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111 #172
111 #172
Commits on Oct 9, 2024
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Fixes dead borg becoming invisible on changed z level (#87104)
## About The Pull Request When a borg changes z level the code below runs: ```DM cut_overlay(eye_lights) SET_PLANE_EXPLICIT(eye_lights, PLANE_TO_TRUE(eye_lights.plane), src) add_overlay(eye_lights) ``` But when the borg is dead, eye_lights in null, so I added an if check to see if eye_lights exists. This stops the dead borg from becoming invisible when z level changes. * Fixes #86970 ## Why It's Good For The Game Borgs won't become invisible when z level changes. ## Changelog :cl: fix: dead borgs no longer become invisible upon changing z level /:cl:
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Changes how reagents are added to victim of venomous component (#87080)
## About The Pull Request This PR changes how reagents are added from the venomous component. Currently the component uses `add_reagents` which adds the reagents instantly to the target. While this may not seem like a problem, quite a lot of reagents require the `COMSIG_REAGENT_EXPOSE_MOB` for them to function, so a lot of reagents do not act as expected, such as in the issue #85386. * Fixes #85386. ## Why It's Good For The Game Makes reagents work as intended using the venomous component. ## Changelog :cl: fix: fixed reagents not being applied correctly by venomous mobs /:cl: --------- Co-authored-by: Ghom <[email protected]>
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Commits on Oct 10, 2024
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The supermatter no longer spawns anomalies inside objects or mobs. (#…
…87112) ## About The Pull Request The supermatter no longer will spawn anomalies inside pipes, vents, ebeams, cables, etc, as it now uses RANGE_TURFS instead of orange. We believe this was the intention, as it is hard pathed to var/turf/local_turf already, rather than any atom. ## Why It's Good For The Game Technically, anomalies can pop out of the pipes when moving just fine, however it can lead to confusion if the anomaly is unable to move, or repeatedly fails to move, keeping it inside the pipe, before triggering its ending effect (pyroclastic for example, or on paradise where we found this issue, bluespace anomalies) could make it look like a fire came out of no where, as it is effectively invisible when in a pipe. And the anomaly is likely destroyed when whatever it spawns in is destroyed, so ebeam anomalies would not even exist. ## Testing (with message admins not breakpoints) Before: Some examples of the Supermatter spawning anomalies (with message admins showing their LOC on initialize) ![image](https://github.com/user-attachments/assets/53696ff2-2617-47ad-9250-06a5ca537bb4) After: After running the supermatter with high energy to spawn anomalies for a while: ![image](https://github.com/user-attachments/assets/0ee7df93-be4a-458c-a3bc-bd2f290cd2b7) (Sorry if this needs a no GBP label or something for being a one line fix, first time pring here) ## Changelog :cl: fix: Anomalies no longer spawn in objects or mobs from the supermatter. /:cl:
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Fixes Space Phase not making you space proof. (#87115)
<!-- 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 Space Phase now makes you space proof as it was intended. <!-- 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 Yes this is a fix, I had a convo with Comxia, the guy who designed Cosmic Heretic, and it turns out Space phase was intended to make you space proof. ![image](https://github.com/user-attachments/assets/56eb3d66-6897-4acd-8e22-901fc716ebeb) It makes sense you literally phase out of existance, why would cold or pressure affect you? <!-- 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. --> :cl: fix: Space Phase now makes the Heretic Space proof. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: 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. -->
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resprites surplus augments (#87120)
## About The Pull Request resprites the surplus robotic limbs ![SPRIITES](https://github.com/user-attachments/assets/313b2955-b0c9-489d-8617-32e62ef6bb44) ## Why It's Good For The Game resprites are good! ## Changelog :cl: image: resprited surplus limbs /:cl:
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Reagent containers liquid sloshing (#87111)
## About The Pull Request https://github.com/user-attachments/assets/31605046-0b95-49ca-be62-a2baa517436d https://github.com/user-attachments/assets/4f870d3f-e2ce-4414-a8ce-428d8172a516 ## Why It's Good For The Game feedback for if there is a liquid inside, especially for fire extinguishers ## Changelog :cl: grungussuss sound: reagent containers now make sounds if there is liquid in them when picked up or dropped sound: fire extinguishers now make sounds when dropped or picked up /:cl:
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More Cardboard Cutouts, more fun! (#87079)
## About The Pull Request This PR makes it so that the cardboard cutouts can be shaped into the appearances of: Abductor Agents, Heretics, Changelings, Space Pirates and Space Ninjas, adding these as outfits alongside the ones currently implemented. ## Why It's Good For The Game If the cutouts serve for fooling people, for fun, for causing a little chaos with fake callouts - why not make them for more than just the basic few antagonists? I've decided it'd be nice to modernize this with outfits for the ninja, pirates, abductors etc since it's only fair for them to be included in the scare-the-ai party. ## Changelog :cl: add: More cardboard cutout icons (Pirate, ninja, changeling, heretic, abductor) /:cl: --------- Co-authored-by: MrMelbert <[email protected]> Co-authored-by: Ben10Omintrix <[email protected]>
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Allow dot radio prefixes to also work with the tgui-say radio prefix …
…display (#87095) ## About The Pull Request Port of Monkestation/Monkestation2.0#1549 This makes tgui-say also properly show the channel preview thing with `.c`, rather than only `:c` ## Why It's Good For The Game dot prefixes are superior, and it's best if tgui-say works properly with 'em ## Changelog :cl: fix: Allow dot radio prefixes to also work with the tgui-say radio prefix display. /:cl:
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Fixes Lava / Chasm Underlays (#87092)
## About The Pull Request Fixes #59605 To quickly explain what this PR does: - Lava no longer assumes it needs to call basalt as the diagonal underlay by default. This has been moved to `/turf/open/lava/smooth`; where basalt's smoothed lava is actually housed. All other lava types now inherit the basic underlay behavior and perform as expected therein. - Icemoon chasms (currently unused? Could probably get away with implementing them on the bottom floor if you really want to; though they look really ugly) now call for snow as their underlay. - The underlays for lava AND chasms now use `::` to refer to the turfs they're trying to mimic; making it easier to keep these up to date without a few biffed compiles. ## Why It's Good For The Game Quickfixes an error I noticed three years ago lmao ## Changelog :cl: fix: Shuttles that land next to plasma turfs no longer ruin the mass hallucination that is Icebox having Plasma and not just super-deadly; spiky basalt deltas. You're welcome; unreality fans. /:cl:
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The fishing skillchip now grants an action that dispenses fishing tip…
…s. (#87075) ## About The Pull Request I've added an action granted by the fishing skillchip that dispenses a fishign tip from the fishing tips text file when activated, allowing players who have it to receive fishing-related tips and info on demand. Also backend stuff: this PR adds action types support to skillchips and moves all the simple generic skillchips still lingering in the skillchip.dm file into the generic_skillchips folder. Maybe it classifies as a small code improvement. ## Why It's Good For The Game I think the skillchip should both aid mobs without fishing skill (IC), and players with little experience with the feature (OOC) ## Changelog :cl: add: The fishing skillchip now grants an action that dispenses fishing tips. /:cl:
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## About The Pull Request https://github.com/user-attachments/assets/0c667403-89d1-4e55-b8e7-af91aca16779 ## Why It's Good For The Game immersion ## Changelog :cl: grungussuss sound: plate armor now makes sound when moving around in it /:cl:
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Fixes Dark Matter singularity getting stuck on other z levels. (#87113)
Co-authored-by: Xander3359 <[email protected]> Co-authored-by: SmArtKar <[email protected]>
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removes a few varedits (#87046)
Co-authored-by: SmArtKar <[email protected]>
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Fixes server hop not fading the screen to black (#87132)
## About The Pull Request Fixes #29496 ... probably? I can't actually test this on a localhost but it SHOULD work now ## Changelog :cl: fix: Server Hopping should fade your screen into black, as it should. /:cl:
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Commits on Oct 11, 2024
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Reverts a check added in
[NO GBP] Fixes drone toolbox issues
, fixes…… clothing unequipping, unit test (#87131) ## About The Pull Request Fixes #87129 [This change](https://github.com/tgstation/tgstation/pull/87073/files#diff-c8ab5fbc20de60e202b839834b039649cbb69a1c4b99b27a5e467f3889442ccd) added in #87073, passing `invdrop = FALSE` to `doUnEquip`, breaks the behavior of unequipping dropping your items. Because that's what `invdrop` does. If you pass it as `FALSE` it prevents other items from dropping off the mob, intended for like, outfit use / "quick swapping" an item out So I reverted it. Drone tools still seem to work I guess. @SyncIt21 ## Changelog :cl: Melbert fix: Fixes stuff staying on your body after removing your clothes /:cl:
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Fixed Chameleon clothing not updating your sprite in some cases (#87100)
## About The Pull Request Whenever you equip or unequip a piece of clothing (or change the appearance of a chameleon item while wearing it), the game checks to see if your sprite needs to update the parts of your body that are obscured by that clothing. However, it only actually updates your sprite if the item covers a part of your body that is relevant to your sprite. If you equip an item that hides a part of your body (such as a chameleon helmet set to something that hides your hair), then transform that item into a form that no longer covers anything, it will see that the item covers nothing important and skip trying to update your appearance. Removing this check will cause update_body() calls to occur slightly more often, but in the cases where it actually shouldn't update, the sprite update code will detect that the rendering key for each limb has not changed and exit without making any sprite changes, so the performance hit will be minimal. Similar situation with face-covering chameleon items and sec huds: You could equip a face-covering chameleon item to make your sec hud arrest status disappear, change the item to something that does not cover your face, and then remove it, and your sec hud arrest status would not update. ## Why It's Good For The Game ## Changelog :cl: fix: Fixed chameleon clothing sometimes making you bald or hiding other parts of your sprite. /:cl: Fixes #83570
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[NO GBP] Prevents walls from slowing your drifting down when you're m…
…oving in the same direction as your pressed movement key (#87142) ## About The Pull Request Oopsie, this prevents walls from slowing your drift down if you're pressing a movement key and moving in your intended direction ## Why It's Good For The Game Smoother movement when you're moving near a wall with a jetpack or tether or whatever really ## Changelog :cl: qol: Jetpack movement near walls should be much smoother /:cl:
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[TGC] Rebalances the entire card game. (#86288)
## About The Pull Request Rebalances the entire dang TGC. ## Why It's Good For The Game This game is a mess and needs several, several rounds of cleanup. To put in perspective: - The how to play page in the wiki is horrible. It refers to equipment cards as "item cards", to battlefield cards as "department cards", etc. It is unclear on many of the game mechanics (do creatures come into play tapped or not, is there a max mana, etc) and in general does not do a good job at teaching the game. - The cards were wildly unbalanced. The mana curve was all over the place; Reeducation, a spot removal card, was 2(!!!) mana, Clown was a 2 mana 2/4 with taunt on a format where 1 drop vanillas are 2/2, the numbers were all over the place. - Some of the cards were downright nonsensical. The miner card is 4 mana and its effect lets it tapp itself and pay 2 mana (a very, very big cost) to draw a card and either discard it or put it on the bottom of the deck..? Why would you spend 6 mana to do nothing..? What? The Scientist card also was nonsensical, having a high cost, terrible stats and a situational and low payoff ability. - The game has no long term plan. As people keep adding more cards, what's the plan to prevent power creep? Unintended gamebreaking combos? Ruling nightmares? There are 0 limits to your deckbuilding other than 40 cards 3 max of each card. This batch of changes fixes a number of these problems. Namely, it completely rebalances, tweaks the numbers and/or completely changes every single card in the game. This is to set a reasonable power curve for the earlygame (turns 1 to 3), with finer tuning of the 4+ mana cards coming later as we figure the game out more and hopefully persistency comes. It sets a workable basis for us to build atop on. Also! I completely remade the card subtypes (not to be confused with byond subtypes). The idea is you can only run 3 different subtypes in your deck when persistency comes, to prevent power creep, unintended combos and allowing for greater flexibility for contributors going forward. These types of restrictions help keep the game mantainable and scaleable for the long term. Also, I changed Mana to be Plasma because we're not Hearstones and Plasma is literally the mcguffin of the entire setting. Come on, guys! Cargo was already even the ramping subtype, it was right there! Hackmd with a lot of these changes: https://hackmd.io/@kNRZ9uxhShS3s2N9scOXxQ/SyEirnos0 ## Changelog :cl: balance: [TGC] Rebalances nearly every card in the game. balance: [TGC] Several keywords had their effects modified. fix: [TGC] Black Gaia is no longer an "Artifact", Fryer no longer mentions tapping it. spellcheck: [TGC] Replaced "Tap this card:" with just "Tap:" alongside other wording improvements spellcheck: [TGC] Mana has been replaced with Plasma. This is a completely cosmetic change. refactor: [TGC] Merged many, many redudant card subtypes (the mechanic, not the byond code stuff) into more comprehensive ones. /:cl: --------- Co-authored-by: Pepsilawn <[email protected]> Co-authored-by: ArcaneMusic <[email protected]>
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Fix dead bees not being their proper bee self (#87150)
## About The Pull Request Fixes #87147 Whomever refactored bees null'd the beegent before spawning the corpse, and we pass the bee by ref into corpse init to grab beegent ## Changelog :cl: Melbert fix: Dead bees maintain their color and reagents /:cl:
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reagent container sloshing hot fix [no gbp] (#87151)
## About The Pull Request a lot of things that shouldn't slosh are `reagent_container`s, let's fix that by making the behavior defined on `reagent_container/cup` instead. if you know of more items that shouldn't slosh pls tell me I'll include them in this fix ## Why It's Good For The Game some stuff shouldn't slosh, a lot actually.
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Fix mopping on multi-z stations (#87163)
## About The Pull Request Mops and similar should check the true plane instead of whatever plane things end up at after being offset by z levels. Fixes NovaSector/NovaSector#4465 ## Why It's Good For The Game clean up this mess right now, before the ants show up ## Changelog :cl: fix: Mops and similar work properly on multi-z stations /:cl:
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Commits on Oct 12, 2024
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Plasmaman Species Refactor | Jesus Christ This Hurts Edition (#87086)
## About The Pull Request Completely refactors plasmaman code by moving their self-ignition code to limbs via a component and making suits handle their extinguishing code by themselves. This means that if someone gets a plasmaman limb attached to them, they'll need to seal it off from oxygen or it will ignite! ## Why It's Good For The Game Plasmaman code is really bad and we've been trying to move away from species specific code and make them just limb and organ containers Closes #52649 ## Changelog :cl: fix: Plasmaman space suit internal extinguisher works and can be refilled now refactor: Refactored plasmamen self-ignition to be limb-side instead of being handled by their species /:cl:
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pet emotes, pet bonus adjustment (#87126)
## About The Pull Request - pet bonus element now works by getting an emote fed into it. - all pets who had pet bonus emotes now have it as a proper emote they can use if controlled by a player. ## Why It's Good For The Game - standardises pet bonus so it's easier to give more behaviors to petting, like sounds :3 - allows basic mobs controlled by players to use the emote at will, which will allow them to react to situations more with emotes. ## Changelog :cl: grungussuss add: a lot of basic mobs and pets got new emotes refactor: emotes triggered by petting pets work differently now, please report any oddities with these behaviors. sound: new emotes for basic mobs got sounds /:cl:
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## About The Pull Request ![image](https://github.com/user-attachments/assets/1844f400-114f-4710-b27f-0651e7a536d5) ## Changelog :cl: grungussuss fix: snore emote works properly now /:cl:
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fixes ashdrake arena attack not clearing out lavaland walls (#87160)
## About The Pull Request this was changed a few weeks back but wasnt actually intentional. ## Why It's Good For The Game fixes ashdrake arena attack not clearing out lavaland walls ## Changelog :cl: fix: fixes ashdrake arena attack not clearing out lavaland walls /:cl:
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Proofreads nebula virologist fax (#87158)
## About The Pull Request Centcom forced an intern to run the spell-checker for faxes sent to stations working within a radioactive nebula ## Why It's Good For The Game spell good ## Changelog :cl: spellcheck: Proofreads some faxes sent during radioactive nebulae /:cl:
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Changes incorrect override in untie shoes spell (#87183)
## About The Pull Request Closes #87181 ## Changelog :cl: fix: Untie shoes should have its cooldown increased correctly when casting it from a long distance /:cl:
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Fix automatic map votes requiring manual map voting config (#87164)
## About The Pull Request flags the automatic, end of round map votes as `forced`, as they were previously. ## Why It's Good For The Game democracy is mandatory in this household ## Changelog not player facing
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Better ghost tray scan (#87143)
## About The Pull Request Partially improves: * #46002 Previously, the ghost's "t-ray view" acted as a toggle, even though the scan only occurred once. This PR changes it to function as an action rather than a toggle, removing the need to press the button twice. While the ideal solution would be for the t-ray scan to work on the process tick, my attempt to give ghosts their own t-ray scanner and to toggle it on upon using the verb did not work as expected because the scanner didn't recognize the ghost as its holder (`mob/viewer` in the code). This update serves as an improvement to the current behaviour, but in the future, the t-ray scan verb should function like a normal t-ray scanner, instead of just a one-time scan. ## Why It's Good For The Game Improves the t-ray verb, before it acted as a toggle even though it only worked once upon toggling on. Improves user experience using this verb. ## Changelog :cl: fix: the ghost "t-ray view" no longer requires a double press to activate a second time. qol: renamed "t-ray view" to "t-ray scan" for clarity. /:cl:
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Removes gas mask fov, pepperspray now applies tint to masks until was…
…hed off (#87102) ## About The Pull Request Gas masks and all their subtypes no longer have fov. Using pepperspray on gas mask wearer applies 1 tint per 5u of spray. At 3 tint the wearer becomes fully blind. If you wanna use the mask again you'll have to wash off the pepperspray from it using soap or shower. ## Why It's Good For The Game Gas mask assistants are peak soul and removing it was a terrible disaster. FoV is too annoying to ever deal with, so it ends up with gas masks never being worn. Gas filter doesn't make up for it whatsoever, it's only use is shoving cigarettes in it to look cool. This PR makes it so pepperspray/tear gas is still useful against mask wearers, albeit less efficient.
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DNA Infusers now check for a datum trait instead of whether non-livin…
…g objects are edible and have the GORE food type. (#87154)
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Option to Offload non-technical PR discussion to a Discord Thread (#8…
…6068) This was discussed in #maintainerbus on the Discord. @tgstation/commit-access Result of this PR: - Add the `Discord Discussion` label to the PR. - The bot will create the thread, link it in the PR, and lock the PR. Slowmode set to 1 minute. Auto-archive duration set to max of 1 week. - The thread will be archived if the PR is merged or closed, unarchived if it's reopened. - You can also set a join link for the Discord to appear in the GitHub comment. I'll be setting it to our official link at https://tgstation13.org/phpBB/viewforum.php?f=60 ![image](https://github.com/user-attachments/assets/2cdbe762-2339-4467-8b80-d1bf939b43e4) ![image](https://github.com/user-attachments/assets/b5cb25a4-18ee-40a0-a3eb-c36cf38ca8dc) Let the bikeshed commence
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Fish feed to the Library vending machine, rescue hook to the mining o…
…rder console (and paramed heirloom) (#87110) Co-authored-by: SmArtKar <[email protected]>
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Pyro/Cryokinesis cast range is the same as the projectile's range. Py…
…ro and ash mutations are no longer subtypes (#87144)
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Commits on Oct 13, 2024
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Fixes incorrect use of pronoun macros in multiple lives component (#8…
…7185) ## About The Pull Request p_Theyve is not suited for this. ## Changelog :cl: spellcheck: Fixed a typo in multiple lives component /:cl:
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Offering an item displays a balloon alert to viewers (#87174)
Co-authored-by: SmArtKar <[email protected]>
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[NO GBP] Prevents ghosts from cutting tethers (#87194)
## About The Pull Request Closes #87192 ## Changelog :cl: fix: Ghosts can no longer cut people's tethers /:cl: --------- Co-authored-by: Ben10Omintrix <[email protected]>
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gas analyzer handling sounds (#87190)
## About The Pull Request https://github.com/user-attachments/assets/2452d573-ad7b-4cef-bc70-ef4aeefcb0fe https://github.com/user-attachments/assets/e5df7d93-c2c8-408a-8437-80e4abee88d9 ## Why It's Good For The Game more handling sounds ## Changelog :cl: grungussuss sound: gas analyzer now has handling sounds /:cl:
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you can use lizards to get lizard organs in the dna infuser (#87204)
## About The Pull Request title, adds a infusion entry for lizard basic mobs. ## Why It's Good For The Game it is a glaring oversight lizards dont give lizard stuff. i mean come on. moths do, cats do, the same reasons apply. ## Changelog :cl: add: you can use lizards to get lizard organs in the dna infuser /:cl:
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Commits on Oct 14, 2024
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Makes the 1643 error more explicit (#87172)
I wrote this expecting that there would be more broken versions in the distant future, so we could simply re-use this block for those But I forgot this will most likely be seen by fresh contributors or people who don't even contribute and are just testing things So I'm just making the message as explicit as possible
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[NO GBP] Fixes a small typo for adjusting kitsune masks (#87195)
## About The Pull Request I copied bandana's examine text and didn't really think much about it, whoops. ## Why It's Good For The Game Fixes a minor spelling oversight ## Changelog :cl: Hardly3D spellcheck: fixes a small error in text when adjusting kitsune masks /:cl:
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Improvements to mech sound logic (#87184)
## About The Pull Request This PR makes it so mechs don't play footsteps twice diagonally, and also play the turn sound only when the sprite turns. No more ear blasting when walking diagonally! ## Why It's Good For The Game It enhances the sound design by ensuring mechs no longer play footsteps twice when moving diagonally and that the turn sound only plays when the sprite actually turns. ## Changelog :cl: fix: fixed mech step sound playing twice diagonally fix: fixed turn sound playing every time you move diagonally, now only plays when the sprite turns /:cl: --------- Co-authored-by: Ghom <[email protected]>
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Adds a flipping skillchip, the Chipped quirk, a chip connector implan…
…t, and a quirk to spawn with it. (#87082) ## About The Pull Request Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity. At first, this is harmless, emitting sparks only, but at a certain point, your head starts smoking, your brain begins short-circuiting, and once the chip has lost all integrity your head will explode in a shower of gore, giving you a cranial fissure! Added the Chipped quirk. It allows you to spawn with one skillchip. Of note here is that the only chips you can spawn with are the 'default' skillchips found in the toy vendor, you can NOT spawn in with the fosbury chip or with the musical one. Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. Being EMPed will cause it to drop one random skillchip, and if you try using it while it's malfunctioning you'll take out a bit of your brain instead. It can also be made at the exosuit fabricator after basic research. Renamed the organ slots for brain implants and made the connector implant take the CNS slot. ## Why It's Good For The Game > Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity. At first, this is harmless, emitting sparks only, but at a certain point, your head starts smoking, your brain begins short-circuiting, and once the chip has lost all integrity your head will explode in a shower of gore, giving you a cranial fissure! During the time flipping was bugged to have no cooldown or delay, it was really funny seeing people flip at increasingly higher speeds. Many people miss it, and to be honest, so do I. But everything needs limits or it stops being funny and ends up being overdone. To this end this skillchip lets people relive those days of glory, until they go out in a beautiful explosion. The chip will last a very long while if well taken care of, and there are plenty of warning signs before it gets too risky to use, but we know what players are actually gonna do, and I am looking forward to it. > Added the Chipped quirk. It allows you to spawn with one skillchip. Of note here is that the only chips you can spawn with are the 'default' skillchips found in the toy vendor, you can NOT spawn in with the fosbury chip or with the musical one. Chips can be kind of neat sometimes, and I think always having one as part of your character can make for some fun things as the consistency of it makes it more likely to stick in your mind to do stuff with. > 'but can't you just go to the vendor at the start of every shift?' Sure. But we have loadouts. We have tagger, musician, and many other things that are 'roundstart bloat', and while that by itself is not an excuse, it's part of the design of character setup: Minimizing the time spent running around the station for things your character is supposed to have for their personality/roleplay/gimmick. They're paying the cost of quirk points for it, anyways. > Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. Being EMPed will cause it to drop one random skillchip, and if you try using it while it's malfunctioning you'll take out a bit of your brain instead. It can also be made at the exosuit fabricator after basic research. I like the idea of having a gross usb drive on the back of your brain that you shove chips into and out of, especially if it drops pieces of your brain when malfunctioning. It also adds a little bit of extra relevance to skillchips now that you don't need to spend 15 (!!!) seconds inside a skillstation to add one. The cost is, as stated, quite literally losing your brain on EMP's and the moderately expensive sum of 4 points. > Renamed the organ slots for brain implants and made the connector implant take the CNS slot. It annoys me that there were organ slots for 'anti drop implant'. Now they're just slots for anything meant to connect to the cerebellum/central nervous system, making it less brute forcey and also adding the start of some fun exclusivity between brain implants. ## Changelog :cl: add: Added the FOSBURY skillchip, found in hacked toy vendors. This skillchip allows you to bypass the emote cooldown when flipping or spinning. However, if used too often, it will lower the chip's integrity and cause malfunctions. add: Added the Chipped quirk. It allows you to spawn with one base skillchip. (not the one above) add: Added the Chip Connector quirk. It contains a new implant, the chip connector, which allows you to install and take out skillchips at any time. code: Renamed the organ slots for brain implants and made the connector implant take the CNS slot. --------- Co-authored-by: Ghom <[email protected]>
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Webhook: Prevent connection errors to game servers from blocking disc…
…ord announces (#87179) Just a guess, but i think basil being down is why this isn't working.
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medical, jani, soulstone, grenade belt handling sounds the same as to…
…ol belt (#87208) ## About The Pull Request same sounds as the toolbelt ## Why It's Good For The Game I think it fits ## Changelog :cl: grungussuss sound: medical, jani, soulstone, grenade belts got sounds /:cl:
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map votes are now simple, and tell you what the effective tallies were (
#87218) 🆑 qol: map votes are now winner take all instead of weighted. /🆑
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Commits on Oct 15, 2024
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slightly redoes how animals hunt for food (#87166)
## About The Pull Request before, if u wanted to make ur animal hunt for food, u had to give them the find food subtree, the attacking subtree, and had to edit their targeting stratedgy to include items. this makes it so u only have to give them just 1 subtree which will handle everything it needs to. also makes it alot more customizable, u can now set a hunger cooldown for ur animals, and cute emotes for them to play after eating food ## Why It's Good For The Game makes it more convenient for future devs to include food hunting behaviors to their animals, while also making it more customizable ## Changelog :cl: code: animals' food hunting behavior has been refactored, please report any bugs /:cl:
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Fixes improper static list declarations + adds grep for it (#87207)
## About The Pull Request I randomly came across a `var/list/static` in the code, which does not actually do what was intended, and thought it was silly. A ctrl+f revealed that this was a fairly common mistake, so I went and fixed all the instances of it I could find. ~~Including one in lighting code, which it looked like they were trying to create a global list to cache generated lighting sheet values for speed, but it was just a normal list that got created each time pointlessly. Now those values are actually being cached (using a global var, because a `static` list was not the right thing to use there in the first place).~~ Nevermind, it seems that this was in fact being cached even if it shouldn't have been, because byond. Just rearranged it there seeing as it works either way. ## Why It's Good For The Game Code that does what it's supposed to ## Changelog :cl: fix: fixes a bunch of improper static list declarations /:cl:
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![resim](https://github.com/user-attachments/assets/35ce028c-0ed0-4ea2-89f3-77acc15693ac) ## About The Pull Request Showering will add negative mood effect to felinids ## Why It's Good For The Game there was a status effect that drops stamina for felinids on shower but at the same time it boosts mood i decided to make it better :cl: Mamaii add: shower will give felinids negative mood effect fix: fixed shower hater status effect alert not showing /:cl:
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Changes variable_color on limbs to use a priority system (#87216)
## About The Pull Request Its now a priority -> color assoc list with a pair of helper procs to wrap lazylist stuff. New priorities should go to ``code/__DEFINES/bodyparts.dm`` as defines as to be seen and not overridden. ## Why It's Good For The Game Wasn't a problem until carps came along as before only hulks used this thing, now we've got clashing. ## Changelog :cl: fix: Losing hulk after becoming a carp no longer turns you black /:cl: --------- Co-authored-by: Ghom <[email protected]>
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removes precisely one pixel from female heads (#87219)
## About The Pull Request while working on cosmetic stuff for a downstream i noticed that the neck of female bodied human sprites was asymmetrical from the east and west facing icons ![image](https://github.com/user-attachments/assets/ae914ea5-b138-4404-b7df-5e4fcd59d0e0) ![image](https://github.com/user-attachments/assets/9dca384c-4e3e-44cd-b4c9-0f6feff55231) i checked the icon files and, sure enough, the east facing head has an extra pixel on the neck, so i removed it and updated the relevant dmi. ![image](https://github.com/user-attachments/assets/b9a008d2-1acd-436a-bb69-591909d60ef9) ![image](https://github.com/user-attachments/assets/7afc14a4-1834-440d-b37e-ad45d0372820) i also did a cursory glance at all the other body sprites to ensure that they were symmetrical. i didnt look that close admittedly but i didnt spot any other discrepancies. and that's all! this is probably the ittiest bittiest pr ever ## Why It's Good For The Game i think this one is pretty self explanatory lol ## Changelog :cl: fix: fixed east facing female human heads having an extra neck pixel :cl:
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update_body_parts() is now called when adding or removing bodypart ov…
…erlays. (#87215) ## About The Pull Request I'm making sure that `update_body_parts()` is properly called when changing bodypart overlays, so that they actually show up the very moment they were changed. However, to avoid redundant `update_body_parts()` calls on init or while changing species, I've added a living flag that stops `update_body_parts()` from being called in these situations. I also scoured the codebase for other redundant `update_body_parts()` to remove and things to clean up a little. ## Why It's Good For The Game This automates the process of calling `update_body_parts()` a bit. ## Changelog Mainly backend.
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Updates the GLA Brand Mail Counterfeit Device's description to either…
… be more readable or more descriptive. (#87157) ## About The Pull Request Hi. Whoever originally wrote the description for this item in the uplink likely isn't a native english speaker and must've used google translate to make it. Point is: This description is broken and nobody has fixed it (I'm assuming nobody wants to spend GBP trying to fix it.) ## Why It's Good For The Game I'd like to be able to read this item's description and not feel like i just had a stroke. Also, being descriptive as to WHAT THIS ITEM ACTUALLY DOES is super important before purchasing it, nobody wants to boot up the wiki and try to figure out what this does. ## Changelog :cl: qol: The GLA Brand Mail Counterfeit Device's description has been updated by a native english speaker and has been made more descriptive. /:cl:
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resprites clown mask styles and adds one (#87159)
![Screenshot_108](https://github.com/user-attachments/assets/c0c40aca-ec80-4849-8d24-b6a45df8ed7d) ## About The Pull Request resprites the existing clown mask styles and adds a new clown mask style: The Dealer. the old madman mask has been made into an optional craft: the gamer's wig and mask. does not resprite already existing default clown mask ![Screenshot_109](https://github.com/user-attachments/assets/99b6fdb9-5e19-4b27-a41c-5902a5b92d27) ## Why It's Good For The Game resprites are good! and more variety is good too ## Changelog :cl: add: the Honkmother has decided to bless Her children with a new form! image: resprited the optional clown mask styles /:cl:
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metastation cargo fixes (#87122)
## About The Pull Request -fixes random test tube racks in the hallways next to cargo -fixes a bunch of decals -fixes some item offsets -moves a table so you can actually push a crate into the medical chute without using the alt-menu or dismantling a table -removes random destination tagger on the floor of the new security outpost ## Why It's Good For The Game fixes ## Changelog :cl: fix: fixed up Metastation's cargo delivery office. /:cl:
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you cant roll appendicitis if youre a bitrunner avatar or deathmatch …
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Fixes oversight of the Springlock MOD module and its interaction with…
… water vapor (#87169) ## About The Pull Request Adds the interaction between the Springlock MOD module and the Gas Water Vapor so that it snaps shut upon being exposed to the Gas. Fixes #85666. Specifically the oversight mentioned in the comments. ## Why It's Good For The Game Adds consistency to the Springlock MOD module so it properly interacts with water as intended. ## Changelog :cl: fix: Springlock MOD module properly interacts with Water Vapor /:cl:
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[NO GBP] Fixes server hop fade out (#87170)
## About The Pull Request Turns out that if you don't test if you fix works, it probably won't! I've actually managed to test this one, and even though it gave me a handshake error when joining the other server, at least the fade in worked! The fadeout is set up in the same way, so it should be fine ## Why It's Good For The Game ACTUALLY fixes #29496 ## Changelog :cl: fix: ACTUALLY fixes server hop fade in /:cl:
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Removing self-vore message from aliens + minor attack verb fixes (#87226
) ## About The Pull Request Fixes self-vore message when you get devoured by an alien. Fixes some simple attack verbs being continuous ## Why It's Good For The Game Bug fixes good ## Changelog :cl: spellcheck: Correct message is shown when YOU get devoured by an alien spellcheck: Fixed a few typos on some simple attack verbs being continuous /:cl:
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removes alot of click-related self registering signals on basic mobs (#…
…87220) ## About The Pull Request there was no real benefit of using signals over proc overrides for many of these cases. ## Why It's Good For The Game registering signals on self when we can just override the proc is un-necessary, im responsible for most of these so im just confronting the sins of my past ## Changelog :cl: /:cl:
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New Icebox Ruin - Syndicate Biodome (#86957)
## About The Pull Request **A Dangerous Ruin Approaches!** A new high-risk, high reward ruin for icebox! Featuring some very dangerous enemies for some goodies. Small puzzle element included find the keycard to open the research directors office to lift the lockdown on the security post, from there you can lift the lockdown on the surgical rooms, all the while encountering feral gorillas. ## Why It's Good For The Game Icebox lacks some dangerous ruins with decent loot. The loot here is a WIP and I'm hoping can be discussed. I know icebox still is in need of some ruins and I had some ideas and threw this together. The map size is 45x45. I made it so you also can't just bee-line and cheese it by adding indestructable shutters, windows, and walls, along with a noteleport area flag to prevent cheesing of the area. In-game rendered screenshots: ![image](https://github.com/user-attachments/assets/deb4a3de-ab3b-4fad-9bc2-38edc58ddbfd) ![image](https://github.com/user-attachments/assets/16debd29-86e2-4a78-92eb-099234634c56) ![Uploading image.png…]() Editor Screenshots: ![image](https://github.com/user-attachments/assets/330efb1f-9cc2-457b-b0d8-75719c38b7a2) ![image](https://github.com/user-attachments/assets/281e9189-a447-4a25-8932-fca8797a1037) Notable loot Spawns: ![image](https://github.com/user-attachments/assets/b352b461-0a72-4b1f-83fe-57dbb39f2d39) ![image](https://github.com/user-attachments/assets/a3075def-dcb1-40a5-8d6f-c672e1528647) ![image](https://github.com/user-attachments/assets/50e352e5-15e6-45e8-a2fd-d96625b4f538) ![image](https://github.com/user-attachments/assets/a811231b-70d0-4730-a938-186320438782) ![image](https://github.com/user-attachments/assets/5c07b521-a36f-4e54-807f-6fee95672da7) ![image](https://github.com/user-attachments/assets/a7403e0c-ad09-4a64-8826-18181fc1a26c) ## Changelog :cl: map: New Icebox Ruin "Syndicate Biodome" added. /:cl:
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Adds a warning and single retry to byond membership lookup (#86765)
## About The Pull Request A few people are having issues getting byond membership features disabled even though they're a byond member. This is *likely* due to byond server troubles, and according to lummox the lookup proc should return null when a connection issue happens. So I've put some handling in there for that case as well as a single retry. :cl: fix: Byond membership lookup should now warn you when it fails due to a connection failure. /:cl:
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All melee weapon damage temporarily slows cyborgs rather than just th…
…rown weapon damage (#87119) ## About The Pull Request Cyborgs will now be temporarily slowed down when hit with **any melee weapon**, based on the strength of the weapon. Thrown weapons maintain their behavior of slowing cyborgs, and they also now scale based on strength of the weapon. Thrown weapon slowdown is also stronger (3x stronger) than just hitting them. So you are still incentivized(?) to use the existing mechanic. To catch up to them, I guess. ## Why It's Good For The Game So, this mechanic was added as a new counterbalance to cyborgs due to no longer being stunned in a single flash. But 1 year later I polled the community, and the results speak for themself: ![image](https://github.com/user-attachments/assets/bafb043f-2201-4122-8c68-ccc746046c0a) ![image](https://github.com/user-attachments/assets/f71b7048-1b98-4c05-aebb-0b8393572f7e) It is my opinion that this mechanic is too obscure and a bit obtuse to work as a "mechanical counter" to the cyborg. "Yeah to catch up to a cyborg you have to throw a floor tile or a potted plant at them." "You mean I can't just *hit* them with the potted plant?" "No, you gotta chuck it." This PR aims to address that by tweaking the mechanic to trigger on any weapon attacks. Which in my mind, makes sense. "Hitting borgs with stuff will slow them down temporarily" is easier to parse and observe in practice than "THROWING stuff at borgs will slow them down". ## Changelog :cl: Melbert balance: Cyborgs are now slowed down when hit with any melee weapons, rather than ONLY when they are hit by THROWN melee weapons. The stronger the weapon, the stronger the slowdown. Thrown weapons are still more effective at slowing than just hitting them directly, however. /:cl:
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Commits on Oct 16, 2024
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syndicate sleeper agents can forge custom objectives (#87180)
## About The Pull Request The removal of the ability for midround traitors to take progression objectives had the run-on effect of preventing them from using their uplink to view their primary objectives, which also means they cant forge custom objectives. This PR changes that, and provides additional logic in uplink ui code to account for uplinks belonging to traitors with one type of objective but not the other. ## Why It's Good For The Game Fixes #86763
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Big manipulator update. MORE MANIPULATES!!! (#86827)
## About The Pull Request Added new settings for the manipulator: 0. Added item in claw overlay. Now you see what object manipulator is using. 1. Type to take. Manipulator can take items and crates(also livings but with emag). https://github.com/user-attachments/assets/8d0a557f-339e-44c5-a48d-5c81c20ca611 2. Modes. Manipulator now have drop/use/throw mode that change manipulate process with object in claws: - Drop: Can drop item in floor/storage (selected by priority). - Use: Will try to use item in claws on living/structures/machinery (selected by priority). Need tasting. - Throw: Just throwing the item away!!! Throw range can be modified. https://github.com/user-attachments/assets/71a204c5-2816-4826-9540-9fcb9699046b https://github.com/user-attachments/assets/d38c80cc-3018-45bd-92d3-d1e693e4d586 https://github.com/user-attachments/assets/0b745fe6-df3b-4682-8f21-91d87feae84a 3. Priorities. Now you can configure what types of objects the manipulator will work. Manipulator will choose which object to work with using a priority list: selects the type with the lowest number. If manipulator cannot find an item from priority 1, he will look from priority 2 and so on. can be disabled by clicking on the only 1 priority button. In this case, the manipulator will not finish its work and will wait until the desired type of object appears. 4. Emag act. Now manipulator can be emaged. In this case he will have the opportunity to take living mobs and drop em or THROW AWAY!!!! https://github.com/user-attachments/assets/27d8b710-ec59-4931-9ca4-4770e929ea7b If you find secret functions that I didn’t write about, it means I forgot about them. ## Why It's Good For The Game ![Manipulator_Enjouer](https://github.com/user-attachments/assets/246cac47-410a-4e5b-955d-12c84b7fec63) As many have said, Manipulator has too few functions. Adds more options for building -death traps- logistics networks and other automated manipulation capabilities. ## Changelog :cl: add: Manipulator now shows what objects he is dragging. add: Manipulator now can take more then just items. add: Manipulator now have 3 modes to choice: drop/use/throw. add: Manipulator now have priorities. add: Manipulator now can be emaged. /:cl: --------- Co-authored-by: Jeremiah <[email protected]> Co-authored-by: Ghom <[email protected]> Co-authored-by: Ben10Omintrix <[email protected]>
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Minor chainsaw code refactor (#87198)
## About The Pull Request Closes #87140 by making chainsaws use transforming component like all other sane items. Also cleanup. ## Changelog :cl: fix: Chainsaws can now be sharpened code: Chainsaws have received a minor code refactor /:cl:
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Blade Heretic/Side knowledges improvements/fixes. (#87167)
<!-- 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 Blade Heretic has received a few changes. The cost of crafting a Dark blade has been reduced in exchange for a lower blade capacity, The Dark blade itself has received a new sprite. ![Updated Dark Blade](https://github.com/user-attachments/assets/f5dde8a3-6827-4d4f-a530-0a1a01965a63) Realignment pulls you out stuns a bit faster and grants baton resistance while active. You may now infuse your blades with a (weaker) mansus grasp upon unlocking the ability to dual wield, they also gain increased demolition modifier. Mawed Crucible now slowly refills and requires fewer organs to brew a potion; you may now use a charge to refill your eldritch flask. The potion themselves have also received changes more on that below. The cooldown on the cursed curio shield has been reduced. Lionhunter's rifle no longer does increased damage on scoped targets, instead it marks them with Mansus grasp and teleports the heretic to them. Lastly Blade ascension has been fixed, you once again get the Ring of Blades. <!-- 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 Oh boy, here we go. # **Blade Heretic changes** Blade Heretic sits in a pretty decent spot, I wouldn't call the path weak by any stretch of imagination, but there are few aspects that could be reasonably improved without changing the overall strength of the path significantly. **Sundered Blade** I think these are too expensive to craft, especially compared to the other blades which require very basic materials. It's not uncommon to run into situations where you just cannot afford to make more than a set of blades, and i'd argue it's not fun for the crew to have their titanium or silver deposit drained every time a blade heretic rolls around. As a solution, i'm halving the cost in exchange of lowering the cap from 5 to 4 blades. **Realingment** This spell is lowkey awful; 25 stamina regen per second really doesn't make much of a difference when you are getting chain batoned, I have footage of blade heretics dying to a single shove stun while this abilty was active. The stamina regen and reduce immobility timer has been buffed on top of granting baton resist so long as it stays active, so you can properly get in fighting position without getting constantly knocked down. Mind you, It's still no CNS rebooter, so stuns will still yield a few seconds of vulnerability. **Swift Blades reworked into Empowered Blades** You may now use your Mansus grasp to infuse your Dark blades. It comes with the tradeoff of losing the knockdown and the stamina damage, you still retain the backstab. Video Demonstration: https://www.youtube.com/watch?v=9cO9BOD8Zz4 Dark Blades also gain increased demolition modifier. Dual wielding puts the heretic in the annoying position of having to switch between the second Blade and an empty hand to use Mansus grasp. Blade is supposed to be a master of melee combat, but they are still a dark mage, so why shouldn't they be able to infuse their blades? It still comes with a tradeoff, I'd reckon super sweaty players will still want to hotswap, but hey, the option is there. The added demolition modifier is to provide Blade with some way of breaking in and out of places, given the path has no jaunts or utility whatsoever, this seems reasonable to me. Lastly Malestrom of Silver finally works now; you once again get the blade aura upon ascending. # **Side Knowledge changes** **Mawed Crucible** The crucible now passively refills, and has a special interaction to refill the Eldritch Flask, the potion themselves have received changes. - Xray Potion: duration bumped from 60 to 90 seconds. - Wall phasing potion: Duration bumped from 15 to 40 seconds, you may now recall to your original location at will. - Potion of the Wounded soldier: Upon expiring, it heals your wounds and regrows missing limbs. **Reasoning**: Let's be honest here, noone ever makes this thing, the cost of making 1 potion is exorbitant and the potion themselves are not even that good to begin with. I'm not gonna explain every change in detail, but considering the crucible is one of the OG side knoweldges and you hardly hear anyone talk about it, we can safely give it a few buffs. **Unfathomable Curio** Cooldown on the shield has been halved. **Reasoning**: discussed it with Rex (the guy who created it), 60 seconds for 1 block is a bit excessive , 30 seconds seems reasonable enough. **Lionhunter's Rifle** Made a bit easier to craft and maintain, it can now be stored in the vest slot of the Eldritch Robes. The homing projectile now fully penetrates armor instead of having bonus damage; it also marks the victim with Mansus grasp and teleports the Heretic directly to them, the homing on the projectile itself has been improved. **Reasoning**: another side knowledge that sadly barely sees any play. Frankly this gun just doesn't have a purpose to exist, long range weaponry don't really mix with Heretic toolkit all that well, as you want to get close to your target to drag em to the spook dimension, not snipe 'em from a distance Lionhunter now works as an initiation tool, upon marking the target, the Heretic transforms into the fired bullet until it connects, applying mansus grasp on the victim. Keep in mind you still need xray or thermals to use the rifle to its full potential, either from the Crucible or the ashen medallion. Video Demonstration: https://www.youtube.com/watch?v=AXmidKrx-Fg As a trade off, the damage has been halved from 60 to 30. <!-- 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. --> :cl: balance: Sundered Blades now require 1 Titanium or Silver bar to craft and their capacity has been reduced to 4. balance: Realignment pulls you out of stuns a bit faster and grants baton resist while active. balance: Blade Heretic dual wielding now let's you infuse Your Dark Blades with a weaker mansus grasp and grants an increase in demolition modifier. fix: Malestrom of Silver grants the ring of protective blades once again. balance: Mawed Crucible requires 3 organs to brew one potion, passively refills overtime and can be used to refill the Eldritch Flask balance: Brew of Crucible soul effect bumped to 40 seconds and can be ended early. balance: Brew Of Dusk and Dawn effect bumped to 3 minutes. balance: Brew of the wounded soldier now offers a very minor passive heal and fully heals your wounds and limbs upon expiring. balance: Cursed Curio shield now recharges faster. balance: Lionhunter's rifle has been reworked, it now fits on the eldritch robes vest slots, it's cheaper to craft it and its ammunition and works as an initiation tool. /:cl: <!-- Both :cl:'s are required for the changelog to work! You can put your name to the right of the first :cl: if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: Xander3359 <[email protected]> Co-authored-by: Ghom <[email protected]>
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Commits on Oct 17, 2024
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Mixed bag of fishing adjustments. (#87201)
## About The Pull Request This more or less ties with my previous PR where I fix some of the issues I've seen with fishing, because both are the result of some live playtesting in which I assessed some flaws and nits. So, let's get started: Lowered the number of fish to scan for each fish scanning experiment: This is the most time-gating feature of fishing. As a scientist you're usually better off doing anything else than this anyway, which is understandable, but for whoever else that plans to get some nice ocean fish, this is going to be a huge bummer. From 4, 8, 14, 21 to 3, 7, 11, 17. Switched the ocean and chasm portal setting: Right now, the ocean portal has the largest amount of catchable creatures, which can also help progress the experiments, while the chasm setting only has two and is only mildly useful for chasm chrabs --> lobstrosities (which suffer a bit from not having a good enough AI right now). I hope I'll have the time to add some late fishes to the chasm setting at some point. Added a premapped fishing portal generator to the common service room of every map: It takes quite some time to setup fishing. Making a fishing portal is by far what I consider to be the most tedious part. Also Wawa and Birdshot were also missing the aquarium kit. On a side-note I realized some days ago that service jobs receive very good discounts on the fishing items sold by the good clean vendor. Added the fish puns speech modifier to fish-infused gills: I forgot to do it when I made the PR. Shrimple as that. Mild fish infusion tweaks: Lowered the crawling speed very sightly, but buffed showers and water healing slightly. Drinking water now wets you by about 1/4 of what splashing it would do. Buffed fishing difficulty modifiers for items and chairs a little: For the time and credits invested, buying a carp costume or whatever to be slightly better at fishing doesn't seem that profitable, and I reckon I was being a bit conservative with the values. Fishing is a considerable time investment already, especially in the initial stage with the setup. Also idk why sunglasses and thermals buff fishing while fish are technically cold-blooded creatures so I removed the comp from them. Added fishing rods and fish cases designs to cargo and science lathes: Other base fishing designs are shared between the three departments, while these two are only available for service (and autolathes obviously). Fishing skill now affects completion gain and not only completion loss: Fishing as a feature has a slower pace than most things in the game. It feels right that by the time you reach about legendary level, you get to complete the minigame a bit faster. ## Why It's Good For The Game To put it briefly, the feature feels right as a casual experience, however time is very much against you and getting something done takes some effort (especially on tram, where moving to and fro' departments is almost like playing froggers at times) ## Changelog :cl: map: Added a premapped fishing portal generator to every map. balance: Lowered the requirements for fish scanning experiment. Swapped the rewards of the second and third experiments. balance: Buffed fishing difficulty modifiers for several items and chairs. balance: Fishing skill now affects completion speed of the minigame more actively. balance: Mild fish infusion tweaks. Crawling is a smidge slower, but healing from showers and drank water is a bit better. qol: Fishing rods and fish cases can now be printed by cargo and science lathes. add: Gills now give the fish puns speech modifier. /:cl:
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moves the movement subsystem off background (#87247)
## About The Pull Request movement subsystem now has the SS_BACKGROUND flag removed excuse me if this isnt any correct like i know daedalus did this for some reason at best ## Why It's Good For The Game (stuff controlled by) movement ss is not actually THAT costly (compared to Throwing) ![2024-10-15 22_07_17-Boss' Fat Camp 82](https://github.com/user-attachments/assets/0b0ffe3f-5703-4e32-87a7-4d84cc0979f3) (when i nuked metastation on local) and i think being able to move when you slip on oil or whatever eg jetpacks during lotsa lag is pretty important this does not actually make it immune to lag it just seems to mitigate the issue by a slight margin ## Changelog :cl: code: Movement Subsystem no longer is a background subsystem. This means that you should no longer get stuck after slipping on oil during instances of high usage. /:cl:
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Adds Better Bombanana Logging (#87249)
## About The Pull Request Fixes #87214 Better bombanana logging that should account for all the edgecases mentioned in the above issue report, giving more awareness on why a bombanana peel spawned, as well as renaming the bombanana syndicate minibomb to actually have the name "bomb". Just does a lot of retinkering and cleaning up to ensure all the args are appropriate and that everything should be fed into the logging procs appropriately. Big ol' verbose message in case something wonks out though, but it should be pretty evident in the logs now. ## Why It's Good For The Game Better logging for admins. ## Changelog :cl: admin: Logging of Bombanana Peel explosions should be far better now. /:cl:
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Fixes our last playsound(list()) (#87251)
## About The Pull Request This doesn't work anymore. Thanks to dangerkitten on bitbus for making me write a regex to find this one. (said regex being ``playsound\([^,]+, list\(``) ## Changelog :cl: fix: Hotswapping tanks in pumps and scrubbers now properly plays both sounds instead of runtiming /:cl:
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[no gbp] a few very minor manulathe changes + rotating fix (#87244)
## About The Pull Request made manufacturing machines i/o overlays (the blue and orange lights and such) rotate with the machine CTRL SHIFT LMB makes the manulathe dump all mats manulathes no longer may receive ore: this was not intentional, processing ore is stuff the smelter does manulathes now use a matter bin instead of a servo (because it makes sense because it holds mats): this affects its material capacity being: bin tier * 50 sheets ## Why It's Good For The Game bug bad oversight bad and you also no longer need to decon the lathe to dump mats ## Changelog :cl: fix: input output overlays for manufacturing machines actually update properly when rotated qol: you may dump materials of a manulathe via CTRL SHIFT LMB balance: manulathes may not receive ore (not intentional) balance: manulathes now use a matter bin in their construction, which now affects their material holding capacity: 50 sheets per tier /:cl:
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[NO GBP] fixes portable SMESes disappearing when opening their panel (#…
…87250) ## About The Pull Request replaces the _o in the p_smes_o icon state with a -o so the icon actually shows up instead of turning invisible. no GBP because it's my bad. i thought i caught that ## Why It's Good For The Game SMES turning invisible when unscrewed probably not great for usability ## Changelog :cl: fix: Portable SMESes should no longer turn invisible when unscrewed. /:cl: --------- Co-authored-by: Hatterhat <[email protected]>
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Fix canisters and portable pumps from rounding the user's input when …
…setting pressure value. (#87243) ## About The Pull Request Fix canister and portable pump pressure inputs from transferring rounded values instead of the full value inputs to their target release pressure. Does this by adding a round_value = FALSE argument to tgui_input_number() in canister.dm, and removing the rounding operation in canister.dm and pump.dm. The UI should still round the values to display, just not rounding the value to transfer to the canister. ### Known issues: If the input is set to an integer with the same value as the rounded current value, then it will consider it the same for some reason, thus not calling ui_act(). Not sure why this happens. ## Why It's Good For The Game Closes #87175. ## Changelog :cl: fix: Fixes canisters and portable pumps from not considering decimals when transferring input to setting release pressure. /:cl:
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Gives audible emotes an emote specific audio cooldown alongside the g…
…eneral audio cooldown (#87210) ## About The Pull Request defaults: ```php /// How long is the shared emote cooldown triggered by this emote? var/general_emote_audio_cooldown = 2 SECONDS /// How long is the specific emote cooldown triggered by this emote? var/specific_emote_audio_cooldown = 5 SECONDS ``` specific cooldown only checks for the emote, while the general is a shared cooldown, gave laugh and scream longer specific cooldowns. ## Why It's Good For The Game The general emote cooldown fixed the problem of multiple emotes getting used at once, now we have a problem with people using the same emote too many times, I want to give the players ability to use sounds in their emotes, but spamming the same emote over and over again makes me regret it and hesitant about it, this way we can have the best of both worlds. ## Changelog :cl: grungussuss sound: along with the shared emote cooldown, specific emote audio cooldown has returned. /:cl:
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Fix digi legs sprites getting stuck (#87254)
## About The Pull Request Fixes #86756 Fixes #67174 (isn't this already fixed? Oh well now it's really fixed because I tested it) Basically changed the random calls to `update_body_parts` with a bespoke proc which better explains what they are there to do Adds one missing call to head items (for `HIDESNOUT`) ## Changelog :cl: Melbert fix: Fixed digitigrade pants sprite not updating in accordance to some leg updates /:cl:
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Improves armrest code for chairs, fixes bronze chairs not spinning ar…
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Industrial scanning sound (#87189)
## About The Pull Request For: - gas analyzer - scanner gate - plant analyzer - t-ray scanner - slime scanner - scanning mining geysers https://github.com/user-attachments/assets/24fde731-e567-483b-b88e-6f7fcbacf52a ## Why It's Good For The Game it sounds nice ## Changelog :cl: grungussuss sound: added new scanning sound /:cl:
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Commits on Oct 18, 2024
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[NO GBP] Plasmamen no longer self-immolate while in stasis (#87257)
## About The Pull Request I forgor because spec_life is not called in stasis but life is ## Changelog :cl: fix: Plasmamen no longer self-immolate while in stasis /:cl:
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Places lavaland ambi attribution in the correct folder and corrects i…
…t [no gbp] (#87196) ## About The Pull Request states that it's spliced and puts it in the correct folder ## Changelog nothing player facing
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gives the portable gravity generator an open state (#87261)
## About The Pull Request ![image](https://github.com/user-attachments/assets/c2833aa6-ec43-47fb-ae19-fbff46374264) (The portable gravity generator has an open/screwdrivered icon state now instead of disappearing when screwdrivered.) ## Why It's Good For The Game i think being able to see the machine i'm working on is a good thing actually ## Changelog :cl: fix: Portable gravity generators no longer turn into a floating pair of status lights when screwdrivered open. /:cl: Co-authored-by: Hatterhat <[email protected]>
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Lionhunter rifle can no longer be used to teleport to the debug room (#…
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Fixes electrified chair overlay layering (#87228)
## About The Pull Request Closes #87221 by changing overlay layers when a mob is buckled to the chair. ## Changelog :cl: fix: Fixed electrified chair overlay layering /:cl:
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Commits on Oct 19, 2024
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Eye wounds, scars and a new ~Pirate~ RP quirk (#87209)
## About The Pull Request Upon getting stabbed in your eyes or having a bullet fly through your head there's a chance (minor for stabbing, extremely low for headshots) you'll receive a new "Eye Puncture" wound which causes profuse bleeding out of your now-empty eye hole. Once healed you'll have to deal with a scar on your eye which cannot be cured and requires surgical replacement. Eye scarring will reduce your eyes' max health by 15, give you a minor screen tint and a fancy visual on your character sprite. Getting scarring on both eyes will turn you completely blind. ![image](https://github.com/user-attachments/assets/c1ae4ff3-6844-405d-819b-9c390511e321) This PR also introduces a new quirk which gives you eye scarring on the eye of your choice and an eyepatch to go alongside it, just make sure that it sits on the right eye. Also added medical(white) subtype of eyepatches to loadout for those who want that version instead. Credits to AnturK on discord for the idea. ## Why It's Good For The Game Its a neat lil' feature that makes the game more immersive, and unlocks more roleplay opportunities for players. New quirk gives access to this feature for players who want to make it a part of their character's backstory (or maybe as a part of permanent scar roleplaying). ## Changelog :cl: add: Getting stabbed or shot in the eyes has a chance of giving you a new wound and a semi-permanent scar, blinding you on one side add: Added new "Scarred Eye" quirk which blinds you on one eye but gives you a fancy eyepatch add: Medical eyepatches have been added to loadout /:cl: --------- Co-authored-by: Time-Green <[email protected]>
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Commits on Oct 20, 2024
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Fixes message upon examining an already dissected corpse using your p…
…ronouns instead of theirs (#87300) ## About The Pull Request Someone told me that it was kinda weird how it used different pronouns for the already dissected message, so I looked into it, and lo and behold: https://github.com/tgstation/tgstation/blob/10dffbf82b73b1e61dbcc4f4c2879e2f3edf9dfb/code/modules/mob/living/carbon/examine.dm#L271-L272 It used user pronouns rather than the corpse's pronouns. Wild. Anyhow, swapping it to like. Not Do That. Seems to fix this just fine. ## Why It's Good For The Game Fixes jank. ## Changelog :cl: fix: Message upon examining an already dissected corpse now uses their pronouns and not yours. /:cl:
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Drops two droppers in Wawastation xenobio (#87295)
## About The Pull Request Title; also shuffles the table they're on a bit so that it look a bit better ## Why It's Good For The Game Reported in a comment to #87096 but otherwise it's for consistency with other maps. Only dropper available to RnD roundstart was somewhere in their lobby, which is inconvenient to grab for the secluded caste of xenobio mains. Why two? Uh, two grinders, two bits of plasma, two consoles... it's zen, I tell you. ## Changelog :cl: map: Wawastation xenobio now has two droppers /:cl:
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Fixes a large amount of bugs caused by ghost polling returning empty …
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revs pass out upon deconversion again (#87282)
## About The Pull Request Re-adds revs passing out for a few seconds upon deconversion. ## Why It's Good For The Game When #76728 adjusted the outcome of rev victory, it may have accidently made an undocumented change wherein revs no longer pass out upon deconversion. I asked on discord and was advised to submit this as a fix. With thanks to mrmelbert for basically telling me how to fix this. Fixes #81235 ## Changelog :cl: fix: revs once again pass out upon deconversion /:cl: --------- Co-authored-by: jimmyl <[email protected]>
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Nullblades and proto-kinetic crushers use the check_behind() proc rat…
…her than get direction themselves. (#87287) ## About The Pull Request What it says in the title. ## Why It's Good For The Game This is functionally identical, but a little more robust about what counts as 'behind'. ## Changelog :cl: code: Nullblades and proto-kinetic crushers use the new proc for checking valid directions to backstab. /:cl:
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Too far message is a failstate (#87302)
## About The Pull Request When the message changes to `"They say something, but you are too far away to hear them."`, it is now considered a fail-state and will return FALSE on proc/Hear() ## Why It's Good For The Game It's currently considered a success (original message is sent) if the user is not blind/deaf. May cause troubles in the future (already does on the downstream). ## Changelog Currently, players shouldn't notice a difference.
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[i ded] Jean shorts are correct clothes for the death sandwich (#87280)
## About The Pull Request If you know the underlying reference behind the death sandwich, you would think the jean shorts from the clothesmate would allow you to eat it right. This is not the case, because it checks for exactly one specific type. This is inconsistent with the source material, as there is more than one kind of clothing in this game that includes jean shorts. ## Why It's Good For The Game i ded why reference not work like it do in source ## Changelog :cl: qol: All forms of jean shorts now count for eating the death sandwich right /:cl:
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Removes tape recorder's examine line about a closed wire panel (#87283)
## About The Pull Request Closes #87270 it doesn't even have wires why was this even a thing ## Changelog :cl: fix: Tape recorders no longer deceptively claim to have wires or a wire panel in order to lure in unsuspecting assistants /:cl:
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Optivorbis lossless compression for the sound folder (#87191)
## About The Pull Request used: https://github.com/OptiVorbis/OptiVorbis and a script provided by gpeckman to run it through the entire sound folder: https://discord.com/channels/326822144233439242/326831214667235328/1294688179919523862 ### Comparison: before: ![image](https://github.com/user-attachments/assets/3a46496c-ab8d-4484-856b-161e6ab5c7b9) after: ![image](https://github.com/user-attachments/assets/6d9a5883-4c02-4989-a638-2c85b1f7b7ec) with a total reduction of 9% ## Why It's Good For The Game takes up less space - downloads faster! ## Changelog :cl: grungussuss and gpeckman sound: the sound folder has been optimized to take up less space /:cl:
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[NO GBP] Fixing a small, tiny issue with mob resizing on init (#87021)
## About The Pull Request The way `current_size` works is that it's multiplied by whatever argument it's used on `update_transform`, so if we have an initial current_size of 0.9 for a mob, we end up multipling that by itself and end up with the wrong value of 0.81 for a mob that's has been resized to be 10% shorter and thinner. ## Why It's Good For The Game Mistakes were made. ## Changelog /:cl: fix: Miss Tiggles is no longer spawned by gold sime cores. :cl:
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Fundamentally Evil People/Undead are burned horribly by Mending Touch…
…. Chaplains are not shaken by discovering EVAAAAL! Pacifist safe! Evil unsafe! Empaths beware! (#87187) ## About The Pull Request At a baseline, Mending Touch now burns anyone who is undead or fundamentally evil. Pacifists can still heal evil people, but avoid touching the undead with the healing hand. Evil people psychically crush empaths, so long as they're not undead. Evil people can heal other evil people and undead (includeling evil chaps) Undead can heal as normal, including other undead, but not evil people (its not a mutual friendship) Chaplains incinerate potential targets especially well using mending touch. Chaplains and spiritualists even shout out their god's name as they do so. (but only chaps get the extra damage) Empathic Chaplains are not shaken by identifying evil people. **THEY JUST SEE A NEW TARGET TO SMITE FOR THE CRUSADE.** ## Why It's Good For The Game **Consistency:** Undead are negatively impacted by healing effects of a similar nature. Rather than make a whole new mutation to heal undead, instead, we apply some different rules to allow undead or evil people the opportunity to apply and have applied different effects based on their status. **Evil people are already arbitrarily shafted by niche aspects of the game for fun:** It'd be funny if a well meaning medical staff member tries to use mending touch on an evil guy and they just burst into flames instead. Why? They took the quirk to screw over empaths and nothing else. **Undead are immensely uncommon:** This isn't going to come up much whatsoever given that undead are almost unseen outside of Halloween. ~~What do you mean that's a few weeks away?~~ **Dumb Bullshit:** Empaths and Evil people are diametrically opposed for silly reasons. If Empaths still hurt undead, it stands to reason that evil people heal them out of pure spite. The two sides hurt one another with the mutation. **Chaplains smiting people is funny:** Chaplains aren't the main users for the mutation, its mostly for medical staff, but they damn will seek it out a lot of the time to augment their existing healing powers. Since this is a feature about moral self-righteousness, its now especially funny for chaplains to be either one of the quirk holders primary enemy if they're on the opposing side. ## Changelog :cl: add: Mending touch now has additional effects based on whether or not the target or user is evil, an undead or an empath. Don't use mending touch on evil people or undead, or they might go up in flames. Though evil people can get back at empaths specifically and heal udnead as normal. add: Chaplains engulf people using mending touch's harmful reactions to diametrically opposed entities especially well. Because of religious zeal, of course. add: Empath chaplains ignore the fear consequences of examining an evil person. They instead get additional information about what to do to these people if the need arises. /:cl: --------- Co-authored-by: carlarctg <[email protected]>
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Fixes birdshot emitters being disconnected from SMES (#87279)
## About The Pull Request A single cable was missing, leading to emitters (and some rooms in atmos) being disconnected from the main SMES. ## Why It's Good For The Game Emitters should be able to be fired at roundstart. ## Changelog :cl: map: Birdshot's Emitter Room should no longer be disconnected from the grid at shiftstart. /:cl:
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Master-overlayed screen alerts (i.e aura healing) now use appearance …
…cloning instead of directly overlaying the master (#87281) ## About The Pull Request This reworks the `/mob/proc/throw_alert(new_master = ...)` to use appearance cloning instead of just directly adding the master atom as an overlay. There's several advantages to this: - We don't have to change anything about the original target at all - Setting the plane/layer, adding the overlay, then resetting it to before (as it does without this PR), feels like an awful hack ngl. - We can ensure the target is always facing south, and has no pixel x/y/z shift. <details> <summary><h3>Proof of testing / screenshots</h3></summary> I had the healing rod holder standing on a table when the alert was added, to ensure that the pixel_x/y/z reset worked. ![2024-10-17 (1729221218) ~ dreamseeker](https://github.com/user-attachments/assets/664abbef-d543-4d13-99ec-3264e05edfd8) ![2024-10-17 (1729221245) ~ dreamseeker](https://github.com/user-attachments/assets/6073dcd4-75e0-404a-bea1-6bea5fbd7591) </details> ## Why It's Good For The Game Ensures the aura healing alerts and such always look consistent - no pixel offsets, always facing south, with more reliable code. ## Changelog :cl: refactor: Refactored how some screen alerts, such as aura healing, show atom overlays. /:cl:
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[NO GBP] Icebox Ruin Fixes (#87308)
## About The Pull Request Fixes active turfs on two of my icebox ruin maps by creating a stonefloor icemoon subtype. ## Why It's Good For The Game it fixes ## Changelog :cl: fix: fixed active turfs on two icemoon ruins. /:cl:
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green raptors no longer mine activated gibtonite (#87290)
## About The Pull Request green raptors will now refuse to mine mineral walls containing active gibtonite ## Why It's Good For The Game this was leading to a significant number of unfortunate accidents and frustrations from what ive seen, making them almost not worth using. ## Changelog :cl: balance: green raptors now refuse to mine mineral walls containing active gibtonite /:cl:
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PDA ringtones now show a balloon alert (#87278)
## About The Pull Request This makes it so receiving a PDA message will give the holder a balloon alert with their ringtone. ## Why It's Good For The Game PDA messages are often ignored due to not being noticed, as many players are more often focused on the main game screen (which runechat has somewhat normalized) than the chat window. This makes things more obvious that there's a PDA message. ## Changelog :cl: add: PDA ringtones now show a balloon alert to the PDA holder. /:cl:
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Golem boulder breaking trait moved from species to limbs (#87271)
## About The Pull Request Golem boulder breaking trait moved from species to limbs ## Why It's Good For The Game SPECIES BAD LIMBS GOOD FUTUUURE (this lets people with golem arms break down boulders which i think is cooler) ## Changelog :cl: code: Golem boulder breaking trait moved from species to limbs /:cl:
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capitalizes root beer (the reagent)'s name for consistency's sake (#8…
…7264) ## About The Pull Request uh. title. capitalizes root beer's name in-code to be Root Beer, for consistency with every other chemical ## Why It's Good For The Game consistency in reagent naming schemes ## Changelog :cl: spellcheck: Chemical analysis now offers Root Beer the respect it deserves (read: Root Beer is now capitalized like every other reagent). /:cl: Co-authored-by: Hatterhat <[email protected]>
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Added Policy & Binding to the Haunted Longsword (#86986)
## About The Pull Request Closes #86864 Added a policy message and associated config i think to when a heretic is soultrapped, allowing headmins to ~~ruin my feature~~ decide how they're allowed to act. Haunted longswords can be, and start, binded. Binded swords are weaker than usual, being basically just talking cultist longswords. You can, however, unbind them, which will heavily buff their stats, unlock their powers, allow you use of a heretic's path spell, and let them attempt to fling around and cast spells. Reduced its throwing damage, turning it from a 3-hit-crit to a 4-hit-crit. Binding and unbinding needs a bible, a ritual dagger, or an amber focus, depending on what role you are. Added type_english_list() which recieves a list of types and returns 'an x, a y, and a z' strings. ## Why It's Good For The Game > Added a policy message and associated config i think to when a heretic is soultrapped, allowing headmins to ~~ruin my feature~~ decide how they're allowed to act. Policy messages are required for new antags and a good idea besides. This slipped under the radar because of being bundled with a separate PR and the muddiness of it being 'new', but it's here now. > Haunted longswords can be, and start, binded. Binded swords are weaker than usual, being basically just talking cultist longswords. You can, however, unbind them, which will heavily buff their stats, unlock their powers, allow you use of a heretic's path spell, and let them attempt to fling around and cast spells. There's been some problems caused by an unfortunate lack of visibility on how the new sword is not necessarily your ally and may even immediately attempt retaliation, for, you know, being killed and sacrificed. To fix this, I've added a binding feature to it. The sword starts bound, but is fairly underwhelming in this state. It's suggested to talk to its wielders and tempt them into unbinding it, done by an UI button, which will allow it to use its spells and possibly backstab them, or help them in battle. > Reduced its throwing damage, turning it from a 3-hit-crit to a 4-hit-crit. The attacks were dealing too much damage, surprising hapless people being hit by random flying swords, who didn't react until it was too late. This feature is still fucking awesome, and I spent some time wracking my brain on how to fix the given issues, and came up with this system which mantains and enhances the 'forbidden cursed sword' trope aspects of it while also stopping it from being as much of a noob trap as it used to be, Neutral antagonists that can help any side are cool and fun.
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Use
rust_g64.dll
/librustg_64.so
on OpenDream (#87313)## About The Pull Request This makes it so running on OpenDream will always use `rust_g64.dll` / `librustg_64.so`, instead of `rust_g.dll` / `librust_g.so`, for rust\_g. ## Why It's Good For The Game Makes testing on OpenDream easier and less confusing, for the people who wanna do that - as if you forget 64-bit rust-g, it'll clearly say you're missing rust\_g***64***.dll, rather than somehow the included rust_g\.dll being broken. ## Changelog No player-facing changes - this is only relevant for testing OpenDream.
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TTS pitch now affects emote sounds (#87275)
## About The Pull Request Closes #87274 If TTS is enabled and supports vocal pitch, certain emotes will have a far smaller frequency range but will become affected by your chosen TTS pitch. Frequency equation is non-linear as pitch scales from -12 to 12 ## Why It's Good For The Game Makes vocal emotes a bit more immersive as now they'll fit your character's tone. ## Changelog :cl: add: TTS pitch now affects emote sounds /:cl:
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Commits on Oct 21, 2024
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Fixes bolt of possession's previous owner's camera mob setup (#87288)
## About The Pull Request Title; it's all handled by the camera mob's proc `add_friend()`, which ticks off all the needed vars for the trauma and the camera mob to function properly. It also enables logging of the sorry sucker hit by the bolt becoming the "imaginary friend"! However it's logged as an imaginary friend, not a magic bolt happenstance. Suggestions on how to not snowflake that logging bit are welcome. ## Why It's Good For The Game Fixes #65669 ## Changelog :cl: fix: fixed bolt of possession incorrectly setting up the previous owner of the victim's body, resulting in a fucked-up camera mob with no icon or movement capability /:cl:
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Gives jammers a secondary ability that allows to disable someone's ra…
…dio mic (#87149) ## About The Pull Request Radio jammers can now disable someone's radio mic, both in AOE (right self-click on cooldown) and for on a specific target. For this to work headsets had to be adjusted to require broadcasting to be active in order to use their mic (it is now active by default and doesn't pick up nearby speech automatically). ## Why It's Good For The Game Jammers aren't very strong and this buff will allow for better stealth gameplay, as you cannot tell that you've been jammed this way until its too late as you still can hear others' speech. Requested by Mothblocks on discord (thus no GBP label). ## Changelog :cl: add: Jammers can now disable players' radio microphones via a new secondary ability, both for handhelds and headsets /:cl:
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