46 Commits

Author SHA1 Message Date
John Willard
7199947c08 [MDB IGNORE] [IDB IGNORE] WIP TGU (#1427)
Several months worth of updates.

---------

Co-authored-by: A miscellaneous Fern <80640114+FernandoJ8@users.noreply.github.com>
Co-authored-by: Pepsilawn <reisenrui@gmail.com>
Co-authored-by: Ray <64306407+OneAsianTortoise@users.noreply.github.com>
Co-authored-by: Cure221 <106662180+Cure221@users.noreply.github.com>
2025-11-06 08:20:20 -05:00
John Willard
942751868e [MDB IGNORE] [IDB IGNORE] March '25 TGU (#1386)
* TGU
2025-03-23 15:36:10 -04:00
John Willard
48e755b12a January '25 TGU (#1326)
* January 2025 TGU

* removes fulpui package

* Fixes maps

* fix for beef cyto

* fix for 516
2025-02-02 18:00:20 -05:00
grungussuss
d7600edaa7 Restores parity with /tg/ upstream, TGU late december 2024 (#1300)
* Removes the sec record computer from the icemoons agent (#88545)

## About The Pull Request

it is gone, no more record deletion.

## Why It's Good For The Game

i made this map but i'm pretty sure i didn't add this computer there,
having the opwer to delete records just completely fucks over sec and
isn't fun to go against

## Changelog

🆑
map: removed the sec record computer from the Icemoon Listening Post.
/🆑

* Automatic changelog for PR #88545 [ci skip]

* Pet Commands QOL . makes pet commands easier to use (#88495)

## About The Pull Request
this PR improves the UX of pet commands a bit. i decided to expand on
their radial menu. You can now hold shift and hover over your pet to
display a menu of commands which you can choose from. alternatively, you
can still type out commands in chat


https://github.com/user-attachments/assets/9da7f7ea-58a3-4fd6-b040-45cc05cda51d



## Why It's Good For The Game
makes pet commands easier to give out when you're managing more than 1
pet. also fixes the fishing command not working.

## Changelog
🆑
qol: holding shift and hovering over your pet will display a list of
commands you can click from
fix: fixes the fishing pet command not working
/🆑

* Automatic changelog for PR #88495 [ci skip]

* Removes an extra proc override in digitigrade pref logic (#88525)

## About The Pull Request
they're doing the same thing and this one does a bitfield check when the
value it's checking is a number, technically it works as intended right
now but if we ever added more - it would break.
## Changelog
🆑 grungussuss
code: removed an extra proc override in digitigrade legs preference
logic code
/🆑

* Automatic changelog for PR #88525 [ci skip]

* Obliterates the survivors of sound/voice from orbit (#88429)

## About The Pull Request
merge skew from a pr before the sound file reorganization
## Changelog
no player facing changes

* Add reboot countdown to stat panel (#88438)

## About The Pull Request

Rewrite ticker `Reboot` proc slightly to use a timer and callback for
the delay before the reboot, tracks this timer in the stat panel for
players to see. Also adds a verb to cancel a pending reboot independent
of the delay round end verb.

## Why It's Good For The Game

It's nice to be able to see exactly how much time is left until the
server restarts, and it's even nicer to see that the round end has been
delayed when the "admin has delayed round end" message gets buried in a
fast moving chat.

## Changelog

🆑
qol: The time until the server reboots is now visible in the status tab.
admin: Added a cancel reboot verb to the server tab.
/🆑

* Automatic changelog for PR #88438 [ci skip]

* Nuclear Operatives can buy a vintage pinpointer from the Badassery shop section (#88621)

* Automatic changelog for PR #88621 [ci skip]

* Turtles (#87493)

## About The Pull Request
adds turtles to the game! but these aren't your typical turtles. 

![turtlestates](https://github.com/user-attachments/assets/b9d35a32-5f04-4255-bbac-d1ed57b2abb1)

these are flora-turtles, with giant trees growing on their shells. These
trees can emit fields which affects nearby hydroponic plants. Initially,
the trees start out as young buds, from there the tree can evolve into
different types depending on what you feed the turtle.

Feeding them pesticides causes the tree to blossom to be purple. this
tree's fields will help kill some pests and weeds in nearby plants.

Feeding them nutrients gives you the green tree, the fields will heal
nearby plants

Feeding them mutators like uranium or left 4 zed gives you the yellow
tree. the fields increase instability of plants

The turtle will emit these fields every once in a while, ONLY when its
feeling happy. therefore you'll have to pet it, clean it and feed it
every once in a while to keep it satisfied. You can view the turtle's
happiness by shift clicking it.


https://github.com/user-attachments/assets/a47136a1-06a1-419e-acc2-2f6f4468e296

The turtle only eats seeds. after eating a seed, itll process it and
spit out its corresponding fruit! (for example, feeding it an apple seed
gives you an apple). itll also sometimes playfully headbutt your legs
and it loves going around smelling the scent from nearby plants

you can get these turtles by fishing the hydroponics tray or by ordering
them through cargo.

## Why It's Good For The Game
adds a new fun way for botanists to take care of their plants. While
these turtles alone arent enough to fully replace plant dedicated
nutrients, they add small extra support.

## Changelog
🆑
add: adds flora-turtles. obtainable through cargo or by fishing from the
hydroponics tray
/🆑

* Automatic changelog for PR #87493 [ci skip]

* Rolling tables can be rolled up again (#88628)

* Automatic changelog compile [ci skip]

* Automatic changelog for PR #88628 [ci skip]

* Admins can now return the shuttle back to the station without ending the round (#88521)

## About The Pull Request
Per DarkenedEarth's request on discord, adds a new Fun menu secret which
makes the shuttle go back to the station after a configurable delay with
an announcement (also configurable). After docking at the station it
behaves like BYOS (still requiring to wait for it's arrival despite it
being docked).

## Why It's Good For The Game

Admins want it to hunt early EORGers or make events or something like
that.

## Changelog
🆑
admin: Admins can now return the shuttle back to the station without
ending the round
/🆑

* Automatic changelog for PR #88521 [ci skip]

* Fixes showers not passively washing objects (#88666)

## About The Pull Request

Closes #88643

## Changelog
🆑
fix: Fixed showers not passively washing objects
/🆑

* Automatic changelog for PR #88666 [ci skip]

* Kissing while you have the ink infusion ability off cooldown gives you an ink kiss (#88556)

## About The Pull Request

Kissing while you have the ink infusion ability off cooldown gives you
an ink kiss.

This ink kiss behaves identically to a normal kiss but also creates a
ink spit projectile and calls on_hit(target) on its own on_hit (not
on_harmless_hit)

## Why It's Good For The Game

I think it's funny to kiss people and splat them with ink.

I did not test this because apparently worktrees dont work with pressing
f5

## Changelog

🆑
add: Kissing while you have the ink infusion ability off cooldown gives
you an ink kiss
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>

* Automatic changelog for PR #88556 [ci skip]

* [NO GBP] Fixes moth wing stabilization working in zero-g as long as you keep moving (#88552)

## About The Pull Request

Didn't run the check in stabilization code, also fixed a forgotten
comsig unreg

## Changelog
🆑
fix: Fixed moth wing stabilization working in zero-g as long as you keep
moving
/🆑

* Automatic changelog for PR #88552 [ci skip]

* Automatic changelog compile [ci skip]

* plumbing catalyst storag (#88404)

## About The Pull Request

see title
also see video



https://github.com/user-attachments/assets/23e2d128-1175-4779-87cf-74a4d4e6e1c1



## Why It's Good For The Game

doing in 1 machine what was once done by 3-4 is nicer for the chemist.
less materials wasted and more space available to play around in. also
has the side effect of making the output slightly higher since time
spent transferring catalysts can now be spent on transferring reagents
that are consumed instead

## Changelog
🆑
add: catalyst function for plumbing reaction chambers
/🆑

---------

Co-authored-by: SyncIt21 <VLord3D@gmail.com>

* Automatic changelog for PR #88404 [ci skip]

* [NO GBP] Fixed aquariums auto-feeding (#88660)

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>

* Automatic changelog for PR #88660 [ci skip]

* Computers can act like cover and will no longer never allow projectiles to pass over them (much l like barricades) (#88646)

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>

* Automatic changelog for PR #88646 [ci skip]

* Lowers cooldown on hotkey spell selection (#88503)

* Automatic changelog for PR #88503 [ci skip]

* Navigate verb now indicates areas above or below you (#88505)

* Renames UpdatePath script name for consistency (#88520)

* Automatic changelog for PR #88505 [ci skip]

* Lava ignores thrown mobs (#88640)

* Automatic changelog for PR #88640 [ci skip]

* Add circuit component for slime processor (#88463)

Co-authored-by: Arae <230020345@stu.vtc.edu.hk>

* Automatic changelog for PR #88463 [ci skip]

* Fixes big manipulator manipulating laws of physics (#88677)

* Automatic changelog for PR #88677 [ci skip]

* Fix tgui chat panel z-fighting on BYOND 516 (#88663)

## About The Pull Request

Port of https://github.com/ParadiseSS13/Paradise/pull/27676 and
https://github.com/VOREStation/VOREStation/pull/16734

> Instead of relying on `is-disabled` and `is-visible`, which BYOND
happily will automatically change for you whenever you send a client
text, we now use a Child element to swap between the legacy output and
browser output in separate preset panes.
> 
> TL;DR: chat would flash white under 516, now doesn't

I cleared cache before each test video below, just to be 100% sure

<details>
<summary>Testing Evidence: BYOND 515</summary>


https://github.com/user-attachments/assets/8d661cc3-585e-4f8e-9399-76df8bc0a281

</details>

<details>
<summary>Testing Evidence: BYOND 516</summary>


https://github.com/user-attachments/assets/c0d31fb4-6ef5-4d49-81a8-c767c5e24cc2

</details>

## Why It's Good For The Game

flickering chat hurts my eyes

## Changelog
🆑 Absolucy, ShadowLarkens, S34N
fix: Fixed chat rapidly flickering in BYOND 516.
/🆑

* Improve and extend `fieldset_block` and `examine_block` (#88678)

## About The Pull Request
Maked `fieldset_block` and `examine_block` more stylish and neat, also
`fieldset_block` no longer has a centred title.
Renamed `examine_block` to `boxed_message` and adds
`custom_boxed_message` which can be colored.

- AdminPMs, admin tickets and vote results has been wrapped into
`fieldset_block` for comfort and visibility
- Health Analyzer results painted to blue
- Vote notice and tips of the round wrapped to purple
`custom_boxed_message`
- Tooltip text border color, now uses text color, not just white

## Why It's Good For The Game
Demonstration in both themes

<details><summary>Dark</summary>


![image](https://github.com/user-attachments/assets/7175379b-b053-4fb7-bd25-65c744a21c56)

![image](https://github.com/user-attachments/assets/1728e72b-0110-4b81-9d61-8779f5fdc3a0)

![image](https://github.com/user-attachments/assets/5e6f9604-35b8-4840-b6b4-35a68f49a997)

</details>

<details><summary>Light</summary>


![image](https://github.com/user-attachments/assets/6a3d693b-e0dc-4a4b-b4d7-2ded54ce0d67)

![image](https://github.com/user-attachments/assets/c4f5e089-180f-4d13-806a-fa64f01740a3)

![image](https://github.com/user-attachments/assets/a46d52c4-ad37-4637-8cae-c4b00139efc1)

</details>

## Changelog

🆑
qol: AdminPMs, admin tickets, vote results and started vote notification
are now much more visible in the chat.
qol: Boxed messages in chat (like examine), has been restyled.
/🆑

* Automatic changelog for PR #88663 [ci skip]

* Implement Edge DevTools (#88679)

## About The Pull Request
Implements Edge DevTools for 516 users (coders)
Thanks to [S34N](https://github.com/ParadiseSS13/Paradise/pull/25363)

<details><summary>Images</summary>


![image](https://github.com/user-attachments/assets/9025d45a-a1be-4e95-b1ee-4adfb29d687e)

![image](https://github.com/user-attachments/assets/abe1b936-9fb5-4001-8f21-cbeeb62def45)

</details>

---------

Co-authored-by: AnturK <4047233+anturk@users.noreply.github.com>

* Automatic changelog for PR #88678 [ci skip]

* Updates href uses for 516 (#88699)

## About The Pull Request

Was just scrolling through the Paradise github since they seem to have
more work done for 516 to see if there's anything I can port over, found
this and thought why not.

Ports parts of https://github.com/ParadiseSS13/Paradise/pull/25105
Specifically, updaing all hrefs to use the internal ``byond://``, and
adding it to grep.

## Why It's Good For The Game

More work towards 516.

## Changelog

Nothing player-facing.

* Fixes hugging away your own terror (#88688)

* Automatic changelog for PR #88688 [ci skip]

* this is fine

* normal;

* Revert "this is fine"

This reverts commit 7c33557b02.

* Fixes .357 Heartseeker not homing in on people (#88696)

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>

* Automatic changelog for PR #88696 [ci skip]

* First batch of fixes

* Automatic changelog compile [ci skip]

* Fixes skull cookies being invisible (#88597)

## About The Pull Request
- Fixes #88594

same fix as #80179

## Changelog
🆑
fix: skull cookies are visible again
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>

* Automatic changelog for PR #88597 [ci skip]

* Gives Assistants a thematic radio. (#88578)

* Automatic changelog for PR #88578 [ci skip]

* Fix holodeck computer using wrong power settings (#88568)

## About The Pull Request
The holodeck computer has a complex power formula since it calculates
the power requirements based on the choosen simulation and items inside.
One apparent problem that I discovered through testing is that when the
holodeck computer is idle or using the offline program it is drawing
power as if it was active...

This is not supposed to happen. Let's see what the code documentation
says for reference:

```
//Power use
/// dont use power
#define NO_POWER_USE 0
/// use idle_power_usage i.e. the power needed just to keep the machine on
#define IDLE_POWER_USE 1
/// use active_power_usage i.e. the power the machine consumes to perform a specific task
#define ACTIVE_POWER_USE 2

///Base global power consumption for idling machines
#define BASE_MACHINE_IDLE_CONSUMPTION (100 WATTS)
///Base global power consumption for active machines. The unit is ambiguous (joules or watts) depending on the use case for dynamic users.
#define BASE_MACHINE_ACTIVE_CONSUMPTION (BASE_MACHINE_IDLE_CONSUMPTION * 10)

///see code/__DEFINES/machines.dm
var/use_power = IDLE_POWER_USE
///the amount of static power load this machine adds to its area's power_usage list when use_power = IDLE_POWER_USE
var/idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION
///the amount of static power load this machine adds to its area's power_usage list when use_power = ACTIVE_POWER_USE
var/active_power_usage = BASE_MACHINE_ACTIVE_CONSUMPTION
///the current amount of static power usage this machine is taking from its area
var/static_power_usage = 0
```

If the machine isn't in use it should be using `IDLE_POWER_USE` when it
is not active. So in our case, we have it offline but it is still using
`ACTIVE_POWER_USE` draining more power than it should.

There was also some misc edge case where if you are near the computer
and you change the simulation, it wouldn't update the power correctly
since having the UI of a computer active did not allow the power to
properly reset to the simulation or offline mode.

Anyway here is how it looks fixed. If you are ever checking power vars,
the ones you need to pay attention to are here:


![dreamseeker_b7B7ErVRVH](https://github.com/user-attachments/assets/01e6e78d-b6af-4245-b73a-4b5212c74953)

CC @SmArtKar Hopefully this is a sufficient enough explanation. If you
really need me to I can record a video of the before and after effects.

## Why It's Good For The Game
Holodeck computer does not drain power when it is offline mode. Instead
it uses the correct idle amount which is significantly reduced. This is
how all machines behave. Due to holodeck having unique power
calculations it was bugged.

## Changelog
🆑
fix: Fix holodeck computer using wrong power settings and not updating
properly
/🆑

* Automatic changelog for PR #88568 [ci skip]

* Revert "Merge pull request #1 from FernandoJ8/grung-tgu"

This reverts commit 53f554a38d, reversing
changes made to 4bf084cc96.

* Reapply "Merge pull request #1 from FernandoJ8/grung-tgu"

This reverts commit b88a200571.

* skull emoji

* more includes

* greyscale and approaching fulpstation sound

* readme change to fuolp

* Update routes.tsx

* Update build.js

* fix some merge skew

* this is fucked up

* it doesn't see a diff

* Create tgstation.dme

* Update tgstation.dme

* fixes the dme

* Update _greyscale_config.dm

* Fixes people changing alert level when Delta+ (#88711)

## About The Pull Request
Title. People can change alert level during the middle of a nuclear
emergency from Delta to Green while the nuke is still ticking. This PR
fixes that. Alert level still capable of changing once the nuke is
disarmed
## Why It's Good For The Game
Bugfix good

![image](https://camo.githubusercontent.com/e560df4f283cc9b1ed9fb65e8d17f0ce39961e78fba30f22869aa8da36330b07/68747470733a2f2f692e6779617a6f2e636f6d2f31353862376231303337303466383732626438353734626363623734383030662e706e67)

![image](https://camo.githubusercontent.com/0ab45a57c5f4098fd3ee4aae1cda81d4c617041f756bf963f749531eeb342c80/68747470733a2f2f692e6779617a6f2e636f6d2f63326632313436356665346434316164616236653335613566633138666136652e706e67)
## Changelog
🆑
fix: Fixes alert level changing during a Delta+ scenario
/🆑

* Automatic changelog for PR #88711 [ci skip]

* Update mob.dm

* this too

* okay this is scuffed

* even more conflicts

* Update human.dm

* ok I can see the light at the end of the tunnel

* picking up items will now respect the sound vary settings of the item (#88704)

## About The Pull Request
I missed this when adding sound_vary
## Why It's Good For The Game
intended to be this way + there's a reason this var exists
## Changelog
🆑 grungussuss
fix: picking stuff up actually respects the vary settings of an item
/🆑

* ok lemme test this one thing

* yarn updated

* Automatic changelog for PR #88704 [ci skip]

* makes girders smooth (#88631)

* Returns plasmafire and clockwork UI's transparency, slightly adjusts active hand slot overlays (#88673)

* Automatic changelog for PR #88631 [ci skip]

* Automatic changelog for PR #88673 [ci skip]

* Fix Syndicate Spacesuit Names (#88697)

## About The Pull Request

Fixes the names of the engineering and medical syndicate space helmets
referring to them as a generic 'black space helmet', despite being
separate items, and fixes the medical syndicate space suit inexplicably
being called a 'green space suit' despite objectively not being green.

Naming schemes follow the only-correctly-named Black Engineering Space
Suit's naming pattern.

## Why It's Good For The Game

Accurate labels and consistent naming schemes are good and prevent
confusion among players. Also, I'm making a downstream PR that involves
these, and if I see a black and white spacesuit called 'green spacesuit'
one more time, I'm going to commit a felony.

## Changelog

🆑
fix: The Syndicate Medical Space Suit is no longer labelled a 'green
space suit' despite being a noticeably non-green color.
fix: Syndicate Medical and Engineering space helmets now display
themselves as such.
/🆑

* Automatic changelog for PR #88697 [ci skip]

* Update mentorwho.dm

* Automatic changelog compile [ci skip]

* Fix holoparasite using gas ability while not summoned (#88719)

## About The Pull Request
- Fixes #88686

Holoparasites were able to use the gas ability while not directly
summoned. This fixes that so they need to be summoned to use the ability
properly.

## Why It's Good For The Game
No more cheap exploits.

## Changelog
🆑
fix: Fix holoparasite using gas ability while not summoned
/🆑

* Automatic changelog for PR #88719 [ci skip]

* Fix some grammar, clarify wording, change text color for examining computers. (#88709)

## About The Pull Request
Fixes 2 usages of "its" across files, clarifies wording for examining
the syndie medbot, changes span_warning to span_notice for the
computers' build and repair.

## Why It's Good For The Game
Fixes and clarifies some wording, and changes the color of the
computer's examining.

## Changelog
🆑
spellcheck: Fixes some usages of its, clarifies wording on the syndie
medbot, changes span_warning to notice.
/🆑

* Automatic changelog for PR #88709 [ci skip]

* Fix custom map loading ignoring JSON values (#88720)

## About The Pull Request
The map loading function was ignoring JSON values when a map's config
file was custom loaded. (things like - minetype, planetary, etc.)

To resolve this I just made the loadConfig return a json and then use
that json.

## Why It's Good For The Game
Better custom map support!

## Changelog
🆑
fix: Fix custom map loading ignoring JSON values that were ignored
previously. (minetype, planetary, etc.)
/🆑

* Automatic changelog for PR #88720 [ci skip]

* Resprites the base Coffeemaker, resprites coffeepots, adds bs pot overlay to both coffeemakers (#88698)

## About The Pull Request

![image](https://github.com/user-attachments/assets/dfd8d830-60cc-4a45-9095-53db76adb373)

The basic cartridge coffeemaker was pretty... crusty.

![image](https://github.com/user-attachments/assets/723eafa6-5403-4037-b823-c9be1213d341)

There was a [downstream
resprite](https://github.com/Skyrat-SS13/Skyrat-tg/pull/20776) over a
year ago that I suggested go upstream that was just never attempted.
This isn't exactly the same as that though. I've modified the
coffeemaker heavily from that and reshaped the pots a bit, and didn't
include the cartridges.
**I did not change the one on the right.** That is unmodified. It is
here for Comparison and to show the Bluespace Pot overlay.

Also two minor things:
- Lets you use the machine unpowered. It still can't brew without power,
but now you can actually take the pot and cups off still.
- The BS Coffeepot set a list to list(0) but the variable said to set it
to null when not in use. It wasn't in use, so setting it to null
hopefully prevents any weirdness with overlays trying to be made in the
future.
## Why It's Good For The Game
I believe the sprites here are improvements. At least the coffeemaker
and the pot lids are more legible.
## Changelog
🆑
image: updated the cartridge coffeemaker + coffeepot sprites, and added
bluespace pot overlays to coffeemakers
qol: the coffeemakers can now be interacted with while unpowered! No
longer will your coffeepot be stuck inside the machine because it's
unplugged! (Still need power to brew)
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>

* closet lock/unlock sounds (#88702)

## About The Pull Request


https://github.com/user-attachments/assets/e3de442b-51ca-4afb-971a-7d3294dce65e
## Why It's Good For The Game
immershun
## Changelog
🆑 grungussuss
sound: added sounds for locking/unlocking closets
/🆑

* Automatic changelog for PR #88698 [ci skip]

* Automatic changelog for PR #88702 [ci skip]

* fixes smartvend on item tile mode (#88691)

## About The Pull Request

Fixes tile mode for vending machines not spitting items out properly,
they now use number input as the list mode does and spits out whatever
is set to it when you click on the icon, which will be 1 by default even
if you just swap list mode or close/reopen instantly.


https://github.com/user-attachments/assets/e08461fa-ca18-442e-9863-8c963fbc7883

## Why It's Good For The Game

Fixes https://github.com/tgstation/tgstation/issues/88672

## Changelog

🆑
fix: Smartfridges on grid mode (like botany's) will no longer instantly
spit out all the items it has when you try to set how many it should
spit out.
/🆑

* Automatic changelog for PR #88691 [ci skip]

* TG edits and Plumbing tick

* Removes unused `reagent_state` var from reagents (#88616)

## About The Pull Request
As it says on the tin.

No where in code was this var read or used in any way, it was only
assigned a value & then forgotten so it counts as unused

## Changelog
🆑
code: removes unused var from reagent code
/🆑

* Allow to hide `Initialized` mesages (#88681)

## About The Pull Request
Adds `Debug` group to initialization messages

## Why It's Good For The Game
You can finally hide those annoying messages, and leave it on special
Logs/Debug tabs

<details><summary>Video</summary>


https://github.com/user-attachments/assets/0b0d5219-d420-4d49-aa90-069961dcdaeb

</details>

## Changelog

🆑
qol: Now you can hide `Initialized some shit within 0s` messages, by
unchecking `Debug Log` checkbox into the chat tabs settings
/🆑

* Fixes produce/bitrunning/mining order console icon and stretching jank (#88570)

## About The Pull Request

While adding some new orderable bitrunning items I noticed the icons
would be entirely wrong when swapping into any new tab.
Melbert determined this to likely be an issue with keys and caching, and
so proposed the included solution of using the `item.ref` as the key,
which fixes our primary issue.

In the process, however, I noticed there was a secondary issue with the
orderables with especially long item names causing the information
tooltip button and item order buttons to get all scrunched together.
We solve this by simply just making the stack item with the text grow
instead of the tooltip button, having the tooltip button sit nice and
statically next to the order buttons.


<details>
  <summary>Images</summary>
  

![image](https://github.com/user-attachments/assets/19e7260b-f3e9-4ab3-9af8-d580f85039cf)

![image](https://github.com/user-attachments/assets/16ca80a1-3985-4181-b834-b832134e94bf)

![image](https://github.com/user-attachments/assets/282838c0-0c96-4100-aebb-5c3cec08deb9)


</details>

## Why It's Good For The Game

Nice when icons don't look like this:

![image](https://github.com/user-attachments/assets/a54a9b49-189a-4eee-8c56-f2e52e21d8f0)
Or the buttons like this:

![image](https://github.com/user-attachments/assets/2578e812-e34c-4617-ac73-8aea26ea7d3b)
## Changelog
🆑
fix: Produce, bitrunning, and mining order consoles no longer have
broken icons when swapping tabs.
fix: Items in produce, bitrunning, and mining order consoles with
especially long names no longer make the information tooltip and item
order buttons wonky.
qol: The information tooltip button for items in produce, bitrunning,
and mining order consoles no longer moves with the item name, and
instead sits next to the item order buttons.
/🆑

* var-edited icons... madness

* Buffs the proto-kinetic crusher and cleans up the code a little bit (#88171)

## About The Pull Request
Buffs the crusher:
- Mining with the crusher gives mining XP
- If you mine with the crusher, your mining level will reduce the charge
time (more skilled miners can mine faster)
- Shooting the kinetic blast (crusher right click) no longer puts your
click on cooldown

For the mark, it now has a delay of 0.8 seconds. So even though the
click delay from shooting the mark is gone, you'll still have to wait
for it to be ready to detonate it.

Adds code support for the crusher projectile to have effects on hitting
a mob/mineral
- Buffs the bileworm trophy to give it AOE mining radius

Reorganizes all the crusher code + trophies to be in its own folder +
documents it somewhat
## Why It's Good For The Game
Crusher code is a bit outdated so I wanted to clean it up a bit while I
gave it the buffs I wanted.
I feel like it can afford to be better as a mining tool so I gave it
access to mining XP. I also gave it AOE mining from the bileworm trophy
so it can keep up with the other mining tools (pka/pc)
## Changelog
🆑
add: Bileworm crusher trophy now gives you AOE mining
balance: The pk crusher no longer has click delay after shooting the
projectile
balance: The pk crusher gives mining XP when it mines rocks
balance: the pk crusher charges faster when you mine rocks based on your
skill as a miner
code: cleaned up some of the kinetic crusher code
/🆑

* thud only thuds on carbons (#88506)

## About The Pull Request

soft revert: thud only thuds on carbons

@lemon's dumbasss username
## Why It's Good For The Game

fixes roaches thudding on death & similar bugs. non carbons dont support
handle_fall() yet
## Changelog
none

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* Remote camera eyes (such as shuttle docking computers) no longer act like they're always on Jacob's Ladder (#88689)

## About The Pull Request

The `relaymove` proc for remote camera eyes used `get_step` where
`get_step_multiz` would be more appropriate. This PR changes that.

## Why It's Good For The Game

Fixes #83655

## Changelog

🆑
fix: The "Move Up" and "Move Down" verbs properly respect multi-z
connectivity when operating a remote camera.
/🆑

* Automatic changelog for PR #88616 [ci skip]

* Automatic changelog for PR #88681 [ci skip]

* Beret hat masking (#88656)

## About The Pull Request


https://github.com/user-attachments/assets/f54acfe0-107b-44ad-b5f1-bfd8f16387e6
## Why It's Good For The Game
looks nice
## Changelog
🆑 grungussuss
image: added hat masking for berets
/🆑

* Automatic changelog for PR #88570 [ci skip]

* Automatic changelog for PR #88171 [ci skip]

* Crowbars can be recycled in lathes (#88659)

## About The Pull Request
- Fixes #88654

Only when the panel is closed else it deconstructs it as normal

## Changelog
🆑
fix: crowbars can be recycled in lathes only when the panel is closed
/🆑

* Automatic changelog for PR #88689 [ci skip]

* Fix kidnapping pod going to unsafe location (#88652)

## About The Pull Request
- Fixes #76813

When a mob was returned from the kidnap objective they would sometimes
be sent to a turf that was unsafe. In the bug report it was the
pressurized atmos chambers rooms that can crush a person.

## Why It's Good For The Game
Dying is bad.

## Changelog
🆑
fix: Fix kidnapping pod returning a player to unsafe location where air
is bad
/🆑

* Automatic changelog for PR #88656 [ci skip]

* Automatic changelog for PR #88659 [ci skip]

* Automatic changelog for PR #88652 [ci skip]

* Buffs turbine max rpm & output, more maintainence (#88279)

## About The Pull Request

Increases max rpm for all turbine parts from 35000 -> 50000 & power
rectifier from 0.25 -> 0.3. Below is the comparasion

1. Current Values
- **Tier 1**: max rpm = 35000, power_rectifier = 0.25, max output = 131
KW
- **Tier 4**: max rpm = 550000, power_rectifier = 0.25, max output = 2
MW
2. New Values
- **Tier 1**: max rpm = 50000, power_rectifier = 0.3, max output = 225
KW
- **Tier 4**: max rpm = 781250, power_rectifier = 0.3, max output = 3.51
MW

Depends on https://github.com/tgstation/tgstation/pull/88254 as it adds
more general maintenance on top of it

## Why It's Good For The Game

https://github.com/tgstation/tgstation/issues/88231#issuecomment-2501796675
made me sad cause it is. How is it that a solar panel which requires 0
operation cost is able to generate the same amount of power as a tier 1
turbine which requires tons of gas & power(to pump gases from atmos into
the incinerator, room requires power etc). We need more returns on our
hard work.

Also with the recent power refactor changes, APC's & SMES now has
batteries with 10x higher capacity so charging them takes a while & this
turbine buff slightly helps in alleviating that

## Changelog
🆑
balance: turbine now has higher max rpm & increased power output
code: further improved code for turbine
/🆑

* Fix vent clog event triggering on non-station areas (#88724)

## About The Pull Request
- Fixes #88723

This fixes the vent clog event triggering on non-station areas.

## Why It's Good For The Game
Station events should only trigger on station areas.

## Changelog
🆑
fix: Fix vent clog event triggering on non-station areas
/🆑

* Automatic changelog for PR #88279 [ci skip]

* Automatic changelog for PR #88724 [ci skip]

* Fixes an 8 year old bug which colored your HUDs with you (#88667)

## About The Pull Request

Partially a port of
https://github.com/DaedalusDock/daedalusdock/pull/1163 which is a port
of my own code from bitbus
Closes #88579

Instead of manually setting hud images and positioning we now can use
set_hud_image_state which also updates their position to ensure that
they scale with the owner atom. HUDs had RESET_COLOR and RESET_TRANSFORM
but no KEEP_APART, so they were stuck with mobs all this time. I
replaced RESET_TRANSFORM with PIXEL_SCALE (shouldn't be reserved to mob
huds only to be honest) and added KEEP_APART, so that HUDs still
scale/rotate with their owner but don't inherit their color. Also fixed
the dragon issue, that's where this PR actually started.

Closes https://github.com/tgstation/tgstation/issues/45411

## Why It's Good For The Game

I don't want my HUDs to be pretty pink when I make a barbie Clarke.

## Changelog
🆑
refactor: Rewrote some of HUD code so they're no longer colored in their
owner's color
fix: Space dragons no longer turn invisible when toggling seethrough
mode
/🆑

* Automatic changelog for PR #88667 [ci skip]

* Public mining shuttle

* empty commit to restart checks

* The Chairening: Chairs can break when used to block. Alters how chairs stun when smashed over someones head. (#88480)

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>

* Automatic changelog for PR #88480 [ci skip]

* squash merge

* Fish mounts for trophy fish. (#88373)

* Automatic changelog for PR #88373 [ci skip]

* empty commit to restart flaky results

* surgery tray toolbox thingie for fulp maps

* update paths for c357 to a357

* this update paths scrpt sucks

* nt br rifle and eye poster

* more bullshit

* Revert "more bullshit"

This reverts commit 12dfb60182.

* ok here we go

* Entertainment chat filter toggle (#88712)

## About The Pull Request

Allow filtering for entertainment radio and newscaster in the text log

## Why It's Good For The Game

Sometimes you want a tab that lets you focus without the TV on in the
background

## Changelog

🆑 LT3
qol: Entertainment and newscaster broadcasts can be toggled in chat tabs
/🆑

* Automatic changelog for PR #88712 [ci skip]

* soothe-my-soul-with-an-empty-commit

* squash-merge-staging-branch-into-main

* fixes attack chain heck with rped and tables (#88708)

## About The Pull Request
I noticed rped was hitting tables instead of being placed on them so
this fixes that, I tested it
## Changelog
🆑 grungussuss
fix: fixed being unable to place rpeds on tables
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>

* Automatic changelog for PR #88708 [ci skip]

* Automatic changelog compile [ci skip]

* 516 Compile Compatibility (#88611)

Renames all uses of caller, as they (currently) shadow the new byond var
and will in future error
Ups our "wan if compiled after" experiement compile version to 516
Adds an alternate 516 unit test

* Mail sorter/flatpack naming fix (#88687)

## About The Pull Request

- Fixes subtype flatpacks missing a name when in vending machines
- Adds default price for vending flatpacks
- Moves flatpacks into their own .dm file
- Groups the mail related items together in the CargoDrobe

## Why It's Good For The Game

All vending machine flatpacks having identical names despite the
contents of the flatpack is less than ideal

## Changelog

🆑 LT3
fix: Premade/vending machine flatpacks now display what board is inside 
/🆑

* Automatic changelog for PR #88687 [ci skip]

* Rift Fishing (#88619)

## About The Pull Request

Adds rift fishing to the game.


![image](https://github.com/user-attachments/assets/044304ca-e7a0-45e9-baaf-b445328d3982)

Drained and undrained influences can be fished in, the latter only by
heretics. Fishing in an undrained influence shows a bobber floating over
nothing to other people, so don't be stupid!

The loot pool includes the following:

- Knowledge. Great for heretics, bad for crew. Only actually gives
knowledge if fished up in an unopened rift, opening it.
One of each heretic potion type.
- A wild Fire Shark, hostile to all.
- One of each heretic potion, and two flasks of eldritch essence.
- Several new fish:

![image](https://github.com/user-attachments/assets/259bd1ee-3b1e-47db-bcfd-c23b7908f66f)
In order:
1. Chrystarfish
Cosmostarfishe that snuck into the bluespace compartment of a shuttle
engine. Teleports around when eaten. Can be cut into bluespace crystals.
Very pointy.
2. Flumpulus
Probably not an actual fish. Contains flumpuline, which is in many ways
an upgrade to oculine. Except for it occasionally popping your eyes out
and replacing them with fungus. It also gets flattened if you land on
it, cushioning your fall.

![image](https://github.com/user-attachments/assets/02b398b0-22ac-4002-a828-cb73281ecef6)

3. Gullion
This fish can be cut into two diamonds, and needs no mate to reproduce,
making it an excellent way to replenish the station's diamond supply!
However, it needs silicon in the fish tank to survive.
4. Walro-Dolphish
Weird, amphibious creature. Amazing weapon - high damage, strong
piercing wounds, decent block chances. However, it will bite you if you
hold it for too long, so be careful!

More fish are planned to be added. The PR was split in two to reduce
review complexity as the latter half of the fish were increasingly
convoluted.

Any fishing rod will do for fishing, but heretics are now able to infuse
their fishing rod with a grasp:

![image](https://github.com/user-attachments/assets/37cfb7da-9269-4db7-b05f-4bbf4a6957f2)

Infusing the rod will temporarily improve its fishing modifier and give
it a unique trait that lets heretics gather 2 influence, rather than 1,
from a fished-up rift.

If crew fish up a glimpse of the Mansus, they will recieve the same
effects as if they examined the rift, and a curse hand will shoot out at
them.

influences cannot be bombed for fish.
## Why It's Good For The Game

Rifts are _extremely_ close to basically just being eldritch pools of
liquid that some heretic spilled over the station. It's always stuck out
like a sore thumb that we can't fish in them, but now we _can_. (Also,
someone needs to PR fishing in a bucket for clowns and mimes.)

Fishing in a rift is just one of those things you see some random,
innocent assistant do while doing an errand, passively enhancing the
round with the sheer ridiculousness of it. Coming back, it's likely
you'll see them running from a wild Fire Shark they unwisely dug up from
messing with eldritch influences.

For Heretics, this is for the most part actively a worse alternative
than just doing things normally. But sometimes you don't want to be
optimal. Infusing their fishing rod is almost entirely an amusing twist
on the blade infusion that blade path has, and they can even infuse
other people's rods - make fish not war.

Ghommie gave me the fish sprites, and I interpreted them the silliest
and most interesting ways I could think of.
> Chrystarfish

Bluespace's technobabble has finally reached fish. Much like the
Gullion, the intention here was primarily some additional, risky way to
procure some amount of bluespace crystals and dust that doesn't depend
on Mining to do their job, either for the station or for your own stupid
plans. (Obviously mining is still the best way to get it, but it's not
healthy for the game for them to be the ONLY way to do so!)

>Flumpulus


![image](https://static.wikia.nocookie.net/oots/images/3/38/OOTS0074.jpeg/revision/latest?cb=20150609013601)

Imagine taking a pill of 'Super oculine!' and suddenly your eyes pop out
and are replaced with fungeyes. 10/10

>Gullion

Diamonds are extremely scarce on the station and the only way to get
more is by mining. I thought adding some rare, restricted way of getting
more would be fun for the game, and encourage fish breeding.
Parthenogenesis may be a bit much admittedly, but let's just see what
happens

> Walro-Dolphish

The name for this thing kinda sucks. I like the idea of an amphibious
fish-weapon like the pikes that actually kinda just hates being wielded
around like a stick. It's also piercing to differentiate.


![image](https://github.com/user-attachments/assets/a1cb58fb-af16-4f9c-9675-aaaa15172674)
## Changelog
🆑
Carlarc, Ghommie
add: Adds rift fishing to the game. Includes new wacky fish!
add: Drained and undrained influences can be fished in, the latter only
by heretics. Fishing in an undrained influence shows a bobber floating
over nothing to other people, so don't be stupid!
add: influences cannot be bombed for fish.
add: Heretics can now infuse their fishing rod, and fish for knowledge.
/🆑

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>

* Automatic changelog for PR #88619 [ci skip]

* removed some unused sound files and added an unused song to default lobby songs (#88642)

<!-- 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
- added title0.ogg to default lobby songs (it was completely unused)
partially handles https://github.com/tgstation/tgstation/issues/86856
these files are removed, transfers the files to the asset repo:
https://github.com/tgstation/SS13-assets/pull/41
- compressed_air1.ogg
- compressed_air2.ogg
- door_lock.ogg
<!-- 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
file organization by moving unused stuff to the unused asset repo and
unused lobby song
<!-- 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 its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

nothing player facing

<!-- 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. -->

* Fix quiver max_slots var not actually setting storage max_slots (#88731)

* Automatic changelog for PR #88731 [ci skip]

* Optimization for plumbing reaction chamber & catalysts (#88722)

## About The Pull Request
Plumbing components waste extra ticks in requesting reagents if those
requested reagents are stored in a reaction chamber & they are catalysts
which cannot be sent out. That is because the reaction chamber lies &
tells the pipeline it can give them inside it's
`/datum/component/plumbing/reaction_chamber/can_give()` proc but won't
actually transfer them if it has no excess to spare.

This doesn't cause errors because those components will eventually get
their requested values from other supplies but it takes extra ticks to
do so

This ensures the reaction chamber won't volunteer itself as a supplier
if it can't give out those catalysts thus enabling the pipeline to
request more accurate values by excluding that reaction chamber from its
list suppliers

## Changelog
🆑
code: plumbing reaction chamber won't waste extra ticks for the pipeline
when sending out catalysts
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>

* Automatic changelog for PR #88722 [ci skip]

* Destructive scanner no longer attempts to destroy itself (#88576)

* Gets rid of spamming during closet breakout (#88682)

## About The Pull Request
- Fixes #88657

When you begin resisting you can't resist again till either the breakout
was successful or failed. This also lead to the shake animation being
reapplied multiple times causing additional shaking on top of it already
shaking

## Changelog
🆑
fix: breaking out of a closet won't spam chat or shake like it's having
a seizure
/🆑

* Automatic changelog for PR #88682 [ci skip]

* Prevents vibechecking budget insuls via examine tags (#88665)

## About The Pull Request

Closes #88634
You can no longer vibecheck budget insuls, as they'll always show up as
fully insulated.

## Why It's Good For The Game

Kinda ruins the point of random insulation on these.

## Changelog
🆑
balance: You can no longer check if budget insuls work via examine tags
/🆑

* Automatic changelog for PR #88665 [ci skip]

* [NO GBP] Fixes forcing open airlocks only working once and then never again (#88662)

## About The Pull Request

Closes #88661

## Changelog
🆑
fix: Fixed forcing open airlocks only working once and then never again
/🆑

* Automatic changelog for PR #88662 [ci skip]

* Iron material tiles can now be used to tile lattice to make plating (same for other similar interactions) (#88674)

## About The Pull Request

Added a helper to check if something is a tile made out of iron, and
changed all plating placement code to use it.

## Why It's Good For The Game

Its very easy to misclick or get confused and make the wrong type of
tile in the crafting menu, and since material tiles made from iron
aren't a subtype of ***iron*** tiles, you won't be able to use them to
make plating. Space already accounts for this, but lattice, chasms,
openspace and foam plating do not.

## Changelog
🆑
qol: Iron material tiles can now be used to tile lattice to make plating
/🆑

* Automatic changelog compile [ci skip]

* Automatic changelog for PR #88674 [ci skip]

* Removes "Prefer multiplication over division" Standard (#88748)

## About The Pull Request

I haven't profiled this and I don't need to. It doesn't matter to me if
it's slower to divide or multiply (it likely is to some extent because
byond).
Any cost associated is going to be on the scale of micro-ops, a level of
optimization I think we should deliberately avoid documenting.
Micro-ops are so minor and potentially variable that writing them down
poisons the well that is our greater contributor base's practices.

`*` and `/` imply different things. As an example the move from `/ 2` to
`* 0.5` obfuscates intent slightly. That intention is more important
then the optimization I think.

Hence, yeet

@tgstation/commit-access requesting input

* Sound Optimizations and Debug Tools (#88517)

## About The Pull Request
I was digging through sound code trying to add a few misc `.ogg`'s when
I noticed a horrifying revelation. Sound calculations are broken as
fuck. At first I didn't think it was a big deal until I remembered this
comment in another PR:


![chrome_6rspeYVig1](https://github.com/user-attachments/assets/04c3fa79-c267-43ae-a77f-85b0e8d3108f)

I asked for the profile logs:

```
                                                           Profile results (total time)
Proc Name                                                                                          Self CPU    Total CPU    Real Time     Overtime        Calls
----------------------------------------------------------------------------------------------    ---------    ---------    ---------    ---------    ---------
/proc/playsound                                                                                       4.771       26.841       26.902        0.347       153938
/mob/proc/playsound_local                                                                             9.511       15.689       15.891        0.724       429391

/mob/living/say                                                                                       0.125       19.064       19.945        0.000         2550
/mob/living/carbon/updatehealth                                                                       0.878        8.305        8.341        0.013        49847
/mob/living/carbon/proc/handle_organs                                                                 1.486        9.263        9.300        0.000        70977
/obj/item/organ/internal/on_life                                                                      0.415        0.455        0.561        0.000       340312
/mob/living/carbon/Life                                                                               0.758       30.085       30.123        0.000        71933
/mob/living/proc/Life                                                                                 5.509       39.404       39.512        0.000       401951
```


Yeah, that is _really_ bad. Especially since it is a hot proc that is
used half a million times. Optimizing this would help a decent amount.
So now you are probably wondering, what exactly is the problem?! Let's
take a look.

https://www.desmos.com/calculator/sqdfl8ipgf

Sounds are being broadcast on a large radius which is typically about
~17 tiles. Since the volume of a sound is reduced by distance, the
further away the sound is, the quieter it becomes. You would think, hey
that's fine! Sounds become inaudible at the 17 tile distance limit
right? Except no, they generally become inaudible about 2/3rds of the
way there. (~10 tile range) Sound volume is between 1-100. When the
sound volume is lower than 3, it becomes (pretty much) inaudible.

This means most of the sounds that are being spammed in game everywhere,
you can't even hear!!!

To fix this we used two major optimizations:

1. Add a `SOUND_AUDIBLE_VOLUME_MIN` to ignore any sound lower than this
volume and calculate an audible distance
2. Use the new audible distance to drastically shorten the tile range of
mob listeners using `get_hearers_in_view()`

To give you an idea of how much better this is:

Sounds that had a range of 17x17 (289 turfs) are now 12x12 (144 turfs).
There is also large range machinery like the SM that has a 40x40 (1600
turfs) that is now 30x30 (900 turfs).

It's quite an improvement.

I also went and added a debugging tool to the admin/debug equipment set
that can be found in the debug box. It is a pair of earmuffs that when
worn has any sounds sent to the mob via a `to_chat` message displaying
the sounds max range, distance from player, volume, and sound name. It
is highly recommend to walk while wearing the earmuffs since walking
stops your mob from emitting footstep sounds.

## Why It's Good For The Game
The speed of sound is now faster than ever. Please don't break the sound
barrier.

## Changelog
🆑
refactor: Sound has been heavily optimized and will now ignore low
volume sounds from far away.
admin: Add debugging sound earmuffs to admin equipment inside the debug
box. Wear them to determine a sounds max range, distance, volume, and
sound name. Highly recommended to walk otherwise you will get spammed
with footstep sounds.
/🆑

* Automatic changelog for PR #88517 [ci skip]

* Fix welding sparks breaking on z level change (#88626)

## About The Pull Request
Welding overlays were being put on the welding tool's
update_overlays_on_z, rather than the target's. This fixes that.
## Why It's Good For The Game
Fix bug
## Changelog
🆑
fix: welding sparks no longer break on transitioning to a different
floor
/🆑

* Automatic changelog for PR #88626 [ci skip]

* Refactors paper UI (#88627)

## About The Pull Request
No exciting new features added, I only broke up this massive file into a
folder.
## Why It's Good For The Game
Call me react brained but seeing UI files with >500 lines of code just
strikes me as wall of text / sensory overload
## Changelog

N/A

* Changing gather mode on storage's won't drop its items (#88629)

## About The Pull Request
- Fixes #88606

## Changelog
🆑
fix: Changing gather mode on storage items won't drop it's stored items
/🆑

* Automatic changelog for PR #88629 [ci skip]

* proc/get_up actually uses the get_up_time var to determine getting up speed, a neutral tackling outcome actually lets you get up, as intended (#88630)

## About The Pull Request

What it says on the tin. Also cleans up some tackling code

## Why It's Good For The Game

Only in my delirium did I actually realize how I fucked up.  Thanks flu.

## Changelog
🆑
fix: Tackling resulting in a neutral outcome does not force you to the
floor.
fix: Getting up is now properly influenced by spinal implants.
/🆑

* Automatic changelog for PR #88630 [ci skip]

* fixes crafting menu rice dough (#88738)

## About The Pull Request

Making rice dough through the crafting menu would make it inherit all
the reagents of it's ingredients... which were the ingredients to make
rice dough. This means that when you baked the dough in an oven, it
would react the reagents and make a new rice dough, while removing all
the reagents in the newly made reispan. This made it inedible, and thus
impossible to make edible reispan.
## Why It's Good For The Game

Infinite inedible bread is probably bad 👍
## Changelog
🆑
fix: fixes crafting menu-made rice dough being unusable for bread
/🆑

* Automatic changelog for PR #88738 [ci skip]

* Give alert spelling fix (#88742)

## About The Pull Request

Changes `examiante` to `examine` in the give alert description.
## Why It's Good For The Game

`examiante` ain't a word and, uh, `examinate` I don't think actually
fits here either.
## Changelog
🆑
spellcheck: Give alert 'examiante' > 'examine'.
/🆑

* small microoptimization for `SIGNAL_ADDTRAIT` and `SIGNAL_REMOVETRAIT` (#88744)

## About The Pull Request

iirc, string + string is const folded at compile-time, while "whatever
[string]" is not.

## Why It's Good For The Game

extra performance for practically no cost? why not

## Changelog
🆑
code: Very slightly improved the performance of code related to adding
and removing traits.
/🆑

* Automatic changelog for PR #88742 [ci skip]

* Automatic changelog for PR #88744 [ci skip]

* Removes Outdated Todo Comment (#88749)

* Fix lead acid cell being rated as megacell (#88734)

## About The Pull Request

Fixes lead acid battery being overlooked in the split between cell and
megacell. It still remains a very good battery fitting of being rare
maintenance loot, but it's no longer equivalent to several bluespace
cells combined.

It is a cell with a maximum charge of 600kJ, more than a bluespace cell,
but a lower charge rate and no charge indicator.

It spawns with 250kJ to 350kJ in starting charge, between super and
hyper.

## Why It's Good For The Game

Fixes https://github.com/tgstation/tgstation/issues/88573

## Changelog

🆑 LT3
fix: Fixed lead acid cell having extremely high max charge
/🆑

* Automatic changelog for PR #88734 [ci skip]

* [NO GBP] Fixes chair, echair, wheelchair and vehicle overlays on painted objects (#88745)

## About The Pull Request

Closes #88644
Insanity

## Changelog
🆑
fix: Fixed chair, echair, wheelchair and vehicle overlays on painted
objects
/🆑

* Automatic changelog for PR #88745 [ci skip]

* Fixes podperson hair not updating (#88664)

## About The Pull Request

Closes #88655

## Changelog
🆑
fix: Fixed podperson hair not updating
/🆑

* Automatic changelog for PR #88664 [ci skip]

* Fixes shatter element dropping stuff on blocked turfs (#88739)

## About The Pull Request
- Fixes #88727

Now when an atom shatters if that turf is blocked by a dense object
(e.g. wall, closed airlock, window etc) such that no air can pass
through it then we drop stuff on the thrown object's location and not on
the hit target location.

In laymen's terms if you throw a plate on the wall, window, closed
airlock etc then the shattered contents drop on the plate's last
location & not on the wall itself

## Changelog
🆑
fix: Fixes shattering element dropping stuff on blocked turfs
/🆑

* Automatic changelog for PR #88739 [ci skip]

* [no gbp] fixes being able to tell animals to commit atrocious acts (#88754)

## About The Pull Request
closes #88743 . the issue is while they'd ignore ur command since its
impossible, the emote would still appear, which i now realize was a
mistake

## Why It's Good For The Game
fixes being able to tell animals to commit atrocious acts

## Changelog
🆑
fix: radial pet commanding emotes will now not appear if the command is
impossible to execute
/🆑

* Automatic changelog for PR #88754 [ci skip]

* Automatic changelog compile [ci skip]

* Automatic TGS DMAPI Update (#88639)

This pull request updates the TGS DMAPI to the latest version. Please
note any changes that may be breaking or unimplemented in your codebase
by checking what changes are in the definitions file:
code/__DEFINES/tgs.dm before merging.

Full changelog can be found
[here](https://raw.githubusercontent.com/tgstation/tgstation-server/gh-pages/changelog.yml).

- Added compatibility with SpacemanDMM's `redefined_proc` lint. (#2058
Cyberboss)
#tgs-dmapi-release

Co-authored-by: tgstation-ci[bot] <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>

* you can adjust diagonal walls to be not diagonal walls with a wrench (#88636)

## About The Pull Request

you can adjust diagonal walls to not diagonal walls with a wrench


https://github.com/user-attachments/assets/0a708b7d-195b-41ad-b7f4-cf9f8142e730



## Why It's Good For The Game

when youre building the shuttle you literally always forget to put tiles
under diagonal titanium walls so you just have plating there
this is fixed by letting players not make it diagonal

## Changelog
🆑
qol: you can adjust diagonal walls to be not diagonal walls with a
wrench
/🆑

* Automatic changelog for PR #88636 [ci skip]

* airlocks and computers are leanable (#88478)

## About The Pull Request
- added a signal - `COMSIG_ATOM_DENSITY_CHANGED`, is sent when
set_density is called and doesn't early return
- changed all manual assignments of .density to use `set_density` so the
signal is sent
- airlocks get the leanable component, if the airlock opens while you
are leaning on it - you will fall
- computers get the leanable component
## Why It's Good For The Game
can lean on more stuff, roleplay! Immersion!
*John Tider leans on the airlock*
## Changelog
🆑 grungussuss
add: computers and airlocks are now leanable
refactor: changed how density/collision of some objects is changed,
report any oddities!
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>

* Automatic changelog for PR #88478 [ci skip]

* Fix photocopying removing stamp overlays from the original instead of copying them to the copy (#88764)

## About The Pull Request

Photocopiers were trying to copy the stamp overlays from the new blank
paper onto the original, and cutting the original's old overlays in the
process.
This inverts that statement and removes the cutting part.
## Why It's Good For The Game

Nice if photocopying doesn't remove the stamp overlays on the original
just cause it feels like it.
## Changelog
🆑
fix: Photocopying no longer removes the stamp overlays from the original
paper, and actually copies them to the copy.
/🆑

* Automatic changelog for PR #88764 [ci skip]

* Mech-dominating Malf AIs will have their Doomsday timer stopped when their deactivated core is destroyed (#88528)

* Automatic changelog for PR #88528 [ci skip]

* Automatic changelog compile [ci skip]

* fixes turf/proc/replace_baseturf from having an infinite loop (#88794)

* Automatic changelog for PR #88794 [ci skip]

* forensics spoofing tool (for traitors) (#88357)

## About The Pull Request

adds the forensics spoofing kit for 5tc to the uplink (is it really a
kit if its only the item and instructions?)

![image](https://github.com/user-attachments/assets/2e1db84c-b34d-4d69-87d0-96f2a66b6afd)

![image](https://github.com/user-attachments/assets/27797ceb-3937-41b0-bf3b-f212ccc0d77f)

![image](https://github.com/user-attachments/assets/76e7a486-7b70-4656-a3d3-f6f0af345047)

silent mode: if off the scanner will make sounds and messages like a
forensics scanner if used (Elliot Wardle points the forensic scanner at
the reinforced wall and performs a forensic scan.)

scan mode:
scans stuff for NEWLY discovered fibers and fingerprint, stores them
the scanner may only hold 5 each of fibers and prints
the scanner reads sec records to display names next to fingerprints

apply mode:
it adds the fiber/fingerprint to whatever you use it on

## Why It's Good For The Game

as it is right now forensics scanners are basically a guaranteed "this
guy is an antag" if they scan anything syndicate related and find your
prints on it (or fibers). that is not ideal because you will spend the
next 30 minutes of your time getting trolled in the permabrig by
security

with this item you (traitor) get the benefit of the doubt which is good
and makes detectives legit use their brain beyond CTRL+C CTRL+V on sec
records

## Changelog
🆑
add: forensics spoofing kit for traitors/whoever with an uplink
/🆑

* Automatic changelog for PR #88357 [ci skip]

* Make the xmas period longer (#88581)

I dunno headmins are jollymaxxing i guess

* [NO GBP] Blood no longer gets colored with the item its attached to (#88806)

## About The Pull Request

Closes #88804

## Changelog
🆑
fix: Blood no longer gets colored with the item its attached to
/🆑

* Automatic changelog for PR #88806 [ci skip]

* Automatic changelog compile [ci skip]

* Adds a new, unique sound for polling (#88256)

* Automatic changelog for PR #88256 [ci skip]

* Fixes Boulder Desyncing (#88775)

* Automatic changelog for PR #88775 [ci skip]

* Ensures that mice don't spawn in unsafe atmos from garbage spawners (#88801)

## About The Pull Request

Similarly to grime spawners, mice get removed from the "loot" pool when
the trash spawner is placed in unsafe conditions.
Closes #88769

## Changelog
🆑
fix: Mice no longer can spawn in unsafe atmos from garbage spawners
/🆑

* Automatic changelog for PR #88801 [ci skip]

* The Extradimensional Blade no longer infinitely scales damage also the nullblade can be sharpened (#88680)

## About The Pull Request

the sword lowers its force by 3 as part of the secondary attack but
resets its damage to default values before the 3 is re-added, resulting
in +3 force every time a secondary attack is used.

also sharpened nullblades didn't increase in damage, now they do.
## Why It's Good For The Game
500 force roundstart weapons are a bad idea

## Changelog
🆑 Namelessfairy and SmArtKar
fix: The Extradimensional Blade no longer infinitely scales damage
fix: The nullblade correctly does increased damage when sharpened
/🆑

* Automatic changelog for PR #88680 [ci skip]

* cleans up holodeck map templates + prevents the holodeck from overloading due to lag (#88792)

## About The Pull Request
removes unused holodeck template vars
prevents the holodeck from overloading if process is fired during
loading

## Why It's Good For The Game
unused var bad
holodeck shouldnt detonate if the server lags

## Changelog
🆑
fix: holodeck no longer explodes if the server lags while its loading a
new sim
/🆑

* Automatic changelog for PR #88792 [ci skip]

* Adds back our sound edits

* willard's wish

* Revert "merge branch 'master' of https://github.com/tgstation/tgstation into tgu-december2024"

This reverts commit 6d9480e3c5, reversing
changes made to da2ba44f9a.

* Reapply "merge branch 'master' of https://github.com/tgstation/tgstation into tgu-december2024"

This reverts commit 30d2279977.

* Revert "Reapply "merge branch 'master' of https://github.com/tgstation/tgstation into tgu-december2024""

This reverts commit 4679da00ab.

---------

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2024-12-31 21:21:20 +00:00
Kian
5c84b165cf october tgu (sylvia blue name app) (#1264)
Octuber TGU
2024-11-13 14:48:48 +00:00
A miscellaneous Fern
9bd86e85b5 June/July TGU: Loadout menu, flatpackers and... whatever else! (#1230)
* Initial Commit

* Not quite all was staged, apparently.

* Multiline no longer necessary

* For my convenience...

* Forgot an important little tidbit in routes.tsx

* This updated, apparently.

* And now hell breaks loose

* First batch

* Second Batch

* Third batch (Unit Tests)

* Improvised shotgun ammo is gone; Vibebots are refactored

* UpdatePath sweeps in our fulp_modules/_maps folder

* I can't bring myself to do it.

* Map stuff

* Didn't mean to leave this uncommented

* I carpet-bombed them with Find-Replace. Let's see what linters think

* I sure do hope this is comprehensive and doesn't break other things

* This may take a while

* Next Round

* Hopefully the last batch before getting on with actual fixes

* Telescreens

* :/

* Stragglers

* Helio Emergency Shuttle; NearStation adjustments.

* Only one more commit for greenchecks... Shuttle code be dammed.

* Pff, the file was missing

* Same treatment as the other map files.

* Missed a comma :P

* BZ chambers for Xenobiology

* Odd. Most of these got done earlier. Not sure why this one wasn't.

* Mapping sweep. I didn't adjust C_tags in Theia. Another time.

* The balloon alerts overlap

* I hate TGU I hate TGU

* I meant to say "I hate TG" on the last one. Freudian slip.

* Fix Fix

* Nanite research cost rebalance

* TGU-Update: Step 0

* Yeah I figured it'd do this.

* I accidentally undid this

* Failed to catch this one

* I don't trust hundredths not to break or be broken somewhere.

* Little air alarm tweaks

* Ports #1228

* Stuff I missed

* Silly

* TGU so nice we're going to make it thrice

* Yarn

* Should be all? Fixes cult stun too.

* Thermomachine layers

* Free square spellcheck to rerun tests and see if it's consistent

* All credit goes to QLA for reminding me to actually do this

* Update to e40becd742

* github folder
2024-08-06 20:17:51 -04:00
Nick
38091b4914 April TGU: Virologist is gone (#1200)
* Initial merge

* Map files

* dme mon ami

* Cult span renames

* updatepaths

* AltClick renamed to click_alt

* beefman hair color stuff

* bye bye beefman viro

* get_all_gear

* Updated mentor refresh verb

* bloodsucker rack atom_deconstruct

* removed LateInitialize from nanites machines

* brain trauama now calls parent on_lose

* readme

* greyscale fulp edit

* arrival sound fulp edit

* tgui routes fulp edit

* build.js fulp edit

* fulpui-patches

* Missed a couple of shuttles

* tgui files

* Map updates

* tgui tweaks and screenshots

* fixed typo

* halloween beacon texture

* Vault piggy banks

* beacon icon fr

* Selene cargo chat console

* selene labour shuttle

* Photobooths!

* Moved photobooth button on selene

* Theia updates

* Reset maps.txt

* Order consoles

* Ports TG's #82906, fixes plasma cutters

* Theia vault piggy bank

* CLICK_ACTION_SUCCESS for coffin alt clicking
2024-05-10 16:24:54 +02:00
SgtHunk
5ece8eeacb TGU: belated February edition (#1129)
* tgu

* ok..

* they killed the fucking grab proc im not fixing this

* fixes some map shit

* huh

* Merge remote-tracking branch 'tgstation/master' into tgu24

* this is weird af

* idk what went on with this merge but ig its fixed

* fixes windoors

* this time for realsies passes

* i promise now it does

* fixes tgui + add boulder
2024-03-04 09:02:44 -08:00
John Willard
e81bcb320c MAFIA MAFIIIAAAA MAFIAAAAAAAAAAAAAAAAA (oh and tgu i guess) (#1077)
* tgu

* utter bullshit

* fixes more bugs

* a

* barsign bullshit

* Update barsigns.dm

* bitrunner update

* infiltrator bullshit

* ports 2 gamebreaking bug fixes

* mentorwho is now in a block

* Sec mech bay for fulp maps

* merge conflict

* oh man im pushing this to map depot

---------

Co-authored-by: SgtHunk <68669754+SgtHunk@users.noreply.github.com>
2023-11-29 09:40:56 -08:00
Nick
2f028886fc Late September TGU: Bitrunning and other stuff probably (#1053)
* September TGU: Initial commit

* September TGU: Updates wounds

* some mob changes

* September TGU: Removed infil tool parcel

* September TGU: Spider path change

* September TGU: Updated m_intent to move_intent

* September TGU: Refactor of no_transform to trait

* September TGU: Removes BEPIS machines o7

* September TGU: Vomit refactor

* September TGU: Fixs typo

* September TGU: FULP EDIT
Adds our greyscales folder to a sanity check

* September TGU: Implemented icon_for for beefmen

* September TGU: Occupancy limits for shuttles

* September TGU: Added bitrunning to helio

* September TGU: Added bitrunning to selene

* September TGU: Pubbystation bitrunning

* September TGU: Added cams to bitrunner rooms

* September TGU: Appeasing linter

* September TGU: More linter appeasment

* More linter

* i love unit testing !!!

* more unit test fixes

* Maybe fixes screenshot test

* Removes bitrunning unit test.
This exact change has already been made on TG's master, right after
i copied stuff over from there

* Nah we just ignore it whatever

* Accidentally updated maps.txt oopsie

* Removes bitrunning unit tests
This has already been done on TG

* Fixed TGUI (missed a tg edit)

* Made a TG edit more visible

* Removing self-assigning objectives until we have a policy on that

* Maps now use proper MOD crate

* Ports chaplain offering fixes

* Ported #78622 from TG

* Merges helio rewiring

* oooooh spooky
Ports #79062 from upstream

* Fixing mapping issues
2023-10-21 16:48:16 -03:00
SgtHunk
26a9e97803 August TGU: Wall leaning, ponies, cardboard IDs, smoothbore disablers and MUCH MORE! (#1032)
* this shit is like the ship of theseus bruh

* forgor dme

* updates maps

* some fixes just halfway through

* guhh

* ok

* whoops

* this one too

* that was such a stupid fix WHY

* fixes fulp ruin
2023-08-20 16:42:16 -07:00
SMOSMOSMOSMOSMO
64d85bf269 july tgu (#1019)
* kok

* K

* mafuba

* pop

* k

* t

* w

* updatepath

* updatepath2

* updatepath3

* dirt

* m

* Update screenshot_antag_icons_monsterhunter.png

* Create screenshot_humanoids__datum_species_human_felinid_nobraindamage.png

* Update beefman_limbs.dm

* maptext tweaks

* abductor fix

* delam counter

---------

Co-authored-by: SgtHunk <68669754+SgtHunk@users.noreply.github.com>
2023-07-08 21:38:41 -04:00
John Willard
66d243abec tgu (#995)
* tgu

* tgui

* Fixes compile errors & Updates Beefmen

* Smartfridges

* Coroner stuff

* fix helio fridges

* ci errors

* Update russian.dm

* Pubby Fix (#58)

among us

* helio fix and wounds fix

* re-adds features

* Adds a mentor log category

* Update exiled_king_basic.dm (#59)

---------

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Co-authored-by: SMOSMOSMOSMOSMO <95004236+SmoSmoSmoSmok@users.noreply.github.com>
2023-06-06 14:46:43 -04:00
John Willard
62ef201552 Removes 2 TG edits & TGU (#975)
* deletes our yarn and moves fulp edit to a proper fulp edit

* tgu

* retgu

* reasonable fixes to maps

* fixes to pubby & selene

* test commit

* Update tgstation.dme

* FUCK YOU SELENE

* Revert "Merge branch 'tgui-thing' of https://github.com/JohnFulpWillard/fulpstation into tgui-thing"

This reverts commit a0de10e581, reversing
changes made to 69fa3aecfd.

* Fixes the rest of fulp map issues

* Fulp edits

* Update PubbyStation.dmm

* Update Heliostation.dmm

* Last fixes

* fix selene double APC

* removes a telecomms hub from bridge

* adds ranged oven to all maps

* Ordnance data disk (from a previous TGU)

* consoles too

* revert readme & prison ovens
2023-04-30 11:46:37 -04:00
SomethingFish
edb232b692 March TGU (#953)
* lol.

* bit of changes

* deletes stuff

* some map path updates

* more changes

* deletes unit test that was gonna be deleted in tg

* see if this fixes anything
2023-04-04 22:12:01 -04:00
John Willard
34741540c7 REAL TGU incoming (#917)
* The REAL TGU

Pepsi's TGU is completely empty and has been sitting around doing nothing for a while.
I wanted to get my PDA stuff in and it's been a while since I did one, so I'm doing a TGU.

* Ports over PDA fix

* fix dme

* oops

* Fixes wonderland anomalies

* Update mobspawner.dm

* Update Heliostation.dmm
2023-03-01 23:43:35 -03:00
A miscellaneous Fern
f3397e3136 January TGU - First Draft (#879)
* Update beefman.dm

* Update beefman.dm

* xsaxsfvvvvvvvv

* Update shaded_bloodsucker.dm

* yeah that thing

* FUCK you

* Update hunting_contract.dm

* dd

* vdvdfv

* Update monsterhunter_weapons.dm

* Update whiterabbit.dm

* onokkn

* Update monsterhunter_weapons.dm

* Update monsterhunter_weapons.dm

* efe

* Update whiterabbit.dm

* yeaywa

* Update red_rabbit.dmi

* oihop

* Update HunterContract.js

* wonderland.dm

* gs

* dcd

* Update rabbit.dmi

* ass

* fvd

* Update paradox_rabbit.dm

* f

* Update tgstation.dme

* Delete heartbeatmoon.dmi

* shtntb

* sed

* sfe

* Update monsterhunter_weapons.dm

* cdc

* Update wonderland.dm

* dgrd

* wef

* b

* pipkk

* Update hunting_contract.dm

* Update paradox_rabbit.dm

* wr

* Update worn_mask.dmi

* some documenting

* Update areas.dm

* eg

* Update white_rabbit.dm

* Update HunterContract.js

* s

* Update weapons.dmi

* Update weapons.dmi

* Jack in the bomb

* some signals

* ui

* h

* y

* music

* Update wonderlandmusic.ogg

* f

* v

* cleanups

* g

* a

* t

* y

* g

* a

* o

* first commit

* Adding our stuff back in

* k

* Before procs

* proc refs

* carps

* Fixes

* shuttles

* dumb dumb names

* I hate windows I hate windows

* I hate windows I hate windows

* h

* Selenestation has issues

* Update monsterhunter_weapons.dm

* eretics

* Update weapons.dmi

* Update monsterhunter_weapons.dm

* g

* kpop

* r

* m

* grgr

* Update simple_animal_freeze.dm

* Update wonderland_apocalypse.dm

* Update wonderland_apocalypse.dm

* d

* Update fulp_defines.dm

* ff

* Update wonderland.dmm

* Update tgstation.dme

* Update infil_objectives.dm

* Update infil_objectives.dm

* Update monsterhunter_weapons.dm

* Update monsterhunter_event.dm

* Update monsterhunter_event.dm

* Update areas.dm

* Update monsterhunter_event.dm

* Update monsterhunter_weapons.dm

* Step 0, version 2

* step 0.5 - version 2

* step 1 - version 2

* 2.5 version 2

* fix

* Mapping

* okay fine

* more mapping

* uuuuu
hhhh

* fixes

* help me

* hurry

* I'm killing the mf that did access helpers on this map

* Welp, we lost.

* Or did we?

---------

Co-authored-by: SmoSmoSmoSmok <95004236+SmoSmoSmoSmok@users.noreply.github.com>
Co-authored-by: Pepsilawn <reisenrui@gmail.com>
Co-authored-by: SgtHunk <68669754+SgtHunk@users.noreply.github.com>
2023-02-01 03:57:55 -03:00
A miscellaneous Fern
82e5c65589 December TGU (#856)
* Let's try again

* i forgot to stage these

* Green checks. Hopefully.

* Z-edit it is

* That should do it (also kills Raid Edwards)

* Whoopsie daisy.

* Beef station

* Saves pubbystation

* Map fixes

* Ticket machines and sorting helpers
2022-12-28 04:53:04 -03:00
SomethingFish
6280f5cca0 November TGU (#846)
* this just fixes the dme its still pretty unfinished

* fixes bloodsuckers (and some silence stuff)

* fixed costumes and beefman its time to TEST

* fixes some stuff

* ITS DONE (?)

* it wasnt done.

* THE THINGS ARE FIXED RAAAAAAAAAAAAAH

* me when i have to FIX MAPS

* jk actually fixes the maps this time i promise

* i think this probably fixes the screenshots maybe

* it should work now (i hope)

* i think this dependency is helpful

* how

* please fix some of the errors

* fucked up the dio stand pathing

* tgedit for the simple animal freeze test

* lets see if this works

* fixed the merge conflict

* i think thats it?

* there are. a few new unit tests.

* THE NEW UNIT TESTS BROKE EVERYTHING

* fixes all this dumb shit

soooooy quien soyyyy no preciso identifiiiicación

* prison radio be gone

* brings back helio sec (lol)

* mobs aren't used anywhere anymore kill them

* fixes screenshots

* NOTHING BUT SCRAP

* whoops haha silly me

rewrites a few keys to fix corruption

* gives felinids brain damage (SPEEDMERGE)

* welcome to fulpstation

Co-authored-by: SgtHunk <68669754+SgtHunk@users.noreply.github.com>
2022-11-25 00:51:07 -03:00
FernandoJ8
8261383d49 [MDB IGNORE] TGU: A new and improved paperwork economy AKA second august TGU (#796)
* Okay I think it's fine this time

* Forgot that I had changed the var name

* Weird console var

* and pubby

* strongdmm moment

* Screenshot tests

* Gives pubby paperwork and other misc. fixes

* faxes and fixes

* forgot to change the area

* Forcefully updating the branch, question mark?

* uh... yea

* why's the path like that

* a bunch of shit

* and pubby

* Part 1

* Final fix

* Mapping & co

* fix

* God this commit history is a mess

* kill kill murder kill murder

* areas

* and the one wire
2022-08-27 16:22:33 -04:00
Pepsilawn
450295354b Updates the Fulpstation codebase to the 01/08/2022 version of the tgstation repository (#755)
* Automatic changelog compile [ci skip]

* Update readme.md

* Automatic changelog compile [ci skip]

* what

* Wow

* Foiled by my very own grep check

* dont tell anyone i forgot to update basemaps

* The gags vendor updatepath script is broken

* can be untg-edited later just want to see TGU running soon

* Revert "can be untg-edited later just want to see TGU running soon"

This reverts commit c14b2be919.

* I like this better

* test

* i am sleep deprived

* Humanoid screenshot tests 4 backpack resprite

* infils have backpacks too apparently

* makes bloodsuckers not cooldown anymore

* removes more cooldowns

* fixes some bugs

Co-authored-by: Changelogs <action@github.com>
Co-authored-by: JohnFulpWillard <53777086+JohnFulpWillard@users.noreply.github.com>
2022-08-05 02:26:53 -04:00
John Willard
e1ef8baa2d July TGU (kills silver slime food) (#739)
* TGU

* runs updatepaths

* fulp map fixes
2022-07-23 16:12:51 -04:00
John Willard
d759c95177 TGU (Saves Selenestation) (#716)
* tgu

* Update routes.js

* dme

* Fixes proc holders 'n' stuff

* updates fulp maps + minor bs fix

* prettier

* AI uploads

* prettierx

* you should pass ci... now!

* Update _spells.dm

* F this Ci

* selene evac shuttle

* fixes targeted powers

* tgu

* Update barsigns.dm

* Fixes Ci

* prettierx
2022-07-11 21:38:54 -06:00
John Willard
d535503645 [MDB IGNORE] May TGU (#635)
* Does the TG Update 😃

* updates beef stations

* test

* Revert "test"

This reverts commit 5b0f78aa70.

* F'ed up

* removes fulp from the .dme to see if we're causing it

* removes more fulp stuff

* ANOTHER fulp edit

* Revert "ANOTHER fulp edit"

This reverts commit c88a4f16c3.

* Revert "removes more fulp stuff"

This reverts commit fd33262a93.

* Revert "removes fulp from the .dme to see if we're causing it"

This reverts commit eac08bdd21.

* remove just gags

* Revert "remove just gags"

This reverts commit 9953031344.

* removes the game

* Revert "removes the game"

This reverts commit ef2679ad76.

* removes the game again

* Revert "removes the game again"

This reverts commit 7cb3379b68.

* deletes only ERTs

* Revert "deletes only ERTs"

This reverts commit e6548bbcec.

* deletes modsuits

* Revert "deletes modsuits"

This reverts commit b0fb973801.

* fix checks please

* second attempt

* attempt 3

* modsuit stuff

* id trimmers to all offices

* tgu again + removes fulp ert

* pass checks... Now!

* minor screwup my bad

* Pass checks... Now!

* pass checks.. Now!

* fix checks... Now!

* fixes selene windoors

* fixes deputy mood boost

* delimber organs
2022-05-19 06:58:33 -06:00
Pepsilawn
f9928fac60 [MDB IGNORE] [IDB IGNORE] feubrary tgu (#505)
* Automatic changelog compile [ci skip]

* Update readme.md

* Automatic changelog compile [ci skip]

* what

* swagging

* i lied about the laundry room bit that was never part of the first commit but it is now although only solitaire and pubby has it because one the others its not a proper room because its open into dorms or the bathrooms

* woops

* there we go

* WHY was pubby beepsky a varedited secbot instead of the normal subtype

* PLEASE tel me i caught them all

* defeats heliantus

* Update Solitairestation.dmm

* Update Heliostation.dmm

* please tell me thats all of them

* i am full of rage

* i THINK thats all for the dupe cables

* should be good

* i never want to see heliostation again in my life

* sexy mime override

* merge conflicts in exchange of linter fails

* solitaire

* Update tgstation.dme

* solitaire locker room

* will that fix it

* Update beef_station.dmm

* Update tgstation.dme

* linters

* Update Solitairestation.dmm

* linters

* tgu again

* restores the readme

Co-authored-by: Changelogs <action@github.com>
Co-authored-by: JohnFulpWillard <53777086+JohnFulpWillard@users.noreply.github.com>
2022-02-10 19:58:29 -07:00
John Willard
468ba0f1c8 [IDB IGNORE] [MDB IGNORE] December TGU (#433)
* TG UPDATE REAL

* fix checks probably

* TGU, minus hardsuit stuff.

* oops

* haha this isnt even needed

* re-adds batform

* Pepsi's Fulp ERT MODsuits (#21)

* makes beef cyto the parent type of a now existent parent

* Removes ERTs Guns (#23)

* fix checks

* F OFF

* Update Solitairestation.dmm

* Update Solitairestation.dmm

* tg update again, removes maidborgs

* FU (fulp update)

* FUCK YOU SOLITAIRE

* Update README.md

* Update species.dm

* not my fault you prick (#24)

* digi fix

* tgu

Co-authored-by: Pepsilawn <reisenrui@gmail.com>
2022-01-01 12:00:22 -07:00
John Willard
4f0f69fd95 [MDB IGNORE] November TGU (#406)
* TGU

* mappings

* how did i not notice this

* test

* fix to huds

* departmental request consoles

* Armsky

* tgu

* deletes cryopods (finally)

* Update tgstation.dme

* deletes pubby's cryopods

* Fixes helio and selene toxin ranges

* injector to vent on all supermatters

* map fixes

* directional 5/6 cameras are now fixed

* stool directionals on selene

* .

* re-adds kindred archives
2021-11-23 06:57:04 -07:00
John Willard
03e71941bd [MDB IGNORE] [IDB IGNORE] September TGU (#351)
* tgu

* repath

* tgu again

* Pubby update

* starting on preferences

* starting on bloodsuckers

* more tgui

* deputies and monster hunter

* finished beefmen

* Update beefman.ts

* Tgu map changes (#8)

* selene areas and slight fixes

* fixes helio areas and other small stuff

* tgu

* fulp bans thank you beatrice

* test

* Update bans.dm

* Update bans.dm

* full access

* Revert "full access"

This reverts commit 6b4f0d2822.

* tgu

* another tgu

Co-authored-by: Helianthus00 <64755361+Helianthus00@users.noreply.github.com>
2021-09-19 12:52:05 -06:00
John Willard
edf5ddbffe [MDB IGNORE] [IDB IGNORE] August TGU (#334)
* Automatic changelog compile [ci skip]

* Update readme.md

* Automatic changelog compile [ci skip]

* what

* TG Update

* *Bass drop*

* This TGU has been brought to you by: The only reason I did TGU

Modular Bloodsuckers

* Fulp job stuff

* Mapping stuff

It's just renaming /chapel/main to /chapel

* actually im too scared to change this

* please stop being a bad mapper.... please.....

* Update Heliostation.dmm

* i ALWAYS miss this one EVERY TIME

* repaths

* Update bans.dm

* Revert "Update bans.dm"

This reverts commit 1d7bfab48f.

* Update bans.dm

* ovens

* Update ticker.dm

* Update beef_station.dmm

* tgu

* del

* ya

* Update beefman.dm

* probably fixes toxins issues

* actually fixes it

* Update standard.dm

* test

* Revert "test"

This reverts commit ba94fc3f70.

* Update beefman.dm

* Revert "Revert "test""

This reverts commit 469d12e941.

* further test

* Update beefman.dm

* Revert "Update beefman.dm"

This reverts commit e4bd4dfddc.

* Revert "further test"

This reverts commit aa952c5035.

* Revert "Revert "Revert "test"""

This reverts commit c5dec4e620.

* Update beefman.dm

* Update beefman.dm

* Update beefman.dm

* .

* Revert "."

This reverts commit df1b5d16d6.

* Update beefman.dm

* Revert "Update beefman.dm"

This reverts commit b76196064c.

* tgu

* Update tgstation.dme

* Update ert_outfit.dm

* test

* Update global_lists.dm

* github folder

* repath

* Revert "test"

This reverts commit 3c6a630a6e.

* uh

* Update beefman.dm

* Revert "Update beefman.dm"

This reverts commit 6b162a0260.

* test

* Revert "test"

This reverts commit e9829316cf.

* job

* test

* Revert "test"

This reverts commit 332c34121f.

* beefman to beef

* Update beefman.dm

* Update beefman.dm

* ethereal name testing

* Revert "ethereal name testing"

This reverts commit 8bdc4f7cbe.

* eth

* Revert "eth"

This reverts commit fbb9b321b6.

* strings repathing test

* Revert "strings repathing test"

This reverts commit 6654a46438.

* strings deploy test

* Update deploy.sh

* Revert "Update deploy.sh"

This reverts commit b93afccb19.

* a

* hardcoded lists and prison ovens

* deleting the string files

* tgu

Co-authored-by: Changelogs <action@github.com>
Co-authored-by: Helianthus00 <tomfhardy@yandex.com>
2021-08-28 20:23:07 -06:00
SgtHunk
0e81dab0cf TGU: Agent ID buff, Even more Circuit stuff, Spectroscopy, DBcore subsystem to help with crashes (#238)
* lol 882 conflicts

* build.js never forget

* um

* and this

* sure

* i refuse to see life in black and white

* oh Lord, don't ask me what I mean

* Just say that it's on meeee

* that's just the weight of the world

* of course the british file gives me trouble

fuck you british people

* wow, this is your room? it's so cool!

[png of a bloodsucker lair full of dead bloodless people]

* Make a lot of money and feel dead inside

* tell me you didnt test your code without telling me you didnt test your code

* stay winning

* mech toy repath

* yea

add this to the readme john!!!!! (haha)

* you mean trolling the right-click functions?

* yea

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>

* yea 2

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>

* span macros

* virtual insanity is what we're living

it's aaaalright now

* um

* yeah

* lol

* this makes it compile i think

why beefman code be like this

* i knew it was going to happen i just hoped it wouldn't

* forgot this

Co-authored-by: Enricode <SgtHunk@users.noreply.github.com>
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2021-06-29 21:23:35 -06:00
SgtHunk
151ac16ae7 TGU: Fixes recycler self-cannibalism, some more GAGS stuff, a lot of map changes, Circuits (#183)
* Most of it

* Map edits

* plaaaques

* Some more stuff

curator console, directionals for helios cargo shuttle

* stray disposal pipe

* uhhhhhhhhhhhh

* ?

* ok and? *gif of guy eating ice*

* pa pa pa ra para pa pa I think it's time

for you to know
the awful truth
the truth about me and the truth about you
cuz you're a brand new species

* Circuit labs

* hey there

* problem, SSjob?

* act like i didnt mess up

shhhhh lets keep this between us

* QM is a head!!!!

* PULL FROM TG

The griddler vs the Jatoomer...

* now it makes sense

helios now has an actual science firing range, yes the old one is now abandoned
same with selene

* small fixes

Selene RD office shutters
Also fixes the window in HOS office in Helios that just... let you watch a wall? ?????
Oh yeah also that stray light switch in law office

* ONE MORE TIME

* FIXES LIZARD PLUSHIE

Co-authored-by: Enricode <SgtHunk@users.noreply.github.com>
2021-05-27 19:34:58 -06:00
John Willard
38059c1ff3 TGU - Gamemode removal, GAGS & More (#159)
* TGU

* fulp code maintaining

* Update jobs.dm

* All the fulp overwrites

* the dme

* caught it

* wow modular!

* deletes ui icons

* adds new ui icons

* Helio TGU

* Heliostation TGU (#1)

* lets try again

* try

* ai  displays

* evac displays

* fire alarms

* wild hearts

plant wild seeds
aaaand wild miiiinds
have wild neeeeeeeeeeeds

extinguisher cabinet

* A lot of stuff

All directionals I think except door buttons because fuck you they're 75 and I need to put IDs in all of them I already spent 30+ minutes on the requests consoles
Oh yeah also adds the cargo stuff

* Selene

Adds cargo stuff, fixes conflicts
This does NOT add directionals

Co-authored-by: Enricode <SgtHunk@users.noreply.github.com>

* Create changelog.html

* Delete changelog.html

* Create changelog.html

* Delete changelog.html

* Config

* Helio cargo shuttle

* > deletes your cryopod

* Revert "> deletes your cryopod"

This reverts commit fd92bbf7d0.

Co-authored-by: SgtHunk <68669754+SgtHunk@users.noreply.github.com>
Co-authored-by: Enricode <SgtHunk@users.noreply.github.com>
2021-05-13 19:57:32 -06:00
John Willard
6f485927f8 TG Update (#104)
* Updating GBP from PR #57981 [ci skip]

* Removes total_moles_specific, just use gaslists normally. I don't know how I missed this (#57973)

* Refactors pellet_cloud/create_cassing_pellets to not sleep (#57974)

Co-authored-by: MLGTASTICa <ak9bc01d@yahoo.com>

* Automatic changelog generation for PR #57974 [ci skip]

* Updating GBP from PR #57974 [ci skip]

* Fix Tooltip documentation (#58013)

* Remove SS_NO_TICK_CHECK (#57800)

## About The Pull Request
This is a whopper, will need @MrStonedOne to review.
In theory this flag shouldn't be needed and my own testing didn't find any issues, but I'd feel better with a lengthy test merge.

## Why It's Good For The Game
Might make nightshift subsystem lag less, MC loop has less stuff to check.

* Updating GBP from PR #57800 [ci skip]

* Reorder the list of items in more outfits. (#57801)

On my quest to make outfits easier to read and fix some small mistakes by applying a priority order.

ID > uniform > suit > backpack > other clothing in alphabetic order > pockets > hands > others

Moved the base/assistant plasmaman outfit from the middle of the standard file to the top of the plasmaman outfit file.
Reorganized the plasmaman outfit order to have jobs within a department close to each other.
Moved the Death Commando outfit into the ERT file together with a line that adds mindshields to CentCom outfits because I had to dig to find that a long time ago...

Also fixes detective plasmaman spawning with a worse headset and plasmamen prisoners spawning with a different shoe.
Like... how no one has seen that plasmaman spawn with the wrong headset? Do we have no plasmaman sec? Yes I know the answer...

* Automatic changelog generation for PR #57801 [ci skip]

* Updating GBP from PR #57801 [ci skip]

* Fix sql changelog (#57972)

Fixed bad SQL that I originally wrote in the changelog for 5.11, anyone trying to update their schema from < 5.11 up would notice this.

* Test newest version of gbp-action (#57980)

Read about it here: tgstation/gbp-action#28

TLDR: Less race conditions, and all logs are now pushed to a separate branch. The new location of gbp-balances.toml is in the gbp-balances branch. Will most likely be able to delete the one in master so people don't get confused.

This required a workflow update, and so was not directly pushed to master. This currently uses my PR branch directly so that I can make changes for anything that doesn't work. When it is solid, I will push it to master and we will go back to gbp-actions@master, or some pinned version.

* Fixes mech HUD's not being properly removed (#57964)

Fixes mech hud's not being removed when leaving the odysseus or clarke

* Automatic changelog generation for PR #57964 [ci skip]

* Resprites the fork! (#57490)

About The Pull Request

This PR resprites the fork.

image
Why It's Good For The Game

The old fork was really tall and black.

Forks are really hard to sprite but i think this is an improvement.
Changelog

cl
imageadd: The fork has a new sprite.
/cl

* Automatic changelog generation for PR #57490 [ci skip]

* rpds can now interact with the unwrench upgrade (#57959)

Adds the functionality to upgrade the RPD by 'slapping' the unwrench upgrade disk with the RPD itself

It doesn't exactly revolutionize gameplay and at most allows engineering cyborg players to at least upgrade their RPD to unwrench saving them a headache and a module slot when doing their thing I suppose

* Automatic changelog generation for PR #57959 [ci skip]

* Automatic changelog compile [ci skip]

* Fix collect changes (#58022)

* Xenomorphs can now strip humans again (#58007)

* Automatic changelog generation for PR #58007 [ci skip]

* Fix back not respecting internals (#58012)

* Automatic changelog generation for PR #58012 [ci skip]

* Layer overhaul (#57915)

## About The Pull Request
Changes up some layer and plane defines for no particular reason lol

## Why It's Good For The Game
Planes actually override layers, and layers control ordering within planes. A lot of the usage of plane and layer was wholly unnecessary. This refactor helps future maintainability while also being needed staging for _future features._

* Resprites all gas vending machines (#57919)

The existing sprites are an amalgamation of parts of existing sprites, this PR replaces them with original sprites designed for the devices

Sprites were made by me and were recolored by maxymax13

* Automatic changelog generation for PR #57919 [ci skip]

* Update arcade.dm (#57984)

* Automatic changelog generation for PR #57984 [ci skip]

* Hand Drill Sound is now smoother on the ear. (#58004)

* Automatic changelog generation for PR #58004 [ci skip]

* Fixes Orion bad messages  (#58018)

* Automatic changelog generation for PR #58018 [ci skip]

* A non-functional heart no longer causes heart attack if you have Muscled Veins (#58016)

* Automatic changelog generation for PR #58016 [ci skip]

* Nerfs holodeck thunderdome suits (#58011)

* Automatic changelog generation for PR #58011 [ci skip]

* You can now manufacture bone gel (#58006)

* Automatic changelog generation for PR #58006 [ci skip]

* Fixes Antigravity Grenades  (#57991)

* Automatic changelog generation for PR #57991 [ci skip]

* Fixes flying damage slowdown applying to the floating movetype instead. (#57994)

* Automatic changelog generation for PR #57994 [ci skip]

* Fixes lights on people (#58000)

- Fixes light eaters not putting out lights on people.

* Automatic changelog generation for PR #58000 [ci skip]

* CTF spawner awareness in tips (#57995)

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Automatic changelog generation for PR #57995 [ci skip]

* Fixes incorrect params passed into callback function causing server crashing numbers of runtimes. (#58020)

[21:03:59] Runtime in change_turf.dm,301: type mismatch: /turf/closed/mineral/random/vo... (/turf/closed/mineral/random/volcanic) & 18
  proc name: AfterChange (/turf/open/AfterChange)
  src: the volcanic floor (135,80,3) (/turf/open/floor/plating/asteroid/basalt/lava_land_surface)
  call stack:
  the volcanic floor (135,80,3) (/turf/open/floor/plating/asteroid/basalt/lava_land_surface): AfterChange(/turf/closed/mineral/random/vo... (/turf/closed/mineral/random/volcanic), null)
  /datum/callback (/datum/callback): InvokeAsync()
  Timer (/datum/controller/subsystem/timer): fire(0)
  Timer (/datum/controller/subsystem/timer): ignite(0)
  Master (/datum/controller/master): RunQueue()
  Master (/datum/controller/master): Loop()
  Master (/datum/controller/master): StartProcessing(0)

x9000

Missing args in callback meant two runtimes each time a turf was mined, exploded, blown up etc.

Causes openspace to mess up if the server runs low on memory.

* Automatic changelog generation for PR #58020 [ci skip]

* Automatic changelog compile [ci skip]

* Lowers rot disease chance (#58034)

Lowered the chance of disease creation by ~60%
Every round was having horrible breakouts, this ought to fix that

* Automatic changelog generation for PR #58034 [ci skip]

* Fixes error sprite from pdas in exosuit storage slots (#58033)

fix: putting a PDA into an exosuit storage slot won't cause the missing texture sprite any more.

* Automatic changelog generation for PR #58033 [ci skip]

* Enhance spray bottle logging while improving code and variable names. (#58070)

* Improve and loog

* Copybara

* Testing feex

* Extra doc

* Feex

* Range start from 1 instead of 0

* Automatic changelog generation for PR #58070 [ci skip]

* Automatic changelog compile [ci skip]

* Feex (#58073)

* Automatic changelog generation for PR #58073 [ci skip]

* trigger spacemandmm reparse in CBT 'Build All' task (#58061)

* Fixes runtimes related to quick equip. (#58043)

Basic sanity and ensure unequip is properly called before equipping again.

* Fixes a moth wing sprite mistake (#58059)

A wing sprite had a silhouette for the mob that I missed in #53969

* Automatic changelog generation for PR #58059 [ci skip]

* Fixes cargo gas canisters not being purchaseable (#58028)

* Automatic changelog generation for PR #58028 [ci skip]

* Fixes Tips Message About Ctf To Be Properly Descriptive Of Ctf (#58050)

* Automatic changelog generation for PR #58050 [ci skip]

* Mansus grasp now can ignite cigars (#58055)

* Automatic changelog generation for PR #58055 [ci skip]

* fix missing atmos features from various station (#57936)

Adds bluespace vendors to tramstation
Setup freezers to use waste loop
Connect delta station freezers to waste loop
Connect kilo station freezers to waste loop

* Automatic changelog generation for PR #57936 [ci skip]

* Revert "Switch tgui tooltips to popper.js" (#58078)

* Revert "Switch tgui tooltips to popper.js (#57992)"

This reverts commit 206c8215de.

* Revert "Fix Tooltip documentation (#58013)"

This reverts commit e692b05a99.

* Fixes a way of obtaining metal in the CTF map downtown (#58041)

* Automatic changelog generation for PR #58041 [ci skip]

* Resprites the lightning orb (#58065)

* Resprites the lightning orb

* Fixes the lightning orb hud icon

* Automatic changelog generation for PR #58065 [ci skip]

* autofire no longer does SIGNAL_HANDLER_DOES_SLEEP (#58066)

* Automatic changelog generation for PR #58066 [ci skip]

* Puts a HPLC in chemistry on tramstation  (#57987)

* Automatic changelog generation for PR #57987 [ci skip]

* CTF players are no longer 13 year olds (#58040)

* Automatic changelog generation for PR #58040 [ci skip]

* reverts map_format changes (#58051)

reverts map_format changes done in #57915

* [READY] Adjusting/porting chemical toxins to fermichem (+Seiver fix) (#57606)

* Automatic changelog generation for PR #57606 [ci skip]

* Internal Affairs actually works as intended now (#58021)

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>

* Automatic changelog generation for PR #58021 [ci skip]

* changes most uses of SSvis_overlays.add_vis_overlay() inside of update_overlays() to true overlays (#57985)

* Automatic changelog compile [ci skip]

* Lights up the alien chambers on the CTF map cruiser (#58042)

* Automatic changelog generation for PR #58042 [ci skip]

* Upgrade tgui dependencies, make yarn task skippable (#58081)

* Upgrade tgui dependencies, make yarn task skippable

* Use a phony target to avoid double rebuilds

* Modifies SecTech ad from beating capitalists to communists (#58083)

* Automatic changelog generation for PR #58083 [ci skip]

* Fixes a minor oversight with eigenstasium (#58069)

* Automatic changelog generation for PR #58069 [ci skip]

* Update dependencies installed for TGSv4 precompile scripts (#58108)

* add libssl1.1

* i was told to add myself to this as well

* Automatic changelog generation for PR #58108 [ci skip]

* Automatic changelog compile [ci skip]

* Prevents morph toxin oversight (#58095)

* Automatic changelog generation for PR #58095 [ci skip]

* TGUI Limbgrower + Limbgrower refactoring and design expansion (#57955)

Refactors the limbgrower to modernize the code. Now, the limbgrower can accept any type of reagent in limbgrower designs.

Adds simple plumbing demand to the limbgrower, so you can pipe synthflesh into it.

Adds monkey tails, felinid ears and tails, lizard digitigrade legs, lizard tongues, fake lizard tails (unusable in lizard-wine and similar recipes), plasmaman organs, and ethereal organs (minus the heart) to the limbgrower via limbgrower design disks. These disks can be printed from the medical lathe once the required technology has been researched.

Adds a technology node to unlock the limbgrower design disks after advanced biotech, xenoorgan biology. In the future, this could have an experiment requirement - maybe to scan multiple types of species.

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>

* Automatic changelog generation for PR #57955 [ci skip]

* Fixes several exosuit storage slot and back slot worn icon bugs (#57946)

* Adds teleprod exosuit slot worn icon

* ... Really expands what the pr does

* Automatic changelog generation for PR #57946 [ci skip]

* Adds emergency meetings during april fools (#58098)

🆑
add: The captain can now sometimes call emergency meetings using the communications console! Hopefully the crew will be able to sus out any imposters who might be among them!
/🆑

* Automatic changelog generation for PR #58098 [ci skip]

* Allows you to ignite cigars with cauteries and recently-fired revolvers. (#58109)

About The Pull Request

#58055 added this for Mansus Grasp and I thought why the hell not, this is also badass. Fifteen seconds sounds like long enough to do this after firing the gun.

Also EOB noticed you can't ignite cigars with the cautery and that seems odd, so I added that too. Not sure who'd want to do that, but here you go.
Why It's Good For The Game

Gun hot after firing also badassery
Changelog

🆑
add: Recently-fired revolvers can now be used to ignite cigars like a fucking badass.
add: Cauteries can now be used to ignite cigars like a very irresponsible doctor.
/🆑

* Automatic changelog generation for PR #58109 [ci skip]

* Automatic changelog compile [ci skip]

* spelling (#58103)

* Automatic changelog generation for PR #58103 [ci skip]

* Fixes oversight with eigenstasium which teleports you before saving your location (when purity is greater than 90% and ingested) (#57986)

* Fixes oversight

* Why is this so convoluted

* Final fix and test

* Expose is strange

* exposure to reagents may result in confusion, bafflement and hunger. If you feel any of these effects, consult with your doctor.

* lil cleanup

* Automatic changelog generation for PR #57986 [ci skip]

* You can now print cable coils and welding helmets from scilathes and engilathes (#57762)

* Automatic changelog generation for PR #57762 [ci skip]

* Thermomachine have full temperature range on both modes (#57990)

* qol

* better changes

* Update code/modules/atmospherics/machinery/components/binary_devices/thermomachine.dm

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Automatic changelog generation for PR #57990 [ci skip]

* Persistence now cleans up json entries (fixes a lot of runtimes involved) (#58084)

* super duper persistence cleaning

* compiles now, much better written

* Processable and grillables and microwavables now give helpful examines, some condiment containers also do (#57694)

* IM DONE LOOKING AT THE WIKI FOR BASIC SNIZZLE

* microwaved, too

* HOOH

* LINT, review

* review but this time im not lying :trollface:

* maybe i should just like test or something

* reviews i missed

* 🐑

* Automatic changelog generation for PR #57694 [ci skip]

* Fixes a critical accidental early return (#58128)

Emergency meetings work now

This loop shouldn't give up so quickly
Makes emergency meetings work when there are new players about
Also sets the 'show when dead' var to true so ghosts get the full experience

* Automatic changelog generation for PR #58128 [ci skip]

* Fixes toxin parent reagent purity affecting unintentional reagents  (#58107)

* Automatic changelog generation for PR #58107 [ci skip]

* Add extools compilation to the TGS4 precompile scripts for linux (#58113)

* Automatic changelog generation for PR #58113 [ci skip]

* Add the seeds to the permabrig (#58019)

* Automatic changelog generation for PR #58019 [ci skip]

* lone carpet subtype now doesnt smooth, adds back star carpets (#58104)

rohesie removed star carpets when they added the new smoothing system i think, this brings them back and gives both lone and star carpets a purpose, they no longer smooth, also lone carpets now use the symbol sprite again which has some customization in dirs

* Automatic changelog generation for PR #58104 [ci skip]

* emergency meetings now dont call in mobs with no client (#58133)

* Automatic changelog generation for PR #58133 [ci skip]

* Automatic changelog compile [ci skip]

* Some quick fixes for the dark gygax icon and its uplink description (#58121)

* Automatic changelog generation for PR #58121 [ci skip]

* Makes canister pressure capabilities a bit random and more unstable (#57818)

This is mainly to make bomb making just a little bit less of a formulaic activity. Canister base capacity is 8% lower but is increased by up to 20% from that amount, roughly resulting in the same average capacity. You can experiment to figure out each one's individual limit or just stick to safe minimum pressures.

To counter balance this somewhat, canister failure is a bit more violent. Damaged canisters will slowly leak gas, and a canister that breaks with internal pressure greater than it's capability will explode.

Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Automatic changelog generation for PR #57818 [ci skip]

* RCD now rebuilds existing constructs faster and with less resources (#58029)

* RCD now rebuilds faster

* Reconstructing now costs less

* Fix _

* Remove unused flag, use helper proc

* Add sound

* Remove previously useless, now inaccurate comment

* Add MIN_COMPILER_VERSION warning

* Automatic changelog generation for PR #58029 [ci skip]

* Injectors, vents and scrubbers no longer work when placed on walls (#57971)

fixes gas deletion exploit by stopping injectors, vents and scrubbers from being placed on walls

* Automatic changelog generation for PR #57971 [ci skip]

* Xenobio outlet fix (#58002)

About The Pull Request

Fixes air outlet injector outside of Xenobiology Lab not being powered
Why It's Good For The Game

Unpowered outlet makes it difficult to siphon air out of Xenobiology Lab
Changelog

🆑
fix: Fixed air outlet injector outside of Xenobiology Lab not being powered
/🆑

* Automatic changelog generation for PR #58002 [ci skip]

* Removes a single stray-pixel on slice of vanilla cake  (#58142)

* Automatic changelog generation for PR #58142 [ci skip]

* Shorten april fools to 3 days (#58144)

this way it covers all the timezones

* Automatic changelog generation for PR #58144 [ci skip]

* Automatic changelog compile [ci skip]

* Adds moffins, a whimsical breakfast pastry (#58110)

* Adds moffins

* slightly different check as requested

* Update code/game/objects/items/food/pastries.dm

I have been got got.

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Update code/game/objects/items/food/pastries.dm

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
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* Automatic changelog generation for PR #58110 [ci skip]

* remove input pass-through from stat panel and just try not to keep focus instead (#58143)

About The Pull Request

The input pass-through didn't work anyway, as it would pass through lower-case keys which our input code doesn't understand (unless you were holding shift or hadcaps lock on.) It also didn't translate arrow keys to NORTH, etc. which is how BYOND expects them.

If you double clicked on the stat panel it would eat all following input from you. If you happened to have caps lock on, you might not notice this because the correct WASD values get passed to BYOND. If you were then to stop walking while holding shift because you want to examine something, your key release would be sent to BYOND as lowercase, causing it to be ignored.

Under all of those conditions, your movement would get stuck in one direction. It's more likely than you think!!!

A similar chain of events could cause Alt releases to not be sent to BYOND due to this as well.

--

The fix is to just give back focus to the map similarly to how TGUI does it. It's not quite as majestic as TGUI, but it seems to have fine results.
Why It's Good For The Game

Nobody likes sticky keys
Changelog

🆑
fix: Stat panel no longer captures input (potentially causing keys to get stuck down)
/🆑

* Automatic changelog generation for PR #58143 [ci skip]

* Actually fixes bots wrongfully failing to pathfind (#58064)

I botched #57873 and made the wrong part of the code return an empty list, so instead of it being part of the wrapper proc (like it was before), it was part of the core pathfinding proc. This meant that sometimes a non-list return value would make it by the wrapper proc when a list was expected, eventually causing bots to fail to respond to summons from AIs/PDAs as I detailed in the last PR. This solves it by ensuring all returns are lists, with the exceptions of invalid callers or endpoints, which should error.

* Automatic changelog generation for PR #58064 [ci skip]

* makes slapping someone in the face more intuitive (#58137)

* Automatic changelog generation for PR #58137 [ci skip]

* Stripping a disconnected player will tell them when they come back (#58129)

* Automatic changelog generation for PR #58129 [ci skip]

* Snappier Firelocks (#57943)

Firelocks are kind of annoying to open since it relies on a 10 second area based timer that is difficult to predict, this tries to solve that.

When forced open with the primary attack, the firelock now checks if you are adjacent to it or not. Our dearest Manuel players can think of it as you manually holding the door back. It is also made to close when you are no longer adjacent or went horizontal (resting, etc.)
This sort of made firelocks snappier and close faster too, and I hope this might help it seal off areas better.

The door will be stuck closed when you leave it however, and that's where the old behaviour comes in. Secondary attack is used to toggle the firelock and surrender it to the timer if an alarm is triggered. Primary attack without a fire alarm triggering cannot keep the door open after you walk away. I hope this is intuitive enough.

* Automatic changelog generation for PR #57943 [ci skip]

* Refactors shielded hardsuits into a component, fixes kisses consuming shield charges (#57797)

Shielded hardsuits (like the syndie ones) and shielded cult robes, despite functioning very similarly, were actually implemented twice in their own pockets of clothing code. This merges them into one component that lets you block a certain number of attacks while your suit has charges, and have the suit recharge itself after going so long without being hit (optional, cult robes still don't regain lost charges).

This PR also fixes harmless kiss projectiles consuming charges on shielded suits, I'm sure to much disappointment. They'll now pass directly through though, so you can still try your luck to see if love truly conquers all (it probably won't).

One casualty of this is that you can no longer toggle the shield color of syndie hardsuits with a multitool since that it was annoying to componentize, not something that affected gameplay, and probably something noone knew you could do anyway.

Fixes: #57723

* Automatic changelog generation for PR #57797 [ci skip]

* Placing a fireman carried person onto a table no longer harms them (#58147)

Previously, clicking on a table with a fireman carried person while not in combat mode would start a do_after(), then harmfully smash the person you fireman carrying into the table. This harmful smash has been replaced by your character merely placing the fireman carried person onto the table, like what happens when you click on a table while not in combat mode while you have someone in a grab. You can still click on a table with a fireman carried person while in combat mode to perform a limb smash, if you wish.

* Automatic changelog generation for PR #58147 [ci skip]

* adds the console (#58127)

* Automatic changelog generation for PR #58127 [ci skip]

* Adds proper logging to Holodeck safeties and programs (#58149)

* Adds proper logging to Holodeck safeties and programs

* a more elegant solution

* Automatic changelog generation for PR #58149 [ci skip]

* Recolors bucket inhand and adds omega soap inhand (#58148)

* '

* Fixed stray pixel

* Automatic changelog generation for PR #58148 [ci skip]

* Automatic changelog compile [ci skip]

* Smart Pipes(reborn) (#58038)

How these new pipes work.
-Smart pipes autoconnect to nearby smart pipes
-They are now color coded, so they only connect to the same colored pipe, the GREY pipe is the wildcard and can connect to every other color, so be aware of this
-ALL components spawned by the RPD can be colored (from pumps to connectors, from pipes to manifolds), if you leave them GREY they can connect to every other color. Color adapters can be colored, but they'll still connect two pipes with different colors. BUILDABLE machines are GREY (thermomachines, cryo, HFR) so be aware of this
-Trying to go across another smart pipe will now build a bridge pipe automatically already colored of the color you choose, so you don't have to place it yourself anymore (is still available in the RPD tho)
-ALL binary components, layer manifolds, color adapters and bridge pipe can be put ONTOP of a smart pipe, but not on another of these. Smart pipes can't be placed on top of these pipes, so you have to build them first.
-Lcrossings can't be made anymore (sorry y'all i tryed, if someone have a way of doing them ping me on discord)
-REMEMBER you still have 5 layers to go, these rules apply to the same layer pipes, so if you do a crossing on different layers you won't see a bridge pipe appear.

* Automatic changelog generation for PR #58038 [ci skip]

* resprite water cooler (#58117)

* Automatic changelog generation for PR #58117 [ci skip]

* Fixes a few roulette wheel runtimes. (#58139)

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Automatic changelog generation for PR #58139 [ci skip]

* Stethoscopes now require hearing instead of vision to use  (#58169)

* Automatic changelog generation for PR #58169 [ci skip]

* added colour picking to VV (#58173)

Co-authored-by: Thunder12345 <stewart@critar.demon.co.uk>

* Automatic changelog generation for PR #58173 [ci skip]

* Fixes smoker stacking unremovable negative moodlets (#58170)

* Automatic changelog generation for PR #58170 [ci skip]

* Add youtube-dl to tgs4 precompile scripts for Linux (windows users on suspicious individuals watch) (#58135)

Adds the ability for the TGS4 precompile script on Linux platforms to resolve the youtube-dl dependency. This essentially is for Docker deployments, but can also apply to regular TGS4 deployments as well.

* Automatic changelog generation for PR #58135 [ci skip]

* Fixes multiple issues related to suicides (#58178)

* Automatic changelog generation for PR #58178 [ci skip]

* Armless people can no longer buckle people (#58176)

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* Automatic changelog generation for PR #58176 [ci skip]

* Terror in the Toybox: The Rouny Plushie (#58221)

* rouny plushie

* rouny prizes

* loar

* Automatic changelog generation for PR #58221 [ci skip]

* fix pipe (#58120)

* Automatic changelog generation for PR #58120 [ci skip]

* Automatic changelog compile [ci skip]

* After revolutionaries win, one living headrev (if any are able to) will be allowed to rename the station with a revolutionary banner (#58165)

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Automatic changelog generation for PR #58165 [ci skip]

* Delete useless toFixed import in TimeDisplay (#58215)

* Fix a missing icon (#58219)

* Deletes unreachable line for tools/dmi (#58213)

Resolves #58211

* Fixes the borg hug module being able to harm and shove simple mobs  (#58175)

* Automatic changelog generation for PR #58175 [ci skip]

* Pacifists can no longer swat bugs (#58177)

Co-authored-by: Thunder12345 <stewart@critar.demon.co.uk>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Automatic changelog generation for PR #58177 [ci skip]

* Fix PreCompile.bat failing with spaced paths (#58184)

* Fix PreCompile.bat failing with spaced paths

* Undo spacification

* Give miners cargo access on icebox, removes QM office access from cargo techs (#58167)

* Automatic changelog generation for PR #58167 [ci skip]

* revamps meta incinerator (#58198)

* revamps meta incinerator

cleans pipes in meta incinerator

* Update MetaStation.dmm

* [s] Restores Cargo Shuttle Blacklist Enforcement (#58201)

Removed an inappropriate as anything inside the cargo shuttle's blacklist check that was breaking it.

* Automatic changelog generation for PR #58201 [ci skip]

* Player Lobstrosities Can Right-Click To Charge (#58199)

* Automatic changelog generation for PR #58199 [ci skip]

* stat panel focus reset happens _before_ verb commands are ran (#58196)

* Automatic changelog generation for PR #58196 [ci skip]

* Fixes spelling errors in misc.dm (#58194)

* Automatic changelog generation for PR #58194 [ci skip]

* layer manifolds visual fix (#58193)

* Automatic changelog generation for PR #58193 [ci skip]

* Automatic changelog compile [ci skip]

* Moves code managing mobs getting shocked from disease code to mob status code (#58202)

* Venus human traps no longer take cold damage (#58185)

* Automatic changelog generation for PR #58185 [ci skip]

* Deletes duplicate export property (#58212)

* Reduces the amount of unsorted chat messages (#58192)

* Automatic changelog generation for PR #58192 [ci skip]

* et

* Update README.md

* Update beefman.dm

* .

* oh no

i just realized i have to map

* Update mobspawner.dm

* Update tgstation.dme

* Update Heliostation.dmm

* fixes heliostation pipes

Probably. Fuck smartpipes

* Update Heliostation.dmm

* TGU

* dme

* Update build.js

* tgu stuff

* sorry beefmen

* no

* fixes the pipes and other stuff. probably

* last of the fixes

* digi lol

* Update deputy.dm

* TGU

* fixes helio pipes

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2021-04-20 23:43:52 -06:00
SgtHunk
353d006659 [TM] TG Update: Combat mode, drone exploration, and more! (#58)
* Updating GBP from PR #57626 [ci skip]

* Simple bots now use a different snowflake method for all access. (#57861)

* Automatic changelog generation for PR #57861 [ci skip]

* Updating GBP from PR #57861 [ci skip]

* Automatic changelog compile [ci skip]

* Defines the interrogation room as unique area and not 4 different var edits. (#57612)

* Defines the interrogation room as unique area and not 4 different var-edits

* Fixes the gaping hole in the wall

* We added a new map at the very end.

* Blaseball

* Committing the changes

* Rebuilds the deltastation setup in case it's actually breaking something...

* Automatic changelog generation for PR #57612 [ci skip]

* Updating GBP from PR #57612 [ci skip]

* Bump pillow from 7.2.0 to 8.1.1 in /tools (#57906)

Bumps [pillow](https://github.com/python-pillow/Pillow) from 7.2.0 to 8.1.1.
- [Release notes](https://github.com/python-pillow/Pillow/releases)
- [Changelog](https://github.com/python-pillow/Pillow/blob/master/CHANGES.rst)
- [Commits](https://github.com/python-pillow/Pillow/compare/7.2.0...8.1.1)

Signed-off-by: dependabot[bot] <support@github.com>

Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>

* Adds right-click support to AIs/Cyborgs (#57881)

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Automatic changelog generation for PR #57881 [ci skip]

* Updating GBP from PR #57881 [ci skip]

* Ice cream revamp: Ice cream is a component and cones can hold multiple servings of ice cream now. (#57415)

* Ice cream rework WIP

* I'm done!

* i'll deal with my verbose engrish at a later date. I'm dead tired.

* linter aaaaaa

* Take a bite!

* FINALLY, A COMPONENT!

* ghost macro.

* Review, typos, beheading of a lame comsig.

* Typo. Now I'm self-obliged to test it again.

* It works.

* Automatic changelog generation for PR #57415 [ci skip]

* Updating GBP from PR #57415 [ci skip]

* i shot my own phazon to death and i cry. (#57772)

Co-authored-by: MLGTASTICa <ak9bc01d@yahoo.com>

* Automatic changelog generation for PR #57772 [ci skip]

* Updating GBP from PR #57772 [ci skip]

* Fixes admin immovable rods not hitting things (#57890)

Timber did an oopsie in #57850 and made it so rods with a specific target (AKA any spawned by admins either through the trigger event button or the admin smite) quit out of their creation before they started listening for clonging things. Possibly this was partly intended, in case you wanted to spawn a rod that would only hit whatever you designated as your target and nothing else, but this current setup doesn't hit the target either soo something needs fixing.

@Timberpoes let me know what you think and if you were intending for a soft rod option that would only hit the target.

Fixes: #57888

* Automatic changelog generation for PR #57890 [ci skip]

* Updating GBP from PR #57890 [ci skip]

* Ghosts can now interact with the crew monitor console. (#57891)

* Automatic changelog generation for PR #57891 [ci skip]

* Updating GBP from PR #57891 [ci skip]

* Fixes unbalanced flyperson leg (#57892)

One of Flypeople's legs while facing up is missing a single pixel, causing it all to be unbalanced, this fixes that.

* Automatic changelog generation for PR #57892 [ci skip]

* Updating GBP from PR #57892 [ci skip]

* undefined variable wtf *Dies of cringe*

* tgui: ESLint and VSCode settings improvements (#57905)

    Added column 80 rulers to all javascript and scss files.
    Added a "prettier" config to have sensible defaults for those who prefer to use it.
    Added RadarJS (fork of SonarQube's SonarJS). Launchable only via bin/tgui --lint-harder for now.
    Disabled ESLint rule for parens around arrow function arguments, because in TypeScript they're pretty much always required, and I don't want to replace it throughout the codebase.
    Removed unused javascript extensions from tooling (jsx, mjs).

* Automatic changelog compile [ci skip]

* Fixing the undoable experisci arcade experiment. (#57898)

* Automatic changelog generation for PR #57898 [ci skip]

* Updating GBP from PR #57898 [ci skip]

* [s] Fixing an infinite loop exception with Move() (#57895)

* Replaces use of handle_atom_del() with Exited() in modular computer hardware. And fixes an issue. (#57387)

Title. The issue being hardware/on_remove() calling /try_eject() even if the holder is being destroyed, which is quirky. I also replaced an instance of /New() with /Initialize() and deleted a troublesome /Destroy().

handle_atom_del() is awful. Nearly every (minus the storage component; it's a tangled trial of mental gymnastic) behavior implemented there can pretty much be moved to Exited() and it'll work just as fine, if not better against edge cases such as recall spells. But that's not the scope of this PR. I'm here to fix #57161.

* Automatic changelog generation for PR #57387 [ci skip]

* Updating GBP from PR #57387 [ci skip]

* Highlander + Summon Guns and Magic now uses signals to equip new crewmembers (#57817)

* Automatic changelog generation for PR #57817 [ci skip]

* Updating GBP from PR #57817 [ci skip]

* makes holodeck books a holo_effect so they get added to the spawned list (#57909)

* Automatic changelog generation for PR #57909 [ci skip]

* Updating GBP from PR #57909 [ci skip]

* Dogs no longer take whatever they're holding/wearing to the grave (#57670)

* Automatic changelog generation for PR #57670 [ci skip]

* Updating GBP from PR #57670 [ci skip]

* Turns off cache on docker publish action (#57912)

Maybe it will stop it screaming in pain about missing dependencies.
Publish action suggests alternative of running this as cronjob to update cached version so if this works but is too slow we can change to that.

* Adds a plumbing layer manifold (#57494)

Adds a multilayer plumbing manifold, I also murdered the multilayer duct

You can now alt-click the plumbing RCD to change the layer it prints. I made a whole thing where right clicking changed the settings and you could use that to change machinery aswell. I even did that with the plunger, it was absolutely beautiful. Anyway that drained the life out of me because apparently there's no attack_obj_secondary and afterattack_secondary ALSO called attack_obj (left click). I just hate whoever made it with intensity

Plumbing now uses three layers. They should be easier to navigate. I tried to make layer connecting the same as cross-color connecting, but that would take more of my soul then there is to take

* Automatic changelog generation for PR #57494 [ci skip]

* Updating GBP from PR #57494 [ci skip]

* Makes stations more airtight (#57535)

I've gone through delta, meta, and icebox and added some choice windoors, changed some areas around, added some more doors, and changed some other miscellaneous things.

I'll list the full changes in drop downs, for both our sakes

Delta:
<details>
Splits the central hallway into fore and aft central hallways

Adds the spaces that jut out of medbay and sci into the central hallway, rather then having them be a part of
medbay and sci

Adds medbay access locked windoors to the back desk of the medbay reception area

Adds airlocks to both the upper and lower parts of the main hallway
</details>

Meta:
<details>
Gives the storage wing another set of firelocks, and two fire alarms. It didn't have any alarms in the first place, so hopefully this helps things

Adds the spaces that jut out of medbay and sci into the central hallway, rather then having them be a part of
medbay and sci

Replaces a small bit of the science area with nanite lab, to prevent a breach near xenobio causing fire alarms
at the front of sci

Adds a windoor in front of the ORM to block air

Adds a wall behind a smart fridge in chemistry
</details>

Icebox:
<details>
Added airlocks between arrivals and the port hallway, and the escape hallway and the starboard hallway

Added a windoor between the kitchen and the bar
</details>

## Why It's Good For The Game

Cuts delta's main hallway in half, with the goal of reducing fire alarm strain. Some thoughts on this would be nice, I don't want to make everything else that uses areas worse just because fire alarms are dumb, and I'm worried that's what I've ended up doing here.

I've also added the portions of medbay/sci that jut out into the main hallway into the main hallway, I think? I could make these into lobby areas, but I'm not sure if that's appropriate or not.

Adds a few windoors and airlocks to better section off portions of the station, this should reduce the amount of mass gas spreading that can occur.

My goal here is to reduce the amount of uninteresting gas movement and make firelocks less hellish when there's a breach

* Automatic changelog generation for PR #57535 [ci skip]

* Updating GBP from PR #57535 [ci skip]

* Move a signal that is randomly seperated from others of it's kind (#57914)

Co-authored-by: actioninja <actioninja@criticalaction.net>

* Fix plant trash from grown food not inheriting their proper seeds (#57924)

This PR fixes plant trash not getting the seed from their parent.

trash_type is a type path, not an instantiated object. istype always fails trying to use it on trash_type. ispath is the correct helper to use here, because it's a type path and not an object.

* Automatic changelog generation for PR #57924 [ci skip]

* Updating GBP from PR #57924 [ci skip]

* Makes deadchat control's examine only shows up for ghosts (#57926)

This PR early returns the on_examine proc for deadchat control if the examiner is not an observer.
So, only ghosts (deadchat) are allowed to see if something is under deadchat control. Humans don't need to know (or shouldn't know) if deadchat is expanding its reach into the physical realm.

* Automatic changelog generation for PR #57926 [ci skip]

* Updating GBP from PR #57926 [ci skip]

* Adds materials to PDAs (#57923)

Puts a small amount of iron, glass, and plastic into a PDA 'cause that sort of material usage makes sense to me

* Automatic changelog generation for PR #57923 [ci skip]

* Updating GBP from PR #57923 [ci skip]

* Automatic changelog compile [ci skip]

* Adds sticking metallic kitchenware into APCs (#57910)

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Automatic changelog generation for PR #57910 [ci skip]

* Updating GBP from PR #57910 [ci skip]

* Bane AI (#57771)

We take Gotham from the corrupt! The rich! The oppressors of generations who have kept you down with myths of opportunity, and we give it back to you...the people...Gotham is yours. None shall interfere, do as you please!

* Automatic changelog generation for PR #57771 [ci skip]

* Updating GBP from PR #57771 [ci skip]

* Splits winter coats/hoods into their own sprite file (#57896)

Moves the winter coats and their hoods into their own sprite file.
335 icons in one of the files got lowered to 289 after moving 46 wintercoat icons to their own file.
Renames some icons because they had a long name.

* Updating GBP from PR #57896 [ci skip]

* remove double pen door from meta xeno (#57879)

door double removal

* Automatic changelog generation for PR #57879 [ci skip]

* Updating GBP from PR #57879 [ci skip]

* Resprites ventriloquist dummy (#57863)

## About The Pull Request

Resprites the ventriloquist dummy  #https://github.com/tgstation/tgstation/projects/6#card-2814241

## Why It's Good For The Game

The current sprite is just the assistant doll cut in half. This gives it a unique sprite and also makes it so that the hands line up with the item better than the current sprite. It's also a lot creepier (and animated!)

* Automatic changelog generation for PR #57863 [ci skip]

* Updating GBP from PR #57863 [ci skip]

* Fixes missing pixel on envirosuits (#57849)

## About The Pull Request

Adds 1 pixel to every evirosuit side sprite except the prototype.  

## Why It's Good For The Game

The current envirosuit sprites all have a single pixel missing on the foot, which causes the foot to be visible. This pixel is there on the prototype, but all the others are missing it.  This PR adds 1 pixel to each side sprite to cover it up.

* Automatic changelog generation for PR #57849 [ci skip]

* Updating GBP from PR #57849 [ci skip]

* Updates round tips (#57927)

Deals with any mention of cloning, intents, and a few outdated mechanics

* Automatic changelog generation for PR #57927 [ci skip]

* Updating GBP from PR #57927 [ci skip]

* Thermomachine update (#57918)

This PR adds an UI button that allow the players to decide if use enviromental heat or red port pipe (it will have an error if the choice is not working for some reasons, like not having moles in the pipes/air, not having pipes connected at all, etc)
This also fix the issue of having roundstart freezers heating up rooms because the waste pipe didn't have any gas

* Automatic changelog generation for PR #57918 [ci skip]

* Updating GBP from PR #57918 [ci skip]

* Improves status bar coverage (#57916)

This PR makes sure all MouseEntered() procs call their parent, which handles the status bar. This fixes instances where the status bar was missing, for example when you hovered over the ghost buttons, you would not be shown a name of the button, but completely different object, like "space", which was very misleading. This also means that the new status bar should have better parity the with the old status bar, which also showed these things.

* Automatic changelog generation for PR #57916 [ci skip]

* Updating GBP from PR #57916 [ci skip]

* Create explicit warning if not building with CBT (#57931)

Adds a new CBT define which is automatically created when building. If this define is absent, the build will fail.

This is what Cyberboss tried to do with USE_BUILD_BAT_INSTEAD_OF_DREAM_MAKER.dm, but couldn't.

The reasoning behind this is CBT is already a requirement to build a fresh project, otherwise the tgui bundle files won't exist. This gives a readable error to go along with that. However, you can currently build once then just use Dream Maker. This is a footgun - not only are we already adding new things to CBT like tgfont which will fail later on, but also it will create weird scenarios when we add tasks to CBT that don't immediately fail if not ran, or otherwise create out of sync builds.

Also replaces rmSync with unlinkSync, which works on older Node versions.

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>

* Additional CTF maps (#57230)

This pull request adds a map loader as well as new maps to CTF. When a game starts a CTF map will be selected at random and will be playable by ghosts.

As well as this new functionality CTF now fully supports 4 teams. A green and yellow team have been added complete with both standard and instagib gear.

At current five maps are planned:
Classic - the original map we all know and love
Four Side - A four team CTF map where all teams compete over one flag
Downtown - Terrestrial city themed map
Limbo - Wizard themed map featuring portals and uses KOTH rather than CTF
Cruiser - Space themed map utilizing the powerup system

Random maps are selected on game load
Support for four teams added

Why It's Good For The Game

CTF has been more or less the same on the surface since its creation. This PR allows for some much needed map variety which will increase replay value. CTF is far more regularly played then mafia due to its fast rounds and common use during round end delays and I believe that it deserves a boost in content.
Changelog

cl
add: CTF can now selects a random map at game start
add: CTF now supports four teams
add: Gear for yellow and green CTF teams has been added
add: CTF ID cards for all 4 teams have been added - courtesy of maxymax13
add: a new CTF map, Four Side has been added
add: a new CTF map, Downtown has been added
add: a new KOTH map, Limbo has been added
add: a new CTF map, Cruiser has been added
fix: KOTH capture points retain their sprites after being claimed
/cl

* Automatic changelog generation for PR #57230 [ci skip]

* Updating GBP from PR #57230 [ci skip]

* Implements Plant Biotype (#57108)

Implements a plant biotype for plant based mobs. Changes the wood golem mob to be an organic, humanoid, and plant biotype---because wood is an organic substance, not a mineral.

This additionally adds the ability for plantbgone/weedkiller to deal damage to plant biotypes.
Why It's Good For The Game

There's a curious lack of a defined plant biotype, despite plants sharing a unique number of traits. Ideally, this behavior can be more consistently implemented with something like biotypes. A minor example of this is utilized in this PR: weedkiller and plantbgone impacting plant-like mobs, which is what you'd expect.
Changelog

cl
add: Plant-like mobs are now impacted and take damage from plant-b-gone and weedkiller reagents
add: Plant-like mobs can be health scanned with a plant analyzer
add: Plant-like mobs are impacted by the floral gun in the same manner pod people are
/cl

* Automatic changelog generation for PR #57108 [ci skip]

* Updating GBP from PR #57108 [ci skip]

* fix (#57900)

Fix missing cable from upper atmos apc
Fix wrong area in north-west corner resulting in airlock not working

* Automatic changelog generation for PR #57900 [ci skip]

* Updating GBP from PR #57900 [ci skip]

* Add note about rust-g for building on Linux (#57622)

This PR adds a minor note about needing to compile rust-g to Linux building instructions. I'm not sure if this is the appropriate place for it, but I don't see a better place to put it.

* cyborg lollipop launchers can no longer spam timers (#57786)

About The Pull Request

Cyborg treat dispensers now have a maximum treat storage capacity of 5 treats instead of 30 treats, and recharge their treats at a rate of one treat per 10 seconds instead of one treat per second.

To compensate for this, the damage of gumballs and lollipops that have been launched from an emagged cyborg has been increased from 3 to 10.

Launched gumballs and lollipops will no longer delete themselves after 2 minutes (if not equipped).

The 2u of omnizine in each cyborg lollipop has been replaced by 2u of psicodine. The contents of normal lollipops have not been modified.

Cyborg cookie dispensers can now only dispense a cookie once every 10 seconds (instead of once per second). Non-cyborg cookie dispensers no longer self-recharge, but can now accept compressed matter cartirdges for reloading purposes. Support has been added for other types of RSFs to have use cooldowns.
Why It's Good For The Game

The self-deletion mechanism was apparently causing timer spam, so I reduced the amount of treats that cyborgs could spam out (and the rate of that spamming) so that the mechanism would no longer be necessary. I increased the damage of launched treats to compensate to keep the emagged treat launcher from becoming a very sad joke of a weapon.

Floyd threw a fit when he learned that cyborgs could freely dispense lollipops that contained omnizine, so I replaced the omnizine with psicodine, a chem that is perhaps more appropriate for lollipops (it calms people down), doesn't do much of importance, and can't react to form any rare or interesting chems.

The cookie dispenser thing is also an attempt to appease Floyd, since he doesn't like cyborgs being able to spam food everywhere.
Changelog

cl ATHATH
balance: Cyborg treat dispensers now have a maximum treat storage capacity of 5 treats instead of 30 treats, and recharge their treats at a rate of one treat per 10 seconds instead of one treat per second. To compensate for this, the damage of gumballs and lollipops that have been launched from an emagged cyborg has been increased from 3 to 10.
del: Launched gumballs and lollipops will no longer delete themselves after 2 minutes (if not equipped).
balance: The 2u of omnizine in each cyborg lollipop has been replaced by 2u of psicodine. The contents of normal lollipops have not been modified.
balance: Cyborg cookie dispensers can now only dispense a cookie once every 10 seconds (instead of once per second). Non-cyborg cookie dispensers no longer self-recharge, but can now accept compressed matter cartirdges for reloading purposes. Support has been added for other types of RSFs to have use cooldowns.
/cl

* Automatic changelog generation for PR #57786 [ci skip]

* Updating GBP from PR #57786 [ci skip]

* Minor tramstation and train-rail-fluff fixes (#57639)

Fixes an incorrectly-shifted sprite for floor tram rails and adds some missing tram-rail fluff objects
Also does some minor renaming (railing -> rail)



cl
fix: Nanotrasen railroad engineers have done some minor repairs to their in-station tram rails.
/cl

* Automatic changelog generation for PR #57639 [ci skip]

* Updating GBP from PR #57639 [ci skip]

* Automatic changelog compile [ci skip]

* Paper bins show the paper inside them (atomised) (#57907)

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Automatic changelog generation for PR #57907 [ci skip]

* Updating GBP from PR #57907 [ci skip]

* Ref Tracking: Revengance (#57728)

* Ref Tracking: Revengance

Fixes reference tracking ignoring self references due to a poorly thought out tick checking system.
Fixes reference tracking ignoring the contents of assoc lists
Makes the reference tracking printouts actually describe what list the ref is in, rather then just saying "list"

Adds REFERENCE_TRACKING_DEBUG, a define which toggles tracking info for the ref tracking procs, which allows for
oversight on how the proc is working

Allows for direct calls of qdel_and_find_ref_if_fail(), makes it use ref rather then REF(), fixing it breaking
for mobs. (Ditto for the qdel hint which does the same thing)

Moves REAGENTS_TESTING out of the reftracking define block
Makes unit tests define REFERENCE_TRACKING, REFERENCE_TRACKING_DEBUG, and FIND_REF_NO_CHECK_TICK

Adds a unit test that sanity checks the reference finder proc

* Updating GBP from PR #57728 [ci skip]

* fix (#57902)

Fix missing tile under airlock above turbine in kilo station

* Automatic changelog generation for PR #57902 [ci skip]

* Updating GBP from PR #57902 [ci skip]

* You can now put food on plates, and plate no longer materialize out of nowhere as you cook (#57770)

* All plates removed.
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: DeAndre <robustness13@hotmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>

* Automatic changelog generation for PR #57770 [ci skip]

* Updating GBP from PR #57770 [ci skip]

* tgui strip panel + strippable element (#57889)

Completely removes show_inv and replaces it with /datum/element/strippable. It takes a list of instantiated /datum/strippable_item which communicate which slots are available and how to interact with them. This element has been added to humans, alien humanoids, parrots, and corgis.

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>

* Automatic changelog generation for PR #57889 [ci skip]

* Updating GBP from PR #57889 [ci skip]

* Adds explorer drones / adventures. (#57851)

A new side-job for cargo. Prepare and launch exploration drones at distant sites to encounter weird adventures, collect loot and expand the station cargo network. Adventures - the main content type here, can be written by anyone without any knowledge of programming. The purpose here is creating an way of interesting way of delivering lore (and adding some new job content/cargo expansion method).

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>

* Updating GBP from PR #57851 [ci skip]

* Fermichem 2.6 - Adds the HPLC: a new roundstart method of detecting purity, as well as a method of partially purifying reagents (#57858)

Adds the High-performance liquid chromatography machine - a new roundstart method of detecting purity, as well as a method of partially purifying reagents.

A single machine has been added to each of the 4(5) maps - this lets people determine their purity based off the size of the green (pure portion) to the orange (impure portion) of a reagent's peak shown on the mas spectroscopy display. If a reagent is impure - it will be displayed as red.

In addition to this function, the HPLC can purify reagents by selecting a range of them and pressing the purify button. This will cost some time depending on the mass of the reagent and will purify it up it's default purity (in the tweaked reagent cases - 75%, for the reagents I've yet to get to - 100%). It will also reduce the volume accordingly (so in essence you are reducing the volume of the impure parts).

The sprite itself will indicate when it's running, so you don't need to be nearby it or use the UI to know when it's done

* Automatic changelog generation for PR #57858 [ci skip]

* Updating GBP from PR #57858 [ci skip]

* Partially revert reaction chamber (#57855)

* Automatic changelog generation for PR #57855 [ci skip]

* Updating GBP from PR #57855 [ci skip]

* Blobbernaut HUD improvements (#57922)

* Automatic changelog generation for PR #57922 [ci skip]

* Updating GBP from PR #57922 [ci skip]

* Crops the cached ID card icon so it is less obnoxious in tgui chat. (#57935)

* Automatic changelog generation for PR #57935 [ci skip]

* Updating GBP from PR #57935 [ci skip]

* Some minor atmos cleanup (#57933)

Fixes mining not making turfs active, I forgot to add a type arg when I added one to AfterChange(). This isn't the only source of the issue, but it's the most prevalent one

Cleans up total_moles_specific() slightly, there's no point iterating a list if you already have the gas id. Removes a null assignment and if check, they don't catch anything as things are now, and if someone passes null to the proc I want a runtime

Oh and I reordered a bit of atmospherics.dm to make a comment make sense. Don't worry about it

* Automatic changelog generation for PR #57933 [ci skip]

* Updating GBP from PR #57933 [ci skip]

* emissive blockers are now just an overlay (with kickass fucking graphs). FUCK YOU MAPTICK (#57934)

currently emissive blockers are objects added to the vis_contents of every item. however mutable appearances as overlays can serve this role perfectly well and according to my tests should cause less maptick per item. for mobs mutable appearances dont work for reasons i dont understand so instead this adds the em_block object to overlays instead of vis_contents. these both use atom/movable/update_icon() now

graphed test results in pr

* Updating GBP from PR #57934 [ci skip]

* Converts trait comments to doc comments (#57941)

This converts the existing comments traits had `#define TRAIT_BLA "bla" // yadda yadda` to proper doc comments so that they show with SDMM and the codedocs website.

People just reference old code when writing new code, and people not using doc-comments for traits is something that comes up often.

* Automatic changelog compile [ci skip]

* Gibs/Dead bodies no longer produce miasma (#57957)

* Gibs/Dead bodies no longer produce miasma

Miasma production as it is now is too little over too long a time span, and it just ends up spreading across the
station and having little effect. My goal here is to remove a source of uninteresting gas from the station's
air, and make corpses and gib piles more infectious.
I've placed the cap on disease payout at a strength of 7, so there's a slight chance of a positive disease, but
I think it's counteracted by the danger presented by just infecting yourself till you get what you want.

I've rewriten the rot component to just run a percent chance to infect someone with a disease based on the type
of rot, and moved almost all of its behavior to signals. There's one portion I can't rewrite without making
significant changes to how I handle atmos sensitivity, so that'll come later.

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Automatic changelog generation for PR #57957 [ci skip]

* Updating GBP from PR #57957 [ci skip]

* [Ready] Fermichem part 2.3 Adds a new reagent: Eigenstasium (#56918)

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Automatic changelog generation for PR #56918 [ci skip]

* Updating GBP from PR #56918 [ci skip]

* Bump pyyaml from 5.3.1 to 5.4 in /tools (#57956)

Bumps [pyyaml](https://github.com/yaml/pyyaml) from 5.3.1 to 5.4.
- [Release notes](https://github.com/yaml/pyyaml/releases)
- [Changelog](https://github.com/yaml/pyyaml/blob/master/CHANGES)
- [Commits](https://github.com/yaml/pyyaml/compare/5.3.1...5.4)

Signed-off-by: dependabot[bot] <support@github.com>

Co-authored-by: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>

* Syndicate Shuttle Console cannot be deconstructed via tools (#57962)

* Automatic changelog generation for PR #57962 [ci skip]

* Updating GBP from PR #57962 [ci skip]

* Metastation's Nanite lab RC is now named properly (#57952)

* Automatic changelog generation for PR #57952 [ci skip]

* Updating GBP from PR #57952 [ci skip]

* Sentience fun balloon QoL (#57928)

* Automatic changelog generation for PR #57928 [ci skip]

* Updating GBP from PR #57928 [ci skip]

* Examine atmos machinery will tell the piping layer (#57937)

* Automatic changelog generation for PR #57937 [ci skip]

* Updating GBP from PR #57937 [ci skip]

* fix (#57917)

move layer adaptors into another spot in engi and toxins to prevent distro and waste mixing

* Automatic changelog generation for PR #57917 [ci skip]

* Updating GBP from PR #57917 [ci skip]

* Thermomachine balance (#57921)

Changed how much internal heat_capacity the machine has, from 5000 to 7500, this to try and increase the speed of cooling/heating that was a bit slower than the old version
Added a check that stops the machine from cooling when set to heater and heating when set to cooler
Changed efficiency to be clamped between 0.65 and 1 (lessen the power spikes)
Power usage reduce on lower efficiency if above a certain amount
removed else if when checking to use enviroment heat (allow to use enviroment to cool even with the red port connected and with gas)

* Automatic changelog generation for PR #57921 [ci skip]

* Updating GBP from PR #57921 [ci skip]

* Moth eyes now have their own obj and mob sprites (#57893)

imageadd: Moth eyes now have a unique sprite that reflects on your mob.

* Automatic changelog generation for PR #57893 [ci skip]

* Updating GBP from PR #57893 [ci skip]

* Improves spoon in hand sprites (#57938)

fix: Spoons are consistently rendered in the correct hand on the player's sprite

* Automatic changelog generation for PR #57938 [ci skip]

* Updating GBP from PR #57938 [ci skip]

* Fixes the apocalypse rune alt appearance for humans. (#57965)

* Automatic changelog generation for PR #57965 [ci skip]

* Updating GBP from PR #57965 [ci skip]

* Cyborgs now use the same icon states for charge screen alerts as ethereals. (#57966)

* Automatic changelog generation for PR #57966 [ci skip]

* Updating GBP from PR #57966 [ci skip]

* lazy tramstation fix (#57843)

Fix an already fixed issue with xenos and other mid-round antags from spawning inside atmos chambers.
Copy-paste very bad

* Automatic changelog generation for PR #57843 [ci skip]

* Updating GBP from PR #57843 [ci skip]

* ai_behaviour cleanup ft. less chatty tourists (#57945)

Each of these lines is punctuated by an audio sting every 8 seconds without refrain.

So, this PR adds a new vocalisation limiter to tourist bots who can't find a seat. Instead of always vocalising every 8 seconds, they're now guaranteed to vocalise the first time and then have a 60% chance to have vocalised again each minute thereafter.

Tourists waiting for food now have an approx 40% chance to have vocalised in any given minute. This should be considered alongside the fact that multiple (up to 10) tourists can be present at any given point in time and with the difficulty in players killing them, they can create a lot of unnecessary audio spam. If the tourists are being served rapidly, they're also giving regular guaranted audio stings on top of that which compounds the chances any given bot will output an audio cue.

The AI controller now passes the larger value between the behaviour's `action_cooldown` in real seconds (as opposed to deciseconds) and delta_time when performing behaviours. This has no gameplay changes outside of those documented in this PR, since no AI behaviours with cooldowns greater than the AI controller's delta_time attempted to use delta_time.

Finally, customers now have 10 minutes of patience before leaving instead of 100 minutes of patience due to a minor oversight where their patience was in deciseconds while delta_time was subtracted in seconds.

* Automatic changelog generation for PR #57945 [ci skip]

* Updating GBP from PR #57945 [ci skip]

* Further updates the rounds tips (#57951)

Removes and/or updates some more tips that #57927 missed.

* Automatic changelog generation for PR #57951 [ci skip]

* Updating GBP from PR #57951 [ci skip]

* fixes jungle grass having wrong broken states (#57967)

* Automatic changelog generation for PR #57967 [ci skip]

* Updating GBP from PR #57967 [ci skip]

* Switch tgui tooltips to popper.js (#57992)

* Preliminary popper support

* Switch tooltips to popper.js

* Documentation, change DEFAULT_PLACEMENT

* Automatic changelog generation for PR #57992 [ci skip]

* Updating GBP from PR #57992 [ci skip]

* Quick-Create-Antagonist tweaks (#57913)

Gives admins control of how many antags they spawn, instead of assuming a maximum of (generally) 3.
image

* Automatic changelog generation for PR #57913 [ci skip]

* Automatic changelog compile [ci skip]

* Renames TRAIT_MONKEYLIKE to TRAIT_DISCOORDINATED_TOOL_USER and fixes an issu with jungle fever (#57897)

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Automatic changelog generation for PR #57897 [ci skip]

* Updating GBP from PR #57897 [ci skip]

* Corrects span and a typo with emagged pAIs (#57981)

* Automatic changelog generation for PR #57981 [ci skip]

* Updating GBP from PR #57981 [ci skip]

* Removes total_moles_specific, just use gaslists normally. I don't know how I missed this (#57973)

* Refactors pellet_cloud/create_cassing_pellets to not sleep (#57974)

Co-authored-by: MLGTASTICa <ak9bc01d@yahoo.com>

* Automatic changelog generation for PR #57974 [ci skip]

* Updating GBP from PR #57974 [ci skip]

* Fix Tooltip documentation (#58013)

* Remove SS_NO_TICK_CHECK (#57800)

## About The Pull Request
This is a whopper, will need @MrStonedOne to review.
In theory this flag shouldn't be needed and my own testing didn't find any issues, but I'd feel better with a lengthy test merge.

## Why It's Good For The Game
Might make nightshift subsystem lag less, MC loop has less stuff to check.

* Updating GBP from PR #57800 [ci skip]

* Reorder the list of items in more outfits. (#57801)

On my quest to make outfits easier to read and fix some small mistakes by applying a priority order.

ID > uniform > suit > backpack > other clothing in alphabetic order > pockets > hands > others

Moved the base/assistant plasmaman outfit from the middle of the standard file to the top of the plasmaman outfit file.
Reorganized the plasmaman outfit order to have jobs within a department close to each other.
Moved the Death Commando outfit into the ERT file together with a line that adds mindshields to CentCom outfits because I had to dig to find that a long time ago...

Also fixes detective plasmaman spawning with a worse headset and plasmamen prisoners spawning with a different shoe.
Like... how no one has seen that plasmaman spawn with the wrong headset? Do we have no plasmaman sec? Yes I know the answer...

* Automatic changelog generation for PR #57801 [ci skip]

* Updating GBP from PR #57801 [ci skip]

* Fix sql changelog (#57972)

Fixed bad SQL that I originally wrote in the changelog for 5.11, anyone trying to update their schema from < 5.11 up would notice this.

* Test newest version of gbp-action (#57980)

Read about it here: tgstation/gbp-action#28

TLDR: Less race conditions, and all logs are now pushed to a separate branch. The new location of gbp-balances.toml is in the gbp-balances branch. Will most likely be able to delete the one in master so people don't get confused.

This required a workflow update, and so was not directly pushed to master. This currently uses my PR branch directly so that I can make changes for anything that doesn't work. When it is solid, I will push it to master and we will go back to gbp-actions@master, or some pinned version.

* Fixes mech HUD's not being properly removed (#57964)

Fixes mech hud's not being removed when leaving the odysseus or clarke

* Automatic changelog generation for PR #57964 [ci skip]

* Resprites the fork! (#57490)

About The Pull Request

This PR resprites the fork.

image
Why It's Good For The Game

The old fork was really tall and black.

Forks are really hard to sprite but i think this is an improvement.
Changelog

cl
imageadd: The fork has a new sprite.
/cl

* Automatic changelog generation for PR #57490 [ci skip]

* rpds can now interact with the unwrench upgrade (#57959)

Adds the functionality to upgrade the RPD by 'slapping' the unwrench upgrade disk with the RPD itself

It doesn't exactly revolutionize gameplay and at most allows engineering cyborg players to at least upgrade their RPD to unwrench saving them a headache and a module slot when doing their thing I suppose

* Automatic changelog generation for PR #57959 [ci skip]

* *begins beatboxing like the friday night funkin dad*

pp pp ppkk pk pk pk pkpp pk pk ppk ppp p yeah

* this made a whole area dissapear

lole

* Wtf TGU is done???

i think

* my brain is so fucking large

i am smart

* Consider your unused variable SANITIZED

*in a very low tone of voice*
bitch

* fIXES ME BEING DUMB

Mirror bot fan VS TGU Enjoyers
*insert that one funny video of the british guy all angry staring at the camera with the greyscale chad flexing his muscles to the right*

* DEAD ATMOS WTF *dies of cringe*

* POTATO WHY

Lowers the disease chance for a bit
this is just so we don't instantly die from disease

* Does thingy

Adds cameras to drone area, adds a light so freezer room feels less dark

* light

yeah

* Gets the new fulp commits over here

yeah

* gets us updated with TG once more

should have the commit that makes TGUI not lag you for so long :)

* my life be like

ooh aaahh oooh

* ooh aaah oooh aah

fulp update

* e e  eo a o eo e e e e e ao e o eo o o o o

* m

* when the linter is failing..

* Annotate L-ints

* sickness for nothinggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggg

* m

* sleep through self loaaaaaaaaaaaaaaaaaathing

what remains of my emotionnnnnnnnnnnnnnnnn
only serves to play this gameeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee

* 'cause you're the only one who'd understand (The meaning of this!)

Oh My God
I try and I try and I try to make you listen to me
I try to call you every day
I'm rehearsing what to say when the truth comes out (Of my very own mouth)
I've been working on a unified theory
If I make it through tonight everybody's gonna hear me out
'Cause I'm the right one
On my touch-tone, touch-tone telephone
I'm the only one, hey!
On your A.M., A.M. radio
Don't hang up yet, I'm not done
I'm an expert, I'm the one
The one who was right all along
Better to be laughed at than wrong
I'm an expert in my field
UFOlogy, yes, it's all real
Ancient aliens, it's all true
I'm an expert just like you
And like you, I'm a genius before my time
Disbelieving, that's the real crime
Pretty soon they'll discover me in the Super-Sargasso Sea

* why

* i swear to god

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2021-04-02 18:45:57 -06:00
Arkatos1
f483ed1157 WireArt: Fixed and improved (#55622)
Cyborg's pipe cleaner is now using a radial menu for choosing it's colors instead of a clumsy input one.

RCL now properly updates it's pipe cleaner holder's color, so you can actually see the color when using RCL radial menu.

RCL is now able to put cables down on floors seamlessly, as there is no reason to restrict it to just a plating and catwalks anymore due to the fact that pipe cleaner coils no longer function as a power carriers, but are merely visual entities for players to play with.

And lastly, pipe cleaners now use color defines and are setting its color directly instead of having redundant variable do it for them, which was needlessly complicating it.
2020-12-24 01:05:05 -08:00
Rob Bailey
cb01640043 Filterrific! (#55246)
Filter refactor + In Game Filter Editor
Accessed via VV in the dropdown of atoms. "Edit Filters.
Makes filters actually usable.

Co-authored-by: ghgh <hghgh>
2020-12-18 20:05:20 +02:00
Fikou
aa9c58f1f8 Reworks the champion's hardsuit (#55337)
fixes hiero staff recall mesage not working
Reworks the champion's hardsuit
changes:
name: champion's hardsuit -> berserker hardsuit
armor: (MELEE = 65, BULLET = 50, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 80) -> (MELEE = 30, BULLET = 10, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 10, FIRE = 100, ACID = 100)
doesnt have ert stripping time so its shorter
it cant hold the pka or cutter on itself, but it carries knives, resonators, spears and the crusher
adds berserk mechanic: with every hit you take thats not from yourself, you get berserk charge equal to the damage dealt to you divided by 4, if its a projectile attack this value is multiplied by 1.5, so a 20 damage melee hit gives you 5 charge, while a 20 damage projectile gives you 7 charge
use berserk ability with 100 charge to go berserk
you move a bit faster, you hit 2 times faster, you get a cool color and your melee armor is massively increased for the duration (about 10 seconds?), but you cannot shoot guns during the effect
2020-12-06 23:47:12 -08:00
floyd
4160ff60d9 donerino roheserino 2020-08-23 00:59:08 +02:00
Rohesie
6ff08e1c69 Color standardization, vars moved, and signals (#52574)
Defined all the existing light_color values.
    Moved their definitions to colors.dm
    Made white the default color. It was so already, but that was very obscured.
    Moved the atom light-related variables to the atom definition.
    Wrapped changes to variables such as light_color into procs that report the event through signals.
    Moved the light_on variable to the atom level, also adding a signal for its changing, to represent toggling lights.
    Cleaned up a little bit of code in where new variables were defined before redefinitions.

This is all atomization to reduce changes in #52413
None of this affect gameplay at all, it's all code cleaning and refactoring.

There's more colors to standardize, a search for color = will find lots of targets, and I see little need to have both the LIGHT_COLOR and COLOR patterns, but I don't want to make this PR bigger than it already is.
2020-08-04 13:59:48 +12:00
LemonInTheDark
092af76b5d Adds an atmos debugging tool and excited group visualizer (#52395)
* Adds an atmos debugging tool and excited group visualizer

* rebuild moment

* yarn install -> yarn run build

* Sigh

* Fixed UI, did not test, needs a rebuild.

* Proper flexing

* Adds varied colors, improved ui courtusy of stylemistake:

* Fixes a runtime, updates tgui

* added superconductors, cleaned up some shitcode, removed a clashing color

* Woop

* Speed

* rebuild

* Adds a tick count

* begone auto-update

* color defines

* rebuild moment

* color improvements, fixes updating

* adds another preprocesser define to handle showing max shares in the ui

* test of application system?

* patches up some display issues, allows for smooth flowing from one group to another

* overlay-ified

* client testing

* dmi moment

* plane master

* it fucking works

* size change

* passthrough

* rebuild moment

* adresses review concerns, toggles active turf vis on when testing

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-08-03 09:15:08 +02:00
Rob Bailey
ceca1e605e [READY] Yet more darkmode tweaks and fixes (#43306)
* fuck you whoever made the last icon it was garbage

* ticket log fixes

* ticket log fixes

* changes colors from hardcode per line to a define

* some nicer darkmode colors

* asay and ooc name default fixes

* fuck you appveyer build again

* slight brightening of the default font color

* properly fixes tip of the round being hard to read
2019-03-25 20:49:59 +13:00
JStheguy
8d5b771108 Electronic assembly changes and additions (#36394)
* the rainbow of mediocrity rides again

* whoops that wasn't supposed to be there
2018-03-19 20:09:38 -04:00
vuonojenmustaturska
440e888c1f Clean up all sorts of crap, mostly defines (#36105)
* cleanbot

* rejuv

* more crap

* more crap

* still compiles

* clean

* is_crap
2018-03-05 02:07:27 +11:00
ShizCalev
e544a60d13 Corrects tile color defines 2018-01-19 12:44:28 -05:00
deathride58
fbb5acd7a3 Ports Aurora's floor tile color turf decals (For mappers) (#34492)
* ports Aurora's floor tile color decals

* replaces aurora's decals with new ones that actually have detail, renames turf_decal/corner to turf_decal/tile

* corner > tile decal
2018-01-18 22:28:06 -05:00
Emmett Gaines
4ec09a0c19 Re-Support old hotkey mode behaviour (#33460)
* supports old hotkey mode behavior

* testmerge fixes
2017-12-17 15:35:47 +13:00