Commit Graph

990 Commits

Author SHA1 Message Date
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
2d1453f024 Players can now start a shuttle vote 2 hours into the round (#1261)
* Adds the public shuttle vote

* QLA's Rewording

Co-authored-by: QuiteLiterallyAnything <154708292+QuiteLiterallyAnything@users.noreply.github.com>

* QLA's Signature change

Co-authored-by: QuiteLiterallyAnything <154708292+QuiteLiterallyAnything@users.noreply.github.com>

* QLA's Rewording 2

Co-authored-by: QuiteLiterallyAnything <154708292+QuiteLiterallyAnything@users.noreply.github.com>

* I do like the comma, though.

* QLA's Rewording 3 ; Removal of S.M.I.L.E. per maintainer request

* Missing line

* Oopsie Daisy

Co-authored-by: QuiteLiterallyAnything <154708292+QuiteLiterallyAnything@users.noreply.github.com>

* One slash too many. Also a period

---------

Co-authored-by: QuiteLiterallyAnything <154708292+QuiteLiterallyAnything@users.noreply.github.com>
2024-10-25 13:49:15 -05:00
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
Horatio22
a4ae8ba452 Adds Theia (formerly Fulpstation) Station (#1107)
* what

* I have no idea what I'm doing

christ almighty

* Update Fulpstation.dmm

* Update Fulpstation.dmm

* Update Fulpstation.dmm

* Update Fulpstation.dmm

* Update Fulpstation.dmm

* Update Fulpstation.dmm

* Update Fulpstation.dmm

unfucking things I fucked up earlier

* Update Fulpstation.dmm

bitden area fixed

* Revert "Update Fulpstation.dmm"

This reverts commit bb35cb4675.

* Revert "Update Fulpstation.dmm"

This reverts commit 92882db653.

* Revert "Update Fulpstation.dmm"

This reverts commit 782b5ae0e2.

* Revert "Update Fulpstation.dmm"

This reverts commit 1728dd452d.

* Revert "Update Fulpstation.dmm"

This reverts commit e835424c8d.

* Revert "Update Fulpstation.dmm"

This reverts commit 80cb1b93df.

* Revert "Update Fulpstation.dmm"

This reverts commit b4f93965c6.

* Revert "Revert "Update Fulpstation.dmm""

This reverts commit 35d0ae0a56.

* Adds cargo shuttle

* fixes cargo shuttle linters issue maybe

* gives engineering a hole

engineering hole

* attempting to fix upperbrig2 issue

* attempt to fix upperbrig2 issue by adding "

* makes it 1 z

* puts commas in the json

* delete random blank spaces

* Update fulpstation.json

* actually makes it 1 z lmao

* fixes docking port, weird issues with atmos pipes getting deleted

* wtf

* Feedback response 1

Removes dead body placers, fixes wiring in disposals, removes walls from under airlocks in the bathroom and chapel, adds button to warehouse , fixing wiring in sci & meatroom, removes squidcloak, adds wardrobe vending drobe, fixes hole in AI upload, allows people to exit medbay and maints

* googa and care's feedback

* Update Fulpstation.dmm

fix AI sats, added windoors and access restrictions

* Fixies

* Nobelium-XVIII's SM fixes

Copy and pasted from https://github.com/Horatio22/fulpstation/pull/2 to prevent merge conflicts

* adds lights, fixes flashes, fixes tube to ai sat

* adds " " on button ID

fixes another string thing

* mm

* Update fulpstation.json

no additional cqc area for chef fuck em

* Update Fulpstation.dmm

fixes some things

* Update Fulpstation.dmm

* Update Fulpstation.dmm

what the fuck

* Update Fulpstation.dmm

* Update Fulpstation.dmm

* tcomms

* arrival shuttle dock

* Update Fulpstation.dmm

* Update Fulpstation.dmm

fixes chapel holes, aligns the toxins pad

* maybe fixes viro doors

* fixes AI sat wiring, maybe fixes HoP buttons

* Update Fulpstation.dmm

* Update Fulpstation.dmm

most areas have decals now

* decals and stuff

* Update Fulpstation.dmm

ugly ass decals no one asked for

* Update Fulpstation.dmm

cable fixes

* Update Fulpstation.dmm

* Update Fulpstation.dmm

fixes double pipes

* Update Fulpstation.dmm

fixes mapcheck issues

* Update Fulpstation.dmm

* Update Fulpstation.dmm

* Update Fulpstation.dmm

* Update Fulpstation.dmm

* Update Fulpstation.dmm

* Update Fulpstation.dmm

* Fix a bunch of errors

* air alarm in space

* tf

* fixes shuttles for real

* fixes problems with access and more errors

* Update Fulpstation.dmm

* Update Fulpstation.dmm

* Update Fulpstation.dmm

* Fix a bunch more errors

* Update Fulpstation.dmm

* /datum/unit_test/cable_powernets

fixes these

* add area kitchen hydro

adds kitchen hydroponics area

* maybe fucks up the arrival shuttle

* maybe fucks up the rest of the shuttles lol

* yeehaw

* Update Fulpstation.dmm

* Update Fulpstation.dmm

* rework cargo

removes dept disposal pipes, moves the trash conveyors. "Fixes" the cargo shuttle conveyor belts.

* Update Fulpstation.dmm

* Update Fulpstation.dmm

* Update fulpstation.json

* Update cargo_fulp.dmm

* Update Fulpstation.dmm

* cargo fixes maybe

* Update Fulpstation.dmm

* Update Fulpstation.dmm

* map edits adds area

* decals because idk why the shuttle is fucked

* Update Fulpstation.dmm

more decals because shuttles hard disposals hard I am monkey

* fixes more errors

* fix area, delete fulp cargo shuttle, replace it with helio in json

* attempt at mail pipes

* bad neighbor

* atmos sanity

* Update Fulpstation.dmm

* Update Fulpstation.dmm

* Update Fulpstation.dmm

* Update Fulpstation.dmm

* unfucks airlocks from last commit

* fixes the rest of the issues maybe

* adds station direction decals

* fucking oops

* areas

* fix area maybe all issues done now please god please

* puts new area in, gives new areas apc and atmos

* adds nanites

* what the fuck does it mean

* if this doesn't fix it idk what will tbh

* runtimes begone

* fuck

* Update map_templates.dm

* Update Fulpstation.dmm

* showers now work, maybe the last runtime

* fix duct

* Update fulpstation.json

* does this fix the fucking map

* fixes ducts

* Update Fulpstation.dmm

* Update Fulpstation.dmm

* hh

* totally not helio cargo shuttle

* m

* hooray

* Update Fulpstation.dmm

* feedback thread part 2

Fixes most of the issues in the feedback thread:
-docking port
-multiple backwards pipes
-re-wires AI sat (maybe correctly, probably not)
-many, many pipe/ wiring fixes
-solar access
-ai sat atmos
-adds mech. cyborg chargers to engie
-cyborg charger in bathroom
-ATTEMPTS to fix some of the atmos dept issues (lol)
-fixes cargo shuttle conveyor belts

* Update Fulpstation.dmm

* Update Fulpstation.dmm

* Update Fulpstation.dmm

* fixes of things and such

* Update Fulpstation.dmm

* ord updates

removes pipes from windows in ai sta
adds TTVs and other supplies to ord
changes pipes in ord probably breaks everything

* ai sat changes

makes a second entrance for AI sat
adds holopads to station
adds teleport spawners to station

* give CE tcomms paper

gives captain a comms console
fixes some pipes
CE office now has tcomms paper
fixes access issues on some security doors

* fix pipes

* adds lattices

* deletes bad neighbor

* adds space walk/ ai sat protection

* fix bad neighbor again

* yeah

* Fixes

* feedback from forums

* 2.28 feedback fixes

-perma changes
-re-arranged kitchen
-LOTS of cable fixes
-fixes directions for robo and chapel items
-access fixes

* fixes cables and bad neighbors

* execution chamber windows fixed

* cables again

* rec and arrival area changes

- shortens hall near public mining
-makes a public tunnel between fitness room and holodeck
-adds MORE directional signs for evac
seriously if you miss it there is nothing more I can do to help you

* gives stamps

* more fixes

lights in lounge
cable issues
gives everyone stamps who needs them probably

* yet more fixes, adds signs, labels some airlocks

* makes ord work

* fixes things, decals, tiles, shit is purple now

* 2 lights 1 tile

* forgot the floor

* more decals while I wait for tests to work

* wtf is up with that light idk

* fix space

* fuck off

* gives ce an actual request console

* lights and decals

* Update Fulpstation.dmm

* removes soul

* even more soul

* more soul

* adds surgery tools

* bad neighbor

* black light

* removes cell 3 doors

* Update Fulpstation.dmm

* Update Fulpstation.dmm

* fixes windoors

* Update Fulpstation.dmm

* fucking windoors

* christ

* nav beacon attempt1

* cargo fixes (hopefully)

* cargo changes

* forum feedback, fixes error

-bar lounge now is connected to power
-fixes access issues with xenobio
-moves buttons in turbine, med maints
-renames turbine door
-moves turbine computer
-gives hydroponics a seed extractor

* forum feedback 3.12

-adds more displays to AI sat
-fixes crematorium button
-gives HoP incredment counter

* renames Fulp Station to Theia Station

* correctly names dmm

* decals

* lowercase json

* update the damn json please

* Update Theiastation.json

* stop making it fucking capital jesus h christ

* ugh

* Update theiastation.json

* Throws science around

* Update TheiaStation.dmm

* why did you break my linters john

* fixes

* forum feedback 3.16.24

* fix quad wall

* Science fixes reported from forums

* Forum feedback 3.19.24

* Forum feedback 3.22

Finally adds bridge fireaxe
Fixes large library paintings

* theia fixes

* comms fix

* Update TheiaStation.dmm

* adds another access side to atmos, fixes some r_walls

* Revert "adds another access side to atmos, fixes some r_walls"

This reverts commit 279cad088e.

* Revert "Merge branch 'fulpmap24' of https://github.com/Horatio22/fulpstation into fulpmap24"

This reverts commit 51bf566c36, reversing
changes made to 279cad088e.

* adds event spawners, moves whiteship dock/adds ert dock, removes useless chute outlet, fixes warden lightswitch

* fixes conveyors

* Xeniobio monkey box and cytology locker

* adds secure storage btn

* engi airlock cycles

* rm space cameras

* ad engi showers

* morgue tools

* fx solar smes in/out direction

* ad camera brig entrence

* ad cargo blast access

* fix railings

* Update areas.dm

---------

Co-authored-by: JohnFulpWillard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Pepsilawn <reisenrui@gmail.com>
Co-authored-by: SgtHunk <68669754+SgtHunk@users.noreply.github.com>
Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com>
2024-04-29 20:00:33 +02:00
Bilbo367
a6070faf3a TGU - 3/14/2024 (#1154)
* TGU - 3/14/2024

* a

* nanite source fix

* Fixes Cargo

* Fix polling mutating its target's plane and layer

* Fixing cargo 2

---------

Co-authored-by: JohnFulpWillard <53777086+JohnFulpWillard@users.noreply.github.com>
2024-03-20 09:12:21 -07:00
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
d5a8187c58 January tgu (#1094)
* tgu

* btfo

* Barsigns

* tgui fixes

* Map stuff

* pubby morgue

* .

* ...

* fixes varedited slime extract

* Merge remote-tracking branch 'upstream/master' into january-tgu
2024-02-01 09:15:55 -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)

---------

Co-authored-by: Ray <64306407+OneAsianTortoise@users.noreply.github.com>
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
6552e93874 Late feb tgu (#927)
* TGU again

* Update infiltrator.dm

* i will damn you to hell sinner
2023-03-10 01:06:37 -03:00
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
Pepsilawn
5566dc322b [MDB IGNORE] [IDB IGNORE] October TGU (#826)
* time to deal wth linters

* hello

* hi

* hey

* Fixes bat shapeshifting

* fixes tile decals

* removes grille
2022-10-15 15:18:57 -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
a3e973b95f Improves beefman code significantly (#697)
* Improves beefman code significantly

Turns beefmen pref stuff into defines
De-hardcodes beefman body temp's set on their gain
Makes gaining beefman not update non-beef limbs
Removes randomized features
Makes  consistent dummies also take beefmen stuff into account
Makes all beef features use an underscore so it's consistent

* adds check for a brain

* adds check for user

* removes consistent's trauma

* Maybe fixes beefmen runtimes

* Update beefman.dm

* test

* another test

* Removes a TG edit from Beefmen
2022-06-28 06:58:38 -06:00
Pepsilawn
ed695f0248 June TGU thats so cool and awesome (#652)
* wow awesome

* pubby

* Most linters

* Selene part one

* Helio part one

* Helio part 2

* Pubby Part One

* Pubby Part 2

* Pubby Part 3

* Selene Part Two

* Selene Part Three

* Door name finale

* Bonus AI sat fixes

* Infil and BS rulesets

* Some fixes

* Selene fix test

* Selene shuttle fix

* Please work helio

* Update Heliostation.dmm

* Update PubbyStation.dmm

* debugging

* Debugging again

* Extra debugging

* Revert "Debugging again"

This reverts commit bb22d37fc9.

* restore

* fernando

* restore helio

* Selene test

* fernando2

* nericopouci zusggetion

* LOL FUCK YOU UPSTREAM I WIN IN THE END

* Updates TGU + re-adds unit test + Heliostation

* Cargo shuttle fixes

* pubby + re-adds fulp tgui

* Selene Prison

* more tgu fixes

fixes emergency shuttles, any problem I saw with pubby, and our json's having wrong area paths

* maybe fixes the rest of pubby

* Fixes some minor problems with prison shuttle

* prison shuttle fixes

* pubby fixes

* more fixes to Heliostation

* more fixes to pubby

* maybe the last pubby fix needed

* Fixes science console not having a crate location

* ports my code over so checks can not fail

* Pubby fixes

Fixes missing APCs, Air alarms, lights, and fixes AT roundstart problems

* Removes TEG, replaces with TEG boards

* Fixes problems with Heliostation

* fixes a minor screwup

* increases helio cargo shuttle by 1 tile

* test commit

* Revert "test commit"

This reverts commit dad04936d3.

* adds an extra crash to see what the problem is

* dont crash, actually

* makes proper shuttle subtypes

* another test

* Revert "another test"

This reverts commit e902c090df.

* Update monsterhunter_event.dm

* hardcodes helio

* i give up

* Update Heliostation.dmm

* add supply mapping log

* adds more mapping logs

* adds another log

* MORE logging

* swapping for another test

* Update maps.dm

* Revert "Update maps.dm"

This reverts commit 5b4433766b.

* Revert "swapping for another test"

This reverts commit f9389f54a5.

* swaps around logging

* more in-depth logging

* removes dwidth from supply port

* increases size of helio dock

* logging

* Update map_template.dm

* Update map_template.dm

* loooogs

* g

* s

* w

* Update reader.dm

* Update reader.dm

* acces helpes selene

* sry

* adds our maps to ci

* Update build.js

* Update build.js

* Have templates.dm check for child

* Revert

* We call parent instead

* Might be important idk

* woops

* restore edited file

* idk if we need this

* Revert "idk if we need this"

This reverts commit c35c532b5a.

* Revert "restore edited file"

This reverts commit 38c6bc3e35.

* Revert "woops"

This reverts commit 12c979a32b.

* Revert "Might be important idk"

This reverts commit 206f18171f.

* revert debug stuff

* test

* Revert "test"

This reverts commit 7b82ec123d.

* more fixes

* test

* Update SeleneStation.dmm

* Revert "test"

This reverts commit 26a13f61f5.

* Update SeleneStation.dmm

* my bd

* Moving shuttles to tg files

* test

* Revert "test"

This reverts commit 7912f8ac23.

* Revert "Moving shuttles to tg files"

This reverts commit d220c1a46a.

* new idea

* Revert "new idea"

This reverts commit a7d1f1a4c2.

* Revert "Revert "Moving shuttles to tg files""

This reverts commit 0b427cc070.

* possible fix?

* Docking ports

* Update SeleneStation.dmm

* Dockers

* Mining

* Arrivals

* Prison conveyor & selene cargo linters

* SHOULD BE GOOD PROBABLY?

* Update SeleneStation.dmm

* Lets Selene's supply shuttle land

* Update SeleneStation.dmm

* Saves heliostation

* Saves Selenestation

* new ordnance

* Extra fixes

* Update Heliostation.dmm

* adds heliostation permabrig shuttle

* Adds cameras

* helio fix + ports garbage day fix

* FISHING

* erm i guess

* rerun tests

* Update README.md

* Update janitor.dm

* Beef

* saves heliostation

Co-authored-by: JohnFulpWillard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: SMOSMOSMOSMOSMO <95004236+SmoSmoSmoSmok@users.noreply.github.com>
2022-06-19 07:48:06 -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
John Willard
5bea28c809 [MDB IGNORE] April TGU (#602)
* im so confused

* fix helio

* fix to maps

* FIXES

* fixes bloodsucker powers

* fix targeted powers

* re-adds kindred archives

* cryo fix to all maps + selene fix

* visible instead

* pubby incinerator

* pubby new chem and area fixes

* ???

* incinerators

* more map fixes

* fixes beef limbs

* im lost

* update again

* stuttering

* maybe fixes checks

* Update bloodsucker_datum.dm
2022-04-18 20:07:38 -06:00
John Willard
15f80ab884 [MDB IGNORE] TGU (#544)
* TGU yea yeah

* hopefully kills all lattices in walls

* another go

* more lattices

* pubby fix

* maybe the last lattices fix

* makes checks run again

* saves selene station ! 😃

* little bfenem :)

* new tgu + fulp fixes

* map fixes

* i rember 😄

* fix selene map merge conflicts
2022-03-23 07:40:37 -06:00
John Willard
2e52d73fe4 Perma expansion 2 (#508)
* AAAAAAH

* re-adds box cargo shuttle

* makes a prison stationary subtype

* im too tired to keep going

* gets the shuttle working

* dont init, adds comments, intercoms announce time left, damage people thrown off.

* shuttle access fix

* i think im done with the shuttle

* Xenobiology shuttle has been completed (awesome)

* bar shuttle, also maps in pubby/helio/selene

* small changes

* Disposals shuttle

* set it properly for testing

* Update prison_subsystem.dm

* start of the kitchen + some check fixes

* Kitchen shuttle

* Update prisoner.dm

* 🖕

* plate pressing also edits shuttle timers

* general update + fixes (no more runtimes)

* moves global vars to fulp defines

* Revert "moves global vars to fulp defines"

This reverts commit 7679581a39.

* test

* Fixes checks (please?)

* I just wanted to do this

* also this

* Adds the cleaning shuttle

* you lose double the money on failing

* midround more trash also fixes cleaning shuttle

* set it to testmerge

* adds botany comments so I can do them tomorrow

* fix trash

* update to all shuttles, also removes some prison equipment + botany shuttle

* Update prison_subsystem.dm

* F you

* Update prison_vendor.dm

* mailroom shuttle

* fixes + warden office intercom

* change text type

* you should pass checks... NOW!

* remove config edit

* revert to master

* f*king deletes the maps

* re-adds the maps, literal copy paste from master, pulled from upstream

* brings prison shuttle back on all maps

* Heliostation fix

* update to all shuttles + deleting the unused shuttle

also fix to prisoner vendor

* MORE fixes

* helio small fix

* fix score not showing up

* fixes prison shuttles

* agh

* adds an admin note

* fixes prison shuttles breaking the game
2022-02-27 08:41:45 -07:00
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
f000069ecb [MDB IGNORE] [IDB IGNORE] TGU (#471)
* it compiles your honor

* shit

* TG update part 2

* adds trigger_flags

* velvet fixes

* tgu again

* kindredarchives

* runs checks again

* test: removes all fulp code

* Revert "test: removes all fulp code"

This reverts commit 80cb3de1b4.

* test 1

* Update job.dm

* Revert "Update job.dm"

This reverts commit e38d6d2963.

* Revert "test 1"

This reverts commit e26ab3aef8.

* maybe fix checks idk

* Revert "maybe fix checks idk"

This reverts commit 9e8013edfb.

* tries something else

* Revert "tries something else"

This reverts commit 71776497a0.

* Revert "Revert "maybe fix checks idk""

This reverts commit 08a2dfdab2.

* Revert "maybe fix checks idk"

This reverts commit 9e8013edfb.

* Revert "Revert "test 1""

This reverts commit 6ef4c657b7.

* brings back lost fulp stuff (lol)

* breaks checks again

* removes deputy config, fixes checks finally

* tgu again
2022-01-22 06:31:43 -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
TheOnlySolitaire
f7ae54db4a Create Solitairestation.dmm (#290)
* Create Solitairestation.dmm

* master pull

* updates paths

* Quick edits from feedback from SpaceDragon00 and JohnWillard

- Added SolitaireStation to basemap.dm
- Added SolitaireStation to maps.txt
- Added solitairestation.json
- Swapped Stasis beds in Medic Checkpoints with standard beds, reducing total stasis beds to 4
- Fixed missing id-links for both brig and security checkpoint cells, timers, and the included cell lockers so they all match.
- Removed Arrivals Sec Checkpoint medbay monitor.
- Swapped Assistant Shrine insulated gloves for budget ones
- Reduced stats of CentCom Office clothing and renamed instances to 'tattered'
- Switched language manual 'five' to language manual 'roundstart'
- Removed christmas gift from maints
- Removed Destroying Angel from mush-room in maints. Added more plump helmet to replace them.
- Removed nukie commando corpse due to gear. Replaced with charred skeletal remains and added a Nukie turtleneck.
- Removed bolted status from AI solars airlock.
- Removed Russian Revolver from Vault as already one in armory and one in maints.
- rewired all SMES on station so they are properly receiving and outputting power
- Removed duplicate items from Chief Engineer locker
- Removed YouTool from Engineering Security Checkpoint
- Removed guaranteed FloorPills from maints
- Replaced Kitchen Coldroom air alarm with appropriate alarm
- Fixed Kitchen and Bar areas to properly include Coldroom and Atrium areas

* Minor fixes and decal overhaul

- Added missing airlock to a room in maints
- Removed possibility to get Greentext from the station entirely.
- Fixed silly copy/paste mistake and format error in basemap.dm
- Finished correcting security checkpoint cell locker id's to match doors and cell timers
- Added entertainment monitor to Cargo security checkpoint
- Added more random event spawns
- Added more xeno spawns so it's more in line with other maps
- Added more blob spawns so it's more in line with other maps
- Added spawn for Brig Physician
- Corrected arrivals sec spawns to not be medbay sec
- Added more hangover spawns and closet spawns
- Finished some decals that were missing or incorrect after moving rooms about
- Completely replaced all the decals with the new style decals, cutting down on total decal objects by about 50%
- Fixed a hole to space in the floor of cargo delivery room
- Changed some hallway exterior walls to rwalls
- moved wanted balloon stuck in wall
- minor fixes and added decals

* Minor Sci Foyer change

- Just pushed Sci foyer out into hall and moved decal so it looked nicer

* Update DeltaStation2.dmm

* Minor AI room changes

- Switched charred skeleton at centcom office space maints for gibs and a tacticool turtleneck
- removed lock from AI sat solar access
- Added windows and windoors to AI modules in AI Upload and backs of consoles to make it more secure but not too secure.

* Removed and replaced varedited areas

- Removed varedited areas and replaced them with standard ones.

* Hallway APC's and air alarms

- Added hallway and maints APC's plus wired them
- Added air alarms where still needed

* Json and cargo cables

-Edited .json syntax in case that was causing the errors
- Replaced some wires in cargo that had either been removed or accidentally deleted.

* Update Solitairestation.dmm

* Fixed error with missing "

- Note with missing " fixed
- deleted one note as duplicated
- removed last varedited area in Cargo

* Edited solitairestation.json

- Trying to fix error in the .json

* Removed an extra " where it shouldn't be.

- Removed an extra " inside a note that may have been causing errors.

* Adding in missing "

- Added in 3 " to an APC and 2 cameras that were missing them.
- Corrects capitalisation in basemap file to match pathways and .json
- Properly removed a final set of nested "

* Update _maps/solitairestation.json

Co-authored-by: SgtHunk <68669754+SgtHunk@users.noreply.github.com>

* Major changes on Helian feedback and live test run

- QM office redesign and put non-purchaseables in storage
- QM office secret escape chute entrance fixed
- QM office - public mining OCKDOWN = L added. No blast doors synced, same for cargo bay lockdown
- testing second cargo orm, 1 public 1 mining
- Toned down how much the Hot Box was hot boxed
- Removed wall from tool storage maints
- removed telepads completely
- moved light over theatre backstage door
- fixed some APC's direction being wrong
- removed number or gambling spawns to remove the 8 russian revolvers that spawned in testing
- fixed service hall camera
- changed botany display case as displays weren't spawning in
- gave Tiger a night light
- switched service restroom with custodial closet to space bathrooms out more
- replaced a few glass doors for full metal variants
-  removed bartender closet from judges chambers and PI office
- added lights around station
- add new cameras around station
- removed tacticool locker from armory
- changed sec equipment room
- fixed some minor decal related things
- finished pipe network in departures maints, se maints, and ne maints.
- gave genetics a button for their shutters
- switched clown toy boxes in dorms for wooden crates
- fixed some breaches from missing floors or damaged floors
- rewired some SMES properly
-  removed secured girders from nukie in maints
- removed centcom parade jacket from centcom office
- Rearranged HOS office
- rearranged AI sat
- replaced bonfires with candles for atmospheric lighting
- moved some wall items in AI sat to unhide things
- moved some action figures
- removed added firelocks
- added removed firelocks
- toned down meme organ spawners as testing showed xenos organs
- deleted old telecoms and built my own
- fixed engine room floor to not overpressurise from volume of air
- reworked atmos engine pipe to be less cluttered
- hide some visible pipes
- made some hidden pipes visible
- removed a manual valve in sec entrance
- redesigned public garden
- removed volume of vodka on station about 50%
- removed bounty cube
- toned down toxins storage
- toned down or removed sex outpost priveleges from most outposts
- added mech bay charge lfoors
- moved robo lab console
- removed sci department medbay
- removed medic checkpoints from most of station, only arrivals and departures remain. Doors made medical access only as originally intended.
- Minor advised changes to the Mush Room, likely to fully remove late
- removed nearly all paper cups from station
- removed secret surgery tools and used ghetto alternatives
- cut down on around 50% of loudspeakers on station
- removed multiple soda dispensers
- removed public det scanner
- removed some items overflowing from lockers in live testing
- added in lots of missing pipes
- removed lube can
- cut down 25% of botany beds
- made bar run down, but left ability for it to be restored to its full glory
- cleaned up some pipes that run under glass floors
- Cargo play room turned into long term storage
- Switched stairs out
- public gun recharger switched to cell charger
- Nullrod replaced to original position]
- Removed Adult book section as under 18's were caught in there and we got sued.
- removed an atmos hardsuit
- Moved SMES room to space near power monitoring
- gold engineer statue removed for balancing
- added something to look at in the HFR expansion room
- SuperSecret Clown room toned down
- A knife removed and moved elsewhere
- removed adv. extinguisher from maints
- removed chem inducer
- Moved cryo into central med - no more being forgotten! (hopefully)
- removed medbay doctor chairs
- viro on its own air network now
- HOP office floor now a P
- Removed some EVA suits. Get stuffed plebs

* Second pass of changes from Live testing and feedback

- added lightswitch for chapel
- remove rwall in engi construction lower door
- removed Tcomms airalarm as not needed
- added gravgen hall lights
- Made engineering storage left window to a wall to look neater
- Turned SM NE air injector on at roundstart
- Fixed direction of sm room thermomachines so they connect
- SM apc in main entryway door
- HFR expansion top right manifold for air visible
- altered HFR mix chambers a bit
- Incinerator apc direction fixed
- Changed Turbine gas outlet filter pipe to orange to stop the pipes linking
- atmos distro multilayer manifold hidden but pipes visible
- distro and scrubber atmos pipes linked to pumps/scrubbers start on
- Moved emergency closet from outside maints left of Tcomms
- moved bathroom a bit further down the hall. Probably not far enough.
- added lights in cargo warehouse and drone bay
- replace grey king room and chapel with other stairs
- switched a lot of wardrobe lockers for empty closets so they don't overflow anymore
- moved and replaced xenobio air alarm as it had no info
- replaced missing xenobio floor
- added light in toxins view
- hopefully made vibe bot stay in the bar
- fixed botany apc
- added lights in maints fight cage
- added lights and closet to Ian room
- replaced wall under maint hatch in centcom office with floor
- fixed prison wing north apc
- added prison wing lockdown and prison lockdown buttons
- added light in prison smes room
- replaced missing airlock in new central south maints
- added light AI tele room
- added missing AI chamber access shutters
- removed duplicate receiver and broadcaster A and replaced with Bs
- replaced russian revolver from armory with a revolver that can be used in interrogations.
- add lights to sec eva and evidence room
- turned pure to mix right way round
- add lights to prisoner shower
- AI turret control under APC
- removed duplicate AI request console
- moved AI high voltage sign hiding bottom intercom
- extended the accidentally shortened arrivals dock
- rearranged AI sat so turrets can fire
- hopefully fixed broken transit tube
- added one more set of floor light far left ai transit access
- AI cams added - det office, firing range, west sec hallway, maints locations, botany, chapel, construction, bridge
- added missing command decals
- reinforced NE maints north wall to prevent constant breaches from SM delamination de-pressurising all of the NE of station.

* Atmos pipe overhaul and other minor changes

- arrival shuttle shifted 2 squares left
- added more lights in sec annex entryways
- added lights in the xenobio test chamber and kill chamber
- changed cytology area to xenobio so xenobio can use it
- changed lights in xenobio to be more powerful
- changed the medicine closet in xenobio right maints to heisenberg closet
- made it so public mining lockdown does work
- Completely overhauled atmos network in atmos. Hopefully clearer now.
- swapped out abandoned bar lights to be brighter
- replaced other stair instances
- added lights to caps office
- Changed bridge lockdown to lock of maints access and not tele
- Ban he nukie from station boardroom
- Hopefully made viro door locks work
- Swapped out the visible viro cyan manifolds
- deleted duplicate rd shutter control
- added light switches to a lot of rooms
- added candles to a few places
- moved minisat hallway apc as lights etc not working
- added lights to warden office and some sec areas
- moved centcom office intercom to hopefully not be in the drinks/cigar
- Removed tcomms fire alarm to prevent it locking down constantly. Moved firelock to out door

* Restructured Service Central

- Completely restructured Service to flip it and move the bathroom further away than down the hall from the other one.
- Moved Tele to have hallway access
- Merged the 2 fighting rings into 1 and slightly shrunk the rec room
- Moved 'the hot box' to SW maints, an replaced its space with a strange experiment room
- Changed the noodle room into something else
-  Re-designed all of the Head offices, replacing the department letters design.
- Removed the 'Mush Room' completely
- Some general minor changes, lights, decals etc and tweaking maints
- Added maints assistant boardroom

* Update Solitairestation.dmm

- Added missing Northern arrivals pod
- finished missing pipe network in sci maints north
- Wall in sci maints eastern access to central removed.
- added lights to some command areas (hop line, gateway)
- minor redesigns of head offices (neon carpets)

* - Disposals and pipe network tweaks

- Removed useless pipes and lattices where they shouldn't be
- Reworked some pipes to be less awkward or cut down on pipes used
- Linked disposals together so it actually loops and the mailing system can work

* Update Solitairestation.dmm

- Fixed missing pipe in disposals loop

* Disposal check pass 2

- Added some missing decals
- Added 2 missing disposal pipe sections and tested the loop in game

* Feedback from playtesting

- reduced amount of food on station significantly
- reduced number of donk pockets on station down to 5 total (all random); 2 in Kitchen, and 1 in engineering, 2 in cargo (1 for mining, 1 for cargo bay)
- reduced number of donut boxes on station to 4 - 1 in sec, 1 in bridge, 1 in hos office, and 1 in cargo sec checkpoint
- added second dough ball to kitchen to compensate
- removed russian armor and greatcoat
- reduced number of blood freezers to 4, 1 in sec, 3 in medbay
- removed 2 assistants with beesease placed by accident
- fixed artefact area zoning from removal of other medic checkpoints
- deleted unnecessary command tablet and pet carrier not removed in previous pass
- removed and replaced incorrectly varedited air alarm from atmos, replaced with correct direction
- removed most the money from QM and Cargo Sec offices
- removed all alien organ spawners, having mistakenly believed they were not the alien organ spawners as other spawner is called ayyylien organ spawner.
- removed unmovable drake statue from cargo warehouse 2
- removed CE set of advanced insuls
- removed excessive engineering gear from engi sec locker
- reduced number of donut boxes on station by about half
- removed accidentally placed defibrillator from sci
- changed centcom office space to be a 'heads area' so the area actually exists and is no longer part of maint and thus shielded from radstorms
- shrunk Centcom office down, because screw centcom. Also made it old and abandoned because centcom never visit.
- removed 'kiss' object
- removed toy syndicate baloon
- removed guide to dank memery
- added firelocks and tables to public commissary as they were forgotten in the rework of service
- removed sunglasses from maints
- significantly cut down on white decals and replaced with white side floor to help performance
- added 2 extra mech bay charging spots
- removed nanites and replaced with a breakroom
- fixed some directional shutter buttons with incorrect directions
- removed 3 paramedic checkpoints, and left materials in 2 of them to be turned into custom spaces by crew. The third is a dnd zone
- added a patrol beacon loop and some more navigation beacons
- added sec escape pod
- removed some unnecessary disposals tubes from cargo hallway
- fixed some poor wiring

* updated fork and the map changes

- removed leftover nanites disk box
- removed cap carapace that used to be caps alt uniform

* Remove greytide shrine and minor tweaks

- removed some useless wires from telecoms, science, courtroom
- added some signs for pods and electrified windows
- removed a punching bag placed accidentally
- removed grey tide shrine and walled off old secret route
- added maints access to medbay boardroom

* Solars moved and minor balance changes

- moved a disposal pipe and bin in north west hall hall
- cut down on number of emergency and fire safety closets to be in line with helio
- moved the departures solars into maints as is normal
- removed cargonia lockdown
- added decals to caps office

* Update Solitairestation.dmm

- added missing blast doors for xenobio secure pen
- changed russian room locker to plain closet to prevent overspill
- slightly deepened SM emitter room
- reduced number of items in HOS locker
- replaced aux base construction shutter button to only show when inside room
- added more chairs to medbay lobby
-  changed all APCs to directional
- added some cameras to AI blindspot's

* - APC area string pass

- added some missing areastrings for apcs not within their area
- added a missing disposals tube and cable to centcom office

* Update Solitairestation.dmm

- removed unnecessary APC

* Update Solitairestation.dmm

- added cytology locker
- added evac and ai screens
- removed sec cams board in maints
- removed pacman in space
- engi took back some magboots from eva
- removed a medkit from the rage cage
- reduced number of honkbots available at round start
- moved some disposals pipes in walls
- severely cracked down on the amount of weed on station
- added snake to jungle
- moved some minor wires
- added a lightswitch

* Whiteship dock and fire alarms

- added missing shutters for cytology
- added a lot of fire alarms to hallways and departments
- changed zones of central hall to maybe fix issue where atmos breaches don't trigger all the firelocks in a hall
- corrected engineering escape pod that spawned a pods length from its dock
- added white ship dock

* Update Solitairestation.dmm

- added some missing candles to windows
- fixed the prison areas I'd somehow messed up alignment of
- removed directional window inside a regular window I missed when removing the rest
- removed a useless duct in caps quarters
- replaced intern corpse with a random corpse
- replaced russian corpse with a random corpse
- removed the horde of rats on a single tile
- flipped command water tanks to connect to the ducts
- moved toy seraph
- added missing commissary shutters

* Update Solitairestation.dmm

- reduced number of simple mobs slightly in jungle room

* testing bonfires to replace candles

-removed all but 1 infinite candle, to test out bonfires as replacements

* Update Solitairestation.dmm

- fixed the plumbed water tanks that had incorrect directions
- added a plumbed water tank to virology, extended viro's maints to house it
- removed plumbed water tank that was left in after removing medic checkpoints
- fixed virology airlock cyclers only cycling exterior door
- Moved glass blocking AI sat foyer intercom and turret controls
- Changed varedit 'burning=0' to '1' on prelit bonfire to see if it will now be lit on roundstart
- Added turret control in AI Sat foyer hallway entering into central hall area.

* Update Solitairestation.dmm

- replaced all candles in AI sat with legion bonfires as they are only working bonfires
- Extended SM Engine emitters room 2 spaces to allow better setups and feel less cramped
- added some lights to dark places

* Update Solitairestation.dmm

- added some missing cameras

* 1st Test Merge Playtest - feedback changes

- added Engineering Protolathe and Circuit Printer
- replaced the scrubbers pipes that didn't connect to the SM freezers as they were on the wrong layer
- Added independently controlled shutters to surgery rooms
- added an APC to medbay hallway
- switched RND cargo request console and materials table so materials can be accessed
- fixed missing wires under the solars trackers and consoles
- moved items in genetics around to allow monkeycubes to be accessible and not blocked by locker
- added department signs to arrivals to help initially finding right directions
- added firelocks to arrivals
- removed double window in fore maints
- moved xenos spawn out of bolted maints room
- removed the duplicated apcs for port primary hallway north and south
- switched urinals with showers
- removed duplicate APC in departures/medbay maints
- moved departures APC out of the vacant space
- changed the science annex maints access to just maints access req
- flipped direction of maints morgue tray that opened into the wall
- removed duplicate APC in departures maints
- fixed cold room freezer being blocked by meat spike
- moved SM mains wire into the wall and removed the high voltage sign as now no windows are electrified
- reworked the SM engine room air supply pipe to conflict less with the scrubbers
- added newscasters to station
- added requests consoles to head offices and missing ones in departments
- removed roundstart plasmaglass and titanium from tech storage
- rezoned medbays treatment centre to be medbay 2 and run off its own apc
- changed plasmaman medbay floor to be pure n2 instead of air mix
- added some roundstart med kits to the plasmaman medbay
- added air alarm to psych office
- removed Toxins duplicate APC
- renamed some improperly named items
- fixed holding room flash
- switched 2 consoles on bridge
- filled in the empty maint room I forgot about
- added more doors to maintenance to section it off for pressure/atmos
- added prisoner gear reclamation consoles
- cut down on number of decorative materials and tile spawners
- removed 1 botany biogenerator, and added what I think is the tools vendor for botany
- added a couple doors to maints rooms without them that could have them
- added a refrigerator to kitchen so it should have milk and eggs now at round start now, and meat fridge to cold room

* Maints loot tweaks

- Tweaked the number of decorative materials, decorations, and carpets in maints

* 2nd TM feedback and tweaks

- removed virology access button in space
- removed engineer access to atmospherics expansion room
- fixed robotics disposals loop sending trash back to robotics
- rezoned AI sat and mapped ai turret controls to the zones
- removed medbay storage I'd accidentally copied to hallway
- removed duplicate APC from departures I missed
- rearranged chem to allow doctor access = smart fridge
-fixed HOS request console

* Update Solitairestation.dmm

- Minor tweaks to medbay, mostly decals and plants
- added temporary disposals access from sci to toxins/xenobio and back

* Update Solitairestation.dmm

- hopefully fixed access on north morgue door for chaplain
- fixed courtroom pews to have ends
- re-added an observer spawn point
- added a module duplicator to circuits room
- added security records and camera consoles to sec

* Major changes - partially complete commit

- MAJOR overhaul.
- current iteration removed pipenet to replace with smartpipes
- disposals, power, APCs, airalarms and more broken
- Arrivals redesigned
- number of corridors reduced by 33% (removed all double-corridors except for evac)
-  redsigned sci so the annex now links directly
- redesigned xenobio from ground up
- redesigned dorms
- redesigned sec and linked perma to it directly (mostly just mirrored)
- redesigned medbay slightly to allow doc access to chem
- redesigned bridge, linking it with eva, space gapping Caps office, and moved AI sat transitway in closer to station
- redesigned all maints
- brought library down to main hall
- redesigning engineering to try and make it slightly more compact and reduce total corridor space

* Update Solitairestation.dmm

- Misc additional changes covered in previous commit

* major overhaul continued

- redesigned engineering to make it more compact without losing the original design idea
- redesigned medbay again to cut down overall station space about 8-10 squares
- tweaked maints to make them less sprawling, probably need a lot more work on this
- move station to align more centrally with the map centre
- minor tweaks and overhauls to various areas
- built solitaire cargo shuttle

* pipenet completed

* update

- updated the mech bay recharge floor renaming

* fixing some ci suite errors

* Update Solitairestation.dmm

fixed a syntax error

* Update Solitairestation.dmm

* Update Solitairestation.dmm

removed error causing var edit

* Arrival shuttle, configs, atmos closed off, LOOT, minor adjustments

- created arrivals shuttle to go with, new cargo & ferry shuttles
- updated json, and maps config
- cut down on size of maints a lot more
- added all loot to be in line with loot on helio
- added and set all RC's properly
- some finishing touches to departments
- some new maints rooms
- linked SM engine atmos loop to rest of loop

* Shuttles, disposals, Goon Master Server

- Disposals finished and checked ready for first playtest
- Updated shuttles to be less Syndicate looking (sadly)
- minor aesthetic changes
- added GOON Master server for new objective

* disposals fix, consecrated vendor, minor camera stuff

- fixed disposals after checking in play
-  removed consecrated vendor
- removed some misplaced cameras

* arrival shuttle tweak

shuttle arrival moved forward to align with arrivals hall

* directional update

fixed paths for APC and camera directional update

* beepsky varedits

calmed beepsky down a bit as he was breaking cisuites checks

* remade armsky to fix problems, and bin the knives to save lives

-we have the technology, so I remade armsky to hopefully stop ruining my map
- removed a lot of knives unpathed to be kitchen knives, instead of plastic
- bunch of minor cleaning up of wall items on doors/windows etc

* quick fix

fixing some varedit syntax errors (missing , or ")

* syntax quickfix 2

fixed an errant missing comma error in jungle cam

* another quickfix for syntax

Security syntax error on cameras

* Minor shuttle & docking port changes

Tweaked shuttles, trying to make custom shuttles work

* Cameras, GravGen, buttons and lights

-realigned some cameras at AI sat
-removed random door placed at ai sat by accident
- switched gravgen floor to not be telecomms any more which fixes atmos issues there
- hopefully fixes buttons that were not linked properly to shutters and blast doors etc
- realigned some lights and light switches
- rezoned some areas

* minor quickfixes

minor quick fixes with lights etc

* ai sat turret tweaking

- Changed areas in ai sat so turrets work more effectively

* Cargo shuttle default

switching out cargo shuttle so it (hopefully) works in the live test

* New Playtesting feedback changes

- fixed AI sat northern tube so access is SOUTH
- added wayfinding pinpointer beacon to arrivals as it was missing
- replaced ai sat atmos pumps with ON variants so distro works from roundstart
- Wired gateway as it was missing wires
- removed chemlab duplicate APC
- reconnected virology so it is now powered
- Air mixer in Atmos redesigned so node 1 and 2 properly align to the correct gases
- Wired missing spot in Chemistry
- Isolated Grav gen SMES from main network
- Repiped telecomms so it is linked to distro/scrubber nets and hopefully makes more sense
- medbay back door has access requirements now
- rejiggled teleporter so console is next to teleporter, ai sat not changed yet
- flipped warden office desk windoors as they were wrong way round
- Id console added to bridge
- unwired/grilled the ragecage, but put mats in so it can be built if desired
- fixed some misaligned or broken decals
- fixed directional stools

* test

* got it all working

* Second playtest feedback - SM, Access, Solars, Rezoning and APCs

- SM air alarm dir fixed
- SM areas re-zoned so the SM air alarm only deals with the sm chamber air alarm
- removed engineer access to atmos maints door
- updated the hallway arcade so it hopefully works and has more variety now
- wired the solars to stop being a lazy bum
- rezoned service hall and service maints so the apcs made sense
- rezoned abandoned bar and maints so apcs made sense
- other minor changes

* unsaved changes to go with previous commit

- unsaved changes to go with previous commit

* Updated to master, gamechanging edit to space

- merged with incoming changes from Master
- removed space plating exploit

* shuttle doors and virology signpost

- removed space access arrival shuttle doors to prevent accidental spacing
- added medbay signposts to virology to help locate it easier

* Update tgstation.dme

* Medbay access tweaks

- Tweaked medbay access to psych ward, and morgue.
- Chap access to morgue is external to medbay
- psych ward is accessible to psychologist and those with surgery access. May need further tweaks if not as intended
- added some doors to central medbay to help prevent tiding into medbay treatment room

* Aux Tool Storage, wiring improvements

- Minor useless wires removed or network sections rewired to cut down on excess
- aux tool storage added next to jungle room

* cargo shuttle test

minor varedit tweak to see if that helps

* QM office tweak

tweaked QM office

* - Playtest feedback changes

- CE office tweaked so Poly isn't trapped
- deleted floating status display in perma
- removed multiple stacked lattices and lattices where they shouldn't be
- tweaked engineering access doors and the buttons mapped to them. They should behave like medbay front entrance and open on button press.
- added more airlocks to arrivals, with fire alarms
- add a air alarm to arrivals (how did i miss that!)
- removed duplicate rec room APC
- connected art room apc to network
- connected rec room power to rage cage room
- moved arrivals sec office camera onto the wall from the door
- fixed arrivals camera not on wall
- moved ai sat solars over 1 square, wired the console
- ordnance APC wired properly
- tweaked AI sat powernet so some of sat is connected to  mains, but the atmos and ai inner chamber are on a separate loop. See how this works out
- tweaked atmos so air and pure pipenet don't link by the plasma mixer, and tweaked scrubbers network to cleann things up and take scrubber pipe off layer 3
- fixed numerous bad strings, duplicate APC's due to bad zoning/renaming
- moved leftside command hall cam inside command hallway
- gave botany a nutrimax i accidentally copy/pasted out
- added door buttons for prisoner transfer
- removed a camera from abandoned bar
- rejigged armory so it has public access for red alerts, and sec access via sec equipment room

* Atmos and minor tweaks

- replaced layer 2 passive vent in main loop with layer 3 one
- tweaked distro room pipe so cyan air mix pipe connects properly
- removed door and button i used to get the engineering door access button working
- added door buttons to perma entrance for prisoner transfer
- removed emergency o2 closets from perma as they spawn toolboxes
- tweaks to armory and sec equipment room
- tweaks to cargo old warehouse
- renamed SM apc

* cargo consoles, ticket counters, benches, circuits and misc changes from feedback

-assigned ticket counters to have independent ID's so the ticket counters should work.
- removed psych ticket counter
- removed floor request console from aux base
- replaces cargo request consoles with departmental order consoles as they should have been
- tweaked some decals
- added more benches and stuff in halls
- gave folders to det, hos, and lawyers
- removed electrical locker from armory
- fixed missing walls in maints
- fixed punch bag area issue
- added robotics, genetics, and xenobio helpdesks
- gave armory 2 separate access for red alert (public) and sec only
- added cargo consoles to departments that had none
- added a module duplicator to circuits

* major rewiring, AI sat rewiring, feedback changes

- major rewiring
- changes in line with feedback left on forum etc
- some significant tweaks to ai sat powernet
- removed some duplicate wires, firelocks, pipes

* unsaved changes for last commit

- i need coffee or sleep
- send coffee or sleep

* toxins, kitchen, other feedback changes

- trying a fix for toxins/ordnance
- gave kitchen proper fridge
- lots of other misc changes

* Memories zoning, Keycard Auth, Wiring, maints

-Removed door/wall from sci testing
- cut down on wiring and moved some APCs
- added keycard authenticators in all head offices
- added some maints stuff
- changed zones so memories should now work properly in maintenance areas.

* Chem Lab public airlock, morgue access

* construction shutters

- Floor is now under the aux base construction shutters as intended

* HoP maint access, Plasma Windows

- Changed hop maint access
- Replaced a few remaining plasma windows that were not reinforced versions

* Kitchen redesign

Tweaked kitchen

* Dressers for dorms, pipe in toxins

- Changed toxins mixing chamber pipe colours as requested
- replaced dorms desks with dressers

* Medbay lobby receptionist

- Added medical access door to front desk so a doctor etc can man the front lobby desk as a receptionist. Tweaked the sec outpost so apc and sec records consoles are in the main outpost behind a sec access door.

* Temp-Safety wall for arrivals

- Temporarily added a wall that blocks exit from the arrivals shuttle into space. Only until I can fix the solitaire arrivals shuttle again

* maints lockers and welding tanks

- Added morre emergency and fire-safety closets to maints
- Added more welding tanks to maints

* Maint Loot

 - Updated some maint loot to add more costumes

* Fire helmets

Forgot to add firehelms to toxins

* Fixing arrivals shuttle (hopefully)

* Arrival shuttle (fixed), station tweaks and updates

- Added shuttle in and sorted its direction etc
- Removed workaround wall in arrivals

* Fixed shuttle (working)

reset the shuttle width and set it correctly and it works in testing.
- switched some red lights out for regular ones.

* Arrival Shuttle tweaks

- swapped in fire closets for some wardrobes

* Command disposals, wardrobes,

replaced a bunch of lockers from mixed wardrobe to standard closets

* AI Sat area, Solars, AI turrets, Minor additions and tweaks

Small pipe updates
AI sat area updates (no more multicam room)
Reset some turret control areas
Moved solars around a bit

* Changes from Forum feedback

* Atmos Plasma fix and tweaks, Ghost Sniffer, other minor changes

Co-authored-by: JohnFulpWillard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: SgtHunk <68669754+SgtHunk@users.noreply.github.com>
2021-12-27 11:45:40 -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
05e85a5b2f [MDB IGNORE] ID fix (#396)
* YEA YEAH YE

* Update PubbyStation.dmm

* tgu

* except that

* Update SeleneStation.dmm

* revert https://github.com/tgstation/tgstation/pull/62568

* SM fix on fulp maps
2021-11-15 15:31:16 -07:00
John Willard
b7ce41dec7 [MDB IGNORE] "Holy shit we need the halloween fixes" TGU (#395)
* tgu

* idk this seems to work

* rad collector stuff, the pubby update

* pubby update

* Helio and finishing Pubby

* map stuff

* drone dispensers

* tgu
2021-10-28 18:09:53 -06:00
John Willard
da88f85361 [MDB IGNORE] [IDB IGNORE] Late September TGU (#367)
* tgu

* updated paths

* updating more paths

* master server

* more repaths

* tgu

* oh these were defined

* y

* tgu

* fixes fulp shuttles i think

* revert

* tgu

* fix checks and stuff

* Update sound.dm

* Update tg_edits.md

* tgu
2021-10-07 22:13:24 -06:00
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
4a644d7bdb Update maps.txt (#352) 2021-09-15 10:04:05 -06:00
John Willard
03f8f0a6fc deputy config stuff (#339)
* departmentless deputy is now a config

* service deputy

* adds deputies to job config

* AAAAAAAAAAAA
2021-09-05 21:10:10 -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
John Willard
e5bfc6fa44 TGU (#318)
* Automatic changelog compile [ci skip]

* Update readme.md

* Automatic changelog compile [ci skip]

* merges TG into branch, ensures all fulp files are untouched and fixes dme

* does what the first commit says

* jobs fix

* Pubbystation

* Heliostation & Selenestation

* Update SeleneStation.dmm

* Revert "Update SeleneStation.dmm"

This reverts commit e618bb20a2.

* permabrig

* fix things haha awesome !

* stuff

* huds

* Update PubbyStation.dmm

* TGU

* roundend report

* edit

Co-authored-by: Changelogs <action@github.com>
Co-authored-by: Helianthus00 <64755361+Helianthus00@users.noreply.github.com>
2021-08-05 19:59:54 -06:00
John Willard
792796d82c Adds PubbyStation (#266)
* Create PubbyStation.dmm

* Update PubbyStation.dmm

* deletes all pipes, air alarms, apcs, wires

* removes firelocks and adds cargo consoles

* firelocks

* more firelocks

* firealarms

* Update PubbyStation.dmm

* HFR room

* Drones

* request consoles

* Update PubbyStation.dmm

* freezers and finishing the map

* areas

* sets atmos up

* Air alarms

* APCs

* Circuits lab

* Update PubbyStation.dmm

* cables

* Solars and more cables

* tcomms

* Update PubbyStation.dmm

* Update PubbyStation.dmm

* Deletes newscasters and starts on atmos

* Update PubbyStation.dmm

* Update PubbyStation.dmm

* Newscasters

* atmos

* power fixes

* Directional peppersprays

* atmos part ? out of ? ( atmos is hard)

* Cryo, CO2 waste

* atmos, atmos.

* Update PubbyStation.dmm

* re-do of atmos' atmos

* Xenobiology

* json and atrium fixes

* warehouse fix and cargo atmos

* drone bay fix

* Prisoner action figure

* slight change to abandoned bar, making it an area

* json fix (checks too)

* More pipes

* fixes and extinguishers

* Update PubbyStation.dmm

* AI sat

* Security atmos

* Forgot execution room

* atmos and xenobio freezer

* Nearly done atmos

* Adds cryopods, finishes atmos on the station

* Finishes atmos

* Toxins

* add to config and basemap

* first test

* Atmos runtimes and piping errors

* Fixes atmospherics with bridge pipes

* Atmos fixes, again

* Hopefully the last atmos change

* Final

* (real)

* testmerge fixes

* testmerge fixes

* why didnt this commit

* Maintainer request

* carpets and robotics machine

* hallway vents

* Takes heliostation as an example of what NOT to do

* Update PubbyStation.dmm

* Uses smart pipes instead because FUCK you

* Update PubbyStation.dmm

* Update PubbyStation.dmm

* Update PubbyStation.dmm

* Update PubbyStation.dmm

* Update PubbyStation.dmm

* Update PubbyStation.dmm

* runtime fixes

* Update PubbyStation.dmm

* Update PubbyStation.dmm

* Update PubbyStation.dmm

* Prison doors and drone bay decals

* Update PubbyStation.dmm

* Perma cameras

* Update PubbyStation.dmm

* Update PubbyStation.dmm

* adds pipes to the SM freezers

* tm fixes

* Update _basemap.dm

* Update _basemap.dm

* Update PubbyStation.dmm

* Revert "Update PubbyStation.dmm"

This reverts commit fcec9a04c6.

* Revert "Revert "Update PubbyStation.dmm""

This reverts commit 7315658001.

* testmerge fixes part 3?

* paintings

* Update PubbyStation.dmm

* directional stools, experimentor, cremator access, cargo windoor

* command-colored RD airlock

* sci maints apc

* hides bridge pipes for toxins/incinerator

* toxins vent pump

* chemistry

* I hate myself for doing that

* albania

* Update PubbyStation.dmm

* Update PubbyStation.dmm

* Update PubbyStation.dmm

* testmerge fixes

* this just bugged me

* Viro, aux base access, bar's vendor

* desk under a console

* weird light placement at kitchen coldroom

* Update PubbyStation.dmm

* Adds a missing camera

* Update PubbyStation.dmm

* smes storage apc now is powered by smes' rather than the SM itself

* Holopads, evac and ai display directionals

* Update PubbyStation.dmm

* xenobio and perma window cables

* Update PubbyStation.dmm

* atmos stuff yeah yeah

* Update PubbyStation.dmm
2021-07-15 19:44:46 -06:00
John Willard
afd04f2fad TGU (#257)
* Automatic changelog compile [ci skip]

* Update readme.md

* Automatic changelog compile [ci skip]

* Update fulp_emote_edits.dm

* TGU

* what

* .

* oh

* Fulp defines

Co-authored-by: Changelogs <action@github.com>
2021-07-05 10:00:12 -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