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master
5452
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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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ad36b54ffb |
Ethereal Food and Drink Tweak (#86043)
## About The Pull Request A small edit to various ethereal drinks and reagents, swaps the variable to one that is tied directly to ethereals for easier balancing. ## Why It's Good For The Game Makes it easier to balance and adjust ethereal foods. ## Changelog EDIT: This isn't a qol PR, if the values of the two defines are the same, there's effectively no gameplay change to note. |
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a380e4c218 |
gives some items sound_vary true (#86467)
## About The Pull Request changed the `sound_vary` var that gives `vary` to pickup/drop sounds to `TRUE` on: - grenade - handcuffs - lead pipe - batons - beaker - drinking glass ## Why It's Good For The Game will give more variety for the soundscape, only did it for items that will sounds good with it ## Changelog 🆑 grungussuss sound: some more items will vary in pitch when picking them up and placing them down /🆑 |
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2ba25578a4 |
[MIRROR] Rum can be synthetized again (#29634)
Rum can be synthetized again (#86130) ## About The Pull Request I removed the flag accidentally at some point when adding aged rum. EDIT: They say it wasn't me. ## Why It's Good For The Game Fixes #86129 ## Changelog 🆑 fix: Rum can be synthetized again. /🆑 Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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91baa94ac5 |
event based incapicated and able_to_run (#86031)
## About The Pull Request this is a revival of #82635 . i got permission from potato to reopen this, he did almost all the work. i only just solved the conflicts and fixed all the bugs that were preventing the original from being merged (but it should be TMed first) ## Why It's Good For The Game slightly improves the performance of basic mob AI ## Changelog 🆑 LemonInTheDark refactor: able_to_run and incapacitated have been refactored to be event based /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: ZephyrTFA <matthew@tfaluc.com> |
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a84c95e3ab |
Rum can be synthetized again (#86130)
## About The Pull Request I removed the flag accidentally at some point when adding aged rum. EDIT: They say it wasn't me. ## Why It's Good For The Game Fixes #86129 ## Changelog 🆑 fix: Rum can be synthetized again. /🆑 |
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dbb884c567 |
Fixes ice cream vat refilling (#86232)
## About The Pull Request 3 months ago in <https://github.com/tgstation/tgstation/pull/83818> beakers were set to always cancel attack chain, so beakers werent calling attackby secondary on ice cream vats  Reverted it back to how it was before, ice cream vat works again  ## Why It's Good For The Game Fixes ice cream vat refilling, and anything else this might've broke. ## Changelog 🆑 fix: Ice cream vats can be refilled with beakers again. /🆑 |
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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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c80a04685c |
[MIRROR] Fix runtime with convert_reagent (#29582)
* Fix runtime with `convert_reagent` (#86089) ## About The Pull Request It didn't check if the reagents pool actually had the reagent passed (ie, it did not check the result of `has_reagent`) Did some cleanup while in the area. ## Changelog 🆑 Melbert fix: Juicing and grinding should break less /🆑 * Fix runtime with `convert_reagent` --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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eb04102081 |
Fix runtime with convert_reagent (#86089)
## About The Pull Request It didn't check if the reagents pool actually had the reagent passed (ie, it did not check the result of `has_reagent`) Did some cleanup while in the area. ## Changelog 🆑 Melbert fix: Juicing and grinding should break less /🆑 |
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502b147965 |
[MIRROR] Salt electrolysis (#29577)
* Salt electrolysis (#85304) ## About The Pull Request Add salt electrolysis. You need to mix ethereal blood with table salt/sodium chlorine/NaCl and you get sodium and chlorine. ## Why It's Good For The Game Add ghetto chemistry way to obtain sodium Add new reaction for ghetto chimestry  ## Changelog 🆑 add: Added salt electrolysis reaction /🆑 --------- Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com> * Salt electrolysis --------- Co-authored-by: Sakamoto4ka <126394911+Sakamoto4ka@users.noreply.github.com> Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com> |
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763e66cc14 |
Salt electrolysis (#85304)
## About The Pull Request Add salt electrolysis. You need to mix ethereal blood with table salt/sodium chlorine/NaCl and you get sodium and chlorine. ## Why It's Good For The Game Add ghetto chemistry way to obtain sodium Add new reaction for ghetto chimestry  ## Changelog 🆑 add: Added salt electrolysis reaction /🆑 --------- Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com> |
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73081bcff0 |
Add messages (paper, photos, cash) in bottles. (#85703)
## About The Pull Request This PR adds a new persistent feature: message inside bottles. These are basically glass bottles with inside a piece of paper, a photo or space cash (no holocredits, and most bills rarely go over 1000 credits anyway) from a previous round, which can be fished at the beach, or from the relative fishing portals. Each piece of written paper or photo that isn't map-loaded has a roughly a 0.2% chance to be added to the message bottles database at the end of the round. However, you can also manually toss a glass bottle with inside a paper/photo/bill into the ocean (or a fishing portal generator with the ocean/beach module loaded) for guaranteed results. The bottles are removed from the database once fished up by the by, unless tossed back into the ocean. I've also offset a couple bottle sprites that weren't properly aligned (for the message overlays). TODO: - [x] add a couple (20 prob or less) message bottle spawners to the beach away mission or something. - [x] add a few sounds for adding and removing the message from the bottle. (pickup/drop sounds already handle that) - [x] test it properly. ## Why It's Good For The Game I think it'd be neat to have a way to send photos, snarky "seek grass" messages, as well as the occasional financial aid to future players, and furthermore, another thing to tie fishing to. ## Changelog 🆑 add: You can place papers, photos and cash bills (no holochips) inside bottles and then toss them into the ocean (or fishing portal gen with relative settings) with right-click, for others to fish them up on future rounds. /🆑 |
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4e167856aa |
[MIRROR] Adds a treasure chest to the ocean/beach fishing spot. (#29398)
* Adds a treasure chest to the ocean/beach fishing spot. (#85276) ## About The Pull Request This PR adds a treasure chest that can be fished from the ocean if you're lucky enough (or have enough explosives or lobstrosities to do it for you). The treasure chest is basically a mystery box (like the ones from the deathmatch) with a couple catches; the treasure chest can be opened up to 18 times in total before breaking down, however, it can only be opened up to 3 times per spaceman, encouraging the player to share it with others. Here the possible loot by the by: - A toolbox containing a master fishing rod, all the hooks and reels, fish feed, an experi-scanner, an aquarium kit and a can of super baits - A box containing a lazarus injector, a cup and a bottle of strange reagent which you can use to revive fish now - A circuit board for a pre-emagged fishing portal generator - A master fishing rod - A can of super fishing baits - A fish case containing Tiziran fish - A fish case containing Syndicate fish - An old, yet fairly strong cutlass - An old laser gun which fires only 5 shots before running out - A crank laser musket - A smoothbore disabler - A surplus bolt action rifle - A ration pack - A can of squid ink - A bottle of aged rum that forces you to switch to the piratespeak language - A money bag with some doubloons inside - A piratespeak manual - Pirate armored coat - Pirate armored hat - A pre-loaded cannon - Four trash cannon balls - Four cannon balls ## Why It's Good For The Game Mystery boxes are fun, from the little fanfare they play to the potential loot they can give, and I had an old treasure chest I had sprited for fun years ago around so I've come up with an entertaining idea. If you think the loot list is a bit too hot, I can cool it down a bit. Also yeah, I wanted to make fish revivable with strange reagent, since you can already do it with lazarus injectors even though using a lazarus injector for this would be a severe waste of mining points. ## Changelog 🆑 add: Added a treasure chest you can rarely fish from the ocean/beach, with loot being a mix of fishing and piratey stuff. add: You can revive fish with strange reagent now. /🆑 * Adds a treasure chest to the ocean/beach fishing spot. --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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1880003270 |
Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request Currently to check for Silicon access, we do: ``if is silicon or is admin ghost or has unlimited silicon privileges or has machine remote in hand`` What has unlimited silicon privileges? Bots, Drones, and admin ghosts. To check for AI access, it just checks for AI instead of silicon, and doesnt check for unlimited silicon privileges. This was kinda silly, so I thought I should make this a little easier to understand. Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or ``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost, since now instead of being a var on the client, we moved it to using the same trait but giving it to the client instead, but since we have to keep parity with previous functionality (admins can spawn in and not have this on, it only works while as a ghost), I kept previous checks as well. No more type checks, removes a silly var on the mob level and another on the client. Now while I was doing this, I found a lot of tgui's ``ui_act`` still uses ``usr`` and the wrong args, so I fixed those wherever I saw them, and used a mass replace for the args. Other changes: - machinery's ``ui_act`` from https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin ghosts no longer get kicked off things not on cameras. This was my fault, I overlooked this when adding Human AI. - Human AI's wand gives AI control as long as it's in your hand, you can swap to your offhand. I hope this doesn't end up going horribly, otherwise I'll revert this part. It should let human AIs not have their UI closed on them when swapping to eat food or use their door wand or whatnot. - Bots previously had special checks to scan reagents and be unobservant, I replaced this with giving them the trait. I also fixed an instance of unobservant not being used, so now statues don't affect the basic creature, whatever that is. ## Why It's Good For The Game This is an easier to understand way of handling silicon access and makes these mobs more consistent between eachother. Other than what I've mentioned above, this should have no impact on gameplay itself. ## Changelog 🆑 fix: Statues don't count as eyes to creatures. fix: Human AIs and Admin ghosts no longer get kicked off of machines that aren't on cameranets. /🆑 |
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d9168e7254 |
Adds a treasure chest to the ocean/beach fishing spot. (#85276)
## About The Pull Request This PR adds a treasure chest that can be fished from the ocean if you're lucky enough (or have enough explosives or lobstrosities to do it for you). The treasure chest is basically a mystery box (like the ones from the deathmatch) with a couple catches; the treasure chest can be opened up to 18 times in total before breaking down, however, it can only be opened up to 3 times per spaceman, encouraging the player to share it with others. Here the possible loot by the by: - A toolbox containing a master fishing rod, all the hooks and reels, fish feed, an experi-scanner, an aquarium kit and a can of super baits - A box containing a lazarus injector, a cup and a bottle of strange reagent which you can use to revive fish now - A circuit board for a pre-emagged fishing portal generator - A master fishing rod - A can of super fishing baits - A fish case containing Tiziran fish - A fish case containing Syndicate fish - An old, yet fairly strong cutlass - An old laser gun which fires only 5 shots before running out - A crank laser musket - A smoothbore disabler - A surplus bolt action rifle - A ration pack - A can of squid ink - A bottle of aged rum that forces you to switch to the piratespeak language - A money bag with some doubloons inside - A piratespeak manual - Pirate armored coat - Pirate armored hat - A pre-loaded cannon - Four trash cannon balls - Four cannon balls ## Why It's Good For The Game Mystery boxes are fun, from the little fanfare they play to the potential loot they can give, and I had an old treasure chest I had sprited for fun years ago around so I've come up with an entertaining idea. If you think the loot list is a bit too hot, I can cool it down a bit. Also yeah, I wanted to make fish revivable with strange reagent, since you can already do it with lazarus injectors even though using a lazarus injector for this would be a severe waste of mining points. ## Changelog 🆑 add: Added a treasure chest you can rarely fish from the ocean/beach, with loot being a mix of fishing and piratey stuff. add: You can revive fish with strange reagent now. /🆑 |
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6e0c4915e4 |
[MIRROR] Fixed portable chem mixer spamming you if not held if not held while its UI is open (#29342)
* Fixed portable chem mixer spamming you if not held if not held while its UI is open (#85511) ## About The Pull Request Closes #85510 Also uncapitalized its name while at it ## Changelog 🆑 fix: Fixed portable chem mixer spamming you if not held while its UI is open /🆑 * Fixed portable chem mixer spamming you if not held if not held while its UI is open --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> |
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9974c1849b |
[MIRROR] Makes upgraded soda dispensers actually upgraded (#29343)
* Makes upgraded soda dispensers actually upgraded (#85551) ## About The Pull Request Makes the `drinks/fullupgrade` actually have the fullupgrade circuit board, which is responsible for upgrading the parts in the machine. Matches the booze dispenser, which currently works. https://github.com/tgstation/tgstation/blob/6847e9203500e2c6e3c138d8102254cc08a018bb/code/modules/reagents/chemistry/machinery/chem_dispenser.dm#L632-L635 ## Why It's Good For The Game bugn't ## Changelog 🆑 fix: pre-upgraded soda dispensers are actually pre-upgraded again /🆑 * Makes upgraded soda dispensers actually upgraded --------- Co-authored-by: FlufflesTheDog <piecopresident@gmail.com> |
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a741af7491 |
[MIRROR] Wellcheers fix (#29300)
* Wellcheers fix (#85634) ## About The Pull Request Fixes the way Wellcheers soda checks sanity for its sanity-based effects, removing "holes" of sanity values in which it would do nothing at all. Old code checks sanity values in ranges 0-25, 50-75, 100-125, new code checks sanity _levels_ instead so that it's exhaustive ## Why It's Good For The Game Makes wellcheers have the intended effect, fixes https://github.com/tgstation/tgstation/issues/85617 ## Changelog 🆑 fix: Wellcheers no longer does nothing half the time /🆑 Co-authored-by: Roryl-c <5150427+Roryl-c@ users.noreply.github.com> * Wellcheers fix --------- Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@ users.noreply.github.com> |
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bc7ee3430d |
Makes upgraded soda dispensers actually upgraded (#85551)
## About The Pull Request Makes the `drinks/fullupgrade` actually have the fullupgrade circuit board, which is responsible for upgrading the parts in the machine. Matches the booze dispenser, which currently works. https://github.com/tgstation/tgstation/blob/6847e9203500e2c6e3c138d8102254cc08a018bb/code/modules/reagents/chemistry/machinery/chem_dispenser.dm#L632-L635 ## Why It's Good For The Game bugn't ## Changelog 🆑 fix: pre-upgraded soda dispensers are actually pre-upgraded again /🆑 |
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cef7b1eec0 |
Fixed portable chem mixer spamming you if not held if not held while its UI is open (#85511)
## About The Pull Request Closes #85510 Also uncapitalized its name while at it ## Changelog 🆑 fix: Fixed portable chem mixer spamming you if not held while its UI is open /🆑 |
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ee00efd382 |
Wellcheers fix (#85634)
## About The Pull Request Fixes the way Wellcheers soda checks sanity for its sanity-based effects, removing "holes" of sanity values in which it would do nothing at all. Old code checks sanity values in ranges 0-25, 50-75, 100-125, new code checks sanity _levels_ instead so that it's exhaustive ## Why It's Good For The Game Makes wellcheers have the intended effect, fixes https://github.com/tgstation/tgstation/issues/85617 ## Changelog 🆑 fix: Wellcheers no longer does nothing half the time /🆑 Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> |
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+16 |
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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0e0b9a4061 |
Fixes Donk Co. & Waffle Corp Trademark Issues (#85686)
## About The Pull Request All references to "Waffle Co" and "Waffle Company" have been scrubbed and replaced with appropriate branding. "The Waffle Corporation" may be shortened to "Waffle Corporation", "Waffle Corp" or "Waffle Corp." only. All references to "Donk Corp." and "Donk Corporation" have been scrubbed and replaced with appropriate branding. "Donk Company" may be shortened to "Donk", "Donk Co" or "Donk Co." only. ## Why It's Good For The Game Keeps these names consistant and lore accurate. ## Changelog 🆑 spellcheck: fixed many incorrect spellings of Waffle Corp and Donk Co. /🆑 --------- Co-authored-by: BlueMemesauce <47338680+BlueMemesauce@ users.noreply.github.com> |
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06aa7b846a |
Fixes Donk Co. & Waffle Corp Trademark Issues (#85686)
## About The Pull Request All references to "Waffle Co" and "Waffle Company" have been scrubbed and replaced with appropriate branding. "The Waffle Corporation" may be shortened to "Waffle Corporation", "Waffle Corp" or "Waffle Corp." only. All references to "Donk Corp." and "Donk Corporation" have been scrubbed and replaced with appropriate branding. "Donk Company" may be shortened to "Donk", "Donk Co" or "Donk Co." only. ## Why It's Good For The Game Keeps these names consistant and lore accurate. ## Changelog 🆑 spellcheck: fixed many incorrect spellings of Waffle Corp and Donk Co. /🆑 --------- Co-authored-by: BlueMemesauce <47338680+BlueMemesauce@users.noreply.github.com> |
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c38bf7ba26 |
Tinacusiate no longer changes hearing spans for every single person in-game (#85606)
## About The Pull Request Spans was shared between all players which caused everyone's hearing to get affected when someone ingested tinacusiate ## Changelog 🆑 fix: Tinacusiate no longer changes hearing spans for every single person in-game /🆑 |
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d728c9a57a |
Tinacusiate no longer changes hearing spans for every single person in-game (#85606)
## About The Pull Request Spans was shared between all players which caused everyone's hearing to get affected when someone ingested tinacusiate ## Changelog 🆑 fix: Tinacusiate no longer changes hearing spans for every single person in-game /🆑 |
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80466e7df1 |
[MIRROR] Chem master containers use DMIcon (#29156)
* Chem master containers use DMIcon (#85422) ## About The Pull Request  Makes Chem and Condi master machines use DMIcon instead of stylesheets to render icons. ## Why It's Good For The Game Crisp icons, cleaner code. ## Changelog 🆑 image: Made chem master container icons not blurry /🆑 * Chem master containers use DMIcon --------- Co-authored-by: Andrew <mt.forspam@gmail.com> |
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0645e4d19a |
[MIRROR] The Soundening: Security and guns edition. (#29146)
* The Soundening: Security and guns edition. * Update belt.dm * Update belt.dm --------- Co-authored-by: grungussuss <96586172+Sadboysuss@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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3af4e6ae79 |
Power cell overlay now updates when exiting an object's contents (#85079)
## About The Pull Request The charge indicator overlay on power cells is now properly updated when the cell is charged/discharged. Before, you could use a power cell until it's empty and the overlay wouldn't change at all. ## Why It's Good For The Game The overlay is there to indicate the charge of the cell. It should work. ## Changelog 🆑 fix: The charge indicators on power cells now work properly. code: Removed some now redundant power cell appearance updates /🆑 --------- Co-authored-by: jimmyl <70376633+mc-oofert@ users.noreply.github.com> |
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0fb8b85e13 |
Chem master containers use DMIcon (#85422)
## About The Pull Request  Makes Chem and Condi master machines use DMIcon instead of stylesheets to render icons. ## Why It's Good For The Game Crisp icons, cleaner code. ## Changelog 🆑 image: Made chem master container icons not blurry /🆑 |
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b9dfb7a44f |
Power cell overlay now updates when exiting an object's contents (#85079)
## About The Pull Request The charge indicator overlay on power cells is now properly updated when the cell is charged/discharged. Before, you could use a power cell until it's empty and the overlay wouldn't change at all. ## Why It's Good For The Game The overlay is there to indicate the charge of the cell. It should work. ## Changelog 🆑 fix: The charge indicators on power cells now work properly. code: Removed some now redundant power cell appearance updates /🆑 --------- Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> |
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f0575ec415 |
The Soundening: Security and guns edition. (#85309)
## About The Pull Request https://github.com/user-attachments/assets/9c47c512-ff22-4832-9524-fd6f3e6147c7 Pickup sounds for: - all guns - riot shields - handcuffs - batons and telebatons - pepper spray - all grenades Storage open sound for: - security belt, security webbing, all holsters Successfully cuffing someone now has its own satisfying sound! ## Why It's Good For The Game The most combat intensive role in the game doesn't have these sounds to complement their gameplay, these sounds will increase the amount of danger audio cues you can listen for and give feedback to players on what others are doing. ## Changelog 🆑 sound: guns have pickup and drop sounds sound: security belts and holsters have opening sounds sound: handcuffs have pickup and drop sounds sound: stun batons and telescopic batons now have pickup and drop sounds sound: grenades have pickup and drop sounds sounds: riot shields and telescopic shields have pickup and drop sounds sound: successfully handcuffing someone has sound /🆑 |
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855c26c4ce |
Merge pull request #29008 from Skyrat-SS13/upstream-merge-85147
[MIRROR] Fixes an alexander harddel as well as an alexander exploit |
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e2da2480e4 |
Fixes an alexander harddel as well as an alexander exploit (#85147)
## About The Pull Request mighty_shield will probably always harddel since its ref is never cleared. Also, since the for loop never broke, it was theoretically possible to infinitely stack block chance on shields that were not picked by the drink, since it only ever removed blockchance off mighty shield. ## Why It's Good For The Game bugs bad exploits bad ## Changelog 🆑 fix: Alexander no longer causes harddels fix: Removed a theoretical infinite block exploit from alexander /🆑 |
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cd10906c7c |
Fixes an alexander harddel as well as an alexander exploit (#85147)
## About The Pull Request mighty_shield will probably always harddel since its ref is never cleared. Also, since the for loop never broke, it was theoretically possible to infinitely stack block chance on shields that were not picked by the drink, since it only ever removed blockchance off mighty shield. ## Why It's Good For The Game bugs bad exploits bad ## Changelog 🆑 fix: Alexander no longer causes harddels fix: Removed a theoretical infinite block exploit from alexander /🆑 |
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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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970d12d898 |
[MIRROR] Make chem dispenser display units instead of kilowatts (#28943)
* Make chem dispenser display units instead of kilowatts (#85073) ## About The Pull Request Makes the chem dispenser display units instead of kilowatts  ## Why It's Good For The Game Chemists use units in their work instead of kilowatts ## Changelog 🆑 qol: chem dispenser displays units instead of kilowatts /🆑 * Make chem dispenser display units instead of kilowatts --------- Co-authored-by: zoomachina <97964454+zoomachina@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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ae51c811e0 |
[MIRROR] Buffing some awful black market items to be less awful. (#28856)
* Buffing some awful black market items to be less awful. (#84895) ## About The Pull Request With this PR, I'm making some awful or bad blackmarket items less bad (some are still bad imo). I don't aim to tweak every item that I find mediocre at best, because it ultimately boils down to opinion and maybe what I don't like, others do, but also because the feature was designed to have some "scammy" items in there (the broken chameleon hat is a prime example). Moving on, some of the more noticeable changes: - the old spacesuit in a box should no longer cost thousands of credits - the thermite bottle now contains enough thermite to melt one r-wall - replaced the shotgun dart item with a more expensive box of XL shotgun darts (25 units of reagent capacity vs 15) - replaced the science googles with a more expensive medical-security combo HUD (the sprites exist already) - the donk pocket box item can now spawn subtypes of the donk pocket box, this includes the gondola box, though it's pretty rare. - the suspicious pill bottle item can now spawn a pill bottle of maintenance pills The rest should be price changes. ## Why It's Good For The Game Many of the blackmarkets choices are downright a bummer, and I'm not talking about things like the broken chameleon hat, but stuff such as shotgun darts, science googles, thermite; I mean, SOME of stuff that's OBVIOUSLY easy and more convenient to get from a (proto/auto) lathe or the chemist and just make the blackmarket look kinda bad. ## Changelog 🆑 balance: reduced the prices of some blackmarket items across the board. balance: the thermite bottle (from the contraband spawner and the blackmarket), now spawns with 50u of thermite vs 30, enough to melt one reinforced wall. add: Replaced the science googles from the blackmarket with a security + health scanner HUD. add: Replaced the single shotgun dart from the blackmarket with a box of XL shotgun darts. add: The donk pocket box from the blackmarket now comes in different flavors. /🆑 * Buffing some awful black market items to be less awful. * modular edits * maybe? * fix icons * fix * Update storage.dm --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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+3 |
fa2ab65f07 |
Missed mirrors (#28919)
Handful of missed mirrors (#3739) * fix duplicate traits * Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003) This PR does a few things but centrally it's all centered around mechanically enforcing what items are and are-not considered contraband in-game. Contraband items are visually indistinguishable from non-contraband. If an item is Contraband, it can only be detected in two ways: * After being scanned by an N-Spect scanner, which is a standard item security item, assuming it still has a charge to do so. * Via a scanner gate, which can now be upgraded with an N-spect scanner to allow for it to scan a person and all their contents for contraband. Contraband items are intended to be determined both logically and through other relevant examine text. However, here's the short list of items that are considered contraband, reserving the right to expand the list. <details> <summary>In hindsight it's kind of a long list.</summary> * Items that have "contraband" or "illegal" in the name or description. * Items that allow for the player to obtain other illegal items, that are NOT particularly stealthy. * This means that a syndicate uplink is NOT considered contraband, as they're typically hidden on your person as something else. * Stealth items under the syndicate uplink, the revolutionary flash, and some mapped in dangerous items that can come from both syndicate and company-aligned resources are not considered dangerous. * Items that are purchased from cargo after emagging or switching to extended cargo range. * Items purchased FROM syndicate uplinks, the wizard knowledge scroll, or other antagonist shops. * Cursed artifacts/tools magically produced by cultists or heretics. * Items purchased from the blackmarket. * Items purchased from the contraband section of vending machines. * Some drugs and overtly dangerous or criminal byproducts. </details> Well, primarily, this is an aid for in-game enforcement of space law. Based on the length of the above list, we have a LONG, LONG list of items in-game that are technically considered, in one way or another, illegal to have on the station, and yet without either metaknowledge of what those items are, or how they're used, security officers lack some of the certainty of how to deal with these kinds of encounters. Additionally to the knowledge aspect of this trait, security officers may now receive a new civilian bounty to collect items that are considered contraband, also giving them an incentive to look for and confiscate contraband that's been found across the station while upholding space law. Security has a bounty for 3 different rechargers, and considering access limitations, most security players aren't going to make this exchange, so I've lowered the required amount down to 1. Adjusted the N-spect scanner's description to match it's new functionality. The Civilian bounty TGUI now has an additional 1 point of padding to make it feel less cramped. https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d **Updated as of 6/19/2024:** Additionally, some storage items will block the presence of contraband when going through a contraband aligned scanning gate. These items include the infiltrator modsuit core, storage implant, void cloak, the aptly named smuggler's satchel, and the chameleon kit's backpack. **Updated as of 6/23/2024:** N-spect scanner now has contextual screentips. **Updated as of 6/29/2024:** Scanner gates are now available in all lathes that have a feature specific to how scanner gates function. So, includes cargo (contraband), security (weapons), and medbay (diseases). Originally, this started out as a way to be able to provide more in-character and in-flavor bounties for security officers, because they suck! Most security bounties as they exist right now do the worst possible things from all respective bounties: * They detract away from a job's actual responsibilities as opposed to working with them. * They're best completed while sitting next to your lathe and running items back to the bounty pad. * They exist with such esoteric rarity of high quantity of items that it's miserable to fulfil. As a result, I started work on this as a framework to allow security officers to be further incentivized to collect contraband across the station, either as a result of the gamemode or just through routine patrols across the station. Implementing it as a learning tool for security as well just happened to work out as an additional bonus, and having a function in-game allowing newer or less experienced players to know if an item is considered dangerous or conspicuous also works as a particularly good way to provide information where a player may not know what they're up against. If nothing else, this might be interesting to try, and if not, I'll just snip out the QOL changes from it and we'll see how it goes. Going forward, I am a bit hesitant about the contraband scanner gate mode, and as such, will try working with the admin team to determine if that's a good feature to keep around for game health, while hoping to give it a chance in the fullness of time. 🆑 add: Items spawned via traitor uplinks or are known illegal contraband on the station can now be scanned and identified as such by the N-spect scanners in security. These only applies to overt traitor or antagonist items, and "stealth" items will not be seen as such. add: Scanner gates can now be upgraded by using an N-spect scanner on it to unlock "contraband scanning" mode. add: Security officers can now be offered a bounty to turn in pieces of contraband. add: Some stealthy storage items like storage implants, smuggler's satchels, void cloaks, the infiltrator modsuit, and the chameleon backpack will block the presence of contraband on your person when placed inside. qol: N-spect scanner contextual screentips. balance: Recharger security bounties ask for a quantity of 1, down from 3. qol: security, cargo, and medbay have access to scanner gate boards. /🆑 --------- * Adds six new strange object powers! (#84775) DESIGN CONCEPT: Strange Devices are at their best when they're odd tools which can help a department out, with some strange drawbacks that make them interesting and unique. Foam for the Janitor, Flashbang for Security, Teleporter for tiders, Corgimaker for the chef. They're also ambiguous enough that they can really be used by anyone for silly hijinks. Drink Dispenser: Creates a glass, then fills it up with a random drink. Bioscrambler: After a noticeable warning, bioscrambles people nearby. 33% chance to be used up on use. Recharger: Shocks you, but recharges one random item to max battery. Hugger: Hugs everyone in range as if you had the friendly trait. DImensional: Converts the surroundings to a random material-theme. Each use increases cooldown by two seconds. Disguiser: Drops your clothing to the ground and replaces it with a delete-on-drop costume and a randomly assigned cardboard ID. Removed an unused and unusable shock flag. Removed an unused dumb ghost item. Added a proc that returns a hex color with the # attached. > DESIGN CONCEPT: Strange Devices are at their best when they're odd tools which can help a department out, with some strange drawbacks that make them interesting and unique. Foam for the Janitor, Flashbang for Security, Teleporter for tiders, Corgimaker for the chef. They're also ambiguous enough that they can really be used by anyone for silly hijinks. Request by ArcaneMusic! He wanted new abilities to go along with the new sprites, and approved these. > Removed an unused dumb ghost item. please stop using costume subtypes for OP items. whats the damn point of the subtype if youre just going to screw with it > Added a proc that returns a hex color with the # attached. idk why it didnt have this tbh 🆑 add: Adds six new strange object powers! Drink dispenser, bioscrambler, recharger, hugger, dimensional, disguiser. code: Removed some unused code and items, and added a proc that returns a random #colorstring. /🆑 * [NO GBP] the random spawner loot weight config is not an integer (#84814) Sets `integer` to false. Also a tidbit about the `skew_loot_weight` proc, though loot lists with uneven weights all tend to add a value to all entries so it isn't an issue. The config isn't an integer. N/A * The techweb no longer erroneously refers to MODsuits as exosuits (#84800) At some point, some of the techweb node descriptions were changed, so that it referred to certain modsuits as exosuits. This just changes it back. The term "exosuit" is generally used for mechs, not modsuits. The techweb descriptions should refer to modsuits as modsuits. 🆑 spellcheck: The techweb no longer erroneously refers to MODsuits as exosuits. /🆑 * Adds new hairstyle - Short Bangs 2 (#84804) Adds a new hairstyle called Short Bangs 2. The hairstyle is basically an edit of the existing double buns, except the hair buns themselves are removed. https://github.com/tgstation/tgstation/assets/66234359/38fe3b09-c42b-43e6-9e30-949428aab506 More customization, variety and character flavor is great. Double buns itself is a good hairstyle but some may not like the hair buns out of personal preference or that it can look weird on non-human species like felinids. 🆑 Hardly3D add: Added new hairstyle: Short Bangs 2 /🆑 * Offset render relays for non-offsetting planes to match highest matching render plane (#84184) **Alternate title: "Fix blind people getting so blind they become deaf when going down a flight of stairs"** So 'bout half a week to a week ago I overheard a friend complaining about blind people not seeing runechat on lower multi-z levels. Asked a bit, apparently they'd reported this about half a year ago, and it's still an issue. So in my never-ending hubris I decided to just go and fix it! Now, admittedly? I really _really_ do not get the rendering system we use. The simple options were right out: we can't allow the fullscreens plane to be offset, as this causes issues with looking up/down, or disallow runechat from being offset, which causes issues with runechat from other levels. After poking our very cool and smart rendering guy several times over the course of the last week, this is what we got to: We simply make the rendering relays for non-offsetting plane masters point to the highest rendering plane that matches the target. We do this by offsetting the rendering relays in place, by adjusting their plane and layer values to match the new offset, with a new `offset_relays_in_place(new_offset)` proc called in `/datum/plane_master_group/proc/transform_lower_turfs(...)`. Importantly, we compare the current layer values to what they should've been, so we don't accidentally override relays with custom-set layers. This fixes our issue (as tested on wawastation): <details> <summary>Images</summary>    </details> Fixes #80376. 🆑 fix: You can see runechat above fullscreen overlays on lower multi-z levels again. Rejoice, blind players. Please report any weird rendering layering issues. /🆑 * illegal tech flag got changed * Automatic changelog for PR #84003 [ci skip] * Automatic changelog for PR #84775 [ci skip] * Automatic changelog for PR #84800 [ci skip] * Automatic changelog for PR #84804 [ci skip] * Automatic changelog for PR #84184 [ci skip] * Makes the smoking pipe sprite not give you a phantom stache. (#84898) The smoking pipe currently gives you a phantom stache. Observe, note the black background and know this character has no facial hair.  I basically adjusted the pixels so it'd look better from different directions. This is the new look - approximately.  Smoking pipe is cool for RP but the sprite's fucked. 🆑 image: the smoking pipe's directional looks have been altered to make it less ugly /🆑 (cherry picked from commit |
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aad62b5103 |
Make chem dispenser display units instead of kilowatts (#85073)
## About The Pull Request Makes the chem dispenser display units instead of kilowatts  ## Why It's Good For The Game Chemists use units in their work instead of kilowatts ## Changelog 🆑 qol: chem dispenser displays units instead of kilowatts /🆑 |
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5d68f27bcd |
Merge pull request #28906 from Skyrat-SS13/upstream-merge-84966
[MIRROR] Fixes runtime with storage datum & portable chem mixer beaker insertion |
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8ffb8a84b5 |
Merge pull request #28913 from Skyrat-SS13/upstream-merge-84939
[MIRROR] Chemmaster reagent transfer runtime fix |
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82e65f0f27 |
Chemmaster reagent transfer runtime fix (#84939)
## About The Pull Request Fixes #84938 by adding a check for whether a beaker is inserted into the machine, and added a feedback message. ## Why It's Good For The Game Fixes #84938. ## Changelog 🆑 fix: deleting reagents from the chemmaster buffer works without a beaker inserted /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> |
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3411cd1411 |
Fixes runtime with storage datum & portable chem mixer beaker insertion (#84966)
## About The Pull Request - Fixes this when hiding the storage ui  - Fixes #84963 ## Changelog 🆑 fix: fixes runtime in storage datums when hiding the ui fix: you can insert the withdrawal beaker into the portable chem mixer when locked /🆑 |
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41e5660b14 |
[NO GBP] Fixes some incorrect reagent operations (#85017)
## About The Pull Request - Fixes #85014. buffers use `intercept_reagents_transfer()` but this proc does not automatically call `update_total()` on the target & source reagent holders causing inconsistent results - `remove_reagent()` was sending signals for all reagents in the holder & not just for the reagents removed leading to false triggers & excess work for objects that hooked on this signal. That's fixed now too ## Changelog 🆑 fix: acid/base buffers should update your target & source holder fix: remove reagent operations won't trigger excessive workload /🆑 |
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d06d787f68 |
Chemmaster reagent transfer runtime fix (#84939)
## About The Pull Request Fixes #84938 by adding a check for whether a beaker is inserted into the machine, and added a feedback message. ## Why It's Good For The Game Fixes #84938. ## Changelog 🆑 fix: deleting reagents from the chemmaster buffer works without a beaker inserted /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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976c830a5b |
Fixes runtime with storage datum & portable chem mixer beaker insertion (#84966)
## About The Pull Request - Fixes this when hiding the storage ui  - Fixes #84963 ## Changelog 🆑 fix: fixes runtime in storage datums when hiding the ui fix: you can insert the withdrawal beaker into the portable chem mixer when locked /🆑 |