding values (#85096) ## About The Pull Request Closes #85095 ## Changelog 🆑 fix: Surgical tape and edagger's embedding values have been fixed /🆑 * [NO GBP] Updates surgical tape and edagger embedding values --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
||
|
|
3afb10ebe3 |
[NO GBP] Updates surgical tape and edagger embedding values (#85096)
## About The Pull Request Closes #85095 ## Changelog 🆑 fix: Surgical tape and edagger's embedding values have been fixed /🆑 |
||
|
|
c04af38744 |
Dehydrator, machine version of drying rack (#85141)
## About The Pull Request  Added dehydrator, a machine version of drying rack. Replaced the second fryer with this rack on some maps to be available roundstart. Also changed the colors of Smart Fridge to be more in line with other kitchen appliances. ## Why It's Good For The Game We have plenty of recipes requiring dried items, and it's silly that the chef has to break down a cafeteria table to build a rack for regular recipes. ## Changelog 🆑 add: Dehydrator, a machine version of drying rack, with a circuit board and available on some kitchens roundstart. image: Updated the color palette of Smart Fridge /🆑 |
||
|
|
aefec7cb2b |
Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request it's - conjunction of "it" and "is" its - possessive form of "it" grammar is hard, and there were a lot of places where "it's" was used where it shouldn't have been. i went and painstakingly searched the entire repository for these instances, spending a few hours on it. i completely ignored the changelog archive, and i may have missed some outliers. most player-facing ones should be corrected, though ## Why It's Good For The Game proper grammar is good ## Changelog 🆑 spellcheck: Numerous instances of "it's" have been properly replaced with "its" /🆑 |
||
|
|
5f80128fa9 |
Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request it's - conjunction of "it" and "is" its - possessive form of "it" grammar is hard, and there were a lot of places where "it's" was used where it shouldn't have been. i went and painstakingly searched the entire repository for these instances, spending a few hours on it. i completely ignored the changelog archive, and i may have missed some outliers. most player-facing ones should be corrected, though ## Why It's Good For The Game proper grammar is good ## Changelog 🆑 spellcheck: Numerous instances of "it's" have been properly replaced with "its" /🆑 |
||
|
|
5b34cb9da3 |
[MIRROR] Material sheet sounds and Vary support for picking up/dropping items (#28867)
* Material sheet sounds and Vary support for picking up/dropping items (#84860) ## About The Pull Request https://github.com/tgstation/tgstation/assets/96586172/b16ab800-8baf-4ef5-9f50-d39d5efd21f7 All materials are a subtype of `sheet` (other than rod) so I put the general pickup/drop sound on that. Materials that got their own special sound: - wood - glass - plastic ## Why It's Good For The Game Giving some heft and sound to items makes it more satisfying to use them and move them around, these sounds also play when the items are flung around so it'll make more noise during explosions which makes sense. ## Changelog 🆑 sound: all materials now have a sound for picking up and dropping code: items now have pitch vary sound support for dropping and picking up items /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Material sheet sounds and Vary support for picking up/dropping items --------- Co-authored-by: grungussuss <96586172+Sadboysuss@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> |
||
|
|
198a8a9006 |
Material sheet sounds and Vary support for picking up/dropping items (#84860)
## About The Pull Request https://github.com/tgstation/tgstation/assets/96586172/b16ab800-8baf-4ef5-9f50-d39d5efd21f7 All materials are a subtype of `sheet` (other than rod) so I put the general pickup/drop sound on that. Materials that got their own special sound: - wood - glass - plastic ## Why It's Good For The Game Giving some heft and sound to items makes it more satisfying to use them and move them around, these sounds also play when the items are flung around so it'll make more noise during explosions which makes sense. ## Changelog 🆑 sound: all materials now have a sound for picking up and dropping code: items now have pitch vary sound support for dropping and picking up items /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
bb3c12d7d9 |
[MIRROR] Resprites Catwalk Tiles to match TG's floortiles (#28778)
* Resprites Catwalk Tiles to match TG's floortiles (#84819) ## About The Pull Request Forgive me Maintainers, for I have sinned. Months ago, a year ago, maybe longer, I PR'd some new and improved sprites for the Catwalk Tiles here to TG. And when I did, I did not use the right tile palettes for reference. I have come to atone.      Additionally, I removed a duplicate white catwalk tile (flat_white - the one left is iron_white) and changed the `none`/error icon in the file to double as both an error marker, and a template of the catwalk mesh for future catwalk tile sprites. ## Why It's Good For The Game Consistent matching tile sprites are much, much nicer to look at. ## Changelog 🆑 image: re-sprited Catwalk Floor Tiles to fit with TG floor tiles /🆑 * Resprites Catwalk Tiles to match TG's floortiles * modular --------- Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
||
|
|
ddef344307 |
Resprites Catwalk Tiles to match TG's floortiles (#84819)
## About The Pull Request Forgive me Maintainers, for I have sinned. Months ago, a year ago, maybe longer, I PR'd some new and improved sprites for the Catwalk Tiles here to TG. And when I did, I did not use the right tile palettes for reference. I have come to atone.      Additionally, I removed a duplicate white catwalk tile (flat_white - the one left is iron_white) and changed the `none`/error icon in the file to double as both an error marker, and a template of the catwalk mesh for future catwalk tile sprites. ## Why It's Good For The Game Consistent matching tile sprites are much, much nicer to look at. ## Changelog 🆑 image: re-sprited Catwalk Floor Tiles to fit with TG floor tiles /🆑 |
||
|
|
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> |
||
|
|
b6c84135c3 |
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. /🆑 |
||
|
|
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> |
||
|
|
bd14e92d04 |
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> |
||
|
|
4a60f108ab |
[MIRROR] Cult Vs. Heretic: 7 Months Later Edition (#28477)
* Cult Vs. Heretic: 7 Months Later Edition * conflict fix --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
||
|
|
1df0e42efb |
[MIRROR] Cigarettes and vapes are no longer subtypes of masks. (#28479)
* Cigarettes and vapes are no longer subtypes of masks. * clothing path * clothing misses * more * fix donator * more2 * more3 * Update prop_summoner.dm * Update prop_summoner.dm * fix --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
||
|
|
d6bafafc35 |
Moved loose tiles and wallframes to crafting (#84210)
## About The Pull Request There were some tiles and wallframes in lathe designs, while most of these are already in the crafting menu. Moved all of them into the crafting menu to avoid confusion, when you can't find some wallframe in the menu because it must be built in lathe. Made the light tile craftable in menu, instead of slap-crafting, and made the circuit tiles use similar recipe (since they both are emissive tiles). And the circuit tiles can now be cycled in-hand:  ## Why It's Good For The Game Centralized place for tiles and wallframes. ## Changelog 🆑 qol: Made light tiles available in the crafting menu qol: Circuit tile variants can be cycled in-hand add: Moved loose tiles and wall frames from lathe designs to other tiles and frames in the crafting menu /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com> |
||
|
|
e421f8e7c4 |
Moved loose tiles and wallframes to crafting (#84210)
## About The Pull Request There were some tiles and wallframes in lathe designs, while most of these are already in the crafting menu. Moved all of them into the crafting menu to avoid confusion, when you can't find some wallframe in the menu because it must be built in lathe. Made the light tile craftable in menu, instead of slap-crafting, and made the circuit tiles use similar recipe (since they both are emissive tiles). And the circuit tiles can now be cycled in-hand:  ## Why It's Good For The Game Centralized place for tiles and wallframes. ## Changelog 🆑 qol: Made light tiles available in the crafting menu qol: Circuit tile variants can be cycled in-hand add: Moved loose tiles and wall frames from lathe designs to other tiles and frames in the crafting menu /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> |
||
|
|
35484728f1 |
Cigarettes and vapes are no longer subtypes of masks. (#82942)
## About The Pull Request Since non-clothing items can also be worn on several slots, there's no need for cigarettes/vapes to be subtypes of masks anymore, since that comes with a few oddities like #82870. ## Why It's Good For The Game This should fix #82870, with about no side-effect aside them no longer being edible by moths 🤢. |
||
|
|
4eaa299c0b |
Cult Vs. Heretic: 7 Months Later Edition (#82877)
## About The Pull Request This PR was originally meant as a replacement for the Bloody Bastard blade, but then I stopped existing for 7 months. Now that I'm here again, I'm finishing the job once and for all. ### **HERETICS VERSUS CULTISTS** ### Heretics Heretics can now sacrifice cultists, which will give them one of three gifts: The Cursed Blade, the Crimson Focus, and the Rusted Harvester. The gifts given are weighted to be spread out equally with each type. They will also gain one knowledge point. - The Cursed Blade is a free heretic blade that is more powerful than the normal heretic blade, including a small block chance. It can also be used to draw heretic runes off combat mode. - The Crimson Focus is a necklace that grants focusing and a minor regeneration effect which also affects nearby heretics, at the cost of gaining the BLOODY_MESS trait while wearing it. Additionally, it can be squeezed to heal 50 points of brute/burn damage, injecting yourself with three to six (separately) units of Eldritch ~~Water~~ Essence and Unholy Water. Yes, this isn't good. - The Rusted Harvester is a heretic 'monster' summon. It's a normal Harvester, but instead of Area Conversion and Forcewall, it has Aggressive Spread and Rust Construction (Raise Wall). It can delimb, but only cultists, with a delay. It has an aura of decay, corroding the environment and withering enemies near it, but it's VERY fragile. Rusting cultist item dispensers will now cause them to turn into a Heretic object. Altars turn into small heretic runes, Archives turn into Codex Cicatrixi, Forges turn into Mawed Crucibles. Ideally, Heretics would be able to gain an amount of these new powers and use them to turn the tide against the cultists, amassing their power and almost forming a sect of their own in turn which sweeps over and converts the cult. ### Cultists When a Cultist sacrifices a heretic, two things will happen: - A new item will be available for creation at one of the dispensers. - The Heretic will be trapped inside a powerful Haunted Blade. `/obj/item/melee/cultblade/haunted` ` name = "haunted longsword"` ` desc = "An eerie sword with a blade that is less 'black' than it is 'absolute nothingness'. It glows with furious, restrained green energy."` This blade will be stronger across-the-board than a normal cult sword, and will even allow those who wield it to cast one heretic spell from their previous path. The only downside? The heretic can also cast one spell. It's up to the trapped spirit if it wants to help you, or be a nuisance. The unlocked items are: - The Cursed Blade, again. For cultists, it can be used to draw runes twice as fast as usual, and they can even right-click it to teleport to safety, just like a heretic! - The Crimson Focus, again. Cultists are twice as fast at carving spells into their body, and they gain a 5th spellslot as long as they wear the amulet. It still causes hemophilia and grants weak regeneration. - The Proteon Orb. This orb will create a gateway to Nar'sie's own realm, spawning one Proteon every 15 seconds, which ghosts can possess. The gateways cannot be placed close to one another. Originally, they were going to be able to create a Harvester Shell, but there were some concerns of it being too OP. The true Bastard sword has been fully deleted. The null rod conversion has been changed to a Bloody Halberd instead. I'm considering re-enabling Stun Hand on Heretics, with Mansus Grasp stats. ### Other All the items above can be used by both Heretics and Cultists, no matter how they were first created. Hell, even normal crew can use them! This is probably not the best idea a lot of the time, though. There are a lot of other changes in this PR. A loooooot. I will likely miss some in the changelog, but I'll try to be as thorough as possible. There's probably also some leftover garbo that I didn't find and clear out yet. ## Why It's Good For The Game Cult and Heretics, despite being mortally opposed, have very few interactions with eachother, especially now that the Blade's gone. The only thing of note is just the Heretic's unfair complete resistance to stun hand, which is only marginally better than the alternative. This PR will reintroduce their animosity, and give both sides a very, very good reason to fight eachother. The Cult will gain a sick sword that keeps the heretic in the game, and unlike with the original implementation, will recieve a cult-wide bonus in the form of a powerful, well deserved, and fun new item to summon. The Heretic will gain powerful trinkets and knowledge from the sacrifices, incentivizing them to become a terrifying cult-hunter. And if they do succeed in wiping out the cult, they will have quite the rewards to help with their ascension. The crew, while mostly unaffected, will have a damn good reason to not just Side with the heretic, out of fear of what they may become after the cult is stomped down. They can also use a few of the items here in an attempt to get one up on either side, as long as they manage to stay clear of the side-effects. Let the heretics eradicate the apostates. Let the cultists root out the heathens.  The haunted longsword creates an aura of darkness (disabled for the cultist for the image) Sprites... are not great. Hopefully someone comes by and improves them. code: Added get_inactive_hand() as an easy shortcut for carbons code: Wall walker element can now accept a trait for wall-checking fix: Fixed soulsword component being unable to invoke the post summon callback refactor: Turned Heretic rust turf healing into an element, given to Rust Walkers and Rusted Harvesters refactor: Converted Limb Amputation from an element to a component Blade and Sword sprites by meyhaza!!! I did the inhands though. Cuz im cool |
||
|
|
8f223b0df5 |
[MIRROR] Xenobio Slime Extract Nerfs (#28428)
* Xenobio Slime Extract Nerfs (#84314) Oil, Adamantine, Orange, and Gold slime extracts require 15 units of liquid plasma (up from 1 unit) to activate their plasma reaction. Yellow requires 15 units of blood to activate a blood reaction (up from 1 unit). Gold slime extracts spawn 4 hostile mobs (down from 5) during a plasma reaction. Yellow slime extracts have an EMP range of 5 (down from 7) during a blood reaction. Oil slime extracts have a 1,2,4 explosion range (down from 1,3,6). All of this is to compensate for xenobio effectively being sped up by 3x from a previous PR i made. Adamantine golem shells require 3 (up from 1) adamantine sheets to make. (https://github.com/tgstation/tgstation/pull/84278) ## About The Pull Request In the comments of the previous PR, a rather good point was made about how spamable a certain few of the extracts were, and i've taken the liberty of making a few nerfs to compensate. ## Why It's Good For The Game Increasing the plasma cost of certain slime extracts to fifteen likely won't slow anyone down from using them, but it does ensure the user will drain their plasma supply quickly and limit how many slime cores they can use. Of course, restocking plasma isn't super difficult in xenobiology alone but it WILL ensure both downtime between assaults as the user will seek out a grinder for liquid plasma and force the user to spend time stocking up on plasma in the first place. If that wasn't enough, i took the liberty of nerfing Gold, and Oil plasma reactions, also after some thinking, Yellow blood reactions. We also don't want golem armies (as fun as that was to fight). Having an abundance of monster parties, explosive grenades, or emp grenades is likely frustrating to deal with, so more nerfs were necessary. ## Changelog 🆑 balance: Due to selective breeding of slimes, some species require roughly 3x more plasma than normal to activate a plasma reaction. Slime extracts affected are: Oil, Adamantine, Orange, and Gold. Yellow slimes require 3x more blood to activate a blood reaction. balance: Oil slime extracts have become less potent during a plasma reaction due to selective breeding conditions. balance: Gold slime extracts give rise to one less monster during a plasma reaction due to selective breeding conditions. balance: Yellow slime extracts have become less potent during a blood reaction due to selective breeding conditions. balance: Adamantine golem shells require 3 sheets rather than 1, due to unknown circumstances. /🆑 * Xenobio Slime Extract Nerfs --------- Co-authored-by: hyperjll <105099113+hyperjll@users.noreply.github.com> |
||
|
|
74b82ad12b |
Xenobio Slime Extract Nerfs (#84314)
Oil, Adamantine, Orange, and Gold slime extracts require 15 units of liquid plasma (up from 1 unit) to activate their plasma reaction. Yellow requires 15 units of blood to activate a blood reaction (up from 1 unit). Gold slime extracts spawn 4 hostile mobs (down from 5) during a plasma reaction. Yellow slime extracts have an EMP range of 5 (down from 7) during a blood reaction. Oil slime extracts have a 1,2,4 explosion range (down from 1,3,6). All of this is to compensate for xenobio effectively being sped up by 3x from a previous PR i made. Adamantine golem shells require 3 (up from 1) adamantine sheets to make. (https://github.com/tgstation/tgstation/pull/84278) ## About The Pull Request In the comments of the previous PR, a rather good point was made about how spamable a certain few of the extracts were, and i've taken the liberty of making a few nerfs to compensate. ## Why It's Good For The Game Increasing the plasma cost of certain slime extracts to fifteen likely won't slow anyone down from using them, but it does ensure the user will drain their plasma supply quickly and limit how many slime cores they can use. Of course, restocking plasma isn't super difficult in xenobiology alone but it WILL ensure both downtime between assaults as the user will seek out a grinder for liquid plasma and force the user to spend time stocking up on plasma in the first place. If that wasn't enough, i took the liberty of nerfing Gold, and Oil plasma reactions, also after some thinking, Yellow blood reactions. We also don't want golem armies (as fun as that was to fight). Having an abundance of monster parties, explosive grenades, or emp grenades is likely frustrating to deal with, so more nerfs were necessary. ## Changelog 🆑 balance: Due to selective breeding of slimes, some species require roughly 3x more plasma than normal to activate a plasma reaction. Slime extracts affected are: Oil, Adamantine, Orange, and Gold. Yellow slimes require 3x more blood to activate a blood reaction. balance: Oil slime extracts have become less potent during a plasma reaction due to selective breeding conditions. balance: Gold slime extracts give rise to one less monster during a plasma reaction due to selective breeding conditions. balance: Yellow slime extracts have become less potent during a blood reaction due to selective breeding conditions. balance: Adamantine golem shells require 3 sheets rather than 1, due to unknown circumstances. /🆑 |
||
|
|
5591d15b5f |
[MIRROR] fix tile/rod/rcd multi-z hole repairs (#28387)
* fix tile/rod/rcd multi-z hole repairs (#84255) ## About The Pull Request Fixes some interactions with attempting to patch multi-z holes. 1. openspace clicks happen on different z levels, so it's inherently a *ranged* interaction- it was being ignored due to using the non ranged signal 2. RCD was lacking the open space click handler, 3. #77540 still exists to a degree, I've refactored the click handler to use parse_caught_click_modifiers to always grab the tile you're aiming at rather than going off of whatever item you happened to click on 4. handle_openspace_click was treating the modifiers list as the old parameters list ## Why It's Good For The Game fix bugs, being able to repair holes is a very important and time sensitive task that needs to flow well, and not require pixel hunting ## Changelog 🆑 fix: multi-z hole repair works better, especially when the turf below is blocked by items /🆑 * fix tile/rod/rcd multi-z hole repairs --------- Co-authored-by: FlufflesTheDog <piecopresident@gmail.com> |
||
|
|
4a9b6804b0 |
fix tile/rod/rcd multi-z hole repairs (#84255)
## About The Pull Request Fixes some interactions with attempting to patch multi-z holes. 1. openspace clicks happen on different z levels, so it's inherently a *ranged* interaction- it was being ignored due to using the non ranged signal 2. RCD was lacking the open space click handler, 3. #77540 still exists to a degree, I've refactored the click handler to use parse_caught_click_modifiers to always grab the tile you're aiming at rather than going off of whatever item you happened to click on 4. handle_openspace_click was treating the modifiers list as the old parameters list ## Why It's Good For The Game fix bugs, being able to repair holes is a very important and time sensitive task that needs to flow well, and not require pixel hunting ## Changelog 🆑 fix: multi-z hole repair works better, especially when the turf below is blocked by items /🆑 |
||
|
|
acaa0c1e93 |
[MIRROR] Pegging Update (#28212)
* Pegging Update * e * Update declarations.dm --------- Co-authored-by: Lucy Grindler <110352801+LucyGrind@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
||
|
|
6351073f56 |
Pegging Update (#83991)
## About The Pull Request We be addin' peg legs an' peg arms, makin' 'em craftable fer all ye scurvy dogs. Ye can attach 'em yerselves, no need fer a surgeon's touch, usin' the mighty ligament hook code. There be tons o' balance tweaks an' special properties fer these limbs. Yarrrrr! ## Why It's Good For The Game Arrr, this be givin' ye a ghetto alternative to headin' to medbay when yer limbs be blown off. Plus, the potential fer pirate RP be fantastic! Who doesn’t want peg limbs? If ye think otherwise, ye be lyin’ ,and ye'll be walkin’ the plank! Yarrrrr! ## Changelog 🆑 Hacks-The-Doors (coding) & Septicchlorine (spriting) add: craftable peg limbs (2 planks) which are attachable without surgery bal: peg limbs take 1.5x burn and 1.3x brute, and do reduced damage bal: peg limbs have chunky fingers (like insuls, but per limb) /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: septic <105231896+septoBismol@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
||
|
|
813591ad15 |
[MIRROR] Small playsound audit, particularly involving portal sounds (#28170)
* Small playsound audit, particularly involving portal sounds * wew --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
||
|
|
cffb23fea5 |
[MIRROR] Neutralised anomalies respect the core limit (#28185)
* Neutralised anomalies respect the core limit (#83964) ## About The Pull Request This PR changes it so that if you refine an anomaly by neutralising it, it respects the same limit on number of anomaly cores as refining one you bought from Cargo. If it would produce an illegal core, it will create a mostly useless inert core which you can sell at cargo for 80% of the price of buying a raw core. ## Why It's Good For The Game https://hackmd.io/@ tgstation/r1tzxpwPL This was a requirement in the original design doc which just never made it into the game. We want to be able to control how many cores of each type can possibly exist in a round, as this is what allows them to have the "these items can be really busted" allowance. ## Changelog 🆑 fix: Neutralising an anomaly cannot produce more anomaly cores than are supposed to exist in a single round /🆑 * Neutralised anomalies respect the core limit --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |