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587 Commits
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bb70889f6e |
TG Upstream Part 1
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff |
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4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
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91baa94ac5 |
event based incapicated and able_to_run (#86031)
## About The Pull Request this is a revival of #82635 . i got permission from potato to reopen this, he did almost all the work. i only just solved the conflicts and fixed all the bugs that were preventing the original from being merged (but it should be TMed first) ## Why It's Good For The Game slightly improves the performance of basic mob AI ## Changelog 🆑 LemonInTheDark refactor: able_to_run and incapacitated have been refactored to be event based /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: ZephyrTFA <matthew@tfaluc.com> |
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d2ab513332 |
Reintroducing my PRs that were lost in the wallening revert. (#86439)
## About The Pull Request This PR reintroduces #85759, #85892 and #85894. #85892 has post-wallening arrows, but it isn't a big deal because they fit the top-down or 3/4 style we've for a lot of things. ## Why It's Good For The Game Reintroducing lost features and improvements. Remember to remove the 'Lost in the wallening revert' label from those PRs when this is merged. ## Changelog N/A |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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0f1fced38f |
Icon unit test fixes (#29530)
* Fish
* Revert "[MIRROR] Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). (#29461)"
This reverts commit
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fc614f1701 |
[MIRROR] Refactored the fish case and examining fish. New bluespace fish case to fit large fish inside a backpack. (#29448)
* Refactored the fish case and examining fish. New bluespace fish case to fit large fish inside a backpack. (#85271) ## About The Pull Request I've refactored the FISH_SAFE_STORAGE trait into an element, mainly because there were a few problems with how it worked: It wasn't stopping hunger from raising, ditto with the breeding wait, and it offered no healing whatsoever, which I find kind of a bummer. The new element will keep the fish from getting any hungrier or ready to reproduce and will heal them up to 65% of their base health. Also, I've added a new bluespace fish case as a techweb design, found along with other stuff in the advanced fishing node, though if you want I can move it to a bluespace node. This should make it possible to reasonably store and carry around larger fish. Examining a fish will no longer give out readings on weight and size if you haven't at least attempted fishing once (you can get to novice level in less than a minute). While examining a fish with apprentice level or higher will also give readings on the general conditions of the fish (is it starving? drowning? has it lost a considerable chunk of health?). The fishing skillchip also gives you these traits. I've also converted two fish variables into traits, because fish have waaaay too many variables. and gave some topdown shading to the pre-existing fishbox sprite. ## Why It's Good For The Game ## Changelog 🆑 add: Added a bluespace fish case to the advanced fishing node. balance: Fish cases will keep a fish from getting hungrier or ready to reproduce, while also healing it up to 65% health. balance: Examining a fish with zero fishing skill whatsoever won't give a reading on its size and weight. Conversely, examining one with the skill leveled two times will give general information on if it's starving, sick, hungry, or dead. /🆑 * Refactored the fish case and examining fish. New bluespace fish case to fit large fish inside a backpack. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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e6e2af8b4c |
[MIRROR] Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). (#29461)
Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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1880003270 |
Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request Currently to check for Silicon access, we do: ``if is silicon or is admin ghost or has unlimited silicon privileges or has machine remote in hand`` What has unlimited silicon privileges? Bots, Drones, and admin ghosts. To check for AI access, it just checks for AI instead of silicon, and doesnt check for unlimited silicon privileges. This was kinda silly, so I thought I should make this a little easier to understand. Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or ``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost, since now instead of being a var on the client, we moved it to using the same trait but giving it to the client instead, but since we have to keep parity with previous functionality (admins can spawn in and not have this on, it only works while as a ghost), I kept previous checks as well. No more type checks, removes a silly var on the mob level and another on the client. Now while I was doing this, I found a lot of tgui's ``ui_act`` still uses ``usr`` and the wrong args, so I fixed those wherever I saw them, and used a mass replace for the args. Other changes: - machinery's ``ui_act`` from https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin ghosts no longer get kicked off things not on cameras. This was my fault, I overlooked this when adding Human AI. - Human AI's wand gives AI control as long as it's in your hand, you can swap to your offhand. I hope this doesn't end up going horribly, otherwise I'll revert this part. It should let human AIs not have their UI closed on them when swapping to eat food or use their door wand or whatnot. - Bots previously had special checks to scan reagents and be unobservant, I replaced this with giving them the trait. I also fixed an instance of unobservant not being used, so now statues don't affect the basic creature, whatever that is. ## Why It's Good For The Game This is an easier to understand way of handling silicon access and makes these mobs more consistent between eachother. Other than what I've mentioned above, this should have no impact on gameplay itself. ## Changelog 🆑 fix: Statues don't count as eyes to creatures. fix: Human AIs and Admin ghosts no longer get kicked off of machines that aren't on cameranets. /🆑 |
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b6d3e114da |
Adds taunting as a replacement for spin/flip in style meter and parrying (#85605)
## About The Pull Request Replaces spin/flip's uses in mining's style meter and bitrunner's projectile parrying and instead uses a new emote, taunt. It also does not play a sound effect for emoting, only when you successfully block a projectile. The parrying time from the flip was 1.4 seconds, with taunting it is now 0.9 seconds. Taunting also has a cooldown of 1.5 seconds between uses. https://www.youtube.com/watch?v=cJGuEqNhqUs https://github.com/user-attachments/assets/1c6bf8b2-6a0d-4ae2-9b5b-9c6e619e76d6 ## Why It's Good For The Game Spin and flip are emotes that get a little boring and repetitive, which makes its complete overuse quite annoying to see. Compared to spin, taunting is a quick turn, which stacked with the cooldown, makes it a shorter and un-overusable emote. It also has a cooldown of 1.5s between hits, so players now actually have a limit to how much they can parry/style. Currently if you have some way to regenerate stamina damage, you're pretty set to spam parry all projectiles at essentially no cost, since emotes cost nothing to use, removing the limit of having to actually time it. I wouldnt say falling over is necessarily a downside since anyone who uses these items for a while can quickly figure out exactly hwo to maximize parrying time. ## Changelog 🆑 add: Added Taunting, a faster and cooldowned version of the Spin emote. balance: Wizards blocking projectiles with Transparence and the bitrunner matrix skillchip now have a visible effect of deflecting the projectile. balance: The bitrunner skillchip now uses taunt instead of flip. balance: The style meter now uses taunting instead of flips and spins. /🆑 |
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ce0a9c932e | Shrunk arrow from pointing at things. Command roles unaffected thanks to id trims (also new skillchip). (#85892) | ||
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ff3b73dc82 |
Refactored the fish case and examining fish. New bluespace fish case to fit large fish inside a backpack. (#85271)
## About The Pull Request I've refactored the FISH_SAFE_STORAGE trait into an element, mainly because there were a few problems with how it worked: It wasn't stopping hunger from raising, ditto with the breeding wait, and it offered no healing whatsoever, which I find kind of a bummer. The new element will keep the fish from getting any hungrier or ready to reproduce and will heal them up to 65% of their base health. Also, I've added a new bluespace fish case as a techweb design, found along with other stuff in the advanced fishing node, though if you want I can move it to a bluespace node. This should make it possible to reasonably store and carry around larger fish. Examining a fish will no longer give out readings on weight and size if you haven't at least attempted fishing once (you can get to novice level in less than a minute). While examining a fish with apprentice level or higher will also give readings on the general conditions of the fish (is it starving? drowning? has it lost a considerable chunk of health?). The fishing skillchip also gives you these traits. I've also converted two fish variables into traits, because fish have waaaay too many variables. and gave some topdown shading to the pre-existing fishbox sprite. ## Why It's Good For The Game ## Changelog 🆑 add: Added a bluespace fish case to the advanced fishing node. balance: Fish cases will keep a fish from getting hungrier or ready to reproduce, while also healing it up to 65% health. balance: Examining a fish with zero fishing skill whatsoever won't give a reading on its size and weight. Conversely, examining one with the skill leveled two times will give general information on if it's starving, sick, hungry, or dead. /🆑 |
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712e5a9e95 |
[MIRROR] Drunken Brawlening: Intoxication alters your unarmed effectiveness, bartenders are stronger fighters while drunk, deterministic stagger combo is back (your average assistant doesn't get knockdowns) (#29412)
* Drunken Brawlening: Intoxication alters your unarmed effectiveness, bartenders are stronger fighters while drunk, deterministic stagger combo is back (your average assistant doesn't get knockdowns) * Ready --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com> |
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0b68257da1 |
Drunken Brawlening: Intoxication alters your unarmed effectiveness, bartenders are stronger fighters while drunk, deterministic stagger combo is back (your average assistant doesn't get knockdowns) (#85449)
## About The Pull Request ### Intoxication and Punching Being drunk juuuust enough allows you to land stronger punches and take punches a little more easily. However, being TOO drunk makes you WORSE at these things, and makes your unarmed accuracy an unarmed PENALTY. Don't get drunk if you can't hold your liquor. However, fighting drunk makes you really sick, so be careful as to not suddenly start vomiting everywhere. ### Drunken Brawler Bartenders are now drunken brawlers. They gain additional punching prowess if they're ever intoxicated, it does not matter how much nor do they ever suffer a penalty as a result of being TOO drunk. The more damage the bartender has taken, the stronger they hit back. (added by recommendation from WalterTruck) I have to mess the scaling on this more. ### Stagger Combo/Unarmed Combos The stagger combo is back, but significantly less stun heavy except on the extreme ends of unarmed upgrading. When your opponent has been sufficiently damaged enough, staggered and doesn't have any riot protection gear on, you can inflict additional status effects when you punch an opponent. The necessary value for this effect is: Half the target's Brute and Burn damage combined exceeds a value of: Limb accuracy + armor block (min. 40. max 200) While the thresholds are more deterministic, the effects are random. The better you are at punching, the better the effect, but the higher your targets armor, the weaker the effect. All effects are positive for the attacker and negative for the target. The dice roll is such; (a roll between -20 to 20) + limb accuracy - armor block | Stage/Value | Effect | | ------------- | ------------- | | Stage 1 (-Infinity to 0 | Staggered for 1 second | | Stage 2 (1 to 10) | Eye Blur for 5 seconds | | Stage 3 (11 to 30) | Eye Blur, Dizzying, Confusion for 5 seconds | | Stage 4 (31 to 40) | Blindness, Dizzying, Confusion for 5 seconds | | Stage 5 (41 to 45) | Knockdown for 4 seconds | | Stage 6 (46 to Infinity) | Knockdown for 4 seconds, 5 Brute with huge wound chance | Stages 5 and 6 are not possible to reach for roundstart humans who aren't intoxicated. It is almost impossible to get high effects against someone who is in full security gear as a roundstart human ### Minor Changes Any unarmed related thresholds or values that would use Stamina damage now use half of the total of Burn and Brute damage on the relevant individual. This affects punch accuracy, the threshold for getting a stagger combo, and the threshold for someone being more vulnerable to grabs. ## Why It's Good For The Game I just really wanted to add some drunken brawling/drunk fist style martial art stuff because I thought it would be fun, and bar brawls are where most people start fist fights. It's thematically entertaining. The bartender, by extension, should be pretty proficient at this kind of brawling. It also works out great when working with chefs to beat people up with their fists in their own, more unrefined style. The situation with the unarmed knockdown/stamina pr was kind of a mess, since at the time I was already going to take it out after discussing things with Walter and we were working out some alternatives together. But uh...well, it wasn't to be. Particularly, there was a lot of stuff in unarmed fighting that used Stamina damage that didn't actually get removed at all. So this cleans that up. I said I'd find a good alternative down the line to fill that gap, and this is it. For your run-of-the-mill fistfights, there are no random knockdowns. It's only when you are actually trying to brawl with a cybernetically enhanced human that this kind of thing starts to crop up. Or your opponent is a golem. Or you are both really drunk (and thus everyone starts vomiting because they're getting beaten up) The average assistant beating up another assistant is at best going to inflict some eye blurring and dizziness, assuming the fight even lasts that long. But this should be sufficient to create space to escape, or even meaningfully disable someone who might simply be invading your department. It is much less helpful against a more sufficiently geared opponent. The main reason for focusing on this is to give the average joe some kind of way for a heel turn in the event they're having to scuffle with departmental invaders or escape some determined opponent. It does not, however, allow them to manhandle a nuclear operative in an elite suit while our would-be hero is entirely butt-naked and drunk. Not that they shouldn't try, that's funny as hell. Thus, the effects chosen are more useful for escaping and befuddlement than necessarily stopping the fight outright. If you have improved arms, your arms are weapons and start to act like them, so you start seeing more significant results. It is also a nice thematic tie to unarmed's zany cousin; tackling, since the randomized effects are borrowing the logic form there, and it is cool to have those tied a bit closer. ## Changelog 🆑 add: Drunken fist fighting now has bonuses and penalties based on how intoxicated you are. Controlled liquor intake could make you a better brawler. Though you might vomit if you go too hard. add: Bartenders are now Drunken Brawlers. If they're drunk at all (no matter how drunk), they're stronger at fist fighting. add: Reintroduces the deterministic stagger combo. The effects of the combo are more varied, and based on attacker unarmed effectiveness and the defender's armor. Read the PR for more details. It's complicated. qol: Unarmed effects that would utilize stamina values now use a split of half brute, half burn to determine outcomes or for meeting thresholds. This affects; punch accuracy, stagger combo thresholds and grab vulnerability thresholds. /🆑 |
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0417291d86 |
[MIRROR] Adds a copy of the famous 1995 musical "Space Station 13: The Musical" to contraband of the autodrobe (#29332)
* Adds a copy of the famous 1995 musical "Space Station 13: The Musical" to contraband of the autodrobe (#85724) ## About The Pull Request Adds a copy of the famous 1995 musical "Space Station 13: The Musical" to contraband of the autodrobe It's a "skillchip" that forces you to sing while implanted and active (these messages were typed normally)    ## Why It's Good For The Game Makes it easier for entertainers to put on their own version of that historic musical ## Changelog 🆑 Melbert add: Adds a copy of the famous 1995 musical "Space Station 13: The Musical" to contraband of the autodrobe /🆑 * Adds a copy of the famous 1995 musical "Space Station 13: The Musical" to contraband of the autodrobe --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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1b19505cc1 |
Adds a copy of the famous 1995 musical "Space Station 13: The Musical" to contraband of the autodrobe (#85724)
## About The Pull Request Adds a copy of the famous 1995 musical "Space Station 13: The Musical" to contraband of the autodrobe It's a "skillchip" that forces you to sing while implanted and active (these messages were typed normally)    ## Why It's Good For The Game Makes it easier for entertainers to put on their own version of that historic musical ## Changelog 🆑 Melbert add: Adds a copy of the famous 1995 musical "Space Station 13: The Musical" to contraband of the autodrobe /🆑 |
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4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
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112ee9893f |
[MIRROR] Cult vs Heretic overall polishing (#28981)
* Cult vs Heretic overall polishing * Update signals_mob_living.dm --------- Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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9855ee0966 |
Cult vs Heretic overall polishing (#84908)
## About The Pull Request Renamed the Crimson Focus to the Crimson Medallion Fixed harvesters not being properly bound to their master, nor dying when they do Fixed heads totally overriding cultist sacrifice rewards Heretic blade now converts to a nullblade Added wooshing, shaking, and glowing to flinging around with the heretic blade Removed the probability to not gain a reward when sacrificing a cultist ## Why It's Good For The Game > Renamed the Crimson Focus to the Crimson Medallion I heard bradley say this and it sounded better, differentiated it from the amber focus, gave it a unique identity > Fixed harvesters not being properly bound to their master, nor dying when they do Now you can track your master through the arrow though > Fixed heads totally overriding cultist sacrifice rewards Whoops > Heretic blade now converts to a nullblade Everyone loves these and it fits more-ish > Added wooshing, shaking, and glowing to flinging around with the heretic blade I am the flavor master > Removed the probability to not gain a reward when sacrificing a cultist This was 'pre-balancing' which is a cardinal sin in my books. It shouldn't exist without a good reason, plus the implementation is poor. ## Changelog 🆑 spellcheck: Renamed the Crimson Focus to the Crimson Medallion fix: Fixed harvesters not being properly bound to their master, nor dying when they do fix: Fixed heads totally overriding cultist sacrifice rewards add: Heretic blade now converts to a nullblade add: Added wooshing, shaking, and glowing to flinging around with the heretic blade balance: Removed the probability to not gain a reward when sacrificing a cultist /🆑 |
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426cc6e7fa |
More missed prs (#28921)
* Handful of missed mirrors (#3739) * fix duplicate traits * Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003) This PR does a few things but centrally it's all centered around mechanically enforcing what items are and are-not considered contraband in-game. Contraband items are visually indistinguishable from non-contraband. If an item is Contraband, it can only be detected in two ways: * After being scanned by an N-Spect scanner, which is a standard item security item, assuming it still has a charge to do so. * Via a scanner gate, which can now be upgraded with an N-spect scanner to allow for it to scan a person and all their contents for contraband. Contraband items are intended to be determined both logically and through other relevant examine text. However, here's the short list of items that are considered contraband, reserving the right to expand the list. <details> <summary>In hindsight it's kind of a long list.</summary> * Items that have "contraband" or "illegal" in the name or description. * Items that allow for the player to obtain other illegal items, that are NOT particularly stealthy. * This means that a syndicate uplink is NOT considered contraband, as they're typically hidden on your person as something else. * Stealth items under the syndicate uplink, the revolutionary flash, and some mapped in dangerous items that can come from both syndicate and company-aligned resources are not considered dangerous. * Items that are purchased from cargo after emagging or switching to extended cargo range. * Items purchased FROM syndicate uplinks, the wizard knowledge scroll, or other antagonist shops. * Cursed artifacts/tools magically produced by cultists or heretics. * Items purchased from the blackmarket. * Items purchased from the contraband section of vending machines. * Some drugs and overtly dangerous or criminal byproducts. </details> Well, primarily, this is an aid for in-game enforcement of space law. Based on the length of the above list, we have a LONG, LONG list of items in-game that are technically considered, in one way or another, illegal to have on the station, and yet without either metaknowledge of what those items are, or how they're used, security officers lack some of the certainty of how to deal with these kinds of encounters. Additionally to the knowledge aspect of this trait, security officers may now receive a new civilian bounty to collect items that are considered contraband, also giving them an incentive to look for and confiscate contraband that's been found across the station while upholding space law. Security has a bounty for 3 different rechargers, and considering access limitations, most security players aren't going to make this exchange, so I've lowered the required amount down to 1. Adjusted the N-spect scanner's description to match it's new functionality. The Civilian bounty TGUI now has an additional 1 point of padding to make it feel less cramped. https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d **Updated as of 6/19/2024:** Additionally, some storage items will block the presence of contraband when going through a contraband aligned scanning gate. These items include the infiltrator modsuit core, storage implant, void cloak, the aptly named smuggler's satchel, and the chameleon kit's backpack. **Updated as of 6/23/2024:** N-spect scanner now has contextual screentips. **Updated as of 6/29/2024:** Scanner gates are now available in all lathes that have a feature specific to how scanner gates function. So, includes cargo (contraband), security (weapons), and medbay (diseases). Originally, this started out as a way to be able to provide more in-character and in-flavor bounties for security officers, because they suck! Most security bounties as they exist right now do the worst possible things from all respective bounties: * They detract away from a job's actual responsibilities as opposed to working with them. * They're best completed while sitting next to your lathe and running items back to the bounty pad. * They exist with such esoteric rarity of high quantity of items that it's miserable to fulfil. As a result, I started work on this as a framework to allow security officers to be further incentivized to collect contraband across the station, either as a result of the gamemode or just through routine patrols across the station. Implementing it as a learning tool for security as well just happened to work out as an additional bonus, and having a function in-game allowing newer or less experienced players to know if an item is considered dangerous or conspicuous also works as a particularly good way to provide information where a player may not know what they're up against. If nothing else, this might be interesting to try, and if not, I'll just snip out the QOL changes from it and we'll see how it goes. Going forward, I am a bit hesitant about the contraband scanner gate mode, and as such, will try working with the admin team to determine if that's a good feature to keep around for game health, while hoping to give it a chance in the fullness of time. 🆑 add: Items spawned via traitor uplinks or are known illegal contraband on the station can now be scanned and identified as such by the N-spect scanners in security. These only applies to overt traitor or antagonist items, and "stealth" items will not be seen as such. add: Scanner gates can now be upgraded by using an N-spect scanner on it to unlock "contraband scanning" mode. add: Security officers can now be offered a bounty to turn in pieces of contraband. add: Some stealthy storage items like storage implants, smuggler's satchels, void cloaks, the infiltrator modsuit, and the chameleon backpack will block the presence of contraband on your person when placed inside. qol: N-spect scanner contextual screentips. balance: Recharger security bounties ask for a quantity of 1, down from 3. qol: security, cargo, and medbay have access to scanner gate boards. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * Adds six new strange object powers! (#84775) DESIGN CONCEPT: Strange Devices are at their best when they're odd tools which can help a department out, with some strange drawbacks that make them interesting and unique. Foam for the Janitor, Flashbang for Security, Teleporter for tiders, Corgimaker for the chef. They're also ambiguous enough that they can really be used by anyone for silly hijinks. Drink Dispenser: Creates a glass, then fills it up with a random drink. Bioscrambler: After a noticeable warning, bioscrambles people nearby. 33% chance to be used up on use. Recharger: Shocks you, but recharges one random item to max battery. Hugger: Hugs everyone in range as if you had the friendly trait. DImensional: Converts the surroundings to a random material-theme. Each use increases cooldown by two seconds. Disguiser: Drops your clothing to the ground and replaces it with a delete-on-drop costume and a randomly assigned cardboard ID. Removed an unused and unusable shock flag. Removed an unused dumb ghost item. Added a proc that returns a hex color with the # attached. > DESIGN CONCEPT: Strange Devices are at their best when they're odd tools which can help a department out, with some strange drawbacks that make them interesting and unique. Foam for the Janitor, Flashbang for Security, Teleporter for tiders, Corgimaker for the chef. They're also ambiguous enough that they can really be used by anyone for silly hijinks. Request by ArcaneMusic! He wanted new abilities to go along with the new sprites, and approved these. > Removed an unused dumb ghost item. please stop using costume subtypes for OP items. whats the damn point of the subtype if youre just going to screw with it > Added a proc that returns a hex color with the # attached. idk why it didnt have this tbh 🆑 add: Adds six new strange object powers! Drink dispenser, bioscrambler, recharger, hugger, dimensional, disguiser. code: Removed some unused code and items, and added a proc that returns a random #colorstring. /🆑 * [NO GBP] the random spawner loot weight config is not an integer (#84814) Sets `integer` to false. Also a tidbit about the `skew_loot_weight` proc, though loot lists with uneven weights all tend to add a value to all entries so it isn't an issue. The config isn't an integer. N/A * The techweb no longer erroneously refers to MODsuits as exosuits (#84800) At some point, some of the techweb node descriptions were changed, so that it referred to certain modsuits as exosuits. This just changes it back. The term "exosuit" is generally used for mechs, not modsuits. The techweb descriptions should refer to modsuits as modsuits. 🆑 spellcheck: The techweb no longer erroneously refers to MODsuits as exosuits. /🆑 * Adds new hairstyle - Short Bangs 2 (#84804) Adds a new hairstyle called Short Bangs 2. The hairstyle is basically an edit of the existing double buns, except the hair buns themselves are removed. https://github.com/tgstation/tgstation/assets/66234359/38fe3b09-c42b-43e6-9e30-949428aab506 More customization, variety and character flavor is great. Double buns itself is a good hairstyle but some may not like the hair buns out of personal preference or that it can look weird on non-human species like felinids. 🆑 Hardly3D add: Added new hairstyle: Short Bangs 2 /🆑 * Offset render relays for non-offsetting planes to match highest matching render plane (#84184) **Alternate title: "Fix blind people getting so blind they become deaf when going down a flight of stairs"** So 'bout half a week to a week ago I overheard a friend complaining about blind people not seeing runechat on lower multi-z levels. Asked a bit, apparently they'd reported this about half a year ago, and it's still an issue. So in my never-ending hubris I decided to just go and fix it! Now, admittedly? I really _really_ do not get the rendering system we use. The simple options were right out: we can't allow the fullscreens plane to be offset, as this causes issues with looking up/down, or disallow runechat from being offset, which causes issues with runechat from other levels. After poking our very cool and smart rendering guy several times over the course of the last week, this is what we got to: We simply make the rendering relays for non-offsetting plane masters point to the highest rendering plane that matches the target. We do this by offsetting the rendering relays in place, by adjusting their plane and layer values to match the new offset, with a new `offset_relays_in_place(new_offset)` proc called in `/datum/plane_master_group/proc/transform_lower_turfs(...)`. Importantly, we compare the current layer values to what they should've been, so we don't accidentally override relays with custom-set layers. This fixes our issue (as tested on wawastation): <details> <summary>Images</summary>    </details> Fixes #80376. 🆑 fix: You can see runechat above fullscreen overlays on lower multi-z levels again. Rejoice, blind players. Please report any weird rendering layering issues. /🆑 * illegal tech flag got changed * Automatic changelog for PR #84003 [ci skip] * Automatic changelog for PR #84775 [ci skip] * Automatic changelog for PR #84800 [ci skip] * Automatic changelog for PR #84804 [ci skip] * Automatic changelog for PR #84184 [ci skip] * Makes the smoking pipe sprite not give you a phantom stache. (#84898) The smoking pipe currently gives you a phantom stache. Observe, note the black background and know this character has no facial hair.  I basically adjusted the pixels so it'd look better from different directions. This is the new look - approximately.  Smoking pipe is cool for RP but the sprite's fucked. 🆑 image: the smoking pipe's directional looks have been altered to make it less ugly /🆑 (cherry picked from commit |
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8d9534969f |
Fixes bookshelf attackby (#84929)
## About The Pull Request Closes #84884 Adds early returns, cleans up and fixes whatever was going in bookshelf attackby code due to lack of early returns and state weirdness. ## Changelog 🆑 fix: You can attack bookshelves in a variety of states once more /🆑 |
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7463f71b5e |
[MIRROR] Buffs the Matrix Flip skillchip (#28762)
* Buffs the Matrix Flip skillchip (#84658) ## About The Pull Request Amps up the duration of the flip and the bullet dodging to 1.4 seconds (from 0.8). EDIT: I've added a check to prevent matrix-flipping into stamcrit (unless the emote wasn't intentional) and lowered the stam cost very slightly to allow for a fifth flip. ## Why It's Good For The Game I've tested the thing, with and without stun immunity (which prevents stamcrit from overusing it), hulk, rapid gloves, against the colossus and turrets at the tdome. It's pretty meh overrall, having to keep spamming the flip hotkey to keep it going, and the duration isn't all that useful since you can't easily foresee when something or someone's going to fire at you, or react in time. This is likely going to stay a gimmick, albeit a less crappier one. ## Changelog 🆑 balance: Buffed the matrix flip skillchip duration. Lowered the stamina cost very, very slightly. qol: You can now longer matrix-flip yourself into exhaustion, unless the emote is unintentional. /🆑 * Buffs the Matrix Flip skillchip --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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aba588abb5 |
Buffs the Matrix Flip skillchip (#84658)
## About The Pull Request Amps up the duration of the flip and the bullet dodging to 1.4 seconds (from 0.8). EDIT: I've added a check to prevent matrix-flipping into stamcrit (unless the emote wasn't intentional) and lowered the stam cost very slightly to allow for a fifth flip. ## Why It's Good For The Game I've tested the thing, with and without stun immunity (which prevents stamcrit from overusing it), hulk, rapid gloves, against the colossus and turrets at the tdome. It's pretty meh overrall, having to keep spamming the flip hotkey to keep it going, and the duration isn't all that useful since you can't easily foresee when something or someone's going to fire at you, or react in time. This is likely going to stay a gimmick, albeit a less crappier one. ## Changelog 🆑 balance: Buffed the matrix flip skillchip duration. Lowered the stamina cost very, very slightly. qol: You can now longer matrix-flip yourself into exhaustion, unless the emote is unintentional. /🆑 |
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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> |
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cbdf0ccc5e |
Adds the DET.ekt Skillchip, upgrading the detective's sense of taste. (#84469)
## About The Pull Request Gives the Detective a roundstart skillchip which allows them to unlock the hidden potential of their tastebuds. With this, they can identify chemicals by taste, and even identify bloodtypes in the same way. ## Why It's Good For The Game  I've been watching a lot of detective stuff and I think it's really funny how often they stick their fingers into random goo/blood and taste/smell it. The idea of a detective chugging a glass of unidentified liquid to identify that there's a lethal chem mix in there is equally funny to me. Imagine you're recovering from a mugging in the medbay and the detective comes in, takes a blood sample from you, and downs it in one go. ## Changelog 🆑 Wallem add: The detective now starts with the DET.ekt Skillchip, which allows them to identify chemicals and bloodtypes by taste. /🆑 |
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c46e3209a1 |
Adds the DET.ekt Skillchip, upgrading the detective's sense of taste. (#84469)
## About The Pull Request Gives the Detective a roundstart skillchip which allows them to unlock the hidden potential of their tastebuds. With this, they can identify chemicals by taste, and even identify bloodtypes in the same way. ## Why It's Good For The Game  I've been watching a lot of detective stuff and I think it's really funny how often they stick their fingers into random goo/blood and taste/smell it. The idea of a detective chugging a glass of unidentified liquid to identify that there's a lethal chem mix in there is equally funny to me. Imagine you're recovering from a mugging in the medbay and the detective comes in, takes a blood sample from you, and downs it in one go. ## Changelog 🆑 Wallem add: The detective now starts with the DET.ekt Skillchip, which allows them to identify chemicals and bloodtypes by taste. /🆑 |
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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 |
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55dfa4dee2 |
[MIRROR] Adds boards for the book binder and scanner (#28371)
* Adds boards for the book binder and scanner (#83863) ## About The Pull Request Adds boards for the book binder and scanner. The scanner requires one scanning module while the binder requires one servo to make. Research for the board was added to the computer tech research node as that's where the other book related research was. Boards are available to print at the service techfab.  ## Why It's Good For The Game Being able to (re)make the library is good. Irreparable machine is bad. Writing down your work and being unable to scan it into the archive is not good. Also allows the machine to be moved if needed. * Adds boards for the book binder and scanner --------- Co-authored-by: Goat <126099705+Goat-Real@users.noreply.github.com> |
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81f3db19f8 |
[MIRROR] Adds pen clicking, changes most pen typechecks into writing implement checks (#28356)
* Adds pen clicking, changes most pen typechecks into writing implement checks (#84186) ## About The Pull Request Fixes #84170 Adds pen clicking and changes some of edagger and pendriver code to use it instead. Also replaces most pen typechecks to writing implement checks where it makes sense, so now you can rename things with everything you can write with (crayons)  Twisting pen caps (for traitor uplinks) has been moved to ctrl + click instead. * Adds pen clicking, changes most pen typechecks into writing implement checks --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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a0060f8820 |
Adds boards for the book binder and scanner (#83863)
## About The Pull Request Adds boards for the book binder and scanner. The scanner requires one scanning module while the binder requires one servo to make. Research for the board was added to the computer tech research node as that's where the other book related research was. Boards are available to print at the service techfab.  ## Why It's Good For The Game Being able to (re)make the library is good. Irreparable machine is bad. Writing down your work and being unable to scan it into the archive is not good. Also allows the machine to be moved if needed. |
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4ac4375faf |
Adds pen clicking, changes most pen typechecks into writing implement checks (#84186)
## About The Pull Request Fixes #84170 Adds pen clicking and changes some of edagger and pendriver code to use it instead. Also replaces most pen typechecks to writing implement checks where it makes sense, so now you can rename things with everything you can write with (crayons)  Twisting pen caps (for traitor uplinks) has been moved to ctrl + click instead. |
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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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ff6b41aa07 |
Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request - Afterattack is a very simple proc now: All it does is this, and all it's used for is for having a convenient place to put effects an item does after a successful attack (IE, the attack was not blocked)  - An overwhelming majority of afterattack implementations have been moved to `interact_with_atom` or the new `ranged_interact_with_atom` I have manually tested many of the refactored procs but there was 200+ so it's kinda hard ## Why It's Good For The Game Afterattack is one of the worst parts of the attack chain, as it simultaneously serves as a way of doing random interactions NOT AT ALL related to attacks (despite the name) while ALSO serving as the defacto way to do a ranged interaction with an item This means careless coders (most of them) may throw stuff in afterattack without realizing how wide reaching it is, which causes bugs. By making two well defined, separate procs for handing adjacent vs ranged interactions, it becomes WAY WAY WAY more easy to develop for. If you want to do something when you click on something else and you're adjacent, use `interact_with_atom` If you want to do something when you click on something else and you're not adjacent, use 'ranged_interact_with_atom` This does result in some instances of boilerplate as shown here:  But I think it's acceptable, feel free to oppose if you don't I'm sure we can think of another solution ~~Additionally it makes it easier to implement swing combat. That's a bonus I guess~~ ## Changelog 🆑 Melbert refactor: Over 200 item interactions have been refactored to use a newer, easier-to-use system. Report any oddities with using items on other objects you may see (such as surgery, reagent containers like cups and spray bottles, or construction devices), especially using something at range (such as guns or chisels) refactor: Item-On-Modsuit interactions have changed slightly. While on combat mode, you will attempt to "use" the item on the suit instead of inserting it into the suit's storage. This means being on combat mode while the suit's panel is open will block you from inserting items entirely via click (but other methods such as hotkey, clicking on the storage boxes, and mousedrop will still work). refactor: The detective's scanner will now be inserted into storage items if clicked normally, and will scan the storage item if on combat mode /🆑 |
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25d68e6884 |
Research Directors are now strong (the Athletics trait, that is). Suplexing a rod is an incredible workout. (#83269)
## About The Pull Request Grants the Research Director TRAIT_STRENGTH via their skill chip. This trait is only relevant to athletics-related activities. They still need to actually do the workout before they see any results. Fitness bros will overestimate the RD's power level due to their ability to suplex an immovable rod. Suplexing a rod grants an incredible amount of athletics skill, increased by how many people the rod has taken out. The frequency of this happening is bound to be pretty small, but it's a nice in-round reward for accomplishing the task (and maybe blowing up a department as a result), and also potentially a large number of casualties on top of that. ## Why It's Good For The Game The athletics changes didn't acknowledge that there is already someone on the station that is, for some reason, unnaturally stronger than everyone else. The Research Director. So now, fitness bros think they're naturally swole. Mind over matter, I guess? I just think it'd be funny if by suplexing the rod once, you gain incredible physical power and then need to take a nap because boy that sure was an explosive amount of strength you had to apply. Since this only happens with looping rods, I don't imagine it will disrupt fitness as a skill too much. ## Changelog 🆑 add: The Research Director is now actually strong. add: Fitness bros will determine the Research Director to be stronger than they actually are, without even working out. How does he do it? balance: Suplexing a rod grants a large burst of athletics experience. add: The more sentient casualties of the rod, the more experience suplexing that rod grants. Absorb the souls of the weak and feeble. /🆑 |
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b830ba11b7 |
Research Directors are now strong (the Athletics trait, that is). Suplexing a rod is an incredible workout. (#83269)
## About The Pull Request Grants the Research Director TRAIT_STRENGTH via their skill chip. This trait is only relevant to athletics-related activities. They still need to actually do the workout before they see any results. Fitness bros will overestimate the RD's power level due to their ability to suplex an immovable rod. Suplexing a rod grants an incredible amount of athletics skill, increased by how many people the rod has taken out. The frequency of this happening is bound to be pretty small, but it's a nice in-round reward for accomplishing the task (and maybe blowing up a department as a result), and also potentially a large number of casualties on top of that. ## Why It's Good For The Game The athletics changes didn't acknowledge that there is already someone on the station that is, for some reason, unnaturally stronger than everyone else. The Research Director. So now, fitness bros think they're naturally swole. Mind over matter, I guess? I just think it'd be funny if by suplexing the rod once, you gain incredible physical power and then need to take a nap because boy that sure was an explosive amount of strength you had to apply. Since this only happens with looping rods, I don't imagine it will disrupt fitness as a skill too much. ## Changelog 🆑 add: The Research Director is now actually strong. add: Fitness bros will determine the Research Director to be stronger than they actually are, without even working out. How does he do it? balance: Suplexing a rod grants a large burst of athletics experience. add: The more sentient casualties of the rod, the more experience suplexing that rod grants. Absorb the souls of the weak and feeble. /🆑 |
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6facfb1d90 |
[MIRROR] RD get robo knowledges (#27631)
* RD get robo knowledges (#82642) ## About The Pull Request Setting RD suplex skillchip as common chip. Adding Roboticist's skillchip into RD. Skillchip's categories are global defines now ## Why It's Good For The Game RD is literally the most skilled scientist and roboticist. CEO of all Silicons. Why he doesn't have robo wires trait? * RD get robo knowledges --------- Co-authored-by: delingar <93310496+delingar@users.noreply.github.com> |
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494f306fcc |
RD get robo knowledges (#82642)
## About The Pull Request Setting RD suplex skillchip as common chip. Adding Roboticist's skillchip into RD. Skillchip's categories are global defines now ## Why It's Good For The Game RD is literally the most skilled scientist and roboticist. CEO of all Silicons. Why he doesn't have robo wires trait? |
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7aa6664021 |
Mirror (#27453)
* Fix Conflicts
* Change COGBAR_ANIMATION_TIME to seconds and not deciseconds (#82530)
Most people should not be using this define
* New Battle Arcade (#81810)
Remakes Battle Arcade from just about the ground up, with exceptions
taken for emagged stuff since I didn't really want to touch its
behavior.
The Battle Arcade now has stages that players can go through, unlocking
a stage by beating 2 enemies and the boss of the previous one, but this
must all be done in a row. You can choose to take a break between each
battle and there's a good chance you'll sleep just fine but there's also
a chance it can go wrong either through an ambush or robbery.
The Inn lets you restore everything for 15 gold and you can buy a sword
and armor, each level you unlock is a new sword and armor pair you can
buy that's better than the last, it's 30 gold each but scales up as you
progress through levels. They are really worth getting so it's best to
try to not lose your money early in.
The battle system is nearly the same as how it was before but I removed
the poor combo system that plagued the old arcade as one big knowledge
lock, now it's more just turn based. The game is built on permadeath so
dying means you restart from the beginning, but if you are going to lose
you can try to escape instead which costs you half of your gold.
Getting to higher levels increases the difficulty of enemies but also
increases the gaming exp rewards which could make this a better way to
get exp if you can get good at it.
Gaming EXP is used to increase chances of counterattacking but doesn't
give any extra health to the player.
I also removed the exploit of being able to screwdriver arcade cabinets
because people would do that if they thought they were on the verge of
losing to bypass the effects of loss. I instead replaced it with a new
interaction that the Curator's display case key can be used to reset
arcade cabinets (there's several keys on the chain so it made sense to
me), which I added solely because I thought Curators would be the type
of person to have run an actual arcade.
This is some gameplay
https://github.com/tgstation/tgstation/assets/53777086/499083f5-75cc-43b5-b457-017a012beede
As a misc sidenote, I also split up the arcade file just like how Orion
Trail was before, just for neat code organization.
The Inn keeper is straight up just a photo of my localhost dude, he's
not a player reference or anything it's not my actual character.
I also have no idea how well balanced this is cause I suck at it lol.
Battle Arcade is one of 3 last machines in my hackmd here to turn into
TGUI https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA?view
I've always thought the current version of battle arcade is quite lame
and lacks any progression, like Orion Trail I thought that since I was
moving this to TGUI, it would also be a perfect opportunity to revamp it
and try to improve on where it failed before, especially since the
alternative (NTOS Arcade) is also lame as hell and is even lamer than
HTML battle arcade (spam mana, then spam health, then just spam attack,
rinse and repeat).
This will hopefully be more entertaining and give players sense that
they are getting through a series of tasks rather than doing one same
one again and again.
🆑 JohnFulpWillard, Zeek the Rat
add: Battle Arcade has been completely overhauled in a new progression
system, this time using TGUI.
add: The Curator's keys can now reset arcade cabinets.
balance: You now need to be literate to play arcade games, except for
Mediborg's Amputation Adventure.
fix: You can no longer screwdriver emagged arcade consoles. Accept your
fate.
fix: Silicons can no longer play Mediborg's Amputation Adventure.
/🆑
---------
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Change setting item weight class to a setter to patch some weight class related shenanigans (#82494)
## About The Pull Request
Fixes #81052
Fixes #58008
Setting weight class of items is now done via `update_weight_class`.
I updated as many occurrences of manually setting `w_class` as I could
find but I may have missed some. Let me know if you know of any I
missed.
This is done to allow datums to react to an item having its weight class
changed.
Humans and atom storage are two such datums which now react to having an
item in its contents change weight class, to allow it to expel items
that grow to a weight class beyond what is normally allowed.
## Changelog
🆑 Melbert
fix: You can't fit items which are normally too large for a storage by
fitting it in the storage when it is small, then growing it to a larger
size.
/🆑
* Material datum color update, plus touching up some material items (knight armor, tiles) (#82500)
## About The Pull Request
Tries to bring the material datum colors in closer approximation to the
stacks they're attached too. I literally used the colors on the stacks.
some might need to be lighter or darker, but for the most part they'll
look...closer to their actual material hues.

I've also tweaked the sprites of both the tile object and the actual
material tile turf to give it the right shading.

In addition to the tiles, I've also updated the knight armor and helmet
to look closer to the much higher quality plate armor already in the
game.
## Why It's Good For The Game
It bothered me that the material datum coloring was inconsistent with
the actual colors used for the material stacks. When they were updated,
and even before they were updated, material datum stuff just never
looked _right_. I wanted to change that so that it looks just right.
I did not like the old material knight armor whatsoever. It was a
dithered mess, and seemed to already use parts of the standard plate
armor but with all the actual shading removed or replaced with the wrong
colors. This fixes that so that the armor is actually readable for what
it is.
## Changelog
🆑
image: Updates the colors of various material datum to bring them closer
in-line with their actual material stacks
image: Improves the sprites for the material knight armor and helmet.
/🆑
* LateInitialize is not allowed to call parent anymore (#82540)
## About The Pull Request
I've seen a few cases in the past where LateInitialize is done cause of
the init return value being set to do so for no real reason, I thought I
should try to avoid that by ensuring LateInitialize isn't ever called
without overriding.
This fixes a ton of machine's LateInitialize not calling parent
(mechpad, door buttons, message monitor, a lot of tram machines,
abductor console, holodeck computer & disposal bin), avoiding having to
set itself up to be connected to power. If they were intended to not
connect to power, they should be using ``NO_POWER_USE`` instead.
Also removes a ton of returns to LateInit when it's already getting it
from parent regardless (many cases of that in machine code).
## Why It's Good For The Game
I think this is better for coding standard reasons as well as just
making sure we're not calling this proc on things that does absolutely
nothing with them. A machine not using power can be seen evidently not
using power with ``NO_POWER_USE``, not so much if it's LateInitialize
not calling parent.
## Changelog
🆑
fix: Mech pads, door buttons, message monitors, tram machines, abductor
consoles & holodeck computers now use power.
/🆑
* Fix table top deconstruction (#82508)
## About The Pull Request
Edited: updated changelog, read comments for changes in implementation
details
So previously, tables would let you use a wrench to fully deconstruct
them, or a screwdriver to take off only their top.
This, however, broke in two different ways in #82280, when their
deconstruction logic got changed.
First off, deconstructed tables would only drop the materials for their
top and not their frame.
For this, the primary culprit seems to be on line 307:
https://github.com/tgstation/tgstation/blob/c34d56a45b0461f5e0fad3cc75e81580c3357119/code/game/objects/structures/tables_racks.dm#L300-L307
Where `new framestack(target_turf, framestackamount)` accidentally got
an extra indent, and ended up in the less common half of the if-else
chain.
Just moving this outside of the if-else chain again fixes it.
Secondly, tables had their own special deconstruction logic, which got
'standardized'.
Issue. This was special to accommodate for having two different
deconstruction logics: full or top only.
With `deconstruct(...)` no longer being overridable, I feel it's awkward
to attempt to proxy that information to the new `atom_deconstruct(...)`
So we introduce a new method, `deconstruct_top`, for the screwdriver to
use, which handles deconstructing only the top.
```dm
/obj/structure/table/proc/deconstruct_top()
var/obj/table_frame = new frame(loc)
if(obj_flags & NO_DECONSTRUCTION)
table_frame.obj_flags |= NO_DECONSTRUCTION
else // Mimic deconstruction logic, only drop our materials without NO_DECONSTRUCTION
var/turf/target_turf = get_turf(src)
drop_top_mats(target_turf)
qdel(src)
```
Mimicking the `NO_DECONSTRUCTION` logic of normal deconstruction, and
copying over the flag onto its frames if need be.
This fixes screwdriver deconstruction.
## Why It's Good For The Game
Fixes #82503.
We can now deconstruct the table top separately again, AND get the right
materials back too.
## Changelog
🆑 00-Steven, SyncIt21
fix: Wrench table deconstruction gives the right materials again.
fix: Screwdriver table deconstruction only deconstructs the top again.
/🆑
* [NO GBP] Reagent grinders display reagents on examination (#82535)
## About The Pull Request
- Fixes #82531
Somehow omitted this during the general maintenance thing
## Changelog
🆑
fix: Reagent grinders display reagents of its beaker on examination
/🆑
* Monkeys now use height offset (and monkey tail works) (#81598)
This PR adds the ability for monkeys to wear any jumpsuit in the game,
and adds support for them to wear things like coats, gloves, and shoes
(though this cannot be obtained in-game and is solely achieved through
admins, which I also improved a bit upon by adding a defined bitfield
for no equip flags).
This reverts a lot of changes from
https://github.com/tgstation/tgstation/pull/73325 - We no longer check
height from limbs and such to bring sprites down, instead monkeys now
work more similarly to humans, so the entire PR was made irrelevant, and
I didn't really want to leave around dead code for the sake of having a
human with longer legs.
I've now also added support for Dwarfism, which makes monkeys look even
smaller. Very minor change but at least now the mutation doesn't feel
like it does literally nothing to monkeys (since they can already walk
over tables).
Here's a few examples of how it can appear in game (purely for
demonstration, as it is currently intentionally made impossible to
obtain in-game, though if someone wants to change that post-this PR now
that support is added, feel free):
Tails have been broken for a while now, the only reason you see them
in-game is because they are baked into the monkey sprites. This fixes
that, which means humans can now get monkey tails implanted into them
(hell yeah) and monkeys can have their tails removed (also hell yeah)
* Gets [weird] with (spies) by adding protect and deuteragonist-flavored objectives. (#82447)
## About The Pull Request
What are their goals? Why are they doing this? gets weird with Spy
objectives - namely by adding a lot more ways spies might be asked to
affect various targets around the station.
the first of these is by several flavors of Protecting targets (these do
NOT print a success at roundend in keeping with Spy design:)
- Protect (get a humanoid target off alive)
- Protect Nonhuman (get an entity off alive)
- Jailbreak (make sure a humanoid target escapes free)
- Detain (make sure a humanoid target gets taken out arrested)
the second of this is by a new escape condition:
- Exile (get off-station or off the Z-level by the end of the shift -
sometimes it's not just pods, you need to fuck off to space to win.)
the third is through a massive increase in the number of possible:
- objective templates
- departments to target (Command + Service added)
- specific locations to target
- general classes of objects to target (medicines, floor tiles, critical
infrastructure, etc.)
- efforts to target (such as meals, mechs, public supplies)
- ways to leave (you can be asked to abscond from the scene of your
crimes?)
## Why It's Good For The Game
More goofy and weird prompts to do more interesting things with Spies.
One thing I think we're sorely missing in our lineup is antagonists that
can act a bit more as deuteragonists - very possibly helping the crew
under certain conditions and frustrating the Hell out of them in others.
Since there's no way to check their objectives, and they get their
gear/progression through stealing shit, they're still very much an
antagonist and exist under the suspicion of doing bad... but, just going
by their objectives, introducing more varied (and in some cases even
benign) goals for them creates suggestions pointing to a lot more varied
and interesting stories if people choose to run with it.
* Adds anosmia quirk (#82206)
## About The Pull Request
Adds anosmia quirk. Anosmia, also known as smell blindness, is the loss
of the ability to detect one or more smells.
I tried to find all smells action and (most likely) update all of them,
unfortunately I can't change descriptions for this quirk.
## Why It's Good For The Game
Some characters will be able to not feel smells
That affect:
* Gases feelings and alerts (CO2, Plasma, miasm) - you don't feel them
* Bakery and cooking
* Changeling ability to feel other changelings by smell
* Some unimportant spans
* Explosions Part I - Directional Explosions (#82429)
## About The Pull Request
Adds the ability for explosions to be directional. This is achieved by
adding an angle check to `prepare_explosion_turfs()` to drop any turfs
outside the cone of the explosion. If the arc covers a full 360 degrees,
as is the default, it will accept all the turfs without performing the
angle check.
Uses this functionality to rework both rocket launcher backblast and X4
explosions. Rocket launcher backblast has been changed from a shotgun of
indendiary bullets to a directional explosion of similar length. X4 now
uses a directional explosion to "ensure user safety".
Apparently the old method of moving the explosion one tile away didn't
even work, as it blew up `target` before trying to check its density for
the directional behaviour.
https://youtu.be/Mzdt7d7Le2Y
## Why It's Good For The Game
Directional explosions - Useful functionality for a range of potential
use cases, which can be implemented with minimal extra processing cost
(Worst case scenario being very large directional explosions)
Backblast - Looks way cooler than a bunch of projectiles, and should be
significantly more functional in high-lag situations where projectile
code tends to get fucky
X4 - More predictable for players wanting to use it as a breaching
charge, you can actually stand near the charge and not have to worry
about being hoist upon your own petard.
## Changelog
🆑
add: Added support for directional explosions.
add: Rocket launcher backblast is now 271% more explosive, check your
six for friendlies!
add: X4 charges now explode in a cone away from the user when placed on
a sufficiently solid object.
fix: X4 charges will now behave correctly when placed on dense atoms
(note: don't try to read a variable from an atom you just blew up)
/🆑
* Add balloon alerts to plunging (#82559)
## About The Pull Request
Makes all plunging actions (pretty much anything using `plunger_act`)
have a visible balloon alert.
## Why It's Good For The Game
Makes sense that others would easily notice you plunging the shit out of
something.
Also, more people might finally learn that you can plunge the vent clogs
instead of welding them.
## Changelog
🆑
qol: Added balloon alerts whenever you start plunging something (i.e )
/🆑
* Fixes spurious runtime on Icemoon caused by turf calling unimplemented LateInitialize() (#82572)
## About The Pull Request
As of https://github.com/tgstation/tgstation/pull/82540 this runtime was
happening,

`/turf/open/openspace/icemoon/` can be changed to
`/turf/open/misc/asteroid/snow/icemoon/do_not_chasm` before
`Initialize()` returns, which resulted in it `INITIALIZE_HINT_LATELOAD`
getting returned on a turf that does not have an implementation of that
proc.
This should fix that.
## Why It's Good For The Game
Fixes CI error
* Blueprints tgui (#82565)
Blueprints now use a TGUI panel instead of the old HTML one.
Also did general code improvement and maintaining to blueprints in
general and also destroyed the ``areaeditor`` level, repathing it to
just 'blueprints'.
Also adds a sound when you look at structural data cause why not
Video demonstration:
https://github.com/tgstation/tgstation/assets/53777086/861773fd-3d57-472d-bc94-d67b0d4f1dbd
The 4 blueprint types:

Another HTML menu dead underground.
This is more responsive and doesn't require constant updating to see
which area you're in, feels less OOC (instead of saying "the blueprints
say", just say it, you ARE the blueprints).
Like, come on

Look at all this wasted space

🆑
refactor: Blueprints now use TGUI.
qol: Blueprints can now be used while lying down.
/🆑
* General maintenance for chem master (#82002)
**1. Qol**
- Adds screen tips & examines for screwdriver, wrench, crowbar & beaker
insertion, removal & replacing actions
- Analyzing reagents is now a client side feature & not a back end mode,
meaning one person can see details of a reagent while the other can
print stuff and do other operations so it's a non blocking operation.
This also means 2 players can see information of 2 different reagents in
their own screens, With that the overlay for analysis mode has been
removed
- You cannot do any tool acts on machines while printing. Balloon alerts
will be displayed warning you of that.
- The preferred container for the master reagent in the beaker is now
showed in both condiment & chem master. It can be enabled/disabled via a
CheckBox
**2. Code Improvements**
- Removed defines like `TARGET_BEAKER` , `TARGET_BEAKER` etc. ther
functionality is implemented as params in the `transfer_reagent()` proc
directly
- Removed all variables relating to analyzing reagents like
`reagent_analysis_mode`, `has_container_suggestion` etc. all memory
savings
- `printable_containers` now stores static values that can be shared
across many chem masters
- Updates only overlays and not the whole icon during operations for
efficiency
**3. Fixes**
- You can hit the chem master with the screwdriver, wrench, crowbar &
beaker when in combat mode
- You cannot insert hologram items into the chem master
- Deconstructing a condiment master will give you the circuit board
already pre-programmed with that option selected so you don't need to
use a screwdriver to re program it
- `printing_amount` is now the maximum number of containers that can be
printed at a time. Presently this number with upgraded parts would print
out empty containers especially for patches. This is because
`volume_per_item` does not take into consideration this var. Also this
var would not give control to the player on exactly how many containers
to print as whatever amount the player entered would be multiplied with
this value producing a lot of waste & worse empty containers. Now this
var determines exactly how many containers you can print and is imposed
on the client side UI as well
**4. Refactors (UI performance)**
- Beaker data is compressed into a single entity & sent to the UI. This
is set to null if no beaker is loaded thus saving data sent
- Reuses Beaker props from chem synthesizer to reduce code
- reagent REF replaced with direct type converted to text and later
converted with `text2path()` cause its much faster
🆑
qol: Adds screen tips & examines for screwdriver, wrench, crowbar &
beaker insertion, removal & replacing actions
qol: Analyzing reagents no longer blocks other players from doing other
operations. Multiple players can analyze different reagents on the same
machine
qol: You cannot do any tool acts on the machine while printing to
prevent any side effects.
qol: The preferred container for the master reagent in the beaker is now
showed in both condiment & chem master. The feature can be
enabled/disabled via a check box
code: removed defines for reagent transfer, vars for reagent analyzis to
save memory. Autodoc for other vars & procs
fix: You can hit the chem master with tools like screwdriver, crowbar,
wrench & beaker in combat mode
fix: You cannot insert hologram items into the chem master
fix: Deconstructing a condiment master will give you the circuit board
already pre-programmed with that option
fix: You now print the exact amount of containers requested even with
upgraded parts without creating empty containers. Max printable
containers is 13 with tier 4 parts able to print 50 containers.
refactor: Optimized client side UI code & chem master as a whole.
/🆑
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Wraps `lowertext()` to ensure proper stringification. (#82442)
Fixes #82440
This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not
lost on me) to wrap around all calls of `lowertext()` and ensure that
whatever we input into that proc will be stringified using the `"[]"`
(or `tostring()` for the nerds) operator. very simple.
I also added a linter to enforce this (and prevent all forms of
regression) because I think that machines should do the menial work and
we shouldn't expect maintainers to remember this, let me know if you
disagree. if there is a time when it should be opted out for some
reason, the linter does respect it if you wrap your input with the
`UNLINT()` function.
* Clowns can now make balloon... toys. And also mallets and hats. (#82288)
<!-- 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. -->
Clowns will now start with a box of 24 random long balloons and a
skillchip in their noggin allowing them to create balloon animals by
combining two of them of different colour together. Owners of the
skillchip also gain access to crafting recepies of balloon mallets,
vests, helmets and tophats, all created from long balloons. A crate of
long balloons, with a box of balloons inside, can be bought at cargo, in
case the clown runs out. I might edit this once I wake up, its 3 in the
morning right now.
Oh also, resprited how balloons look in inventory.

Balloon animals funny.
Silly features are my favourite kind of features, and this one's
open-ended too.
Someone on the coder chat recommended someone would do it that one time,
here it goes.
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and it's effects on PRs in the tgstation guides for contributors. Please
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🆑
add: Added long balloon box to the clown's starting inventory, and a
skill-chip of long lost honk-motherian knowledge to their brain.
add: Added long balloons. Consequently, added balloon animals to make
from such balloons. Also, balloon top hat, vest, helmet, and a mallet.
Don't ask about the mallet.
add: A long balloons box harvested fresh from the farms on the clown
planet will be able to be shipped in a crate to the cargo department
near you!
add: As per requests; water balloons can now be printed at service
lathe, and entertainment modsuit can now blow long balloons!
image: Balloons will now have an unique sprite when in the inventory,
compared when to on the ground.
/🆑
<!-- 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,
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---------
Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Jacquerel <hnevard@gmail.com>
* Quick spellcheck 'steall' (#82560)
## About The Pull Request
https://github.com/tgstation/tgstation/pull/82447 quick followup to
this, caught it while glancing through the code.
* Fix
* merge conflicts
* Revert "Monkeys now use height offset (and monkey tail works) (#81598)"
This reverts commit
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20c0599ce6 |
Some more mirrors again (#27366)
* Ports additional Felinid ears from Orbstation (#82066) Adds 5 new ear options from Orbstation, originally PRed in lizardqueenlexi/orbstation#360. Sprites by @Or-Fi-S. Big:  Coeurl (FFXIV Miqo'te style):  Fold:  Lynx:  Round:  Also makes it so the code guarantees that custom ears on a felinid actually count as felinid ears and not human ones, as the code wasn't checking properly when preferences were applied. There's probably a cleaner, more permanent way to do this and a refactor is needed somewhere down the line (man that sprite accessories file is getting long huh) but I'll leave that to a more competent coder. More customization options are good also Cobby said I could  🆑 add: Added 5 new Felinid ear options, ported from Orbstation! (Sprites by Or-Fi-S) /🆑 --------- Co-authored-by: _0Steven <jaydondegenerschool@gmail.com> * Standardizes object deconstruction throughout the codebase. (#82280) When it comes to deconstructing an object we have `proc/deconstruct()` & `NO_DECONSTRUCT` Lets talk about the flag first. **Problems with `NO_DECONSTRUCTION`** I know what the comment says on what it should do https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/__DEFINES/obj_flags.dm#L18 But everywhere people have decided to give their own meaning/definition to this flag. Here are some examples on how this flag is used **1. Make the object just disappear(not drop anything) when deconstructed** This is by far the largest use case everywhere. If an object is deconstructed(either via tools or smashed apart) then if it has this flag it should not drop any of its contents but just disappear. You have seen this code pattern used everywhere https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/constructable_frame.dm#L26-L31 This behaviour is then leveraged by 2 important components. When an object is frozen, if it is deconstructed it should just disappear without leaving any traces behind https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/datums/elements/frozen.dm#L66-L67 By hologram objects. Obviously if you destroy an hologram nothing real should drop out https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/modules/holodeck/computer.dm#L301-L304 And there are other use cases as well but we won't go into them as they aren't as significant as these. **2. To stop an object from being wrenched ??** Yeah this one is weird. Like why? I understand in some instances (chair, table, rack etc) a wrench can be used to deconstruct a object so using the flag there to stop it from happening makes sense but why can't we even anchor an object just because of this flag? https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/objs.dm#L368-L369 This is one of those instances where somebody just decided this behaviour for their own convenience just like the above example with no explanation as to why **3. To stop using tools to deconstruct the object** This was the original intent of the flag but it is enforced in few places far & between. One example is when deconstructing the a machine via crowbar. https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L811 But machines are a special dual use case for this flag. Because if you look at its deconstruct proc the flag also prevents the machine from spawning a frame. https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L820-L822 How can 1 flag serve 2 purposes within the same type? **4. Simply forget to check for this flag altogether** Yup if you find this flag not doing its job for some objects don't be surprised. People & sometimes even maintainers just forget that it even exists https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/items/piggy_bank.dm#L66-L67 **Solution** These are the main examples i found. As you can see the same flag can perform 2 different functions within the same type and do something else in a different object & in some instances don't even work cause people just forget, etc. In order to bring consistency to this flag we need to move it to the atom level where it means the same thing everywhere. Where in the atom you may ask? .Well, I'll just post what MrMelbert said in https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862 > ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION handling as it wants, Yup that's the ideal case now. This flag is checked directly in `deconstruct()`. Now like i said we want to give a universal definition to this flag and as you have seen from my examples it is used in 3 cases 1) Make an object disappear(doesn't dropping anything) when deconstructed 2) Stop it from being wrenched 3) Stop it from being deconstructed via tools We can't enforce points 2 & 3 inside `deconstruct()` which leaves us with only case 1) i.e. make the object disappear. And that's what i have done. Therefore after more than a decade or since this flag got introduced `NO_DECONSTRUCT` now has a new definition as of 2024 _"Make an object disappear(don't dropping anything) when deconstructed either via tools or forcefully smashed apart"_ Now i very well understand this will open up bugs in places where cases 2 & 3 are required but its worth it. In fact they could even be qol changes for all we know so who knows it might even benefit us but for now we need to give a universal definition to this flag to bring some consistency & that's what this PR does. **Problem with deconstruct()** This proc actually sends out a signal which is currently used by the material container but could be used by other objects later on. https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/objects/obj_defense.dm#L160 So objects that override this proc should call its parent. Sadly that isn't the case in many instances like such https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/machinery/deployable.dm#L20-L23 Instead of `return ..()` which would delete the object & send the signal it deletes the object directly thus the signal never gets sent. **Solution** Make this proc non overridable. For objects to add their own custom deconstruction behaviour a new proc has been introduced `atom_deconstruct()` Subtypes should now override this proc to handle object deconstruction. If objects have certain important stuff inside them (like mobs in machines for example) they want to drop by handling `NO_DECONSTRUCT` flag in a more carefully customized way they can do this by overriding `handle_deconstruct()` which by default delegates to `atom_deconstruct()` if the `NO_DECONSTRUCT` flag is absent. This proc will allow you to handle the flag in a more customized way if you ever need to. 1) I'm goanna post the full comment from MrMelbert https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862 > ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION handling as it wants, but there's a shocking lack of consistency around NO_DECONSTRUCTION, where some objects treat it as "allow deconstruction, but make it drop no parts" and others simply "disallow deconstruction at all" This PR now makes `NO_DECONSTRUCTION` handled by `deconstruct()` & gives this flag the consistency it deserves. Not to mention as shown in case 4 there are objects that simply forgot to check for this flag. Now it applies for those missing instances as well. 2) No more copying pasting the most overused code pattern in this code base history `if(obj_flags & NO_DECONSTRUCTION)`. Just makes code cleaner everywhere 3) All objects now send the `COMSIG_OBJ_DECONSTRUCT` signal on object deconstruction which is now available for use should you need it 🆑 refactor: refactors how objects are deconstructed in relation to the `NO_DECONSTRUCTION` flag. Certain objects & machinery may display different tool interactions & behaviours when destroyed/deconstructed. Report these changes if you feel like they are bugs /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Makes attempting to refresh the logs not just throw a runtime error (#82432) ## About The Pull Request Really all this seems to be is a mismatch between the tgui and dm side of the menu. https://github.com/tgstation/tgstation/blob/3c71b14df0957749f31fb2e678130daf4cfb3250/tgui/packages/tgui/interfaces/LogViewer.tsx#L71 https://github.com/tgstation/tgstation/blob/3c71b14df0957749f31fb2e678130daf4cfb3250/code/modules/logging/log_holder.dm#L110-L113 Making these line up by renaming `re-render` to `refresh` seems to make it work just fine, and not just throw an error. ## Why It's Good For The Game Life tends to be better when refreshing to see new runtimes doesn't just add its own lovely little runtimes.   And then not show them til you re-open the window cause it doesn't refresh. ## Changelog 🆑 admin: Refresh button on the View Round Logs menu actually works, instead of just adding a runtime to the logs (and not updating them). /🆑 * Creates a "busy" animation for players (#82416) Little indicator above a player when they're currently doing something. <details> <summary>vids</summary> Perspective: You are the moth  Hides under runechat  </details> Todo: - [x] Feedback? - [x] Sneaky params so it doesn't spoil your stealth run - [x] Possible refactor - [x] Probably missed some "sneaky" actions - [x] coggers <details> <summary>sound on:</summary> https://github.com/tgstation/tgstation/assets/42397676/ad71c567-0202-4158-ba50-c2946375f988 </details> 🆑 jlsnow301, infraredbaron add: Added a new UI element over players that are interacting, building, etc. /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> * New operative reinforcement option: Intelligence Overwatch Agent (#82307) ## About The Pull Request Introducing a new Nuclear Operative reinforcement option: The Overwatch Intelligence Agent. Equipped with multi-hudglasses, they have an advanced camera console, station alerts, and bodycams of every operative! If something can be known, they will know about it. They can also remotely pilot your ship. Finally, everyone can ride in the Steel Rain without getting stuck on the station! This role spawns in the formerly unused outpost just north of the nukie base. With a few shelves of supplies and some tools in the back room, they can set up their workplace however they like. This also gives them something to work on while they wait for the operatives to gear up.  As you can see, it's rather cramped and the lights are quite dim in the backroom. Set it up however you like, this is how I did mine:  Total price? 12 TC per agent. It might get a bit cramped, but you could buy a second to make sure the first guy doesn't get lonely! This turned into a 30-commit ugly because the bodycams were originally meant to be accomplished via a refactoring of the spyglass kit. Big mistake that made me shelve the project -- until Melbert's simple bodycam component conveniently did exactly what I needed in a much simpler way. ## Why It's Good For The Game Having a "guy in the chair" for your kickass murder operator squad enables more brainy strategizing, and is thematically sound. Also, nukies have the opportunity to bring in another player to participate in the fun! ## Changelog 🆑 Rhials add: Nuclear Operatives now purchase an Intelligence Agent, who can watch cameras and bodycams, move the shuttle, and provide radio support. Only 12 Telecrystals! /🆑 * re-adds list of components for admins to remove (#82461) ## About The Pull Request The list of components on a mob when admins try to remove one didn't actually show them, now it does.  ## Why It's Good For The Game Messing with components/elements on mobs are such a pain, in this case was broken entirely.  ## Changelog 🆑 admin: Removing components button now lists components to remove /🆑 * Reboots the CNS Rebooter Implant. (#82441) ## About The Pull Request The CNS Rebooter Implant will now pull you out of stuns and stamcrit, while granting you a few seconds of stun immunity, comes with a 60 seconds cooldown ## Why It's Good For The Game The CNS Rebooter Implant is a strong candidate for the absolute worst implant in the game, it caps your stuns at 4 seconds (which is plenty of time to get murdered) and does nothing to prevent stamina damage, for something accessible in one of the latest research nodes and in the nukie uplink it should perform better than it does now. Besides, the game is in dire need for more tools to keep the stun meta at bay, and this is a good place to start. This PR makes it so the rebooter will bail you out stamcrit every 60 seconds, along with giving you a few seconds of immunity to run away or get a couple of hits in. ## Changelog 🆑 balance: CNS Rebooter Implant will now pull you out of stamcrit and grant you a few seconds of stun immunity /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * Fix "Aheal" for ears deafness (#82448) ## About The Pull Request Make the admin button "Aheal" and Magic Wand of Healing (resurrection) actually full heal carbon's Ears. File _ears.dm contains timer variable "deaf" that should be updated to 0 after complete healing. But I think this must be properly code-refactored because looks like it's just duplicates(?) standart variable "damage" for organ type. ## Why It's Good For The Game Aheal - means FULLY HEAL. ## Changelog 🆑 fix: aheal now properly heals ears deafness /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * Medipens can't have reagents removed from them anymore. (#82451) ## About The Pull Request This will be needed for https://github.com/tgstation/tgstation/pull/82449 because this removes the machine's ability to make infinite chems. Basically in https://github.com/tgstation/tgstation/pull/29139 they removed medipen's ability to have reagents injected into them, but never removed the ability to take reagents out. You could take a syringe, remove all chemicals from a medipen, put the main ingredient in a medipen refiller, then refill. You could do this right now on live servers with an epipen for infinite formaldehyde. This doesn't affect the hypospray. ## Why It's Good For The Game Removes a way of infinitely making reagents with a medipen refiller and also removes a dumb mechanic. You could take all chemicals out of an EHMS autoinjector, which removes the visual and feedback tell to the target that they've been injected, and even with 0 chemicals they get the disease anyways. You could buy medipens as a miner, take the chemicals out, and put them in a syringe or pill that you can inject yourself instantly with. You can take otherwise hard-to-get chemicals like fungal TB's 2-use cure injector, and make 40 cure pills instead. ## Changelog 🆑 fix: You can no longer take chemicals out of medipens with a syringe. /🆑 * Search string in catalogs in char prefs (#82423) * actually just removes stamina damage and knockdown from punches (#82400) removes punch knockdowns and stamina damage from them knockdown punches were also around the time disarm could just hardstun you to RNG this is dumb so we remove that also watermelon supposedly wanted to remove stamina damage from punches so idk about that anyway so this is a problem because you could be randomly floored by sheer luck through thick plates of metal and is overall not a very fun thing to play against especially with northstar gloves resolves unfun RNG by removing knockdowns and does something watermelon wanted by removing stam damage from it 🆑 balance: punches no longer knock down or deal stamina damage /🆑 * Fix slime `check_item_passthrough` effect (#82484) ## About The Pull Request This proc expects a user but is not passed one. ## Changelog 🆑 Melbert fix: Items will properly pass through slime on occasion /🆑 * Basic mobs now use z-level turnoff instead of simple (#82469) ## About The Pull Request On one compile of MetaStation, I saw that there's 45 basic mobs on the station, 256 on lavaland (the number growing from tendrils), and 59 in all other z levels combined. While we do expect Lavaland to be visited every round, at least it won't be running during the times when no one is there, but even more importantly, space exploration is something not done every round, so we don't have any reason to waste our resources on AIs that will never be interacted with. Simple animals had an easy solution to this: If no one is on the Z level, their AI turns off If someone is on the Z level, they are idle unless needed. The last simple animals that exists right now are bots, megafauna, geese, gondolas, and some minor ones like mimic, zombie, dark wizard, soulscythe, etc. Point is, we're very much nearly done going through all simple animals, so this code is being wasted just to ensure things like cleanbots won't work if no one is on the z level, something I doubt happens often, so I took their code and made it work for basic mobs instead. I could've done both but I thought it would look very bad, and maybe this is a good incentivize to get more basic mob conversions. There's one major change here and it's that we're missing the "Idle" mode, some basic mobs like the Lavaland village seems to be made with intent that they'll be running even if players aren't around, so this sets up a future PR that makes idle AI easier to add, and I want to make sure those cases are taken into account. ## Why It's Good For The Game We don't need to always be processing these basic mobs, and sets us in the future to hopefully also implement idle AIs. ## Changelog 🆑 balance: Basic mob AIs with no mobs on the Z level now stop. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * adds preferences to transhumanist (#82435) ## About The Pull Request You may remember this, that's because I accidentally deleted it before while trying to change things. Anyways! Adds drop-down selections and new options to transhumanist. also fixes a minor typo Previously, you could choose your replaced limb by taking prosthetic limb, setting what you want changed, and then switching to transhumanist, since they used the same preference previously. ## Why It's Good For The Game Transhumanist felt strange because it was hypothetically a voluntary operation, but the augmentation clinic just spun the wheel on what you got replaced. From a role-playing perspective, being unable to choose is uninteresting and confusing. Also it always says your limb being was being replaced with a robotic arm and that annoyed me. Now that you are able to select your replacement part, I've added two new options, the robotic voice box, good for a more prominent change then a limb that will be hidden for most of a round, and flashlight eyes, for when you are truly committed to being rushed directly to robotics seeing the bright future ahead of humanity! ## Changelog 🆑 add: Transhumanist now allows you to select your augmentation add: Transhumanist can now provide a robotic voice box, or flashlight eyes spellcheck: Transhumanist's roundstart text has been re-written to not be wrong /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Watcher wreaths; Normal and Icewing varieties (#82457) Adds Watcher Wreaths. An item that makes it look like you have a slightly floating thorn crown that you can make from some of their material parts (and the icewing crusher trophy for the icewing variant). The wreath has emissives. They don't do anything mechanically, they're just for show.    I really like the whole thing with turning lavaland monsters into trophies and cosmetics. Going down and coming back up looking like someone who just crawled through a horror movie and took some souvenirs is great. Stuff like the trophy accessories, bone and drake armor and many of the various lavaland items have this quality, and it always amuses me when a tech sees a dressed up miner and just goes 'holy shit, where did you get that'? Drip is the ultimate reward for playing miner. Nobody can tell me otherwise. this is the endgame every miner craves. And I crave a goddamn crown made from the broken remains of my enemies. 🆑 add: Watcher wreaths. Made from the mangled remains of a watcher, now a handsome accessory for you to wear a few inches behind your head. Comes in Normal and Icewing variants. add: Some bounties for the two variants of watcher wreaths. /🆑 * CHEAP_HYPOTENUSE() no longer makes the differences between the coordinates absolute. (#82468) ## About The Pull Request CHEAP_HYPOTENUSE() no longer absolutes the differences between the coordinates. ## Why It's Good For The Game It gets squared so it doesn't need to be done. * Neutered symptoms no longer activate (#82467) ## About The Pull Request Stops activation of all neutered symptoms in a advanced disease. ## Why It's Good For The Game Closes https://github.com/tgstation/tgstation/issues/68944 ## Changelog 🆑 fix: Narcolepsy is no longer activated while neutered. /🆑 * Fixes the color matrix editor (#82478) ## About The Pull Request It was sending back stringified numbers as inputs. This came from a typescript cleanup pr from sync (#82000) and was ultimately caused by a... I think misunderstanding of how the color list works (#67967) ## Why It's Good For The Game Works like a charm now, which is good cause I use it a lot ## Changelog 🆑 fix: The color matrix editor now works properly again /🆑 * Hats no longer cover mouths (#82498) * Fixes banned/days remaining preferences display for non-dynamic ruleset antagonists. (#82506) * Reverts reversion: tgui will 516 or else (#82527) ## About The Pull Request Context: #82522 Apparently you cant just stuff the byond helper functions into an external js file, but if you do, byond won't even let you know its a problem until the servers crash and you have to run `bin/clean` just to unbork your entire repo This reimplements the changes from #82473 without: - moving the byond helper functions externally - causing a tooltip render issue in panel ## Why It's Good For The Game 516 prep (again this time) * Final Objective: Battle Royale (#82258) ## About The Pull Request Adds a new final objective option with a classic premise; the forced battle to the death. The concept is that the Syndicate will provide you with an implanter tool you can use on an arbitrary number of crew members. Once you have at least 6 (though there is no ceiling) you can activate the implants to start the Battle Royale and broadcast the perspectives of everyone you implanted live to the entertainment monitor. After activation these implants cause you to explode upon death. If at the end of 10 minutes, more than one person remains unexploded then all of the remaining implants will detonate simultaneously. Additionally, one of the station's departments (Medbay, Cargo, Science, or Engineering) will be chosen as the arena. If after 5 minutes pass you're not within that department (or if you leave it after that time has passed) then you will be killed. The Syndicate plan on both using the recorded footage to study Nanotrasen technology, and also to sell it as an underground blood sport, and so have employed a pirate broadcasting station to provide colour commentary. The implantation is silent, however it requires you and your target to be adjacent and stood still for one and a half seconds. Once implanted, it will occasionally itch and eventually signal to the implantee that something is up, so once you start implanting someone you're on a soft timer until you are given away. You can also implant yourself if you want to do that for some reason. Removing an implant from someone has a 70% chance of setting it off instantly, but it _is_ possible. If the implant is exposed to EMP, this value is randomised between 0 and 100%. You could also try doing surgery while the patient is wearing a bomb suit or something, that puzzle is for you to solve and I'm not going to tell you the answers. I'm sure you'll think of ones I haven't. ## Why It's Good For The Game Adds a somewhat more down-to-earth but still hopefully exciting and threatening option which should let people mess around with the sandbox. The mutual death element provides some roleplaying prompts; nothing actually _forces_ you to fight apart from fear of death and it may be possible to find other ways to survive, or perform some kind of solidarity behaviour with your fellow contestants. Maybe you'll try that but one of your fellow contestants just wants to be the last survivor anyway. Maybe you'll pretend you're setting up some kind of mutual survivorship thing in order to make sure you're the sole survivor. Gives some people to watch on the bar TV channel. The crew apparently love playing Deathmatch while dead so we might as well enable doing it while alive. Also I'm going to follow this up with a separate PR to remove the Space Dragon objective and it felt like it'd be a good idea to do one out one in ## Changelog 🆑 add: Adds a new Final Objective where you force your fellow crew to fight to the death on pain of... death. /🆑 --------- Co-authored-by: _0Steven <jaydondegenerschool@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: EnterTheJake <102721711+EnterTheJake@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Artemchik542 <32270644+Artemchik542@users.noreply.github.com> Co-authored-by: Yaroslav Nurkov <78199449+AnywayFarus@users.noreply.github.com> Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> Co-authored-by: Skeleton-In-Disguise <49223093+Skeleton-In-Disguise@users.noreply.github.com> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com> Co-authored-by: FlufflesTheDog <piecopresident@gmail.com> Co-authored-by: AnturK <AnturK@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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5e2f400f9d |
[MIRROR] Blood cult: cleans up blood rites code, fixes a bug or two, & adds blackbox logging for spells, runes, and shades (#27298)
* Blood cult: cleans up blood rites code, fixes a bug or two, & adds blackbox logging for spells, runes, and shades (#82444) * Blood cult: cleans up blood rites code, fixes a bug or two, & adds blackbox logging for spells, runes, and shades --------- Co-authored-by: wesoda25 <37246588+wesoda25@users.noreply.github.com> |
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9b830bc8a9 | Blood cult: cleans up blood rites code, fixes a bug or two, & adds blackbox logging for spells, runes, and shades (#82444) | ||
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e64331f678 |
Clowns can now make balloon... toys. And also mallets and hats. (#82288)
<!-- 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 Clowns will now start with a box of 24 random long balloons and a skillchip in their noggin allowing them to create balloon animals by combining two of them of different colour together. Owners of the skillchip also gain access to crafting recepies of balloon mallets, vests, helmets and tophats, all created from long balloons. A crate of long balloons, with a box of balloons inside, can be bought at cargo, in case the clown runs out. I might edit this once I wake up, its 3 in the morning right now. Oh also, resprited how balloons look in inventory.  ## Why It's Good For The Game Balloon animals funny. Silly features are my favourite kind of features, and this one's open-ended too. Someone on the coder chat recommended someone would do it that one time, here it goes. ## 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. --> 🆑 add: Added long balloon box to the clown's starting inventory, and a skill-chip of long lost honk-motherian knowledge to their brain. add: Added long balloons. Consequently, added balloon animals to make from such balloons. Also, balloon top hat, vest, helmet, and a mallet. Don't ask about the mallet. add: A long balloons box harvested fresh from the farms on the clown planet will be able to be shipped in a crate to the cargo department near you! add: As per requests; water balloons can now be printed at service lathe, and entertainment modsuit can now blow long balloons! image: Balloons will now have an unique sprite when in the inventory, compared when to on the ground. /🆑 <!-- 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: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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6dc40ca522 |
Standardizes object deconstruction throughout the codebase. (#82280)
## About The Pull Request When it comes to deconstructing an object we have `proc/deconstruct()` & `NO_DECONSTRUCT` Lets talk about the flag first. **Problems with `NO_DECONSTRUCTION`** I know what the comment says on what it should do https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/__DEFINES/obj_flags.dm#L18 But everywhere people have decided to give their own meaning/definition to this flag. Here are some examples on how this flag is used **1. Make the object just disappear(not drop anything) when deconstructed** This is by far the largest use case everywhere. If an object is deconstructed(either via tools or smashed apart) then if it has this flag it should not drop any of its contents but just disappear. You have seen this code pattern used everywhere https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/constructable_frame.dm#L26-L31 This behaviour is then leveraged by 2 important components. When an object is frozen, if it is deconstructed it should just disappear without leaving any traces behind https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/datums/elements/frozen.dm#L66-L67 By hologram objects. Obviously if you destroy an hologram nothing real should drop out https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/modules/holodeck/computer.dm#L301-L304 And there are other use cases as well but we won't go into them as they aren't as significant as these. **2. To stop an object from being wrenched ??** Yeah this one is weird. Like why? I understand in some instances (chair, table, rack etc) a wrench can be used to deconstruct a object so using the flag there to stop it from happening makes sense but why can't we even anchor an object just because of this flag? https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/objs.dm#L368-L369 This is one of those instances where somebody just decided this behaviour for their own convenience just like the above example with no explanation as to why **3. To stop using tools to deconstruct the object** This was the original intent of the flag but it is enforced in few places far & between. One example is when deconstructing the a machine via crowbar. https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L811 But machines are a special dual use case for this flag. Because if you look at its deconstruct proc the flag also prevents the machine from spawning a frame. https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L820-L822 How can 1 flag serve 2 purposes within the same type? **4. Simply forget to check for this flag altogether** Yup if you find this flag not doing its job for some objects don't be surprised. People & sometimes even maintainers just forget that it even exists https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/items/piggy_bank.dm#L66-L67 **Solution** These are the main examples i found. As you can see the same flag can perform 2 different functions within the same type and do something else in a different object & in some instances don't even work cause people just forget, etc. In order to bring consistency to this flag we need to move it to the atom level where it means the same thing everywhere. Where in the atom you may ask? .Well, I'll just post what MrMelbert said in https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862 > ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION handling as it wants, Yup that's the ideal case now. This flag is checked directly in `deconstruct()`. Now like i said we want to give a universal definition to this flag and as you have seen from my examples it is used in 3 cases 1) Make an object disappear(doesn't dropping anything) when deconstructed 2) Stop it from being wrenched 3) Stop it from being deconstructed via tools We can't enforce points 2 & 3 inside `deconstruct()` which leaves us with only case 1) i.e. make the object disappear. And that's what i have done. Therefore after more than a decade or since this flag got introduced `NO_DECONSTRUCT` now has a new definition as of 2024 _"Make an object disappear(don't dropping anything) when deconstructed either via tools or forcefully smashed apart"_ Now i very well understand this will open up bugs in places where cases 2 & 3 are required but its worth it. In fact they could even be qol changes for all we know so who knows it might even benefit us but for now we need to give a universal definition to this flag to bring some consistency & that's what this PR does. **Problem with deconstruct()** This proc actually sends out a signal which is currently used by the material container but could be used by other objects later on. https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/objects/obj_defense.dm#L160 So objects that override this proc should call its parent. Sadly that isn't the case in many instances like such https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/machinery/deployable.dm#L20-L23 Instead of `return ..()` which would delete the object & send the signal it deletes the object directly thus the signal never gets sent. **Solution** Make this proc non overridable. For objects to add their own custom deconstruction behaviour a new proc has been introduced `atom_deconstruct()` Subtypes should now override this proc to handle object deconstruction. If objects have certain important stuff inside them (like mobs in machines for example) they want to drop by handling `NO_DECONSTRUCT` flag in a more carefully customized way they can do this by overriding `handle_deconstruct()` which by default delegates to `atom_deconstruct()` if the `NO_DECONSTRUCT` flag is absent. This proc will allow you to handle the flag in a more customized way if you ever need to. ## Why It's Good For The Game 1) I'm goanna post the full comment from MrMelbert https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862 > ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION handling as it wants, but there's a shocking lack of consistency around NO_DECONSTRUCTION, where some objects treat it as "allow deconstruction, but make it drop no parts" and others simply "disallow deconstruction at all" This PR now makes `NO_DECONSTRUCTION` handled by `deconstruct()` & gives this flag the consistency it deserves. Not to mention as shown in case 4 there are objects that simply forgot to check for this flag. Now it applies for those missing instances as well. 2) No more copying pasting the most overused code pattern in this code base history `if(obj_flags & NO_DECONSTRUCTION)`. Just makes code cleaner everywhere 3) All objects now send the `COMSIG_OBJ_DECONSTRUCT` signal on object deconstruction which is now available for use should you need it ## Changelog 🆑 refactor: refactors how objects are deconstructed in relation to the `NO_DECONSTRUCTION` flag. Certain objects & machinery may display different tool interactions & behaviours when destroyed/deconstructed. Report these changes if you feel like they are bugs /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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48383f32d3 |
[MIRROR] minebot buff (#27106)
* minebot buff (#82001) ## About The Pull Request this pr buffs non-sentient minebots a bit to make them more helpful with the new arcmining changes. Minebots now have a better overall AI, they will maintain distance from enemies and shoot while running. they will also plant landmines while theyre running away from enemies. these landmines are carefully programmed by the bot not to trigger when any of its miner friends step on it. u no longer need to feed minebots an ore to get them to listen to you, as they now automatically listen to any miners around. minebots can now repair damaged node drones  they also have a new autodefend feature, which makes them automatically attack any mob that attacks its miner friends or the drone. They also have some new upgrades! First is the regenerative shield, this shield allows minebots to tank a limited amount of hits before breaking. minebots will then need to wait sometime before the shield re-activates. Second is the rocket launcher remote control, this allows players to direct minebots to fire anti-fauna missiles at their target https://github.com/tgstation/tgstation/assets/138636438/3ec3605e-8e11-4a31-acaa-1382bed98294 Also minebots are now highly customizable, you can rename them, change their colors, or program their AI through their new user interface  ## Why It's Good For The Game Improves minebot AI a bit, and makes it a more viable option for mining solo players ## Changelog 🆑 balance: minebots have been buffed and have recieved new upgrades /🆑 * minebot buff --------- Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> |
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df20785778 |
[MIRROR] Skillchips are now copied to bitrunning avatars, plus a new chip to dodge bullets while flipping. (#26974)
* Skillchips are now copied to bitrunning avatars, plus a new chip to dodge bullets while flipping. * Update code/_globalvars/traits/_traits.dm --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com> |
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55267e1334 |
minebot buff (#82001)
## About The Pull Request this pr buffs non-sentient minebots a bit to make them more helpful with the new arcmining changes. Minebots now have a better overall AI, they will maintain distance from enemies and shoot while running. they will also plant landmines while theyre running away from enemies. these landmines are carefully programmed by the bot not to trigger when any of its miner friends step on it. u no longer need to feed minebots an ore to get them to listen to you, as they now automatically listen to any miners around. minebots can now repair damaged node drones  they also have a new autodefend feature, which makes them automatically attack any mob that attacks its miner friends or the drone. They also have some new upgrades! First is the regenerative shield, this shield allows minebots to tank a limited amount of hits before breaking. minebots will then need to wait sometime before the shield re-activates. Second is the rocket launcher remote control, this allows players to direct minebots to fire anti-fauna missiles at their target https://github.com/tgstation/tgstation/assets/138636438/3ec3605e-8e11-4a31-acaa-1382bed98294 Also minebots are now highly customizable, you can rename them, change their colors, or program their AI through their new user interface  ## Why It's Good For The Game Improves minebot AI a bit, and makes it a more viable option for mining solo players ## Changelog 🆑 balance: minebots have been buffed and have recieved new upgrades /🆑 |
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76fa5bcdad |
Skillchips are now copied to bitrunning avatars, plus a new chip to dodge bullets while flipping. (#81980)
## About The Pull Request Active skillchips are now copied on bitrunning avatars. To celebrate this, I've made a skillchip, which can be ordered through the bitrunning vendor, that lets you dodge projectiles for the duration of your flips plus 1/10 of a second (so 8/10 of a sec), at the cost of stamina (if you think 20 is a bit too low, tell me). I've also renamed the files containing the orderable bepis disks and bitrunning tech because they inconsistent with the names of their sections shown in the UI. ## Why It's Good For The Game I think (active) skillchips being copied to bitrunning avatars makes sense as after all they're both tech-y, brainy stuff. It's a bit of a shame that no one thought of doing that. ## Changelog 🆑 add: Active skillchips are now copied on bitrunning avatars. add: To celebrate it, a skillchip is now available from the bitrunning order console, which lets you dodge projectiles for the duration of your flips, at the cost of stamina. /🆑 |
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f845260764 |
[MIRROR] Small bible / bullet catcher component code cleanup (#26763)
* Small bible / bullet catcher component code cleanup (#81835) ## About The Pull Request Saw this weird use of storing a component in a var when it didn't really need to be so I just refactored it a little bit. * Small bible / bullet catcher component code cleanup --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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641ab51045 |
[MIRROR] Fix all bibles being carved (#26761)
* Fix all bibles being carved (#81836) ## About The Pull Request `/obj/item/book/bible` had `carve_out` in `Initialize` instead of `/obj/item/book/bible/booze` ## Changelog 🆑 Melbert fix: All bibles are no longer suspiciously hollow /🆑 * Fix all bibles being carved --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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9c70e8700d |
Small bible / bullet catcher component code cleanup (#81835)
## About The Pull Request Saw this weird use of storing a component in a var when it didn't really need to be so I just refactored it a little bit. |