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master
645 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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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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31630662a8 |
[MIRROR] Plexagon Crew Manifest is accessible and free to everyone. (#29592)
* Plexagon Crew Manifest is accessible and free to everyone. * Update pda.dm * a single line of changes --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com> |
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73f304ae21 |
Plexagon Crew Manifest is accessible and free to everyone. (#86070)
## About The Pull Request Plexagon Crew Manifest has been made into a publicly accessible and roundstart installed PDA app instead of being restricted to heads, security and a few odd medical jobs. For this, it lost its major Detomatix resistance which has been added to security records (minor resistance) and status display control (major resistance) To ensure that noone has to wipe their PDAs roundstart, its size on PDA drives has been halved. ## Why It's Good For The Game Crew manifest can be easily accessed from the messenger app, but without nice formatting that plexagon has. The app itself does not have any capabilities beyond reading crew manifest and printing it out on paper from consoles, neither of which are something that cannot be already done with ease. I believe this is a remnant from old PDA days and doesn't really deserve to stay. ## Changelog 🆑 balance: Plexagon Crew Manifest is now a default PDA app for everyone, and is free. balance: Plexagon Crew Manifest no longer provides Detomatix resistance, but security records and status display control now do. /🆑 |
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c77c50ae3d |
Athletic Fishing Gloves and Fishing Module to fish without a fishing rod (#85415)
## About The Pull Request This PR adds a pair of fishing gloves that let you fish and work out at once, and also a MODsuit module that lets you use MOD gloves to do the same thing (without the workout, an external fishing rod has to be inserted first). In both cases, you can equip or unequip bait, hook and line by using the fishing rod interface which you can open by right-clicking the gloves. To get both of them, you've to perform the first fish scanning experiment. I had to refactor the profound fisher component a bit to do this. ## Why It's Good For The Game Interweaving a few different features with fishing. Fishing and Athletics are both skills, so I thought it'd be nice if it were a way to take advantage of both, and level them up accordingly. Also fishing gloves with maxxed out athletics can make fishing a lot noticeably easier at higher difficulty. ## Changelog 🆑 add: Added Athletic Fishing Gloves and Fishing Glove Module to the advanced fishing tech node. Both can be used to fish without having to hold a fishing rod. The athletic fishing gloves will also train your athletics skill. /🆑 |
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94e81b1209 |
[MIRROR] Computer console sounds (#29494)
* Computer console sounds * its simple as that --------- Co-authored-by: grungussuss <96586172+Sadboysuss@users.noreply.github.com> Co-authored-by: projectkepler-RU <99981766+projectkepler-ru@users.noreply.github.com> |
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891394181f |
Computer console sounds (#85358)
## About The Pull Request https://github.com/user-attachments/assets/b756bc49-70f0-4c86-8b04-5f0566d606a2 I've made the sound really quiet (quieter than most other sounds in the game) so it shouldn't be too annoying, there is 7 variants of the clicks so ear fatigue shouldn't strike too bad. ## Why It's Good For The Game Clicky sounds release a dopamine surge for players and gives you audio feedback when you're doing something, it also triggers when someone is else working at a computer which tells you that they're using it. ## Changelog 🆑 grungussuss sound: computers now make clicky clacky sounds /🆑 |
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df9560bf2e |
[MIRROR] puts all the default command programs on /pda/heads rather than their specific role (#29309)
* puts all the default command programs on /pda/heads rather than their specific role (#85228) ## About The Pull Request Makes it so the default programs in the head PDAs actually works so all 5 do not need to be rewritten for each and every head of staff PDA ## Why It's Good For The Game there were an unnecessary 5 lines of code per head (minus the captain), this reduces it to just the special additions they get ## Proof of Testing  ## Changelog 🆑 code: made it look a little cleaner for head PDAs /🆑 * puts all the default command programs on /pda/heads rather than their specific role --------- Co-authored-by: Odairu <mdesisto510@gmail.com> |
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2ddfadebb3 |
puts all the default command programs on /pda/heads rather than their specific role (#85228)
## About The Pull Request Makes it so the default programs in the head PDAs actually works so all 5 do not need to be rewritten for each and every head of staff PDA ## Why It's Good For The Game there were an unnecessary 5 lines of code per head (minus the captain), this reduces it to just the special additions they get ## Proof of Testing  ## Changelog 🆑 code: made it look a little cleaner for head PDAs /🆑 |
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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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5ba23b9f3d |
ID and PDA interacts with cash (#85123)
## About The Pull Request Adding interactions between ID/PDA and money. So, you can swipe it on cash and get it on your bank. ## Why It's Good For The Game Now you don't have to constantly insert every coin into the card. <details> <summary>GIF and evidence that I tested</summary>  </details> ## Changelog 🆑 qol: Now IDs and PDAs have money-reader module for picking some cash into your bank by swiping on money. /🆑 |
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ccb098153e |
ID and PDA interacts with cash (#85123)
## About The Pull Request Adding interactions between ID/PDA and money. So, you can swipe it on cash and get it on your bank. ## Why It's Good For The Game Now you don't have to constantly insert every coin into the card. <details> <summary>GIF and evidence that I tested</summary>  </details> ## Changelog 🆑 qol: Now IDs and PDAs have money-reader module for picking some cash into your bank by swiping on money. /🆑 |
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aefec7cb2b |
Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request it's - conjunction of "it" and "is" its - possessive form of "it" grammar is hard, and there were a lot of places where "it's" was used where it shouldn't have been. i went and painstakingly searched the entire repository for these instances, spending a few hours on it. i completely ignored the changelog archive, and i may have missed some outliers. most player-facing ones should be corrected, though ## Why It's Good For The Game proper grammar is good ## Changelog 🆑 spellcheck: Numerous instances of "it's" have been properly replaced with "its" /🆑 |
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5f80128fa9 |
Corrects 200+ instances of "it's" where it should've been "its" instead (#85169)
## About The Pull Request it's - conjunction of "it" and "is" its - possessive form of "it" grammar is hard, and there were a lot of places where "it's" was used where it shouldn't have been. i went and painstakingly searched the entire repository for these instances, spending a few hours on it. i completely ignored the changelog archive, and i may have missed some outliers. most player-facing ones should be corrected, though ## Why It's Good For The Game proper grammar is good ## Changelog 🆑 spellcheck: Numerous instances of "it's" have been properly replaced with "its" /🆑 |
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6a530f42af |
[MIRROR] Heads of staff PDAs start with twice as much disk space (#28808)
* Heads of staff PDAs start with twice as much disk space (#84874) ## About The Pull Request Title. Makes heads' and captain's PDAs have 128 GQ of memory instead of only 64. ## Why It's Good For The Game RD and CE's PDAs are completely filled roundstart, and while its not critical for CE, RD needs to delete at least two apps in order to be able to submit gas shell experiments which is extremely annoying. Other heads of staff PDAs have been upgraded for parity. ## Changelog 🆑 qol: Heads of staff PDAs start with twice as much disk space /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> * Heads of staff PDAs start with twice as much disk space --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> |
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4826091b31 |
Heads of staff PDAs start with twice as much disk space (#84874)
## About The Pull Request Title. Makes heads' and captain's PDAs have 128 GQ of memory instead of only 64. ## Why It's Good For The Game RD and CE's PDAs are completely filled roundstart, and while its not critical for CE, RD needs to delete at least two apps in order to be able to submit gas shell experiments which is extremely annoying. Other heads of staff PDAs have been upgraded for parity. ## Changelog 🆑 qol: Heads of staff PDAs start with twice as much disk space /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> |
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1df0e42efb |
[MIRROR] Cigarettes and vapes are no longer subtypes of masks. (#28479)
* Cigarettes and vapes are no longer subtypes of masks. * clothing path * clothing misses * more * fix donator * more2 * more3 * Update prop_summoner.dm * Update prop_summoner.dm * fix --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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67628cdcf9 |
[MIRROR] Oldstation (Charlie) experiments tweaks [NO GBP] (#28552)
* Oldstation (Charlie) experiments tweaks [NO GBP] * oldstation.dmm --------- Co-authored-by: Andrew <mt.forspam@gmail.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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9d9a6c2078 |
[MIRROR] adds swapping pens in PDAs (#28544)
* adds swapping pens in PDAs (#84437) ## About The Pull Request Added the ability to swap items in PDAs <details> <summary>Videos</summary> https://github.com/tgstation/tgstation/assets/112967882/b3c63d7b-7913-42a6-83e7-d2989cdac8b2 </details> ## Why It's Good For The Game You can quickly change items stored in the PDA slots without doing unnecessary actions (pulling the pen out of the PDA, removing it, and inserting another pen) ## Changelog 🆑 qol: you can now swap pens in pdas /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * adds swapping pens in PDAs --------- Co-authored-by: Kocma-san <112967882+Kocma-san@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> |
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d1f3fc3fdf |
Oldstation (Charlie) experiments tweaks [NO GBP] (#84379)
## About The Pull Request There was a feedback that the new techweb made it harder to do science on ghost roles, namely Charlie station crew. This PR makes a few tweaks to oldstation to lower the bar on the experiments: - Added a pure N2O tank for easier BZ creation - Added one diamond to the ai sat to create artificial BS crystal - Added research console to ai sat with frontier app pre-installed - Added a gas compressor to Beta station atmos area Also moved the NTNet relay back to tcomms node as it requires tcomms parts. And moved chem pack/blood pack from tier 1 to tier 0 per players` request. Also fixed the dissection experiments giving the old amount of bonus points, before the recent point denomination. Made a few other minor changes to the map. ## Why It's Good For The Game Charlie is supposed to be friendly for the beginner players, yet the new experiments are hard to do with the limited resources on Charlie. ## Changelog 🆑 qol: It is easier to do some required techweb experiments on Charlie station now fix: Fixed experimental dissection surgeries giving too many points balance: Techweb: Moved NTNet relay back to tcomms node balance: Techweb: Moved blood pack and chem pack to the starting node /🆑 |
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65f0e6bd76 |
[MIRROR] Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] (#28376)
* Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] * Multi chargers * all this other shit * maps * more fixes * even more * mapping * map fixes * MCR * map2 * map3 * map4 * map5 --------- Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> Co-authored-by: Fluffles <piecopresident@gmail.com> |
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30ab05f2ad |
adds swapping pens in PDAs (#84437)
## About The Pull Request Added the ability to swap items in PDAs <details> <summary>Videos</summary> https://github.com/tgstation/tgstation/assets/112967882/b3c63d7b-7913-42a6-83e7-d2989cdac8b2 </details> ## Why It's Good For The Game You can quickly change items stored in the PDA slots without doing unnecessary actions (pulling the pen out of the PDA, removing it, and inserting another pen) ## Changelog 🆑 qol: you can now swap pens in pdas /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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35484728f1 |
Cigarettes and vapes are no longer subtypes of masks. (#82942)
## About The Pull Request Since non-clothing items can also be worn on several slots, there's no need for cigarettes/vapes to be subtypes of masks anymore, since that comes with a few oddities like #82870. ## Why It's Good For The Game This should fix #82870, with about no side-effect aside them no longer being edible by moths 🤢. |
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bd41400659 |
[MIRROR] Adds cool sword mouse cursor maintenance pda app (#28407)
* Adds cool sword mouse cursor maintenance pda app (#84337) ## About The Pull Request Adds a maintenance disk that makes your PDA turn your mouse cursor into a cool sword when it's worn in your ID slot https://github.com/tgstation/tgstation/assets/51863163/ae5c50a1-e6fd-40bb-8957-4af2f6618cba ## Why It's Good For The Game I saw a discord comment about this and it made me laugh. ## Changelog 🆑 Melberte add: Cool Sword Cursor Maintenance App /🆑 * Adds cool sword mouse cursor maintenance pda app --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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74b92c63de |
Adds cool sword mouse cursor maintenance pda app (#84337)
## About The Pull Request Adds a maintenance disk that makes your PDA turn your mouse cursor into a cool sword when it's worn in your ID slot https://github.com/tgstation/tgstation/assets/51863163/ae5c50a1-e6fd-40bb-8957-4af2f6618cba ## Why It's Good For The Game I saw a discord comment about this and it made me laugh. ## Changelog 🆑 Melberte add: Cool Sword Cursor Maintenance App /🆑 |
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434c1bea7a |
[MIRROR] Refactor modular computer (and application) attackby into item_interaction (#28360)
* Refactor modular computer (and application) attackby into item_interaction (#84245) ## About The Pull Request Sooooooooo I was recently notified of an issue (#84185) that popped up from me replacing the `attackby(...)` chain on id cards, where it's no longer possible to put money into IDs inside of PDAs by slapping it against the PDA. As I expected, this is because modular computers both still use `attackby(...)`, and would call `attackby(...)` on the ID they contained if hit with cash. https://github.com/tgstation/tgstation/blob/24a23009e8ee4d056b6671c70c41feab1a18590b/code/modules/modular_computers/computers/item/computer.dm#L799 Now this could've been an easy one line no-gbp fix where I just replace it with a direct call to `insert_money(...)` on the ID and call it a day! But hey. Might as well get rid of the `attackby(...)` altogether while we're at it. First off, because the `attackby(...)` proc was getting quite bloated, we split off all the specific item behaviours into `[X]_act(...)` type procs to clean it up. We then make those return item interaction flags, so we can call them on `item_interaction(...)` after the right typecheck passes and immediately return their results. This also involves replacing the `application_attackby(...)` on applications with an `application_item_interaction(...)`, and making it return the item interaction flags too. The code of each subsection isn't significantly different, though reorganized a bit in some cases. Like inserting a computer disks now tries to move it into the computer _first_ before swapping out whichever disk is already in there, so it doesn't swap out the disk if putting the new one in fails. ## Why It's Good For The Game Fixes #84185. Having more stuff be updated to the proper `item_interaction(...)` system is cool and good. * Refactor modular computer (and application) attackby into item_interaction --------- Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> |
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29e5ad2871 |
[MIRROR] NT Frontier can read files from data disks (#28355)
* NT Frontier can read files from data disks (#84189) ## About The Pull Request Made the NT Frontier app look for valid experiment files not only on the local file system, but also on the data disk. ## Why It's Good For The Game Less clicks. ## Changelog 🆑 qol: NT Frontier app now allows to select experiments from inserted data disks /🆑 * NT Frontier can read files from data disks --------- Co-authored-by: Andrew <mt.forspam@gmail.com> |
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0db2a23faf |
Adds a new power storage type: The Megacell. Drastically reduces power cell consumption/storage. [MDB Ignore] (#84079)
## About The Pull Request As the title says. A standard power cell now only stores 10 KJ and drains power similar to how it did before the refactor to all power appliances. The new standard megacell stock part stores 1 MJ (what cells store right now). APCs and SMESs have had their power cells replaced with these megacell stock parts instead. Megacells can only be used in APCs and SMESs. It shouldn't be possible to use megacells in any typical appliance. This shouldn't change anything about how much 'use' you can get out of a power cell in regular practice. Most should operate the same and you should still get the same amount of shots out of a laser gun, and we can look at expanding what can be switched over to megacells, e.g. if we want mechs to require significantly more power than a typical appliance. Thanks to Meyhazah for the megacell icon sprites. ## Why It's Good For The Game Power cell consumption is way too high ever since the power appliance refactor that converted most things to be in joules. It's a bit ridiculous for most of our machinery to drain the station's power supply this early on. The reason it's like this is because regular appliances (laser guns, borgs, lights) all have a cell type that is identical to the APC/SMES cell type. And it means that if we want to provide an easy way to charge these appliances without making it easy to charge APCs/SMESs through a power bug exploit, we need to introduce a new cell type to differentiate between what supplies power and regular appliances that use power. This is primarily what the megacell stock part does. This moves us back to what it was originally like before the power refactor, where recharging power cells wouldn't drain an exorbitant amount of energy. However, it maintains the goal of the original refactor which was to prevent people from cheesing power generation to produce an infinite amount of power, as the power that APCs and SMESs operate at is drastically different from the power that a regular appliance uses. ## Changelog 🆑 Watermelon, Mayhazah balance: Drastically reduces the power consumption and max charge of power cells balance: Added a new stock part called the battery, used primarily in the construction of APCs and SMESs. add: Suiciding with a cell/battery will shock you and potentially dust you/shock the people around you if the charge is great enough. /🆑 --------- Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com> Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> |
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476973ea6b |
Refactor modular computer (and application) attackby into item_interaction (#84245)
## About The Pull Request Sooooooooo I was recently notified of an issue (#84185) that popped up from me replacing the `attackby(...)` chain on id cards, where it's no longer possible to put money into IDs inside of PDAs by slapping it against the PDA. As I expected, this is because modular computers both still use `attackby(...)`, and would call `attackby(...)` on the ID they contained if hit with cash. https://github.com/tgstation/tgstation/blob/24a23009e8ee4d056b6671c70c41feab1a18590b/code/modules/modular_computers/computers/item/computer.dm#L799 Now this could've been an easy one line no-gbp fix where I just replace it with a direct call to `insert_money(...)` on the ID and call it a day! But hey. Might as well get rid of the `attackby(...)` altogether while we're at it. First off, because the `attackby(...)` proc was getting quite bloated, we split off all the specific item behaviours into `[X]_act(...)` type procs to clean it up. We then make those return item interaction flags, so we can call them on `item_interaction(...)` after the right typecheck passes and immediately return their results. This also involves replacing the `application_attackby(...)` on applications with an `application_item_interaction(...)`, and making it return the item interaction flags too. The code of each subsection isn't significantly different, though reorganized a bit in some cases. Like inserting a computer disks now tries to move it into the computer _first_ before swapping out whichever disk is already in there, so it doesn't swap out the disk if putting the new one in fails. ## Why It's Good For The Game Fixes #84185. Having more stuff be updated to the proper `item_interaction(...)` system is cool and good. |
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47d0b4b70d |
NT Frontier can read files from data disks (#84189)
## About The Pull Request Made the NT Frontier app look for valid experiment files not only on the local file system, but also on the data disk. ## Why It's Good For The Game Less clicks. ## Changelog 🆑 qol: NT Frontier app now allows to select experiments from inserted data disks /🆑 |
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b51f4f2405 |
[MIRROR] Techweb tweaks [NO GBP] (#28297)
Techweb tweaks [NO GBP] Co-authored-by: Andrew <mt.forspam@gmail.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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881dd195f1 |
Techweb tweaks [NO GBP] (#84086)
## About The Pull Request PR for collecting techweb feedback post merge and address valid issues of #84024. People seem to dislike the abundance of new experiments in the middle of the tree, so reducing some requirements for those for now. Also updated NT frontier app a bit, as people are confused with the shell experiments.  ## Why It's Good For The Game Balancing out the new tree. ## Changelog 🆑 balance: Added ordnance to extra access of geneticists and roboticists balance: Reduced parts scanning tests' machine count to 4 from 8 balance: Reduced augmented organs scanning tests mob count to 1 from 2 balance: Reduced equipped mech scanning test count to 1 from 2 balance: Added polycrystal option to bluespace crystal scan test fix: Allowed NTNet relay in away circuit imprinter for NT Frontier app qol: NT Frontier app installed on RD and Scientists` PDAs by default qol: Updated NT Frontier app to be more user-friendly /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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d899ab0404 |
[MIRROR] Mild QOL updates to vending machine-cargo interactions. (#28282)
* Mild QOL updates to vending machine-cargo interactions. (#83933) ## About The Pull Request This Pull makes a few minor improvements to the features I added with vendor cargo (#81582). Changes are as follows: * Vending machines, when restocked with a refill pack and while containing a number of credits, will play a cash register sound to alert you that there's a payout associated with the action. * The Vending Restock app now works on all modular computer platforms, as opposed to just laptops and tablets. * This is actually hilarious because I even made a screen icon for modular consoles, and it's just been unused ever since merge. * The "cargochat" cargo modular console now has the vendor refill app pre-installed. * Vending machines, when determining their missing inventory during the associated station trait, now adds from 1-5 credits per missing item, up from 0-1. The original number was far too low to feel like a strong incentive based on feedback I'd received, and while still lower than providing a flat percentage of the missing item specifically (we ran some numbers on this a few months back), it should at least incentivize players to keep the station better stocked during regular rounds. Also, the UI now shows a difference between if all vending machines are stocked or not.  ## Why It's Good For The Game Most of these are just interfacing and ease of use improvements, as having the app pre-installed in a place where players can actually make some use of it's contents should help to improve it's versatility with regards to the restocking app. Audio feedback is always good. In terms of the balance tweak on the stored value on vending machines, basically it's a way to better incentivize it as an option on the station and to better encourage players to do these kinds of minor upkeep tasks for the crew. ## Changelog 🆑 qol: Vending machines now give audio feedback when you restock a vending refill and get a payout. qol: The Restock tracker NTOS app for tracking vending machine contents now works on all consoles, and comes pre-installed on the cargochat cargo computers. balance: Vending machines now offer a bit more credits when missing contents at the start of a round after getting restocked. /🆑 --------- Co-authored-by: Jacquerel <hnevard@ gmail.com> Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com> * Mild QOL updates to vending machine-cargo interactions. --------- Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> Co-authored-by: Jeremiah <42397676+jlsnow301@ users.noreply.github.com> |
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4799324416 |
Mild QOL updates to vending machine-cargo interactions. (#83933)
## About The Pull Request This Pull makes a few minor improvements to the features I added with vendor cargo (#81582). Changes are as follows: * Vending machines, when restocked with a refill pack and while containing a number of credits, will play a cash register sound to alert you that there's a payout associated with the action. * The Vending Restock app now works on all modular computer platforms, as opposed to just laptops and tablets. * This is actually hilarious because I even made a screen icon for modular consoles, and it's just been unused ever since merge. * The "cargochat" cargo modular console now has the vendor refill app pre-installed. * Vending machines, when determining their missing inventory during the associated station trait, now adds from 1-5 credits per missing item, up from 0-1. The original number was far too low to feel like a strong incentive based on feedback I'd received, and while still lower than providing a flat percentage of the missing item specifically (we ran some numbers on this a few months back), it should at least incentivize players to keep the station better stocked during regular rounds. Also, the UI now shows a difference between if all vending machines are stocked or not.  ## Why It's Good For The Game Most of these are just interfacing and ease of use improvements, as having the app pre-installed in a place where players can actually make some use of it's contents should help to improve it's versatility with regards to the restocking app. Audio feedback is always good. In terms of the balance tweak on the stored value on vending machines, basically it's a way to better incentivize it as an option on the station and to better encourage players to do these kinds of minor upkeep tasks for the crew. ## Changelog 🆑 qol: Vending machines now give audio feedback when you restock a vending refill and get a payout. qol: The Restock tracker NTOS app for tracking vending machine contents now works on all consoles, and comes pre-installed on the cargochat cargo computers. balance: Vending machines now offer a bit more credits when missing contents at the start of a round after getting restocked. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
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6005276433 |
[MIRROR] Ctrl click refactor (#28157)
* Ctrl click refactor * fex --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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df90e547cc |
[MIRROR] Mouse drag & drop refactored attack chain (#28156)
* Mouse drag & drop refactored attack chain * fex --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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cd9613339f |
[MIRROR] Fixes crayon not fitting in pda by replacing attackby w/ item_interaction (#28176)
* Fixes crayon not fitting in pda by replacing attackby w/ item_interaction (#83951) ## About The Pull Request Fixes a bug, what else do you need fixes #83948 ## Why It's Good For The Game Bugs are bad for game health and crayons fitting in pdas aren't really a major change. ## Changelog 🆑 fix: Crayons now fit in pdas /🆑 * Fixes crayon not fitting in pda by replacing attackby w/ item_interaction --------- Co-authored-by: Lucy Grindler <110352801+LucyGrind@users.noreply.github.com> |
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54d07c767c |
Fixes crayon not fitting in pda by replacing attackby w/ item_interaction (#83951)
## About The Pull Request Fixes a bug, what else do you need fixes #83948 ## Why It's Good For The Game Bugs are bad for game health and crayons fitting in pdas aren't really a major change. ## Changelog 🆑 fix: Crayons now fit in pdas /🆑 |
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47be0bffc2 |
Ctrl click refactor (#83784)
## About The Pull Request Same idea as #82656 but for ctrl click & ctrl shift click cause why not - Does your signal & `can_perform_action()` checks using `interaction_flags_click` flags before delegating the event down to `ctrl_click()` proc. - The one new change now is that `ctrl_click()` proc is now blocking, meaning returning `CLICK_ACTION_SUCCESS` or `CLICK_ACTION_BLOCKING` will stop the object from getting grabbed/pulled. So remember to return these values if you want to stop the grab action or return `NONE` if you want to process the click but still want the object to get grabbed as well ## Changelog 🆑 refactor: Ctrl click & Ctrl shift click has been refactored. Please report bugs on GitHub /🆑 |
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b6369a47b4 |
Mouse drag & drop refactored attack chain (#83690)
## About The Pull Request Mouse drag & drop has been refactored into its own attack chain. The flowchart below summarizes it  Brief summary of each proc is as follows **1. `atom/MouseDrop()`** - It is now non overridable. No subtype should ever touch this proc because it performs 2 basic checks a) Measures the time between mouse down & mouse release. If its less than `LENIENCY_TIME`(0.1 seconds) then the operation is not considered a drag but a simple click b) Measures the distance squared between the drag start & end point. If its less than `LENIENCY_DISTANCE`(16 pixels screen space) then the drag is considered too small and is discarded - These 2 sanity checks for drag & drop are applied across all operations without fail **2. `atom/base_mouse_drop_handler()`** - This is where atoms handle mouse drag & drop inside the world. Ideally it is non overridable in most cases because it also performs 2 checks - Is the dragged object & the drop target adjacent to the player?. Screen elements always return true for this case - Additional checks can be enforced by `can_perform_action()` done only on the dragged object. It uses the combined flags of `interaction_flags_mouse_drop` for both the dragged object & drop target to determine if the operation is feasible. We do this only on the dragged object because if both the dragged object & drop target are adjacent to the player then `can_perform_action()` will return the same results when done on either object so it makes no difference. Checks can be bypassed via the `IGNORE_MOUSE_DROP_CHECKS` which is used by huds & screen elements or in case you want to implement your own unique checks **3. `atom/mouse_drop_dragged()`** - Called on the object that is being dragged, drop target passed here as well, subtypes do their stuff here - `COMSIG_MOUSEDROP_ONTO` is sent afterwards. It does not require subtypes to call their parent proc **4. `atom/mouse_drop_receive()`** - Called on the drop target that is receiving the dragged object, subtypes do their stuff here - `COMSIG_MOUSEDROPPED_ONTO` is sent afterwards. It does not require subtypes to call their parent proc ## Why It's Good For The Game Implements basic sanity checks across all drag & drop operations. Allows us to reduce code like this https://github.com/tgstation/tgstation/blob/8c8311e624271a6f6decba8cd643b33b9904534a/code/game/machinery/dna_scanner.dm#L144-L145 Into this ``` if(!iscarbon(target)) return ``` I'm tired of seeing this code pattern `!Adjacent(user) || !user.Adjacent(target)` copy pasted all over the place. Let's just write that at the atom level & be done with it ## Changelog 🆑 refactor: Mouse drag & drop attack chain has been refactored. Report any bugs on GitHub fix: You cannot close the cryo tube on yourself with Alt click like before /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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16c66010c9 |
[MIRROR] /icons/ folder cleansing crusade part 3 (#27859)
* /icons/ folder cleansing crusade part 3 * fixes --------- Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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5c22ddc645 |
[MIRROR] Makes computer console circuits more consistent (#27869)
* Makes computer console circuits more consistent (#83412) ## About The Pull Request This PR makes the computer console's print feature work on a signal instead of wasting paper every string update, changes the flashlight color change to do the same, fixes the on/off signal not turning the console on, and fixes the signal for the console turning off not functioning. ## Why It's Good For The Game Besides the bug fixes, this makes the console components more consistent with every other circuit component. The refactor is to prevent worrying about nulls for colors or errors because of early returns. ## Changelog 🆑 fix: computers with no lights can now turn on using the on/off signal fix: RGB lights on PDA circuits now use a signal fix: the is_off signal now works on consoles fix: printing text on a console component now uses a signal refactor: each input signal in console circuits now have their own proc /🆑 * Makes computer console circuits more consistent --------- Co-authored-by: Echriser <EthanSC2001@outlook.com> |
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a7ca4b83cb |
Makes computer console circuits more consistent (#83412)
## About The Pull Request This PR makes the computer console's print feature work on a signal instead of wasting paper every string update, changes the flashlight color change to do the same, fixes the on/off signal not turning the console on, and fixes the signal for the console turning off not functioning. ## Why It's Good For The Game Besides the bug fixes, this makes the console components more consistent with every other circuit component. The refactor is to prevent worrying about nulls for colors or errors because of early returns. ## Changelog 🆑 fix: computers with no lights can now turn on using the on/off signal fix: RGB lights on PDA circuits now use a signal fix: the is_off signal now works on consoles fix: printing text on a console component now uses a signal refactor: each input signal in console circuits now have their own proc /🆑 |
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8eb3b51ad9 |
/icons/ folder cleansing crusade part 3 (#83420)
## About The Pull Request In my effort to make the /icons/ folder cleaner and more intuitive instead of having to rely on recalling names of stuff and looking them up in code to find them for poor sods such as myself, plus in spurt of complusion to organize stuff, here goes. I've tracked all changes in commit descriptions. A lot still to be done, but I know these waves go over dozens of files making things slow, so went lighter on it. Destroyed useless impostor files taking up space and cleaned a stray pixel on my way. ## Why It's Good For The Game Cleaner /icons/ file means saner spriters, less time spent. Stray pixels and impostor files (ones which are copies of actually used ones elsewhere) are not good. ## Changelog 🆑 image: Cleaned a single stray pixel in a single frame of a bite telegraphing accidentaly found while re-organizing the files. /🆑 |
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53a8ba74c8 |
grep's for "recieve" typos (#83369)
Just spellchecking some common mistakes. |
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82a7c9c68f |
[MIRROR] Removes virologist job (#27374)
* Removes virologist job (#82723) As the title says. Removes the job. Whole wing of medical is still there.  (MSO)  It's boring. It's so boring that when it decides to become unboring it just attempts to ruin the fun for everyone else 🆑 del: Due to a need for company restructuring, virologists have been laid off by CentCom and doctors can optionally take their place. /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * Oh right. * Coroner, Chief Engineer, Bitrunner are no longer exempt from certain Traitor objectives (#83165) ## About The Pull Request While reading traitor objective code for a project, I noticed that both the Coroner and CE are not listed as potential targets for the 'Destroy Heirloom' objectives. Looking into it, I noticed that the Coroner was also not listed for the kidnapping objective. This fixes that. ## Why It's Good For The Game Coroner should not be immune to traitory And the CE should not be exempt from having their heirloom potentially destroyed ## Changelog 🆑 fix: The Coroner and Bitrunner can now be selected as a target for kidnapping and heirloom destruction objectives. fix: The Chief Engineer is now a valid target for heirloom destruction objectives. /🆑 * Remove sleeper protocol objective + Remove the upper limit to sabotage RND server/Telecomms (#83206) <!-- 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 Deletes the sleeper protocol objective  https://discord.com/channels/326822144233439242/326831214667235328/1239270421921005570 Removes the upper limit to sabotage telecomms/RND servers  https://discord.com/channels/326822144233439242/326831214667235328/1239269962707636375 <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Removes a bad objective. Removes a non-sensical upper limit to sabotage rnd/telecomms. <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 del: Removes the sleeper protocol traitor objective balance: RND server/Telecomms sabotage can now show up even later in the round /🆑 <!-- 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. --> * Right, I changed the path. --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com> Co-authored-by: norsvenska <73006946+norsvenska@users.noreply.github.com> Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> |
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2cb9ef65ca |
[MIRROR] Adds a notice to PDAs that their batteries can be removed (#27535)
* Adds a notice to PDAs that their batteries can be removed (#82937) ## About The Pull Request This adds a span notice on examine to PDAs containing a power cell that the cell can be removed by right clicking Discussed this morning in coder general: * Lots of functions have been moved to PDAs, but their batteries deplete obnoxiously quickly * Dedicated PDA chargers are not wanted per Mothblocks, and would be map clutter * Existing rechargers cannot be made more available because they recharge guns, but are the only 'obvious' way to recharge PDAs. * PDA batteries can actually be removed and externally recharged - but there is nothing in game telling players this. * There is also nothing on the wiki telling players this. * Left click w/ screwdriver = nothing, but right click removes cell is completely non-intuitive and inconsistent with all other tool use. ## Why It's Good For The Game Actually telling players about an interaction is good and the description of this PR is already longer than the code change. ## Changelog 🆑 fix: On examine PDAs will now inform players that the power cell can be removed for recharging or replacement, and how to do so. /🆑 * Adds a notice to PDAs that their batteries can be removed --------- Co-authored-by: Vire <66576896+Maurukas@users.noreply.github.com> |
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921f3309f0 |
Adds a notice to PDAs that their batteries can be removed (#82937)
## About The Pull Request This adds a span notice on examine to PDAs containing a power cell that the cell can be removed by right clicking Discussed this morning in coder general: * Lots of functions have been moved to PDAs, but their batteries deplete obnoxiously quickly * Dedicated PDA chargers are not wanted per Mothblocks, and would be map clutter * Existing rechargers cannot be made more available because they recharge guns, but are the only 'obvious' way to recharge PDAs. * PDA batteries can actually be removed and externally recharged - but there is nothing in game telling players this. * There is also nothing on the wiki telling players this. * Left click w/ screwdriver = nothing, but right click removes cell is completely non-intuitive and inconsistent with all other tool use. ## Why It's Good For The Game Actually telling players about an interaction is good and the description of this PR is already longer than the code change. ## Changelog 🆑 fix: On examine PDAs will now inform players that the power cell can be removed for recharging or replacement, and how to do so. /🆑 |
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ba5c112a86 |
Huge Mirror fixes (#27488)
* Fixes incorrect operator usage in mecha code (#82570)
## About The Pull Request
I completely screwed up and told the original PR author of #82415
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