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Merge upstream [29.07.2024] #466
Commits on Jul 26, 2024
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Automatic TGS DMAPI Update (tgstation#85235)
This pull request updates the TGS DMAPI to the latest version. Please note any changes that may be breaking or unimplemented in your codebase by checking what changes are in the definitions file: code/__DEFINES/tgs.dm before merging. Co-authored-by: tgstation-server <[email protected]>
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Self-respiration virus gives less messages now (tgstation#85241)
## About The Pull Request tgstation#85091 was great in that it no longer said "You don't need to breathe!" before the NOBREATH actually kicked in. It now meant though that that it would message "You don't need to breathe!" Every time that the virus hit on_stage_change and it was on stage 4 or 5 Apparently on_stage_change can and will still be trigger when the virus is at max stage because now the self resp virus was spamming "You don't need to breathe!" every time that the virus tried to change a stage - which was a lot more often than the previous (albeit erroneous) message that was looking for a 5% probability before say its "You don't need to breathe!" message. <details> <summary>For reference; I made the message display the stage during testing, to confirm it was hitting this while at stage 5, and yeah.</summary> ![image](https://github.com/user-attachments/assets/17dc6950-2e58-466f-812c-cfb99cc6ebfe) </details> This PR changes it slightly so that the "You don't need to breathe!" only comes up when it reaches stage 4, which in all my tests it passed on its way to stay 5. Though for the people that miss that, it also occasionally says "You realize you haven't been breathing" upon activate() though this is with the probability check In my tests, though, the prob of 5 was still a bit high (maybe because we sit at stage 5 with a healing virus longer than we sit at stage 1-3 which is when the message was triggering before that fix PR) so I changed the probability to 3 Also, when it reaches stage 3, and it already hit its peak so the virus is on its way to curing, it will send the message "You need to breathe again". This might be helpful when your healing virus starts to self-heal because you don't take care of yourself. Originally I had it on stage<4 and stage_peaked that it would give that message but testing it out, it would bounce between 1 and 2 a lot during self curing and that got spammy as well. When I cured using reagents, on low resistance versions of self resp viruses, it did not trigger this message, though it did when I used low nutrition and spaceacillin to self cure. ## Why It's Good For The Game I'd almost rather not get a healing virus than see all this spam. Please make it stop. ![image](https://github.com/user-attachments/assets/92206be7-fa75-402c-826f-f014565f8591) Fixes: tgstation#85237 ## Changelog :cl: Thlumyn fix: self-resp viruses don't spam messages as often /:cl:
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Fixes borgs not being able to place apparatus-held items on tables (t…
…gstation#85232) ## About The Pull Request As said on the issue this is fixing: "Looking at it, this seems like it might be an order of operations issue. Normally, the borg apparatuses run the `melee_attack_chain(...)` as the stored object on their `pre_attack(...)`... However, this is *after* the item interaction type procs on the table, and thus after it attempts to place the item." "Borg items I believe are not abstract, which would return `NONE` and allow it, rather they're just blocked from being placed, which returns `ITEM_INTERACT_BLOCKING`. As such, it cuts it short before the `pre_attack(...)` is even ran." This instead makes it use the `get_proxy_attacker_for(...)` proc, which cuts earlier into the `melee_attack_chain(...)`, to instead run it as the stored item when available. As a side-effect, we can remove the right-clicking to splash bit, because it should now be possible to use the container's default combat mode splash. That code was also just, non-functional now, because we cut into the chain before it can run. ## Why It's Good For The Game Fixes tgstation#85181. ## Changelog :cl: fix: Fixes borgs not being able to place apparatus-held items on tables. As a side-effect, they can now combat mode right click splash containers as normal instead of having their own right-click floor splash. /:cl:
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Fix disease outbreak announcement (tgstation#85231)
## About The Pull Request Fixes a bug in the announcement proc that is supposed to generate a disease name for the announcement. ## Changelog :cl: LT3 fix: Fixed disease outbreak announcement sometimes missing the disease name /:cl:
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Update tram ignored smashthroughs (tgstation#85229)
## About The Pull Request Adjusts the tram's ignored smashthroughs to work with the new floor plane numbering. Fixes tgstation#85171 ## Why It's Good For The Game Fixes tram smashing through stuff it shouldn't. ## Changelog :cl: LT3 fix: Tram will no longer eat its own rails as it travels /:cl:
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Fix supermatter surge announcement (tgstation#85230)
## About The Pull Request Fixes false alarm supermatter surges from having an invalid class announced. ## Changelog :cl: LT3 fix: False supermatter surge announcements are now identical to real ones /:cl:
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[no gbp] wawastation engineering water tanks are now highcap (tgstati…
…on#85219) ## About The Pull Request wawastation engineering water tanks are now highcap ## Why It's Good For The Game closes tgstation#85214 ## Changelog :cl: fix: wawastation engineering water tanks are now highcap /:cl:
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Fixed janicart not transfering items into the trash bag (tgstation#85218
) ## About The Pull Request It was trying to put items into a trash bag that doesn't have `CAN_BE_HIT` flag with an `attackby`. It now works for both the vacuum insert and the manual one. Fixes tgstation#84653 ## Why It's Good For The Game Bug fix. ## Changelog :cl: fix: Janicart inserts items into the attached trash bag again (manual and vacuumed) /:cl:
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Fixes projectiles facing north if ricocheting, deflected or homing (t…
…gstation#85216) ## About The Pull Request It **turns** out that `TurnTo` doesn't re**turn** `Turn`, but the angle (number, not matrix) it's **turn**ed to (used nowhere in the code), and `transform` is built-in variable that default to an identity matrix if set to an invalid value (anything but another matrix) The only thing keeping the projectiles facing the right direction when fired up to one of the aforementioned situations was another `Turn` call (not `turnTo`) called on `projectile/fire`, which I apparently didn't fully grasp the redundancy of (if there were no such issue to begin with) at the time. This PR also cleans up and rearranges the related code a little, including a fallback that was never reached because the projectile `Angle` variable is never null (unless something theorically fucky wucky happens with projectile code but that'd be an even bigger issue). ## Why It's Good For The Game Fixing an old issue caused by the author of this PR in tgstation#80599, me. ## Changelog :cl: fix: Fixes projectiles facing north if ricocheting, deflected or homing /:cl:
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Adds in missing lights in Tram's Tool Storage (tgstation#85149)
## About The Pull Request Adds in lights that were not placed in tgstation#84802, oops! ![image](https://github.com/user-attachments/assets/0ce55ac2-c63c-432f-a54a-6d53814a53f9) ## Why It's Good For The Game Being able to see is nice! ## Changelog :cl: fix: Tram's Tool Storage now has proper lighting /:cl:
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Fixes Ice Box delam counter signs (tgstation#85210)
## About The Pull Request Removes an errant delam counter next to the bridge, prepares for wallening by replacing the other signs with directional variants. ## Why It's Good For The Game None of this ![image](https://github.com/user-attachments/assets/2f1247fe-8a29-42ef-91e9-ca31892521af) ## Changelog :cl: LT3 fix: Fixed delam counter stuck in window near Ice Box bridge /:cl:
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Fixes firelocks not respecting thermal sensors being disabled (tgstat…
…ion#85212) ## About The Pull Request ### The issue Firelocks currently do not respect their fire alarm's thermal sensors being disabled, _(the multitool/silicon right-click on a fire alarm feature)_, after the fire alarms are triggered. ### Why this happens **Part 1**, of why this happens is that toggling thermal sensors on a fire alarm doesn't actually reset firelocks in the area. **Part 2**, of this is even if toggling thermal sensing on fire alarms called `firealarm/proc/reset()` _(this is the proc called when you right-click a fire alarm, also why resetting the fire alarm doesn't act as a workaround)_, that proc doesn't actual call `firedoor/proc/reset() ` on all the firelocks in the area and instead calls `firedoor/proc/crack_open()`, which temporarily disables the firelock; however, the callback that re-enables the firelock does not check to see if any areas the firelock is attached to has temperature sensing disabled, resulting in temp sensing being disabling never doing anything after a firelock is triggered. ### What this PR does - Adds check in the firelock callback to see if any areas the firelock is attached to care about temperature sensing. - Makes toggling thermal sensors on fire alarms update attached firelocks. ## Why It's Good For The Game Fixes a broken feature. Also firelocks suck and being able to disable them is nice. ## Changelog :cl: fix: Firelocks will once again respect fire alarm's thermal sensors being disabled. /:cl: --------- Co-authored-by: afonamos <[email protected]>
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Removed a janky fish bounty and introduced exporting fish thru cargo. (…
…tgstation#85146) ## About The Pull Request The fish bounty for specific kind of fish has been removed for being a bit janky and relying on RNG way too much. The other two remain, and have had their payout buffed a little to compensate. To make it make it better, a fish export has been added. Each and every fish can be sold to cargo, with a selling price determined by their size and weight, meaning bigger fish sell for more. A fish of default size and weight generally sells for around 130, rarely goes above 600 for most fish, yet a few can sell for 1k, and it can **theorically** go all the way up to ~11k if you were to reach max size and weight for the biggest fish in the game. This PR also reduces the weight of the jumpercable a bit for balance reasons. It's a big, self-reproducing fish that requires no care whatsoever so it's quite the cash cow, only offset by its rarity (EMAG or blackmarket RNG). Conversely, I made the bone fish evolution a bit easier (still a useless-ish braggard niche tbh). ## Why It's Good For The Game The aforementioned fish bounty was janky, complex, relied on RNG too much and the info on it didn't really fit in the bounty console. It's better gone tbh. My fault for adding it in the first place. As for the fish export, I want something simple, that doesn't require the fish to be alive rather than dead, with a low payout per fish on average, to complete the addition of "bomb fishing" from the other PR, ergo dropping maxcaps in the ocean for shit and giggles, but that can also have the potential to generate a decent income by cultivating big fish. ## Changelog :cl: del: Removed a janky fish bounty add: introduced exporting fish through cargo. balance: reduced the average weight of the jumpercable. Conversely, eased up the requirements for the bone fish evolution. /:cl:
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Deletes monkey tail DNA block, minor sprite accessory cleanup, monkey…
…s (and lizardpeople) will no longer random spawn without tails (tgstation#85112) ## About The Pull Request - Deletes monkey tail DNA block - This is not something DNA blocks should be used for. If your only options are "exists" or "doesn't exist", it doesn't need a DNA block, you should just remove the tail! - Minor sprite accessory cleanup - Replaces a lot of blank SAs with `add_blank` usage. Tested in game and it works. - No reason to copy-paste blanks when we have a designated function for it. - Randomizing features can no longer select locked features - Bugfix, though it doesn't affect us at the moment. - Monkeys (and lizard people) will no longer random into being tailless - Felinids can still random into tailless (though that function is broken ATM) ## Why It's Good For The Game For the tailless change: It's a bit weird for these species to spawn without tails. They're kinda a huge part of their identity. I left in the tailless Sprite Accessory, however, so you can still select them in the prefs menu. ## Changelog :cl: Melbert qol: All randomly spawned monkeys (and lizardpeople) will spawn with tails. You can still select to be tailless. code: Cleaned up some code relating to species features (like tails, markings, etc). Report any oddities /:cl:
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Moves nitrium crystals to crystallizer_items.dm; Deletes nitrium_crys…
…tals.dm (tgstation#85130) ## About The Pull Request Moves nitrium crystals to crystallizer_items.dm and deletes the now empty nitrium_crystals.dm file. ## Why It's Good For The Game Nitrium crystals can only be acquired through the crystallizer and they are undeserving of their own file. ## Changelog Not player facing Co-authored-by: afonamos <[email protected]>
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You will fall over if a bluespace cookie fails to teleport you (tgsta…
…tion#85109) ## About The Pull Request See title. Recently we noticed a bug in bluespace cookie code and in the course of investigating it, had trouble figuring out what it was even supposed to do. I rewrote the code so it should be more intuitive to read. Someone else has a PR open fixing the bug. ## Why this is good for the game I also added an extremely small balance change that you fall over if the cookie fails to teleport you. This is an improvement because it gives feedback for the item failing, and also slaps you on the wrist for trying to teleport inside centcomm or wherever you are. ## Changelog :cl: balance: If a bluespace cookie fails to teleport you then you will trip over. /:cl:
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[no gbp] wawastation ordnance looks better (tgstation#84911)
## About The Pull Request ![image](https://github.com/tgstation/tgstation/assets/70376633/e56ea493-30d8-4621-98b5-966c7554b11d) This singular O2 tile contains 100000 mols of oxygen Which I believe is still really really humongous so Sacrifices the 3 other tiles for sssssssstyle ## Why It's Good For The Game looks better ## Changelog :cl: fix: wawastation ordnance no longer has a light fixture on a window and looks objectively slightly better /:cl:
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Fixed possessed blades being broken (tgstation#85090)
## About The Pull Request Fixed possessed blades being broken If testing is enabled everyone is polled in ghost polls. ## Why It's Good For The Game > Fixed possessed blades being broken oopse > If testing is enabled everyone is polled in ghost polls. MUCH eaiser to test ## Changelog :cl: fix: Fixed possessed blades being broken code: If testing is enabled everyone is polled in ghost polls. /:cl: --------- Co-authored-by: Time-Green <[email protected]>
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Fish ordered from bought fish cases now sells for 1/20th of the norma…
…l price (tgstation#85287) ## About The Pull Request Fish money printer goes brrrr... But yeah, it turns out just buying and sending back fish crates is making cargo lotsa money, which is basically an exploit. Good thing we've the TRAIT_FISH_FROM_CASE trait which we can use to differentiate fishes from cargo from other more natural sources. ## Why It's Good For The Game This will fix tgstation#85284. ## Changelog :cl: fix: Centcom technicians have been trained to recognize cargo-bought fish. You will no longer be able to trick the economy system by buying fish and sending it right back. Also nerfed fish selling price very slightly. /:cl:
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Commits on Jul 27, 2024
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Fix clicking on a table through the lootpanel with an item forcing it…
… to be placed in the very corner (tgstation#85208) ## About The Pull Request So apparently, as the title says, placing items on tables through the lootpanel would place them in the very corner. I learnt about this because of someone telling me it _used_ to always center them. Looking into it, this seems to be because we ALWAYS set it based on the `modifiers` `ICON_X` and `ICON_Y`: https://github.com/tgstation/tgstation/blob/0da57e95248924e5aa67b3d329022b7c74146c94/code/game/objects/structures/tables_racks.dm#L319-L321 While those are not set when clicking through the lootpanel, causing these formulas to default to `-16`, and thus placing them in the corner. Comparing this to crayons/spraycans, which do center, and do this because they only adjust the `pixel_x` and `pixel_y` if `ICON_X` and `ICON_Y` are actually set: https://github.com/tgstation/tgstation/blob/0da57e95248924e5aa67b3d329022b7c74146c94/code/game/objects/items/crayons.dm#L500-L502 At some point in the past tables also had this check, but it seems it got accidentally removed during the move to `item_interaction(...)` from `attackby(...)`. We just reintroduce this check, meaning it once again defaults to the item being centered. ## Why It's Good For The Game Having your item be placed on the very leg of the table is kinda awkward. ## Changelog :cl: fix: Clicking on a table in the lootpanel with an item in-hand tries to place it in the center again. /:cl:
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[no gbp] Changes the default sheet drop sound. (tgstation#85282)
## About The Pull Request https://github.com/user-attachments/assets/4c2622c2-981b-4163-b1dc-4e8927926fad This has been bugging me for a while, so I have provided an alternative. ## Why It's Good For The Game The previous sound was too annoying, this one sounds much better and actually sounds like metal instead of glass. ## Changelog :cl: grungussuss sound: the default metal sound has been changed /:cl:
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Gas tank sounds (tgstation#85283)
## About The Pull Request https://github.com/user-attachments/assets/9fe06c51-c129-463d-98ef-374320c3edbd ## Why It's Good For The Game We have all these sounds for turning on internals, breathing, but no pick up and drop sound. ## Changelog :cl: grungussuss sound: gas tanks now have sound /:cl:
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Monkeymancers can interact with runes (tgstation#85289)
## About The Pull Request Hey hey party people. I watched a monkeymancer round last night. It was hilarious, but the guy couldn't activate his ritual rune. Sucks! Turns out, monkies don't call `attack_hand()`, they call `attack_paw()`. This means that monkey dexterity was never the problem stopping the rune from activating, but the fact that the attack chain was never even trying to interact with the rune effect in the first place. I've added a new atom interaction flag that routes through attack_paw, so now monkies can be given their own specific interaction behaviors for cases like this. ![image](https://github.com/user-attachments/assets/db5bab0e-30ab-4e3b-b1a6-ae392b23fcab) ## Why It's Good For The Game Closes tgstation#85267. Also makes it a bit easier to make interact behaviors scalable to monkies in the future. ## Changelog :cl: Rhials fix: Monkey wizards can now interact with grand ritual runes. /:cl:
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[NO GBP] Clown Ops gear is now restricted to clown ops again (tgstati…
…on#85288) ## About The Pull Request I messed this up in the loneop gear change. Nukie uplinks got `UPLINK_ALL_SYNDIE_OPS` instead of `UPLINK_NUKE_OPS` for some reason. Whoops! ## Why It's Good For The Game Fixes something I messed up. Makes clown ops unique again. ## Changelog :cl: Rhials fix: Clown Ops gear has been returned to being available only to clown ops. Whoops! /:cl:
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nerfs the sneeze suppressive fire (tgstation#85262)
## About The Pull Request So sneeze projectiles have a hitsound whenever it lands, this leads to very silly immersion breaking situations where a person keeps sneezing, missing and performing "suppressive" sneezing to "combatants" Setting the hitsound to null should fix that ## Why It's Good For The Game Hearing the same hitsound for the sneeze projectile as bullets and other projectiles is really jarring, better remove it. ## Changelog :cl: grungussuss sound: the sneeze projectile no longer makes a sound when making contact. /:cl:
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Makes Voidwalker check SSmapping.is_planetary when spawning (tgstatio…
…n#85274) ## About The Pull Request Per title. Dynamic naturally running will not spawn a voidwalker on icebox now. ``find_space_spawn()`` checks only for carp landmarks, and icebox has carp landmarks for the other midround invasion antags. As a bonus, I also made SSpolling use the cosmic skull sprite to alert ghosts with. ## Why It's Good For The Game Just a lil' bug I found. Plus the skull sprite is cool as hell. ![image](https://github.com/user-attachments/assets/6459db22-f4a4-45b6-b770-8ec0d83bc379) ## Changelog :cl: fix: Voidwalker should not run on planetary maps. /:cl:
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Dynamic - fixes a comment for proc/lorentz_to_amount() (tgstation#85291)
## About The Pull Request I'm not going crazy, right? This comment must be wrong unless my math is wrong... ![image](https://github.com/user-attachments/assets/5fe49a17-04bd-488a-9777-f779869552f7) ## Why It's Good For The Game Comments don't lie so people don't get their hairs out if their values don't match with comments
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fixes birdshot holodeck area fuckery (tgstation#85285)
## About The Pull Request closes tgstation#85280 These 2 areas share an APC, no reason for the right side to use the holodeck area. Works now: ![image](https://github.com/user-attachments/assets/c3d97a3d-e925-49cf-b646-975913b1c1dc) ## Changelog :cl: grungussuss fix: birdshot holodeck's lighting has been fixed. /:cl:
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Fix ssmachinary sleeping (tgstation#85269)
`process()` already has this at its base, so it wasn't obvious these would need it too. Lemon Edit: Closes (Maybe?) tgstation#85170
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Mafia role help now checks the original description (tgstation#85258)
## About The Pull Request I thought I fixed this bug a long time ago but turns out I just never did. This makes mafia role help get the initial description rather than the current one, allowing us to edit people's descriptions as we need to in-game without this information being metagamed. ## Why It's Good For The Game Closes tgstation#82088 And prevents this again in the future. ## Changelog :cl: fix: [Mafia] The show_help button no longer shows you who the Obsessed's target is. /:cl:
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Surgery steps no longer fail silently when missing chemicals (tgstati…
…on#85260) ## About The Pull Request Fixes surgery steps that require a chemical from failing silently if that chemical is missing. Player receives a bubble notification and the surgery is not performed if the chemical is missing. Operating computer UI tells you if the required chem is present or not. ![dreamseeker_RMO06bKPcV](https://github.com/user-attachments/assets/c57e5615-0786-4e8c-a2ef-d268f1c82f7d) ## Why It's Good For The Game Having to guess, without feedback, if the chemical was in the target's system at the time surgery completes is bad. ## Changelog :cl: LT3 fix: Players now receive a notification when trying to perform surgery steps that involve chemicals /:cl:
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Makes mirage grenade dispensers and ionic jump jets work (tgstation#8…
…5253) ## About The Pull Request Partially handles tgstation#85207 ## Changelog :cl: fix: Mirage grenade dispensers and ionic jump jets now work /:cl:
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Medsec gets their own telescreen (tgstation#85244)
## About The Pull Request closes tgstation#85182 Replaced all instances of it with the new type. The CMO telescreen was used instead before. ## Why It's Good For The Game CMO telescreen can be a spy obj so separating them is wise. ## Changelog :cl: grungussuss fix: Med sec telescreens are no longer the same item as the CMO telescreen. spellcheck: correcte name for the CMO telescreen mount /:cl:
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Injector instead of passive in lavaland waste (tgstation#85247)
## About The Pull Request closes tgstation#78413 ## Changelog :cl: grungussuss fix: lavaland no longer has roundstart atmos processing because of a passive vent /:cl:
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Emotes by default will not be heard through walls (tgstation#85245)
## About The Pull Request Added a var to emotes for ignoring walls when playing their sound, now only the scream emote can ignore walls. ## Why It's Good For The Game It's really annoying and stupid that you can hear people crying through walls and doesn't make sense at all. ## Changelog :cl: grungussuss sound: only the scream emote can be heard through walls /:cl:
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Radio Sounds (tgstation#85115)
## About The Pull Request Now talking into radio and hearing radio messages produces a sound. Using LOUD-MODE makes a unique sound. https://github.com/user-attachments/assets/891d9b9a-5313-4aac-9fef-56d0a7286bf1 https://github.com/user-attachments/assets/112a3587-46ea-413e-89e4-2da7b54c3d62 **YOU CAN DISABLE IT IN THE GAME PREFERENCES** ## Why It's Good For The Game People REALLY tend to miss radio messages, especially from the heads. This makes it so they can hear when some interesting or important chatter is going on. Unless all of the heads of staff decide to dispute in the Common, subordinates will start noticing messages from their bosses in their channels more often. Also, these sounds are tickling my ears, in a good way. ## Changelog :cl: DrDiasyl aka DrTuxedo sound: Hearing and talking into the radio now produces a sound. Heads get a special sound. /:cl:
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Emergency climbing hooks now spawn in emergency boxes if the station …
…has multi-z level. (tgstation#85273) ## About The Pull Request Emergency climbing hooks now spawn in emergency boxes not only on Icebox, but also on Northstar and Tram. ## Why It's Good For The Game Firstly, I think it's funny to see some assistant just casually climbing up from the -1 floor on the sideways of tram, when he fell out of it. Secondly, trying to get somewhere when the Northstar or Tram got blown up multiple times is an absolute nightmare if you have no good flashlight, or something similar. ## Changelog :cl: add: Emergency climbing hooks now spawn in emergency boxes on all of the multi-z level stations. /:cl:
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Peg limbs can now be removed via surgery (tgstation#85270)
## About The Pull Request Adds amputation surgery for peg limbs ## Why It's Good For The Game Peg limbs are a funny ghetto solution to replacing a limb in emergency situations. Unfortunately they can only be removed by burning or sawing the limb off. It's good to have a proper medical solution to getting pegged ## Changelog :cl: fix: peg limbs can now be amputated /:cl:
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Justice invisibility now turns off by the safety (tgstation#85272)
## About The Pull Request Small change to make justice invisibility turn off when the safety is turned on. Because you could bypass safety check on it by basically turning off mecha safety and turning it on after it went to invicibility. ## Why It's Good For The Game Now everything works as supposed. ## Changelog :cl: fix: now Justice invisibility turns off in non combat mode as it supposed to /:cl:
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[NO GBP] Tooltips no longer call MeasureText every time you move your…
… mouse (tgstation#85246) ## About The Pull Request MeasureText is now only called when the text is (most likely) wider than your screen, which is rather rare. ## Why It's Good For The Game I fucked up ## Changelog :cl: fix: People with tooltips enabled no longer lag the server when they move their mouse. Oops. /:cl:
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Medkit sounds (tgstation#85286)
## About The Pull Request https://github.com/user-attachments/assets/b607e1e2-d19b-4b02-b264-05e5326e4374 ## Why It's Good For The Game We have box sounds, why not medkit sounds? ## Changelog :cl: grungussuss sound: medkits now have sounds /:cl:
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(Black)market Telepad (LTSRBT) Update: Restocking Edition (tgstation#…
…85066) ## About The Pull Request This is a suggestion that was to me several months ago to add the ability to pay credits to restock the black market. I liked the idea because it'd add anothe small reason to buy the board, though I had forgotten about it shortly after and just happened to remember it now. So, yeah, you can swat the LTSRBT with a holochip to restock the market(s). The price is shared amongst all pads and starts at 675 credits, but it doubles up everytime this is done, for obvious balance purposes. I've also updated included this new feature in the unit test, given the LTSRBT new sprites and renamed the Blackmarket subsystem to Market, because of how it can support different types of market datums, not just the blackmarket ## Why It's Good For The Game This adds one more reason to buy and build the LTSRBT and make markets less dependant on the bad side of RNG, if you have the credits. It's a bit of a money sink. ## Changelog :cl: add: You can now restock the black market by hitting the LTSRBT with enough credits. The price doubles each time this is done. imageadd: Updated the LTSRBT sprites. balance: Reintroduced the LTSRBT to cargo for 2000 credits vs the original 4000 (the ansible and crystals to build it are included btw), and slightly lowered the average blackmarket price for the same item to account for shipping costs. /:cl:
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Commits on Jul 28, 2024
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Fixes planet gravity not crushing and void eater not refreshing (tgst…
…ation#85305) Fixes tgstation#85303, fixes tgstation#85278 Fixes planetary gravity not killing voidwalkers and voided people. I used a screen alert but I shouldve used a status effect screen alert (apparently it matters), causing runtimes and breaking it aaaa Also someone refactored how pickup() works so it no longer gets called if you dont pick it up by clicking it. I think it's a little dumb but I can't find the PR that did it so whatever. Anyway it's not my fault woohoo!! ## 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: Fixes void eater not refreshing fix: Fixes planetary gravity not killing voidwalkers and voideds /: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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If you have auto fit viewport enabled, it will trigger upon entering …
…or exiting fullscreen (tgstation#85302) ## About The Pull Request Automatically calls attempt_auto_fit_viewport() upon toggling fullscreen ## Why It's Good For The Game Fullscreen changes your viewport height but not width so if you're running stretch to fit (which is probably used by most of our players as fullhd does not integer scale) you have to manually use Fit Viewport verb every time you join the game and enter fullscreen which is rather annoying to do. ## Changelog :cl: qol: If you have auto fit viewport enabled, it will trigger upon entering or exiting fullscreen /:cl:
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Recyclers no longer recycle contents of indestructible items (tgstati…
…on#85251) ## About The Pull Request Closes tgstation#85189 Now uses a smarter loop that recursively adds contents when the item isnt indestructible. ## Changelog :cl: fix: Recyclers no longer recycle contents of indestructible items /:cl:
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Mining headset upgrade - Callouts and volume boosters (tgstation#85008)
## About The Pull Request ![dreamseeker_SOPW0zf89I](https://github.com/user-attachments/assets/0fa4921f-0b5c-41fe-bf70-56f21c28f579) Shift + middle clicking while wearing a mining headset will open a callout radial, after moving your mouse over one of the options a callout emote will appear where you pointed (No need to click on the radial button). Callouts have a 3 second cooldown to prevent spam and glow in the dark due to how dark lavaland is (normal point emotes do not) There are 6 options: pointing, danger, attack, mine, defend and reposition. Your callouts are colored in your runechat color. This is done via a component so later if needed it could be added to other headsets/mobs/items. Callouts also can initiate basic mob orders, being a better way to command your minebots in combat. Additionally, they also boost your speech back to normal levels in low-pressure environments, ensuring that your runechat is still nice and readable. ## Why It's Good For The Game This would make coop mining much more enjoyable, as stopping to type mid-fight is more often than not a death sentence on lavaland. With arcmining's vents cooperating is actually beneficial, and I feel like we should incentivize miners to do it more often by providing them with tools for it. ## Changelog :cl: add: Mining headsets now allow you to make callouts via pointing. You can use them to communicate with fellow miners or order your army of bots and raptors! add: Mining headsets keep your voice loud and clear in low-pressure environments (not vacuum!) /:cl:
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Replaces Auxlua with the byondapi-based Dreamluau (tgstation#84810)
## About The Pull Request Ever since byondapi went stable, I've been meaning to create a replacement lua library that uses it instead of the auxtools-based auxlua. After so many months, I've finally got the code just about into a position where it's ready for a PR. [Click here](https://hackmd.io/@aloZJicNQrmfYgykhfFwAQ/BySAS18u0) for a guide to rewriting auxlua scripts for dreamluau syntax. ## Why It's Good For The Game Code that runs on production servers should not depend on memory hacks that are liable to break any time Dream Daemon updates. ## Changelog :cl: admin: Admin lua scripting uses a new library that (probably) will not break when BYOND updates. /:cl: ## TODO: - [x] Convert the lua editor ui to TS - [x] Include a guide for converting scripts from auxlua syntax to dreamluau syntax
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Fixes a typo in military javelins (tgstation#85317)
## About The Pull Request Changes "military Javelin" to "military javelin" ## Why It's Good For The Game Consistent capitalisation. Makes the name look better. ## Changelog :cl: spellcheck: military javelin's name is now fully uncapitalised /:cl:
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Grass sheath now holds parsnip sabres, fixed grammar for the latter (t…
…gstation#85311) ## About The Pull Request Closes tgstation#85306 ## Changelog :cl: fix: Grass sheath now holds parsnip sabres like its supposed to spellcheck: Fixed up parsnip sabre description grammar /:cl:
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VIM no longer requires hands to enter (tgstation#85310)
## About The Pull Request Closes tgstation#85223 Still kinda hard to exit though :3 ## Changelog :cl: fix: VIM no longer requires hands to enter /:cl:
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Makes the Cosmic Skull glow purple when it has uses (tgstation#85275)
## About The Pull Request Per Title ## Why It's Good For The Game I think the loot should glow purple. It would be pretty cool 😄 Just a little added flavour to the item. ![image](https://github.com/user-attachments/assets/9df234e3-6906-4f4e-87e2-37276248f204) ## Changelog :cl: add: Cosmic Skull glows purple. /:cl:
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Commits on Jul 29, 2024
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Fixes exploit allowing players to open Bag of Holding rifts in the He…
…retic dimension (tgstation#85330) ## About The Pull Request This PR prevents players from opening a BoH tear in the Heretic dimension areas. It also introduces a new area flag, "NO_BOH", which can be added to areas to replicate this behavior. ## Why It's Good For The Game This prevents the (very unlikely) edge case that someone manages to open a BoH tear in one of the funny hand rooms, which is bad not only because it fucks over anyone else who gets sacrificed, but could also interfere with other things on that z-level (shuttles, other Lazy Template areas, etc). Messing with some new code here, so if there's better ways to handle this, by all means, chime in. This is a much more elegant method than just banning anything but the station. ## Changelog :cl: Vekter fix: Fixes an exploit that allowed players to open a Bag of Holding rift in the Heretic dimension. /:cl: --------- Co-authored-by: Kapu1178 <[email protected]>
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soap for maints drones! (tgstation#85243)
## About The Pull Request adds soap to maint drones' internal storage ## Why It's Good For The Game eliminates the hell that is no soap spawning on station meaning you are unable to clean at all. also feel free to recommend more internal storage items too! ## Changelog :cl: qol: drones now have soap in their internal storage! /:cl:
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localizes create_all_lighting_objects (tgstation#85135)
## About The Pull Request Moves create_all_lighting_objects to the only thing that uses it - the lighting subsystem I saw zero difference in lighting system init time ## Why It's Good For The Game Reduces global proc pollution and keeps everything in the same place, improving code readability ## Changelog :cl: refactor: moves the create_all_lighting_objects proc to the lighting subsystem /:cl:
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refactor pod spawn from code copypaste to use
podspawn
instead. Add…… convenient way to spawn multiple items of same type in pod (tgstation#85151) ## About The Pull Request Refactor pod spawn from code copypaste to use `podspawn` instead. Add convenient way to spawn multiple items of same type in pod ## Why It's Good For The Game Nothing player facing. Cleaner code. ## Changelog :cl: refactor: replace some copypaste code for pod spawn to use `podspawn` proc instead code: modify `podspawn` proc to accept amount of item type to spawn in `spawn` specification /:cl:
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Binoculars removed from ritual of knowledge, clipboards made craftable (
tgstation#85221) ## About The Pull Request This pull request removes the clipboard from the pool of heretic ritual of knowledge items, specifically the "Easy" ones to obtain. The rest is unchanged. ## Why It's Good For The Game Clipboards are substantially harder to obtain than it's fellow objects for the ritual. - Shards are able to be made from glass from autolathes, maintenance loot, protolathes, salvaged from structures - Candles are printable from biomass, plenty of them in the chapel, orderable, sometimes maintenance has them - Paper is printable from biogen iirc and in huge quantities across the entire station, you can also handcraft some or order it - Everyone has a pen roundstart, obtainable from library, lathes, maints - Flashlights are the same as above yet obtainable from most tool closets and even emergency closets - Crayons are able to be made with xenobiology, ordered, have a few map spawns but are generally in good quantity and are maintenance loot. The clipboard however is not printable, orders in sets of 2 for an interesting sum in a suspiciously never ordered package, has lackluster map spawns (One or two in cargo, one psychologist's), is sometimes required in pairs if not more and it's severely more difficult to get. I do not think anyone would miss this, as it's just tedious and too low-supply to get. There are more batons on station then there are clipboards, even organs are easier to access. ## Changelog :cl: add: The heretic's ritual of knowledge no longer requires binoculars add: Clipboards are craftable using a wood plank, an iron rod and wirecutters /:cl:
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Smuggler satchel spawning is blacklisted in the "near station" area (t…
…gstation#85248) ## About The Pull Request northstar has a lot of tiles in nearstation areas and smuggler satchels can spawn under them. closes tgstation#78304 ## Changelog :cl: grungussuss fix: smuggler satchels will no longer spawn in space /:cl:
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Leather, skins, cardboard sounds (tgstation#85254)
## About The Pull Request https://github.com/user-attachments/assets/9beaab38-653c-4cde-919c-eb1b3352e515 ## Why It's Good For The Game I added sheet sounds but these items are subtypes of sheet so it didn't make sense for them to have metal clanking sounds ## Changelog :cl: grungussuss sound: leather, skins and cardboard have their own sound now /:cl:
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Maintenance ambience (tgstation#85256)
## About The Pull Request Sounds: https://github.com/user-attachments/assets/8e384d9f-44b0-4f67-9dd0-ef2c037c6d69 https://github.com/user-attachments/assets/2334136c-aada-483f-a0c1-d129bd536d3a https://github.com/user-attachments/assets/1c103424-5dc7-4aa0-bd26-c6d7bde335de https://github.com/user-attachments/assets/6809903b-6714-4249-ad64-86dd6c7142e7 https://github.com/user-attachments/assets/753062a7-0292-41ec-a335-4ac065969b22 https://github.com/user-attachments/assets/c186aa8f-4dc3-4dab-be38-72b0079eae0c ## Why It's Good For The Game Soundwork contributes to horror greatly and maints are the horror part of space station 13, these sounds should make them a bit more creepy. ## Changelog :cl: grungussuss and Kayozz sound: more maintenance ambience has been added /:cl:
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Sigh and sniff sounds (again). (tgstation#85281)
## About The Pull Request https://github.com/user-attachments/assets/fa4ca127-e81e-4bfc-b49c-4f39a9f5b3d8 https://github.com/user-attachments/assets/244180e1-4181-447b-9e59-d9f5ef58a029 ## Why It's Good For The Game Emotes allow to express yourself in more ways than words, sighing is great for expressing your frustration with someone, sniff gives more feedback about someone's sickly status, including allowing people to rp as if something stinks. ## Changelog :cl: grungussuss sound: added sniff sounds sound: added sigh sounds /:cl:
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Projectile dampener, recycler and ninja stealth MOD modules now work …
…properly (tgstation#85307) ## About The Pull Request Closes tgstation#85207 Projectile dampener didn't delete the field, recycler didn't work period (how did nobody notice it?) and ninja stealth didn't apply silent footsteps trait. Since the beginning. Yeah. I think I got all of these, it shouldn't call empty parent and especially should it not check for returns from it. ## Changelog :cl: fix: Projectile dampener, recycler and ninja stealth MOD modules now work properly /:cl:
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Actually fixes mechs equipping infinite amount of gear (tgstation#85316)
## About The Pull Request tgstation#85205 attempt number two Closes tgstation#85166 ## Changelog :cl: fix: Mechs can no longer equip infinite amount of weapons /:cl:
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[NO GBP] You can no longer tear peoples arms off with non-killer clam…
…ps (tgstation#85333) ## About The Pull Request I fucked up when fixing up the code. Oops ## Changelog :cl: fix: You can no longer tear peoples arms off with non-killer clamps /:cl:
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allows implanting TTVs into chest once again (tgstation#85335)
## About The Pull Request TTVs can be implanted into the chest again. They still function inside people, and can be detonated. ## Why It's Good For The Game TTVs were made bulky years ago so you couldn't have a backpack full of bombs. This also had the side effect of implanting bombs into people made impossible because any items with weight above normal can't be implanted You can still implant chembombs now so you should be able to do TTVs as well. Allows for cool hostage scenario RP. TTV implants were always meant to be part of the game ![Screenshot 2024-07-28 155926](https://github.com/user-attachments/assets/71ec283a-c246-420a-b943-fb0f154ccb37) Codewise added a whitelist for heavy items in cavity implant ## Changelog :cl: balance: TTV bombs can be implanted into people's chest once again /:cl:
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Fixes mining MODsuit suit storage (tgstation#85342)
## About The Pull Request Closes tgstation#85332 tgstation#83437 had a copypasting error and ended up giving mining MOD suit storage to loaders instead of mining MODs ## Changelog :cl: fix: Mining MODsuits now can store everything that explorer suits can /:cl:
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Fixed mapload circuit floors not drawing power and deconstructing cir…
…cuit floors not reducing power load (tgstation#85343) ## About The Pull Request Closes tgstation#84923 ## Changelog :cl: fix: Fixed mapload circuit floors not drawing power and deconstructing circuit floors not reducing power load /:cl:
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Fixes some mining mobs not becoming hostile to ashwalker attacks [no …
…gbp] (tgstation#85344) ## About The Pull Request Some mining mobs didn't have signal registrations to respond to ashwalkers breaking the peace. This fixes that by giving all mining mobs a signal listener to being attacked if their AI handler doesn't give them one already. ## Why It's Good For The Game Fixes an exploit where people would drag legion to the ashwalker nest to kill them for free egg spawning because legion don't have a signal listener for being attacked. Future proofs any other mining mobs that might be missing this signal through AI. ## Changelog :cl: Bisar fix: All mining mobs now properly listen to the signals sent by attackers and will respond appropriately. /:cl:
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Making fishing a bit more bearable. (tgstation#85326)
## About The Pull Request Ok, I've had a bit of false memories about fishing being easy. It's actually tough. It also has some issues that I didn't completely understand until very recently. First of all, I thought anything that count as a bait would be good enough for fishing, but it turns attaching a raw meatball doesn't remove dud chances from fishing spots. Having finally played with the feature enough, I came to realize it's quite dumb to have something like that IF you have a bait regardless of quality. We have other ways to handle bait related stuff. Second, I've lowered the time to raise a lobstrosity slightly. Waiting 20 minutes to get an adult one is a tad much if you add in all the prep needed for it. Conversely, I've also increased their feeding frequency. I think they should eat a bit more than once every 15 minutes to survive. 10 should be ok. I've also halved the reproduction timeout for the sludgefish. When I first added it. I didn't take in consideration I'd have later have made it so newly spawned fish would be on cooldown for double the standard duration. The abstract fishing rod that "profound fisher" mobs use now comes with the same omni-bait advanced fishing rods use, so that they can catch all kind of fish with less bad RNG. Buffed the fishing skill a bit. Aquariums that unanchored (except pre-filled ones) and do not auto-connect to plumbing; ferer issues if you were to build one near the toilets. They alo have the 'enable breeding' enabled by default. I've also re-increased the deceleration of the minigame bait. Making the controls less slippery. ## Why It's Good For The Game I've been suffering from some Mandela effect about fishing. It's definitely more challenging when the server isn't shitting the bed. ## Changelog :cl: qol: Aquariums start unanchored and don't autoconnect to plumbing. Their reproduction prevention is also disabled by default. balance: Made it a tad easier to control the bait during the minigame. Buffed the fishing skill. No fishing duds at all when using ANY bait. balance: Chasm Chrabs take less time to grow into Lobstrosities but need food a bit more frequently. balance: "Profound fisher" mobs will have less RNG-dependant time fishing. fix: You can now ACTUALLY interact with other things while fishing if the fishing rod isn't in your active hand. /:cl:
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Added a config to override the def gateway delay for specific start p…
…oints. (tgstation#85341) ## About The Pull Request I've a few gripes with start points and the gateway delay. First of all, there's no way to discriminate peaceful away locations that do not need a with a 30 minutes timegate from the rest. Places like the beach and the museum hardly have anything OP that could tip the scales. Second, none of the awaystart landmarks have identifiers of their own, which means all awaystart landmarks from all away missions are linked under the same destination point datum. This is hardly an issue in the current state where only one map is ever loaded and all maps have only one way in that directs you to one of several locations at least until the gateways are linked, but it's nevertheless something that I have to take care of, since the config requires it. ## Why It's Good For The Game See above. ## Changelog :cl: config: Added a config for specific gateway delays so locations like the beach and the museum don't have to take 30 minutes to become available like the rest. /:cl:
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Replaces my old and crusty pp-95 with the cool new nukeops tech on th…
…e block, smart SMGs (tgstation#85211) ## About The Pull Request ![image](https://github.com/user-attachments/assets/c399db0d-c8b8-4f0e-b20d-e81e153a4fac) ![smart bullet](https://github.com/user-attachments/assets/02af6174-f967-487c-b5ee-90c73300d179) Adds the Abielle Smart-SMG to replace the pp-95 entirely. The Abielle performs nearly identically to the pp-95 in nearly all aspects, doing 0.5 less damage because it's not a projectile modifier on 9mm anymore. What the Abielle does do majorly differently, is give it's bullets a slight homing ability VS whatever you clicked on. This keeps the weapon equally useless to it's predecessor at spraying blindly down hallways, while rewarding careful aim with bullets that slightly track the target. ## Why It's Good For The Game The surplus smg sucks, and I don't mean performance-wise (although it certainly does, that's the idea). The surplus smg sucks because typically you would be better suited using it as a melee weapon due to the inaccuracy and low damage. Making the cheapo "I forgot to buy a weapon" gun practically useless is super punishing especially for newer ops who might not remember to buy a weapon first. The smartgun makes the surplus smg still pretty shit compared to the other nukeops guns that can down a man nearly instantly, but means that reinforcements or broke ass nukeops can still be relatively effective so long as they can click on a spaceman across the screen. ## Changelog :cl: balance: The nukeops surplus smg, the pp-95, has been reworked into the Abielle Smart-SMG. It performs nearly identically to the pp-95, however it's projectiles get a slight homing ability towards whatever you click on. sound: New firing sounds for the surplus smg, credit to the m41 sound effects from tgmc image: New sprites for the surplus smg, made by me /:cl:
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allows to disable sliders again (tgstation#85327)
## About The Pull Request Before the typescript update, the slider element could be disabled without issues, but as the prop was missing, the compiler rejected to accept disabling sliders any longer. This ensures that sliders once again can be disabled as the prop will be accepted and properly forwarded. ## Why It's Good For The Game
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Refactor Stat Panel styles and more TGUI-like appearance (tgstation#8…
…5257) ## About The Pull Request The PR came out a little bigger than I had planned, but creating separate ones for a couple of little things seemed unnecessary to me. Let me start with the most important thing: Stat Panel now scales like TGchat and also looks closer to TGUI! By default, the Stat Panel font size is tied to the chat font size, but this can be changed in a couple of clicks... The rest of the changes are not as big: 1. Stat Panel styles are now more organised 2. The way themes are applied to Byond Skin has been refactored, if someone decides to make a new theme (maybe me), it won't be necessary to copy all the elements 3. NumberInput into the general chat settings tab, was changed to slider 4. Reoder tab buttons changed, they are more compact now 5. With the light theme, chat tabs now have a background when hovering/active tabbing <details> <summary>How it look's like</summary> | New reorder tab buttons | Light Chat tabs | | - | - | | ![image](https://github.com/user-attachments/assets/39194331-b69f-473f-ba82-497a86bbe062) | ![image](https://github.com/user-attachments/assets/6fe22bac-2802-4e03-8095-0633b06a5b03) | </details> <details> <summary>General Preview</summary> https://github.com/user-attachments/assets/7647d584-c2fd-41b2-b2ee-c7ee61569d1f </details> ## Why It's Good For The Game More accessibility for owners of 2/4k monitors Better appearance NumberInput is behaving extremely strangely in chat ## Changelog :cl: add: Stat Panel now scales like a chat, depends on the font size. Defaults from the chat font size, but you can separate it. refactor: Refactored Stat Panel styles and Byond skin theme applying. Stat Panel now looks more like a TGUI /:cl:
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Commits on Jul 30, 2024
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