mirror of
https://github.com/Skyrat-SS13/Skyrat-tg.git
synced 2026-07-20 12:24:57 +01:00
master
822 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
e9a7639d98 | Reverts "Removes mutant bodyparts" | ||
|
|
bb70889f6e |
TG Upstream Part 1
3591 individual conflicts Update build.js Update install_node.sh Update byond.js oh my fucking god hat slow huh holy shit we all fall down 2 more I missed 2900 individual conflicts 2700 Individual conflicts replaces yarn file with tg version, bumping us down to 2200-ish Down to 2000 individual conflicts 140 down mmm aaaaaaaaaaaaaaaaaaa not yt 575 soon 900 individual conflicts 600 individual conflicts, 121 file conflicts im not okay 160 across 19 files 29 in 4 files 0 conflicts, compiletime fix time some minor incap stuff missed ticks weird dupe definition stuff missed ticks 2 incap fixes undefs and pie fix Radio update and some extra minor stuff returns a single override no more dupe definitions, 175 compiletime errors Unticked file fix sound and emote stuff honk and more radio stuff |
||
|
|
4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
|
|
9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
|
||
|
|
9961638775 |
[MIRROR] Adds Punching Mitts: Become a One-Spacemen Planetary Ecological Disaster. Available in any mining loot chests (and portals) (#29529)
* Adds Punching Mitts: Become a One-Spacemen Planetary Ecological Disaster. Available in any mining loot chests (and portals) (#85820) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Adds Punching Mitts, which grant the wearer Hunter Boxing. Hunter Boxing works similar to boxing, but rather than just targeting those who are boxing ready, it also allows you to apply your boxing skills to various wildlife and creatures that deserve to be wiped off the face of the earth in a violent manner. While the gloves function as a lethal pair of boxing gloves, you still cannot apply the new effects to normal humans. Even against other boxers, the gloves operate as normal save that you are dealing Brute damage instead of Stamina. This is NOT Evil Boxing. Against wildlife, you gain an extra amount of damage and a much faster punch speed. You also rebuke the targets that you crit, rather than staggering/knockout. You also do three times the damage against wildlife when you crit. You also..yell out your attacks. Loudly. You can get these gloves from tendril chests and from demonic portals. I replaced the Nuka Cola from the portals with these gloves. You're welcome. Megafauna can now be targeted by martial arts. This is really isn't a major concern, since even if our martial artist had, say, Gloves of the North Star, the highest damaging martial arts most people could access, Sleeping Carp, does pathetically small amounts of damage to megafauna. And you're in melee. And colossi eat you. This shouldn't be a problem.  ## Why It's Good For The Game I just really, really, REALLY wanted to punch the absolute SHIT out of Bubblegum while screaming the whole time, and by god I should be allowed to do that because that's awesome as fuck. Adds a very practical but very rare method of applying your athletics to some very self-contained content. I was tempted to have this increase/become stronger with mining skill instead of athletics, but I actually thought it would be funny if miners were taking the time to work out before heading down to throttle drakes. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Punching mitts! Punch wildlife to death and scream the whole time. ADVENTURE! balance: Megafauna can be affected by martial arts. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> * Adds Punching Mitts: Become a One-Spacemen Planetary Ecological Disaster. Available in any mining loot chests (and portals) --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> |
||
|
|
0eb16b4f19 |
Adds Punching Mitts: Become a One-Spacemen Planetary Ecological Disaster. Available in any mining loot chests (and portals) (#85820)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Adds Punching Mitts, which grant the wearer Hunter Boxing. Hunter Boxing works similar to boxing, but rather than just targeting those who are boxing ready, it also allows you to apply your boxing skills to various wildlife and creatures that deserve to be wiped off the face of the earth in a violent manner. While the gloves function as a lethal pair of boxing gloves, you still cannot apply the new effects to normal humans. Even against other boxers, the gloves operate as normal save that you are dealing Brute damage instead of Stamina. This is NOT Evil Boxing. Against wildlife, you gain an extra amount of damage and a much faster punch speed. You also rebuke the targets that you crit, rather than staggering/knockout. You also do three times the damage against wildlife when you crit. You also..yell out your attacks. Loudly. You can get these gloves from tendril chests and from demonic portals. I replaced the Nuka Cola from the portals with these gloves. You're welcome. Megafauna can now be targeted by martial arts. This is really isn't a major concern, since even if our martial artist had, say, Gloves of the North Star, the highest damaging martial arts most people could access, Sleeping Carp, does pathetically small amounts of damage to megafauna. And you're in melee. And colossi eat you. This shouldn't be a problem.  ## Why It's Good For The Game I just really, really, REALLY wanted to punch the absolute SHIT out of Bubblegum while screaming the whole time, and by god I should be allowed to do that because that's awesome as fuck. Adds a very practical but very rare method of applying your athletics to some very self-contained content. I was tempted to have this increase/become stronger with mining skill instead of athletics, but I actually thought it would be funny if miners were taking the time to work out before heading down to throttle drakes. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Punching mitts! Punch wildlife to death and scream the whole time. ADVENTURE! balance: Megafauna can be affected by martial arts. /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
||
|
|
095f7e3b70 |
Death of mutant bodyparts AND external organs (#85137)
## About The Pull Request Removes mutant bodyparts and external organs from the game completely Digitgrade behaviour was mutant bodypart for no reason Cat ears now work with the bodyparts overlay system, same as all the other external organs (since all their behaviour is now just on /organ It doesn't remove all the /external types, but moves all behaviour to /organ. I'll follow up with a PR wiping all the /external organ types, but it's just conflict heaven so not this PR I've also streamlined a lot of duplicate/weird species regeneration code Melbert did the same PR as well but due to a lack of time (?) I have absorbed his PR to double nuke mutant bodyparts ## Why It's Good For The Game Frees us from the chain of unmodular code, and kills my greatest nemesis (after the shuttle meteor murder bug) ## Changelog 🆑 Time-Green and MrMelbert Refactor: External organ behaviour has been moved to /organ, ears now use the same system as the other organs Refactor: Mutant bodyparts are dead! This likely does not mean much to the average person but it's very dear to me code: Improves digitgrade handling in preference code /🆑 I have absorbed #85126, using Melberts code to improve and add some missing changes. Mainly improving the functioning of preferences and digitgrade legs. I didn't take over the hairstyle improvements. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
||
|
|
ce424e240a |
[MIRROR] Adds arms/legs coverage to armored gloves/shoes, adds a unit test to check for former (#29290)
* Adds arms/legs coverage to armored gloves/shoes, adds a unit test to check for former (#85667) ## About The Pull Request Turns out HANDS and FEET coverage doesn't actually apply armor to the body, at all, making it entirely useless. Despite this, a lot of clothing still does it! So I added ARMS and LEGS flags to gloves/shoes that do it respectively and wrote a unit test for it that will yell out a list of all items missing coverage while having non acid/bio/fire armor (three snowflake types) as discusses with melbert on discord ## Why It's Good For The Game ...features working as intended? ## Changelog 🆑 balance: Multiple gloves/shoes that had armor values but failed to apply them got fixed /🆑 * Adds arms/legs coverage to armored gloves/shoes, adds a unit test to check for former * Fix methinks * Leg parts --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: Waterpig <wtryoutube@seznam.cz> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
||
|
|
fec946e9c0 |
/Icon/ Folder cleansing crusade part, I think 4; post-wallening clean-up. (#85823)
Hello everybuddy, your number three rated coder-failure here to clean up some mess. This PR accomplishes some of the more major structural clean up changes I wanted to do with /obj/ folder, but decided to wait on until wallening gets merged, and so, time has come. Several things to still be done, although I know these cleaning PR's are quite a load, so will wait for this one to get done with first. ## Why It's Good For The Game Saner spriters, better sprites, less annoyance. Also deleted a whole load of redundancy this time around, a lot of sprites which existed simultaniously in two places now got exit their quantum superposition. |
||
|
|
53b49efe21 |
[MIRROR] Soulscythe now deletes the soul mob when destroyed (#29336)
* Soulscythe now deletes the soul mob when destroyed (#85580) <!-- 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 Mob remains alive when it is metalgenned into glass and then shattered currently, here's a preview of what it causes  Reported on discord ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 fix: Soulscythe now deletes the soul mob when destroyed /🆑 <!-- 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: Jack Edge <yellowbounder@ gmail.com> * Soulscythe now deletes the soul mob when destroyed --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: Jack Edge <yellowbounder@ gmail.com> |
||
|
|
46d09185a1 |
Soulscythe now deletes the soul mob when destroyed (#85580)
<!-- 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 Mob remains alive when it is metalgenned into glass and then shattered currently, here's a preview of what it causes  Reported on discord ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and its effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 fix: Soulscythe now deletes the soul mob when destroyed /🆑 <!-- 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: Jack Edge <yellowbounder@gmail.com> |
||
|
|
35523291ca |
Adds arms/legs coverage to armored gloves/shoes, adds a unit test to check for former (#85667)
## About The Pull Request Turns out HANDS and FEET coverage doesn't actually apply armor to the body, at all, making it entirely useless. Despite this, a lot of clothing still does it! So I added ARMS and LEGS flags to gloves/shoes that do it respectively and wrote a unit test for it that will yell out a list of all items missing coverage while having non acid/bio/fire armor (three snowflake types) as discusses with melbert on discord ## Why It's Good For The Game ...features working as intended? ## Changelog 🆑 balance: Multiple gloves/shoes that had armor values but failed to apply them got fixed /🆑 |
||
|
|
e086fcdaa3 | Renamed "Pack of *** seeds" to "*** seed pack" | ||
|
|
f5c0103685 |
Renamed "Pack of *** seeds" to "*** seed pack" (#85370)
## About The Pull Request <img alt="0Jva48mReD" src="https://github.com/user-attachments/assets/8b5ef2a2-c1dd-4561-89ef-15c0ca199e5d"> Renamed all seed packs to say "Apple seed pack" instead of "Pack of apple seeds. ## Why It's Good For The Game Shorter and better for UIs. Easier to find the needed items in a list, the important part of the name won't be truncated by ellipsis. ## Changelog 🆑 qol: Renamed seed packs to have the plant name at the beginning /🆑 |
||
|
|
9b0bbc1c1f |
[MIRROR] Fixes wisp lanterns not updating your sight when recalling (#28969)
* Fixes wisp lanterns not updating your sight when recalling (#85106) ## About The Pull Request Now uses a THERMAL_VISION trait instead of directly applying it to be a tad bit cleaner, and actually updates your vision when it stops orbiting you. ## Changelog 🆑 fix: Recalling lantern wisp now properly removes its effects from you /🆑 * Fixes wisp lanterns not updating your sight when recalling --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
||
|
|
3dd8d307d5 |
Fixes wisp lanterns not updating your sight when recalling (#85106)
## About The Pull Request Now uses a THERMAL_VISION trait instead of directly applying it to be a tad bit cleaner, and actually updates your vision when it stops orbiting you. ## Changelog 🆑 fix: Recalling lantern wisp now properly removes its effects from you /🆑 |
||
|
|
9031f21e78 |
[MIRROR] If you can't shoot a gun, then... JUST TOSS IT AT THEM (#28859)
* If you can't shoot a gun, then... JUST TOSS IT AT THEM (#84827) ## About The Pull Request Adds a new trait TRAIT_TOSS_GUN_HARD (which currently comes from the Sleeping Carp scroll, ninja MODsuit, berserk armor, being a medieval pirate or highlander). The owner of this trait deals an additional **10-20** (depending on the size of the weapon) damage to the enemy by throwing a gun, and also knocks them for 0.5 seconds. If a ballistic weapon **with a magazine** was thrown, then the magazine is removed and the bolt is racked, and if **without a magazine**, then all cartridges (revolvers) or chambered one is removed. Here's a preview of how it works: https://github.com/tgstation/tgstation/assets/126676387/2a56eb74-6d37-4343-a685-3bf7159ab628 ## Why It's Good For The Game It's classic  ## Changelog 🆑 add: If you can't shoot a gun, then... JUST TOSS IT AT THEM (for 0.5 seconds of knockdown and 10-20 an additional brute damage) /🆑 --------- Co-authored-by: paganiy <leunscrupuloustrolle@ gmail.com> * If you can't shoot a gun, then... JUST TOSS IT AT THEM --------- Co-authored-by: paganiy <126676387+paganiy@users.noreply.github.com> Co-authored-by: paganiy <leunscrupuloustrolle@ gmail.com> |
||
|
|
e2b755c728 |
If you can't shoot a gun, then... JUST TOSS IT AT THEM (#84827)
## About The Pull Request Adds a new trait TRAIT_TOSS_GUN_HARD (which currently comes from the Sleeping Carp scroll, ninja MODsuit, berserk armor, being a medieval pirate or highlander). The owner of this trait deals an additional **10-20** (depending on the size of the weapon) damage to the enemy by throwing a gun, and also knocks them for 0.5 seconds. If a ballistic weapon **with a magazine** was thrown, then the magazine is removed and the bolt is racked, and if **without a magazine**, then all cartridges (revolvers) or chambered one is removed. Here's a preview of how it works: https://github.com/tgstation/tgstation/assets/126676387/2a56eb74-6d37-4343-a685-3bf7159ab628 ## Why It's Good For The Game It's classic  ## Changelog 🆑 add: If you can't shoot a gun, then... JUST TOSS IT AT THEM (for 0.5 seconds of knockdown and 10-20 an additional brute damage) /🆑 --------- Co-authored-by: paganiy <leunscrupuloustrolle@gmail.com> |
||
|
|
16dc3418ea |
Redoing Sprite Accessory (#28497)
* [MIRROR] Moves "sprite accessories" (e.g. Hair, Undergarments, Mutant Bits) from `GLOB` to a datasystem (#2278) * Moves "sprite accessories" (e.g. Hair, Undergarments, Mutant Bits) from `GLOB` to a datasystem * Ugh * . * Continuing merging 82847 to Novas codebase (#3136) done, i hope?? * Taur update * lowercase a in accessories --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Iajret <8430839+Iajret@users.noreply.github.com> * fix * Let's see if this cuts it. * Guess we missed a thing long ago. --------- Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Iajret <8430839+Iajret@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
||
|
|
4a5e8d2644 |
[MIRROR] Refactors body markings into bodypart overlays (#28241)
* Refactors body markings into bodypart overlays * Update sprite_accessories.dm * Update changeling.dm * Update mothmen.dm * Update dna.dm * Update dna.dm * Fix * Update lizardpeople.dm * Update mothmen.dm * Update sprite_accessories.dm * Update sprite_accessories.dm * Update _species.dm * Update sprite_accessories.dm --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> Co-authored-by: NovaBot <154629622+NovaBot13@users.noreply.github.com> |
||
|
|
be27ed5f5c |
[MIRROR] Moves sugar from polypore mycelium to fireblossoms (#28417)
* Moves sugar from polypore mycelium to fireblossoms (#84300) ## About The Pull Request So the 'large mushrooms' from lavalands contain sugar and ethanol in a ratio such that most of the ethanol instantly reacts with the sugar to form Fringe Weaver (an alcoholic beverage).   This is not ideal and makes it impossible to extract any useable quantity of ethanol, so to solve this issue the sugar has been removed from large mushrooms and put into the fireblossoms instead (they had a similar quantity of nutriment). ## Why It's Good For The Game Makes ghetto chemistry more enjoyable in the lavalands. Sugar can still be acquired, just from a different kind of mushroom now. ## Changelog 🆑 qol: polypore mycelium no longer contains sugar, preventing it from instantly creating fringe weaver beverage when ground up. qol: sugar may be acquired from grinding fireblossoms instead of polypore mycelium. /🆑 * Moves sugar from polypore mycelium to fireblossoms --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
||
|
|
3686dce567 |
Moves sugar from polypore mycelium to fireblossoms (#84300)
## About The Pull Request So the 'large mushrooms' from lavalands contain sugar and ethanol in a ratio such that most of the ethanol instantly reacts with the sugar to form Fringe Weaver (an alcoholic beverage).   This is not ideal and makes it impossible to extract any useable quantity of ethanol, so to solve this issue the sugar has been removed from large mushrooms and put into the fireblossoms instead (they had a similar quantity of nutriment). ## Why It's Good For The Game Makes ghetto chemistry more enjoyable in the lavalands. Sugar can still be acquired, just from a different kind of mushroom now. ## Changelog 🆑 qol: polypore mycelium no longer contains sugar, preventing it from instantly creating fringe weaver beverage when ground up. qol: sugar may be acquired from grinding fireblossoms instead of polypore mycelium. /🆑 |
||
|
|
4fd0e28f42 |
Refactors body markings into bodypart overlays (#83744)
## About The Pull Request Refactors body markings (lizard and moths) into the bodypart overlays system I've also renamed the icon states for lizard bodymarkings (downstreams with lots of lizard body markings might have problems with this) ## Why It's Good For The Game Gives us better controle over /human appearances. I didn't add any means of actually changing them on the person (aside from genetics. how would that even work? with a waterproof marker?), but makes it easy for when/if I do. Also unloads mutant_bodyparts more, moving is yet closer to full species dedatumization ## Changelog 🆑 refactor: Lizard and moth markings now use the bodypart overlay system /🆑 |
||
|
|
ffe5ae7172 |
Manual pull 83910 (#28201)
After Attack Fixes (#83910) Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
||
|
|
43c8201d78 |
[MIRROR] [Bounty] Juicing and distilling only consumes nutriment and vitamin (#28154)
* [Bounty] Juicing and distilling only consumes nutriment and vitamin (#83579) ## About The Pull Request This PR closes a bounty (https://tgstation13.org/phpBB/viewtopic.php?t=36203), but is also a change I'm personally interested in. Distilling and juicing now explicitly checks for nutriment and vitamin and ignores any other reagents, as per the bounty requirements, meaning potentially useful chems like oils don't get removed. ## Why It's Good For The Game More possibilities for cooking and ghetto chemistry, makes more sense because something like Frost Oil probably shouldn't turn into juice. * [Bounty] Juicing and distilling only consumes nutriment and vitamin --------- Co-authored-by: cnleth <113535457+cnleth@users.noreply.github.com> |
||
|
|
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> |
||
|
|
4c536fa5e2 | After Attack Fixes (#83910) | ||
|
|
0d2ce3cd87 |
[Bounty] Juicing and distilling only consumes nutriment and vitamin (#83579)
## About The Pull Request This PR closes a bounty (https://tgstation13.org/phpBB/viewtopic.php?t=36203), but is also a change I'm personally interested in. Distilling and juicing now explicitly checks for nutriment and vitamin and ignores any other reagents, as per the bounty requirements, meaning potentially useful chems like oils don't get removed. ## Why It's Good For The Game More possibilities for cooking and ghetto chemistry, makes more sense because something like Frost Oil probably shouldn't turn into juice. |
||
|
|
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 /🆑 |
||
|
|
24151d1228 |
[MIRROR] Moves "sprite accessories" (e.g. Hair, Undergarments, Mutant Bits) from GLOB to a datasystem (#27561)
* Moves "sprite accessories" (e.g. Hair, Undergarments, Mutant Bits) from `GLOB` to a datasystem * Merge branch 'master' of https://github.com/tgstation/tgstation * Moves everything I can think of to the subsystem * Seems to be working fine now * makes it compile --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Waterpig <wtryoutube@seznam.cz> |
||
|
|
fdb1d4db4b |
[MIRROR] [NO GBP] Fixes drake empowerment for berserker armor by adding drake remains, which are used to make drake armor and empower the suit (#28021)
* [NO GBP] Fixes drake empowerment for berserker armor by adding drake remains, which are used to make drake armor and empower the suit (#83700) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Fixes https://github.com/tgstation/tgstation/issues/83684 Adds an intermediary item called drake remains, which are used to construct drake armor and empower berserker armor. There is no functional balance change here, as the components to make a drake armor are relatively the same. ## Why It's Good For The Game I borked it. This is the most reasonable and flexible method to fix the bug and what I should have done in the first place. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 fix: Drake empowerment for berserker armor now uses valuable drake remains, made from ashdrake hides and bones. add: Drake armor is made use drake remains to construct. (This is a net neutral to the previous recipe) /🆑 <!-- 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. --> * [NO GBP] Fixes drake empowerment for berserker armor by adding drake remains, which are used to make drake armor and empower the suit --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> |
||
|
|
73dfd61634 |
[NO GBP] Fixes drake empowerment for berserker armor by adding drake remains, which are used to make drake armor and empower the suit (#83700)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Fixes https://github.com/tgstation/tgstation/issues/83684 Adds an intermediary item called drake remains, which are used to construct drake armor and empower berserker armor. There is no functional balance change here, as the components to make a drake armor are relatively the same. ## Why It's Good For The Game I borked it. This is the most reasonable and flexible method to fix the bug and what I should have done in the first place. ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 fix: Drake empowerment for berserker armor now uses valuable drake remains, made from ashdrake hides and bones. add: Drake armor is made use drake remains to construct. (This is a net neutral to the previous recipe) /🆑 <!-- 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. --> |
||
|
|
c43cef7e8c |
[MIRROR] Mining armor and suit storage cleanup/generalization/modernization (#27962)
* Mining armor and suit storage cleanup/generalization/modernization (#83437) ## About The Pull Request ### Suit Storage Makes the suit storage of the various suits consistent across one another. Now, all the mining suits use a single list which is easier to maintain. **The affected suit list is as follows;** Explorer Suits (and therefore Syndicate Explorer Suits), Goliath Cloaks, Bone Armor, Drake Armor, Godslayer Armor, Berserker Armor, Mining MODsuits, H.E.C.K. Suit. **The list of holdable items is as follows;** Flashlights, Proto-Kinetic Accelerators, Advanced Mining Scanners / Mining Scanners, Pickaxes, Upgraded Resonators / Resonators, Ore Bags, Air Tanks, Spears, special monster organs like Regenerative Cores, Knives, Proto-Kinetic Crushers, Cleaving Saws (the one that Blood-Drunk Miners drop), Grappling Guns and Climbing Hooks. ~~It probably doesn't matter too terribly much because you know only air tanks are going in that slot 95% of the time~~ ### Bone Armor and Goliath Cloaks Bone armor and goliath cloaks both have the same armor values, environmental protections and coverage as the explorer suit (bone armor includes the feet due to the sprite physically covering the feet, which is not a terribly significant balancing point but worth mentioning). They use the armor plate component to improve the parts of bone armor. However, they use bone talismans instead of goliath hide to be upgraded. Goliath cloaks come fully upgraded. You'll see why in a second. Their recipes are slightly different. Goliath cloaks take nine hides (I'm so sorry this is for consistency I promise you can't use the upgrade system with something that deletes its own armor values like this) and three sinew. Bone armor takes three goliath hides and 6 bone. ### Berserker Armor Berserker armor can now be improved to the same armor value as drake armor by using a full suit on both the body and the helmet of the berserker armor. (Each drake makes two suits, so you need to use up both suits). Instead of an armor boost, rage now halves incoming brute damage. Fuck you, Bubblegum! ### Minor Mining MODsuit Tweak and other armor value changes The base value for the armor is now 20, rather than 15, so that when it reaches max ash accretion it has equivalent armor to a fully upgraded explorer suit. This is only a value difference of 5, but it always annoyed me seeing it. All the above mentioned suits also now have a value of about 10 wound armor. This is because miners do actually experience wounding on lavaland. Some of the armors had this wound armor. Some didn't. Now they all do. I don't believe this to have been a deliberate design choice, but rather, an oversight. Iunno, someone who keeps track of this please tell me otherwise. Upgraded suits get a prefix to show they are upgraded. Now, never doubt whether the miner you are fighting is in a baseline explorer suit or a riot suit level improved explorer suit ever again! ### Berserker Armor actually covers up clothing/hair underneath properly and other minor stuff This is why I started this PR by the way. This one fix. I expand the scope of my horizons so broadly when I really sit down and PR, don't I? H.E.C.K. and Berserker helmets can be used for internals. ## Why It's Good For The Game There is a great deal of inconsistency with regards to the various lavaland armor you can find and use. Some armors were wildly inferior to others and only really having value for aesthetic. Some just seemed to have oversights that didn't seem quite right. And most importantly, the actual storage list for mining suits in general were not only inconsistent in of themselves, but were also not being updated as time goes on. Bringing them all into line allows for miners to have a bit of freedom of choice when it comes to appearance, without it becoming a balancing sticking point nor a detriment to their effectiveness. It is also much easier to maintain one list than six or seven lists. Assuming that the baseline of the explorer suit is a-okay for someone to possess, goliath cloaks and bone armor should now feel more like fashionable choices rather than, in some cases, being either a worse or better choice to take (its bone armor, bone armor is the best of these, its really good generalist armor). I don't care what effect it has on the ashlander economy. Neither should you. The minor tweaks and fixes are just stuff that annoyed me for autism reasons or were oversights due to changes to the items in question or the game around it. I doubt anyone but me cares very much about these minor differences, but I like consistency. ## Changelog 🆑 balance: The various mining related suits now have consistent suit storage. Try putting a knife into your explorer suit's suit storage today! balance: Bone armor work similarly to explorer suits, with similar armor values and options to upgrade their parts. However, they use bone talismans instead of goliath hides to upgrade. Magic? Just believing really strongly that the drake is hitting you slightly less hard because of the talismans? You be the judge. balance: Goliath cloaks come fully upgraded. However... balance: The recipes for bone armor and goliath cloaks are slightly different. Particularly goliath cloaks, which need a lot more dead goliaths to make. Sorry. balance: Mining MODsuits achieve at maximum ash accretion the same amount of melee armor as an upgraded explorer suit. balance: These various suits also consistently have wound armor. fix: Berserker armor properly hides underclothing and hair. balance: Berserker armor pieces can absorb drake armor to gain their enhanced protection. Become the warrior of Khorne you've always wanted to be. balance: Berserker rage now halves brute damage rather than just adding Melee Armor to you and your squishy body. qol: Berserker and H.E.C.K. helmets can be used for internals. /🆑 * Mining armor and suit storage cleanup/generalization/modernization * There we go. * Guess I missed this one --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
||
|
|
c1c43711f3 |
Mining armor and suit storage cleanup/generalization/modernization (#83437)
## About The Pull Request ### Suit Storage Makes the suit storage of the various suits consistent across one another. Now, all the mining suits use a single list which is easier to maintain. **The affected suit list is as follows;** Explorer Suits (and therefore Syndicate Explorer Suits), Goliath Cloaks, Bone Armor, Drake Armor, Godslayer Armor, Berserker Armor, Mining MODsuits, H.E.C.K. Suit. **The list of holdable items is as follows;** Flashlights, Proto-Kinetic Accelerators, Advanced Mining Scanners / Mining Scanners, Pickaxes, Upgraded Resonators / Resonators, Ore Bags, Air Tanks, Spears, special monster organs like Regenerative Cores, Knives, Proto-Kinetic Crushers, Cleaving Saws (the one that Blood-Drunk Miners drop), Grappling Guns and Climbing Hooks. ~~It probably doesn't matter too terribly much because you know only air tanks are going in that slot 95% of the time~~ ### Bone Armor and Goliath Cloaks Bone armor and goliath cloaks both have the same armor values, environmental protections and coverage as the explorer suit (bone armor includes the feet due to the sprite physically covering the feet, which is not a terribly significant balancing point but worth mentioning). They use the armor plate component to improve the parts of bone armor. However, they use bone talismans instead of goliath hide to be upgraded. Goliath cloaks come fully upgraded. You'll see why in a second. Their recipes are slightly different. Goliath cloaks take nine hides (I'm so sorry this is for consistency I promise you can't use the upgrade system with something that deletes its own armor values like this) and three sinew. Bone armor takes three goliath hides and 6 bone. ### Berserker Armor Berserker armor can now be improved to the same armor value as drake armor by using a full suit on both the body and the helmet of the berserker armor. (Each drake makes two suits, so you need to use up both suits). Instead of an armor boost, rage now halves incoming brute damage. Fuck you, Bubblegum! ### Minor Mining MODsuit Tweak and other armor value changes The base value for the armor is now 20, rather than 15, so that when it reaches max ash accretion it has equivalent armor to a fully upgraded explorer suit. This is only a value difference of 5, but it always annoyed me seeing it. All the above mentioned suits also now have a value of about 10 wound armor. This is because miners do actually experience wounding on lavaland. Some of the armors had this wound armor. Some didn't. Now they all do. I don't believe this to have been a deliberate design choice, but rather, an oversight. Iunno, someone who keeps track of this please tell me otherwise. Upgraded suits get a prefix to show they are upgraded. Now, never doubt whether the miner you are fighting is in a baseline explorer suit or a riot suit level improved explorer suit ever again! ### Berserker Armor actually covers up clothing/hair underneath properly and other minor stuff This is why I started this PR by the way. This one fix. I expand the scope of my horizons so broadly when I really sit down and PR, don't I? H.E.C.K. and Berserker helmets can be used for internals. ## Why It's Good For The Game There is a great deal of inconsistency with regards to the various lavaland armor you can find and use. Some armors were wildly inferior to others and only really having value for aesthetic. Some just seemed to have oversights that didn't seem quite right. And most importantly, the actual storage list for mining suits in general were not only inconsistent in of themselves, but were also not being updated as time goes on. Bringing them all into line allows for miners to have a bit of freedom of choice when it comes to appearance, without it becoming a balancing sticking point nor a detriment to their effectiveness. It is also much easier to maintain one list than six or seven lists. Assuming that the baseline of the explorer suit is a-okay for someone to possess, goliath cloaks and bone armor should now feel more like fashionable choices rather than, in some cases, being either a worse or better choice to take (its bone armor, bone armor is the best of these, its really good generalist armor). I don't care what effect it has on the ashlander economy. Neither should you. The minor tweaks and fixes are just stuff that annoyed me for autism reasons or were oversights due to changes to the items in question or the game around it. I doubt anyone but me cares very much about these minor differences, but I like consistency. ## Changelog 🆑 balance: The various mining related suits now have consistent suit storage. Try putting a knife into your explorer suit's suit storage today! balance: Bone armor work similarly to explorer suits, with similar armor values and options to upgrade their parts. However, they use bone talismans instead of goliath hides to upgrade. Magic? Just believing really strongly that the drake is hitting you slightly less hard because of the talismans? You be the judge. balance: Goliath cloaks come fully upgraded. However... balance: The recipes for bone armor and goliath cloaks are slightly different. Particularly goliath cloaks, which need a lot more dead goliaths to make. Sorry. balance: Mining MODsuits achieve at maximum ash accretion the same amount of melee armor as an upgraded explorer suit. balance: These various suits also consistently have wound armor. fix: Berserker armor properly hides underclothing and hair. balance: Berserker armor pieces can absorb drake armor to gain their enhanced protection. Become the warrior of Khorne you've always wanted to be. balance: Berserker rage now halves brute damage rather than just adding Melee Armor to you and your squishy body. qol: Berserker and H.E.C.K. helmets can be used for internals. /🆑 |
||
|
|
5f44545da8 |
Moves "sprite accessories" (e.g. Hair, Undergarments, Mutant Bits) from GLOB to a datasystem (#82847)
This is just a revitalization of #80275. ## About The Pull Request On the tin, basically demotes everything related to setting up and storing these bulky lists generated from reading `/datum/sprite_accessory` subtypes from living in a global space that will instead be in a compartmentalized subsystem for accesses. Also a lot of code modernization and micro-improvements (unquantifiable) ## Why It's Good For The Game Same exact expected results, just accessed in a different way.  There's a few reasons why I want this to happen. * The `GLOB` space is too clogged. There are at least a thousand variables on `GLOB`, and it's extremely painful to access stuff on production/local through view variables when you're debugging stuff like this. It's also painful when there is stuff that _should_ live on `GLOB` that you might want to see in VV/Debugger but are forced to either have to scroll a mile to find what you want or wait a long while for it to load. The less bulky lists we have of stored initialized datums, the better. * `make_datum_reference_lists()` is a consequence of wack stuff like this where we're reliant on certain things being initialized in the `GLOB` portion of world initialization _before_ subsystems/static variables load - most of these datum lists in the aforementioned proc doesn't _really_ need to be ready to go before `world.New()` for example. We'll sadly have to abuse `PreInit()` for now, but it really is something that has to be ready to go due the critical dependence that stuff like Preferences has on it. * We don't have to have the procs live in a global namespace either. Instead of passing in `GLOB.XList` or `DSstorage.XList` every single time, we can instead just move the proc setup on the subsystem and use `XList` in a more native fashion. * It's easier to find what you need. To me, it's a lot nicer to ctrl+click the DS and go to the variables to find something I'm looking for instead of having to scavenge around for any footprint/trace of the global I want to look for. This is more trivial than the other two, but that's something I like to think about when I go to bed. I also had to refactor a bit of the code to accommodate the limitations of the new DS system, but it should be a lot cleaner anyways. ## Changelog Not relevant --- Also nothing should have broken but it's a good thing we have screenshot unit tests to prove me wrong. |
||
|
|
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.
<!-- 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>
* 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
|
||
|
|
c72d1dcf48 |
[MIRROR] Replaces a number of deciseconds into SECONDS (#27188)
* Replaces a number of deciseconds into SECONDS * blep --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Waterpig <wtryoutube@seznam.cz> Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com> |
||
|
|
931d1f7286 |
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 |
||
|
|
1443ef79d3 |
Replaces a number of deciseconds into SECONDS (#82436)
## About The Pull Request Using these search regexes: Number ending in 0: `do_after\((\w+), (\d+)0,` Replace: `do_after($1, $2 SECONDS,` Single digit number: `do_after\((\w+), [1-9],` replace: `do_after($1, 0.$2 SECONDS,` Double: `do_after\((\w+), (\d)([1-9]),` Replace: `do_after($1, $2.$3 SECONDS,` ## Why It's Good For The Game Code readability |
||
|
|
85e359cc68 |
[MIRROR] Eye of God Update: Loads of QoL, and makes it somewhat more useful to have permanently grafted to your face. (#27120)
* Eye of God Update: Loads of QoL, and makes it somewhat more useful to have permanently grafted to your face. (#82053) ## About The Pull Request The eye of god now protects from the madness inducing effects of supermatter crystals and singularities. This trait is shared by the meson night vision goggles (which this is a better version of) The Scan ability has been refactored into a pointed spell. The Scan ability has a lower cooldown of 35 seconds. Scan now gives an advanced health scan readout of the target. Scanning someone alerts the target as to who is responsible, rather than being completely silent as to the culprit (much to the annoyance of anyone who is victimized by someone using this on them) The status effect that was called Stagger (not Staggered, which is separate) is now called Rebuked. Rebuked applies a x2 action delay cooldown, rather than x1.5. ## Why It's Good For The Game The eye of god is generally viewed as not particularly useful. Sure, it is a night vision meson without the flash vulnerability, which is nice. But it wasn't seen as a terribly exciting tendril drop. The scan power is so underwhelming, most people do not actually know what the effects of it are. It largely is only useful for fighting megafauna, since the stagger effect typically matters more for their cooldowns than other monster cooldowns. And even then, not by much. The action cooldown effect on anything else isn't often understood or felt by both victim or user. So, the vast majority of the time, miners use it to troll people by, and I am quoting one player who was witness to me doing so to a particularly annoying Head of Security, 'pissing on them' by making them glow yellow. Someone else described it as a 'miner's jarate'. You get the idea. I changed the highlight color to red to avoid this crude comparison. And also, I've made it more obviously an attack when someone uses it on you AND you now know who used it to begin with. And on top of all this, I've given the eye of god both useful utility and a bit of a power boost to encourage miners to actually stick the fucking thing into their skull. I think miners will appreciate health scanning bosses in particular, something you normally can't do in the middle of a fight with one. ## Changelog 🆑 qol: The eye of god now protects from the madness inducing effects of supermatter crystals and singularities. This trait is shared by the meson night vision goggles (which this is a better version of) refactor: The Scan ability has been refactored into a pointed spell. balance: The Scan ability has a lower cooldown of 35 seconds. balance: The Scan ability now gives an advanced health scan readout of the target. balance: Scanning someone alerts the target as to who is responsible, rather than being completely silent as to the culprit (much to the annoyance of anyone who is victimized by someone using this on them) code: The status effect that was called Stagger (not Staggered, which is separate) is now called Rebuked. balance: Rebuked applies a x2 action delay cooldown, rather than x1.5. /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> * Eye of God Update: Loads of QoL, and makes it somewhat more useful to have permanently grafted to your face. --------- Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> |
||
|
|
191b5b3df1 |
Eye of God Update: Loads of QoL, and makes it somewhat more useful to have permanently grafted to your face. (#82053)
## About The Pull Request The eye of god now protects from the madness inducing effects of supermatter crystals and singularities. This trait is shared by the meson night vision goggles (which this is a better version of) The Scan ability has been refactored into a pointed spell. The Scan ability has a lower cooldown of 35 seconds. Scan now gives an advanced health scan readout of the target. Scanning someone alerts the target as to who is responsible, rather than being completely silent as to the culprit (much to the annoyance of anyone who is victimized by someone using this on them) The status effect that was called Stagger (not Staggered, which is separate) is now called Rebuked. Rebuked applies a x2 action delay cooldown, rather than x1.5. ## Why It's Good For The Game The eye of god is generally viewed as not particularly useful. Sure, it is a night vision meson without the flash vulnerability, which is nice. But it wasn't seen as a terribly exciting tendril drop. The scan power is so underwhelming, most people do not actually know what the effects of it are. It largely is only useful for fighting megafauna, since the stagger effect typically matters more for their cooldowns than other monster cooldowns. And even then, not by much. The action cooldown effect on anything else isn't often understood or felt by both victim or user. So, the vast majority of the time, miners use it to troll people by, and I am quoting one player who was witness to me doing so to a particularly annoying Head of Security, 'pissing on them' by making them glow yellow. Someone else described it as a 'miner's jarate'. You get the idea. I changed the highlight color to red to avoid this crude comparison. And also, I've made it more obviously an attack when someone uses it on you AND you now know who used it to begin with. And on top of all this, I've given the eye of god both useful utility and a bit of a power boost to encourage miners to actually stick the fucking thing into their skull. I think miners will appreciate health scanning bosses in particular, something you normally can't do in the middle of a fight with one. ## Changelog 🆑 qol: The eye of god now protects from the madness inducing effects of supermatter crystals and singularities. This trait is shared by the meson night vision goggles (which this is a better version of) refactor: The Scan ability has been refactored into a pointed spell. balance: The Scan ability has a lower cooldown of 35 seconds. balance: The Scan ability now gives an advanced health scan readout of the target. balance: Scanning someone alerts the target as to who is responsible, rather than being completely silent as to the culprit (much to the annoyance of anyone who is victimized by someone using this on them) code: The status effect that was called Stagger (not Staggered, which is separate) is now called Rebuked. balance: Rebuked applies a x2 action delay cooldown, rather than x1.5. /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
||
|
|
227264f146 |
[MIRROR] Removes Orbit Polling Component, SSpolling improvement (#26769)
* Removes Orbit Polling Component, SSpolling improvement
* a
* Update effects.dmi
* Update tgstation.dme
* Revert "Update tgstation.dme"
This reverts commit
|
||
|
|
f8b87b994b |
[MIRROR] Overlay Lighting Color/Intensity Pass (#26825)
Overlay Lighting Color/Intensity Pass Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
||
|
|
ef714c1c34 |
Overlay Lighting Color/Intensity Pass (#81425)
## About The Pull Request I was looking at screenshots of the game and realized we had a lot of light sources that were really... flat. Medium intensity, not colored at all, cringe. So I went over all the uses of overlay styled lighting (since I've done matrix lighting already) and gave them more unique features. Colors that match the sprite they're used with, intensity to produce vibes, that sort of thing. It's kinda impossible to go one by one cause there's a LOT. I may have gone a bit overboard with a few, I'm messing around with some things like giving bots colors based off their department, etc. We'll see how this all turns out. Oh also I tweaked how the cone of overlay lighting is drawn. It seemed a bit too present to me so I dropped the alpha down from like 200 to 120 at max (so it's roughly half of the mask's alpha so it's less overwhelming ## Why It's Good For The Game Lighting should be impactful, subtle and colorful <details> <summary> Old Lights </summary>           </details> <details> <summary> New Lights </summary>           </details> ## Changelog 🆑 add: Tweaked the saturation, color and intensity of a bunch of lights /🆑 |
||
|
|
357799c8a5 |
Removes Orbit Polling Component, SSpolling improvement (#81748)
When I made SSpolling, jlsnow gave me his blessing to delete the orbit polling component [where you orbit something for 20 seconds before it chooses a ghost from the orbiters] It's only used in a few places like soulstones replacing jobbanned/inactive players, etc. Also upgraded SSpolling; you can now place a little icon on the sides in the chat message, chat message looks a lot nicer, the alert pic and the jump target don't have to be the same anymore, and I made it be able to pre-pick candidates since 90% of the use cases would just want 1 candidate Also prints to chat who the chosen one was Also made slime intelligence potions ask the user for a reason, which will be displayed in the alert poll |
||
|
|
4f53ec2660 |
[MIRROR] Fixes complex lights not handling moving well, renames lighting defines (#26484)
* Fixes complex lights not handling moving well, renames lighting defines (#81423) ## About The Pull Request [Fixes static lights not moving](https://github.com/tgstation/tgstation/commit/ffef43c05a55dae414ef94558ecf9b9df709ded7) Worked fine when the owner moved, but if the owner was inside something else, it would try and trigger an update on the PARENT's lights, which are obviously not us. [Renames MOVABLE_LIGHT and STATIC_LIGHT to better describe what they do](https://github.com/tgstation/tgstation/commit/de73a63bd4d97783c69c95370726d1c253ffb8fe) People keep trying to change the lighting system of lamps and it makes me mad. I choose OVERLAY_LIGHT and COMPLEX_LIGHT here, I couldn't figure out a better name for turf matrix lighting. Suggestions welcome ## Why It's Good For The Game Closes #80005 Hopefully improves understanding of lighting at a glance ## Changelog 🆑 fix: Fixes fancy lights not updating their source location when picked up and moved /🆑 * Oh well --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> |
||
|
|
70651816c2 |
Fixes complex lights not handling moving well, renames lighting defines (#81423)
## About The Pull Request [Fixes static lights not moving](https://github.com/tgstation/tgstation/commit/ffef43c05a55dae414ef94558ecf9b9df709ded7) Worked fine when the owner moved, but if the owner was inside something else, it would try and trigger an update on the PARENT's lights, which are obviously not us. [Renames MOVABLE_LIGHT and STATIC_LIGHT to better describe what they do](https://github.com/tgstation/tgstation/commit/de73a63bd4d97783c69c95370726d1c253ffb8fe) People keep trying to change the lighting system of lamps and it makes me mad. I choose OVERLAY_LIGHT and COMPLEX_LIGHT here, I couldn't figure out a better name for turf matrix lighting. Suggestions welcome ## Why It's Good For The Game Closes #80005 Hopefully improves understanding of lighting at a glance ## Changelog 🆑 fix: Fixes fancy lights not updating their source location when picked up and moved /🆑 |
||
|
|
138d1324b8 |
[MIRROR] Comprehensive cleanup of storage datum, replaces the weakrefs with just refs (because they were managed already) (#26357)
* Comprehensive cleanup of storage datum, replaces the weakrefs with just refs (because they were managed already) * fixes --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: jjpark-kb <mccorvey.norman@gmail.com> |
||
|
|
12afcb911e |
Comprehensive cleanup of storage datum, replaces the weakrefs with just refs (because they were managed already) (#81120)
## About The Pull Request
- Large amount of storage datum cleanup.
- Documentation.
- Maybe more consistent use of parent vs real_location.
- Removes the weakrefs, replaces it with just references.
- These were already managed references anyways so why bother?
- Removes a bunch of arguments no one used and would ever used so only
the most useful args are left.
- Some bugfixes.
## Why It's Good For The Game
Aiming to make storage easier to work with. The whole intent of this was
to bugfix the whole "weight class" thing that keeps popping up but I had
to do this first.
## Changelog
🆑 Melbert
fix: When placing an item into storage (such as backpacks), all nearby
mobs now get a message, rather than just the first mob.
fix: TGC decks of cards should act a bit less odd when looking inside.
refactor: Refactored a bit of storage, cleaned up a fair bit of its
code. Let me know if you notice anything funky about storage (like
backpacks).
/🆑
|
||
|
|
c3bb222d26 |
[MIRROR] Some Processing improvements [MDB IGNORE] (#25944)
* Some Processing improvements (#80693) ## About The Pull Request Got the idea from #80682. A lot of parent procs don't do anything, some are just formatted in a bad way, and others early return and do no ops, it's bad in general but this should give us a head start. Some good overhead saved here * Some Processing improvements --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> |