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24-09 merge #99
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24-09 merge #99
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* Bloodchiller and ling tentacle work with antimagic (#78200) ## About The Pull Request Fixes #78198 Tentacle and bloodchiller had antimagic flags that they inherited from `gun/magic` and were unusable if you had magic immunity. I set those flags to `NONE` ## Why It's Good For The Game Fixes a bug ## Changelog :cl: fix: Changeling tentacle and bloodchiller from xenobio will no longer stop working if you have antimagic /:cl: * Bloodchiller and ling tentacle work with antimagic --------- Co-authored-by: cnleth <[email protected]>
* humpback emergency shuttle (#78021) ## About The Pull Request ![2023-08-31 10 20 06](https://github.com/tgstation/tgstation/assets/70376633/6f372852-cde0-48df-95dd-8d482d43085b) adds that thing has a medbay, brig is at the air supply controls, air supply is there to make sure the shuttle doesnt get depressurized when people go to the outside part to see spess also has a bar also forces a carp shuttle event but it should be usually the passive carp one ## Why It's Good For The Game it could probably bring another cool layout to the shuttle roster ## Changelog :cl: add: humpback emergency shuttle /:cl: --------- Co-authored-by: Time-Green <7501474+Time-Green@ users.noreply.github.com> * humpback emergency shuttle --------- Co-authored-by: jimmyl <[email protected]> Co-authored-by: Time-Green <7501474+Time-Green@ users.noreply.github.com>
* Service borg extra apparatus upgrade (#78077) ## About The Pull Request Adds an upgrade similar to the extra beaker storage for mediborgs to service borgs, which adds an additional drink apparatus (that also doesn't do the weird drink refilling thing) ## Why It's Good For The Game This can allow the service borg to carry a wider variety of drinks, also considering they specialize in chemistry, they should get an apparatus upgrade like mediborgs. ## Changelog :cl: add: Added the service borg "drink apparatus" upgrade, which adds an extra drinking apparatus to the borg, up to a maximum of 5 extra. :cl: * Service borg extra apparatus upgrade --------- Co-authored-by: Teagarden <[email protected]>
* Fixes mortars grinding and juicing (#78212) ## About The Pull Request Mortal and pestle failed to grind items, as the proc passed over the item itself, instead of the reagent holder. This PR fixes that. ## Why It's Good For The Game Its good to have a way to grind some chemicals and fruits without an All-in One Grinder. Fixes #78205 ## Changelog :cl: fix: Mortar and pestle can grind stuff again /:cl: * Fixes mortars grinding and juicing --------- Co-authored-by: Profakos <[email protected]>
* Makes the Haunted Eight Ball work(?) (better?) (#78196) ## About The Pull Request From my recollection the haunted eight ball has been "broken" for like 3 or 4 years. So uh... yea Makes the Haunted Eight Ball actually, like, work good. - Fixes all votes counting to 0 - Fixes votes being reported as their vote key and not a flavor message - Allows ghosts to change their vote - General small code cleanup - Calls parent in topic so stat panel clicks work - Fixes #41718 , again? If it was actually ever fixed, not sure ## Changelog :cl: Melbert qol: Haunted 8-ball no longer requires the ghost orbit the petitioner to submit votes qol: Haunted 8-ball ghosts can now change their vote after submitting it fix: Haunted 8-ball no longer always reports "yes" fix: Haunted 8-ball no longer always reports default "yes", "no", or "maybe" and now gives a proper eight ball response fix: Haunted 8-ball can be picked up via the stat panel /:cl: * Makes the Haunted Eight Ball work(?) (better?) --------- Co-authored-by: MrMelbert <[email protected]>
fixes ritual and makes ashies ashwalker faction
* extends the teleporter comment-out * yeah ok Co-authored-by: OrionTheFox <[email protected]> --------- Co-authored-by: OrionTheFox <[email protected]>
* does the thing * Update wardrobes.dm * Revert "Update wardrobes.dm" This reverts commit 962f9f07fdf108d724cb6136f01ab1c306d9f303.
* Displays the player ranks into the player panel * Player ranks can now be checked without considering the admin bypass
…ing any alt-title (#23533) goo
…619) * Update clothing appearance following species change (#78185) ## About The Pull Request Fixes #78179 Monkey clothes didn't fit following black charged slime transformation (I hate xenobiology) Moved the proc call which updated the clothing appearance from turning into or returning from being a monkey into generic `on_species_gain` on the basis that this would effect any species with weird clothing offsets (such as transforming into a golem from the same source) and we don't want a bunch of specific checks against it. Also I just tidied up that proc a little bit. ## Changelog :cl: fix: Your clothes and such should correctly reposition themselves if a black charged slime extract turns you into a monkey. /:cl: * Update clothing appearance following species change --------- Co-authored-by: Jacquerel <[email protected]>
…rganics [MDB IGNORE] (#23620) * Polymorph belt blacklists several biotypes instead of allowing only organics (#78229) ## About The Pull Request Title; this makes the belt able to morph into _more_ mobs, but _less problematic/abusable_ mobs hopefully. It still only functions on basic/simple_animals, however. ~~Headslugs get a `MOB_UNDEAD` bioflag to prevent morphing into them completely. Though catching a sentient ling slug and morphing everyone into it is funny, it's only funny the first 5 times someone does it. (disclaimer: this is an approximation, i did not actually see a polymorph belt in-game because i currently play miner and like 10 games a week tops) Arguably, this isn't ideal, but it's the closest we get unless we rename `MOB_EPIC` or something into `MOB_SPECIAL` and let that one be the go-to bioflag for mobs we don't want **fun** things happen to.~~ `MOB_EPIC` is now `MOB_SPECIAL`. Headslugs get that. I think the alternative methow could use whatever the gold cores use to determine what to spawn but that would shift the mobs available for the belt even more and I can't be assed to figure out how _much_ of a shift that would be. Dragons or slimes or lavaland mobs would be out, for example. Don't really vibe with that. Fixes headslug's description bit that discerns a sentient slug from an AI one showing up on a dead slug. It can't move while it's dead, no matter its mind/AI. Also adds simple dmdoc comments to the defines to help discern a few of them more easily. Non-quip text suggestions welcome. ## Why It's Good For The Game - Resolves #77756 - Resolves #78227 More mobs available for the funny belt but less _fun_ mobs should allow for more stable use of the damn thing. Arguably, some of the mobs that have been found to be incompatible with the belt are simply lacking a `MOB_ORGANIC` flag, some of them with no apparent reason. However, blacklisting potentially problematic biotypes should be easier to design the unwanted mobs around. Also consistency, less all-ling stations, code clarity. Whatever. ## Changelog :cl: balance: polymorph belt now blacklists mobs that are undead, humanoid, robotic or spiritual (in nature, not religiously), as well as megafauna balance: however, this means that it works with more mobs that it should logically work with, like slimes/bugs/lightgeists etc fix: fixed headslug shenanigans with the polymorph belt hopefully for good this time fix: fixed headslug description mentioning its movement despite the slug being dead /:cl: * Polymorph belt blacklists several biotypes instead of allowing only organics --------- Co-authored-by: Sealed101 <[email protected]>
from TG master
* Safekini Adds the High-Vis Bra to underwear. * Update underwear.dmi
…633) * Stops the Vorpal Scythe harming you even when sated (#78233) ## About The Pull Request As it says on the tin. Fixes tgstation/tgstation#78218 ## Why It's Good For The Game Broke in a recent refactor. ## Changelog :cl: fix: The vorpal scythe is no longer as greedy about you murdering people, and will once again accept striking any living creature to be sated. /:cl: * Stops the Vorpal Scythe harming you even when sated --------- Co-authored-by: necromanceranne <[email protected]>
…[MDB IGNORE] (#23632) * Adds lag compensation for the supermatter zaps and some antagonists. (#78174) ## About The Pull Request Adds delta time scaling for changeling chemical generation, xenomorph plasma generation, xenomorph resin healing (up to 8 seconds per tick to prevent weird instant heal phenomena in extreme cases), and revenant essence generation. This delta time scaling is based on the world's time and the respective subsystem's last fire. This will help keep these generation smooth even when their respective subsystem lags, preventing lag from ruining the antagonists rounds. This can still slow down if the actual world is slowing down, but that's fine because the rest of the world will typically be slowing down proportionately so it's fair. Fixes supermatter zap rate not scaling with its internal energy properly. Ghilker forgot to scale the time reduction by seconds. It should be much faster at higher energy levels, making the transition between 0 and 5 GeV more smooth. Supermatter zap power generation will scale by the world's delta time between the supermatter's last zap, making power generation more consistent even when atmos lags. Also prevents the supermatter zap rate scaling from also scaling the power generation by extreme amounts, keeping it linear and consistent for the first 5 GeV (>5GeV has cringe power multipliers, but I'm going to ignore that for this PR, because I want this to mainly be a consistency thing rather than a balance thing). A 1.5GeV supermatter will be able to generate around 800kW* of power. I forgot exactly what goal of power we want the roundstart SM to produce, so I might change the scale if I find the target power generation. * - By generate 800kW of power I mean the energy the actual zaps contain. Tesla coils don't collect 100% of it. I'll test later to see how much an actual roundstart SM will output to grid (ignoring SMES), and I'll try to keep it as close as possible to what it was before this PR assuming no lag. ## Why It's Good For The Game Subsystems can disproportionately lag a lot more compared to the rest of the subsystems and game. This can ruin antagonist rounds as it can slow their chemicals, plasma or whatever generation grinding to a halt. The delta time scaling will significantly reduce the impact of lag for these antagonists, allowing them to play more normally even while the subsystems their generators run on are lagging. Supermatter zap rate was supposed to fire every 2.5 or something seconds at 1.5GeV according to comments on older commits. I just assume they accidentally forgot to scale their time reduction by seconds, as doing that made it work accordingly. For supermatter zap power generation delta time scaling, kinda same reasoning as for the antagonists. We don't want power generation to stop because atmos ss is being slow. Scaling between the zaps also prevents a nonlinear boost to power generation making it even more absurd at higher energy levels. ## Changelog :cl: balance: Supermatter zap power generation scales with the delta time between its last zaps, preventing faster zapping from scaling power generation to extreme levels. fix: Fixes supermatter zap rate not scaling properly. It should zap much faster at higher energy levels as intended. qol: Changeling chemical generation scales with the world's delta time, making its rate independent of subsystem lag. qol: Revenant essence generation scales with the world's delta time, making its rate independent of subsystem lag. qol: Xenomorph plasma generation and resin healing scales with the world's delta time, making their rates independent of subsystem lag. /:cl: * Adds lag compensation for the supermatter zaps and some antagonists. --------- Co-authored-by: Pickle-Coding <[email protected]>
initial commit
… are obscured (#23603)
…arest integer (#23622)
ok yeah im just taking the old one's shape the new one was bad Co-authored-by: Bloop <[email protected]>
* Update reebe.dmm * Update reebe.dmm --------- Co-authored-by: Bloop <[email protected]>
…l not displaying the ckey of the new admin [MDB IGNORE] (#23635) * Fixes the admin log when adding a new admin from the permissions panel not displaying the ckey of the new admin (#78245) ## About The Pull Request It was just displaying nothing, which was only a mild annoyance, but after tolerating it for a few years, today I've had enough and fixed it. ## Why It's Good For The Game Finally others can know who was added to the team without having `R_PERMISSIONS` themselves. ![image](https://github.com/tgstation/tgstation/assets/58045821/5a945bea-1f1f-4b3d-bd96-c18062cecae4) ## Changelog :cl: GoldenAlpharex fix: The message sent to admins when a new admin has been added via the Permissions Panel will now properly show the new admin's ckey. /:cl: * Fixes the admin log when adding a new admin from the permissions panel not displaying the ckey of the new admin --------- Co-authored-by: GoldenAlpharex <[email protected]>
* Status display: remove scrolling during countdown (#78242) ## About The Pull Request Removes the unnecessary scrolling of the shuttle status during countdown ![image](https://github.com/tgstation/tgstation/assets/83487515/e7771b18-9629-4171-9662-e49a71bb961f) ## Why It's Good For The Game Looks better, less visually distracting ## Changelog :cl: LT3 code: Status display shuttle timer no longer scrolls /:cl: * Status display: remove scrolling during countdown --------- Co-authored-by: lessthanthree <[email protected]>
* Adds lazylist documentation (#78184) ## About The Pull Request I realize that we don't really explain anywhere what a lazylist actually is, and being how important of a tool they are I don't think we should rely on word of mouth for them. So I just added a block comment above the macros that people can read about. (We could totally do `#define LAZYLIST list` and then use it in definitions as `var/LAZYLIST/mylist`, so people can control-click the lazylist part and then see the documentation, but I dunno, whatever.) Feel free to suggest changes of wording, add information, or correct any misinformation. * Adds lazylist documentation --------- Co-authored-by: MrMelbert <[email protected]>
* [no gbp] Ninjas can get credit for placing their bombs (#78228) ## About The Pull Request I made a mistake while refactoring this item. We check if the weakref exists, then blow up the bomb. Destroy nulls our weakref, then we try to resolve it. This obviously doesn't work and so it never succeeds the Ninja's objective. I swapped the order of operations around so now it works. ## Changelog :cl: fix: Ninjas should be correctly credited for using their spider bombs /:cl: * [no gbp] Ninjas can get credit for placing their bombs --------- Co-authored-by: Jacquerel <[email protected]>
…23638) * Fix capture devices allowing mob actions while inside (#78243) ## About The Pull Request This immobilizes and restricts actions from any mob inside a capture device. Players were abusing this exploit to have a capture device in their pocket and being able to launch fireballs at will with chaos magicarp and other fauna. Any device like a soul shard or guardian does not allow the controlled mobs to attack from inside their stored containers. ## Why It's Good For The Game Exploits are bad... m'kay? ## Changelog :cl: fix: Fix capture devices allowing mob actions while inside /:cl: * Fix capture devices allowing mob actions while inside --------- Co-authored-by: Tim <[email protected]>
* Reverts Makes Spacers Taller #76909 (#78195) ## About The Pull Request Reverts Makes Spacers Taller #76909 Spacers are back to "Taller" height rather than "Tallest" ## Why It's Good For The Game Quite simply, I don't like the look of it on humans, the filters really weren't designed to stretch that much. If someone wants another shot at making the spacers taller again they'll probably need to make a new displacement map. I did move it out to a var so downstreams can override it and set their own if they'd like. ## Changelog :cl: Melbert del: Spacers are slightly shorter. They're still taller than other people, just not as much. /:cl: * Reverts Makes Spacers Taller #76909 --------- Co-authored-by: MrMelbert <[email protected]>
cargo doors update
* resprites radioactive nebula shielding (#78226) ## About The Pull Request title. the radioactive nebula shielding has received a glow up - or maybe you're just irradiated! before and after here: ![image](https://github.com/tgstation/tgstation/assets/110322848/fb3c8f19-87e9-4b77-b7a3-fd1f62c67d7f) comes with a new broken state, for when it's sustained too much damage ![image](https://github.com/tgstation/tgstation/assets/110322848/2ad4af91-35db-4071-986c-1ed5d7b67913) also, here's the animation for it, took way too long to put this together ![nebulashield](https://github.com/tgstation/tgstation/assets/110322848/1091c6cf-a2d9-4139-82f9-8a371959f296) ## Why It's Good For The Game when the radioactive nebula event happens, the engineers have to put one of these big machines together, as it becomes a big part of their job to maintain it. certainly it could stand to look as cool and important as it is! ## Changelog :cl: CoiledLamb, Time-Green image: resprites the radioactive nebula shielding /:cl: --------- Co-authored-by: Time-Green <7501474+Time-Green@ users.noreply.github.com> * resprites radioactive nebula shielding --------- Co-authored-by: Lamb <[email protected]> Co-authored-by: Time-Green <7501474+Time-Green@ users.noreply.github.com>
* seedling basic mobs (#78224) ## About The Pull Request this is a mob that was removed from the game since years ago. this pr refactors them and readds them to the game. seedlings now can have different colored petals! ![petalcolors](https://github.com/tgstation/tgstation/assets/138636438/7c657c49-9186-4563-a93f-eba35e335ce9) to obtain this monster, botany can now grow them out of 'seedling' seeds that they can find in the exotic seeds crate. this mob loves to help all plants and when its grown out of the seed, it will help the botanists look after their plants. it can water plants (if it finds a bucket), remove weeds and remove dead plants. they will also use their solarbeam ability to provide small healing to damaged plants. it will try to refill its bucket with water if there is a water source near by. it will also follow the orders of whoever harvested it. ![plantbotany](https://github.com/tgstation/tgstation/assets/138636438/4cde0613-0869-4fea-8851-2e6f4680d9d7) traitors can buy a seed from the uplink that grows an evil version of the seedlings, they can command them to attack people and use abilities and to cause chaos on the station. ## Why It's Good For The Game refacotrs the seedlings into basic mobs ## Changelog :cl: refactor: seedlings have been refactored into basic mobs please report any bugs add: seedlings now can have different colored petals and can look after botanys plants add: seedlings are re-added to the game! they grow out of seedling seeds obtainable from exotic seed crates or traitor uplink /:cl: * seedling basic mobs --------- Co-authored-by: Ben10Omintrix <[email protected]>
…ayload dispersion [MDB IGNORE] (#23856) * clown bomb payload is now properly named and somewhat better summon payload dispersion (#78458) ## About The Pull Request renamed clown bomb payloads and gave them a description so they arent just "badmin payload" also spawn_and_random_walk now has an option to walk in diagonals too ## Why It's Good For The Game ![2023-09-20 06_54_12-Window](https://github.com/tgstation/tgstation/assets/70376633/077497c5-9f32-4e5f-af1b-51a2ade890f8) ## Changelog :cl: fix: clown bomb payload is no longer named badmin payload and no longer disperses clowns in cardinal directions only /:cl: --------- Co-authored-by: Jacquerel <hnevard@ gmail.com> * clown bomb payload is now properly named and somewhat better summon payload dispersion --------- Co-authored-by: jimmyl <[email protected]> Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Fixed several Foodening taste issues. (#78481) ## About The Pull Request Fixes a number of issues with taste that arose from the Foodening: - Foods with special `check_liked` callbacks were having these thrown out without effect. This made food with special "liked" conditions get ignored - for example, security lizards didn't like donuts anymore. - Ageusia was completely ignored when determining taste reactions (the entire point of the quirk!). - Foods with a toxic ingredient still gave the normal toxic reaction, but would not always show up as inedible on examine if they were very complex or had several liked foodtypes. These issues have been fixed through a rewrite of the `get_perceived_food_quality()` proc - all relevant checks are now made within this proc rather than some coming before (and being partly discarded). Food quality checks take on the following hierarchy: `silver slime toxicity > check_liked > toxic foodtypes > ageusia > liked + disliked foodtypes` - **Silver slime toxicity** is about the same as before, except it will return a toxic result early if the eater is not a jellyperson, or increase the perceived quality by 2 if they are. - **check_liked** will return early with a value based on the result of the callback: -8 (toxic) if toxic, -2 (disliked) if disliked, and 2 (a nice meal) if liked. As before, these ignore all further foodtype calculations. - **Toxic foodtypes** will return the toxic threshold if present. - **Ageusia** will always return 0 - you can't taste anything, so if it doesn't poison you it tastes completely neutral. - **Liked + disliked foodtypes** are how things already work - save for toxic foodtypes no longer being needlessly factored into the math. As part of unifying two disparate sets of checks, perceived food quality of -8 or lower now gives the toxic reaction rather than the disliked one. This threshold would be incredibly difficult to reach via disliked food alone, requiring four different disliked foodtypes at once in a non-handcrafted food. This could potentially be set to a less extreme value, like -4, if you wanted disliked-enough food to act as toxic - but, as this would be a minor balance change, I haven't done that here. Finally, as a miscellaneous change, a vestigial "fraction" field has been removed from the invocation of check_liked - this was not used, and was inconvenient for the rewritten code. ## Why It's Good For The Game Restores several features that were lost or muddled in the Foodening, and should not have been. Note that, while this change generally preserves old behavior, it diverges somewhat from the _intended_ design of the Foodening. Namely, toxic foodtypes will _always_ give the toxic disgust/moodlet (unless superseded by the above hierarchy), rather than being weighed against the other foodtypes. I personally think this is fine, as I disagree with the notion that wrapping poison in nice ingredients will make them edible. ## Changelog :cl: fix: Foods that have special conditions for liking/disliking them (such as donuts for sec officers) have these conditions again. fix: Characters with ageusia properly ignore non-toxic food types that they eat. fix: If you examine toxic food, it can no longer appear to you as edible. /:cl: * Fixed several Foodening taste issues. --------- Co-authored-by: lizardqueenlexi <[email protected]>
…23860) * Fix ghosts/godmode mobs causing supermatter resonance (#78492) ## About The Pull Request Adds the incorporeal/godmode check to living mob interactions with the supermatter. Already in hand_hit() but there are other procs that can be triggered as well. ## Why It's Good For The Game Ghost animals, revenants, mobs with godmode enabled should not cause supermatter resonance messages when interacting with it. Fixes tgstation/tgstation#78490 ## Changelog :cl: LT3 fix: Ghosts and godmode mobs will no longer create resonance when touching the supermatter crystal /:cl: * Fix ghosts/godmode mobs causing supermatter resonance --------- Co-authored-by: lessthanthree <[email protected]>
* Dusting Poly causes a power surge * Update _event.dm --------- Co-authored-by: lessthanthree <[email protected]>
* Update cargodiselost.dmm * Update cargodiselost.dmm
* Makes some better use of passtable_on / off (#78487) ## About The Pull Request Flicking the passtable flag has a helper to avoid accidentally overriding passtable from another source. A few places don't use it, which makes it plausible you're removing the flag when you shouldn't be. So I just went through a few places I noticed setting it directly and made it use the helper. ## Changelog :cl: Melbert fix: Maybe fixes some weird occurrences where you lose the ability to pass over tables when you shouldn't, and visa versa /:cl: * Makes some better use of passtable_on / off --------- Co-authored-by: MrMelbert <[email protected]>
* Basic Mob Brimdemon (#78424) ## About The Pull Request Fixes #71330 The brimdemon was basically already perfect (well, it has a novel means of attacking) so I didn't get too fancy with this one, it's _largely_ just a straightforward conversion. Following this change it's a little slower to back off, but better at lining up with people in order to blast them. Additionally, its beam is now a mob ability so you can give it to other mobs if you so desire. Because I can't help doing a _little_ tinkering, Brimdemons now explode 2.5 seconds after they die, after a brief warning animation. ## Why It's Good For The Game Simple mobs must die ## Changelog :cl: add: Brimdemon corpses release an explosion shortly after death, just to keep you on your toes. refactor: Brimdemons now use the basic mob framework which (should) improve their pathfinding somewhat. Please bug report any unusual behaviour. admin: The brimdemon's beam ability can be given to any mob, for your Binding of Isaac event /:cl: * Basic Mob Brimdemon * Modular --------- Co-authored-by: Jacquerel <[email protected]> Co-authored-by: Giz <[email protected]>
* First go, should be all set. * Adds SKYRATS additions Co-authored-by: GoldenAlpharex <[email protected]> * code markings * modular code markings Co-authored-by: GoldenAlpharex <[email protected]> * modular code markings Co-authored-by: GoldenAlpharex <[email protected]> * shuffle socks and undershirt color Co-authored-by: GoldenAlpharex <[email protected]> * adds a space and sanitizes Co-authored-by: GoldenAlpharex <[email protected]> * various comment and modular fixes * more spacing Co-authored-by: GoldenAlpharex <[email protected]> * more spacing Co-authored-by: GoldenAlpharex <[email protected]> * various spacing fixes Co-authored-by: GoldenAlpharex <[email protected]> * variable comment Co-authored-by: GoldenAlpharex <[email protected]> * Fixes a dumb oversight * fixes the return list. * converts the bras properly * Apply suggestions from code review Co-authored-by: GoldenAlpharex <[email protected]> * fixes the overlaying issue. * Apply suggestions from code review Co-authored-by: GoldenAlpharex <[email protected]> * adds the space Co-authored-by: GoldenAlpharex <[email protected]> * adds the descrptiors to changling vars * Fixes a small oversight * hard resolves the conflict by merging safekini * Removed a duplicated proc * Reverted Baby-Doll to Babydoll (for simplicity in the future) * Implement the migration for bras from the various sources it could come from Also cleans up some of the code in that file, so that should help nicely. * Fixed the bikini underwear update * Fixed issue with migrating the safekini * sets the binder to be a bra. * disables the bra as a undershirt --------- Co-authored-by: GoldenAlpharex <[email protected]> Co-authored-by: GoldenAlpharex <[email protected]>
* Allows admins to overrule God (#78429) ## About The Pull Request Adds a "manage religious sect" verb to the "game" menu of the admin panel. It can be used to assign the chaplain's sect if they haven't picked one yet, or reassign it (to a different one, or to nothing) if they already have. This is likely mostly going to be used for ahelps where someone misclicks or suddenly logs off and wants to be replaced by a different chaplain with different ideas. ## Why It's Good For The Game Admins asked me to make it ## Changelog :cl: admin: Admins can now reset or modify the chaplain's sect from a UI panel /:cl: * Allows admins to overrule God * Updates modular to use the reset signal for nulling the altars instead --------- Co-authored-by: Jacquerel <[email protected]> Co-authored-by: Giz <[email protected]>
* Fixes Epinephrine Healing (#78479) ## About The Pull Request As described in #78474, epinephrine wasn't properly updating health when it healed people in crit. This meant that people stayed in crit despite not being damaged enough to reach the crit threshold (at least until something else updated their health). This fixes that. Closes #78474. ## Why It's Good For The Game Epinephrine should actually get people out of crit. ## Changelog :cl: fix: Epinephrine will now update health properly. /:cl: * Fixes Epinephrine Healing --------- Co-authored-by: GPeckman <[email protected]>
* basicmob clowns (#78448) ## About The Pull Request this is a mostly 1 to 1 port of simpleanimal clowns to basicmob clowns this means they have 1 more brain cell and they waddle https://github.com/tgstation/tgstation/assets/70376633/0c5f01c7-fea2-4d8c-9fc1-764c1557e1b8 ## Why It's Good For The Game ![image](https://github.com/tgstation/tgstation/assets/70376633/f92c85ea-33f2-4cf3-858f-103c0958ff97) ## Changelog :cl: refactor: clowns are basicmobs now /:cl: --------- Co-authored-by: san7890 <the@ san7890.com> Co-authored-by: Jacquerel <hnevard@ gmail.com> * basicmob clowns --------- Co-authored-by: jimmyl <[email protected]> Co-authored-by: san7890 <the@ san7890.com> Co-authored-by: Jacquerel <hnevard@ gmail.com>
* Fix supermatter surge randomness [NO GBP] (#78488) ## About The Pull Request Fixes the event introduced in tgstation/tgstation#78244 not properly picking a severity as expected. ## Changelog :cl: LT3 fix: Fixed supermatter surges always being the lowest severity /:cl: * Fix supermatter surge randomness [NO GBP] --------- Co-authored-by: lessthanthree <[email protected]>
…ers [MDB IGNORE] (#23870) * adds crushed can, jelly doughnut, and shipping container random spawners (#78444) ## About The Pull Request i got bored so i made some new spawners, mainly for mappers but maybe an admin will use them too. pics here: ![image](https://github.com/tgstation/tgstation/assets/110322848/2cd121dc-6fa6-46fd-bd9f-4cab72ead9c7) firstly, this adds crushed can spawners, for if you want a random crushed can sprite in your map, and don't really care which it is. if you _do_ care, however - you can set the var/random_icon field on one of these to 0, in your copy of strongdmm. then just change the icon state to whatever specific can design you'd like it to be (ie: "wellcheers") here you can see a few of them in action ![image](https://github.com/tgstation/tgstation/assets/110322848/9fa3e210-e979-42c7-8f8c-d155ca2fe9bb) secondly, this adds doughnut, jelly doughnut, and slime jelly doughnut spawners - pictured below these use a weighted list based on flavor - more down to earth flavors are more common, while more interesting and unique flavors like bungo and blumpkin are a bit rarer. ![image](https://github.com/tgstation/tgstation/assets/110322848/31cf6677-9f4b-40d0-91f0-bcdd59803e74) thirdly, this adds a shipping container spawner. this one uses a weighted list so the super obvious syndi corps are rare, less obvious ones are less rare, and regular corporate ones are common. here you can see a few. ![image](https://github.com/tgstation/tgstation/assets/110322848/8a8731e7-f6fc-4b91-9680-5b6b93619430) ## Why It's Good For The Game more flexibility for mappers, more dynamic spawns... what's not to love? ## Changelog :cl: not player facing /:cl: --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * adds crushed can, jelly doughnut, and shipping container random spawners --------- Co-authored-by: Lamb <[email protected]> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* asdfghjk * Update modular_skyrat/modules/clock_cult/code/scriptures/_scripture.dm Co-authored-by: GoldenAlpharex <[email protected]> --------- Co-authored-by: GoldenAlpharex <[email protected]>
… random one [MDB IGNORE] (#23875) * Hemostat/cautery steps now heal their targetted bodypart instead of a random one (#78380) ## About The Pull Request Title summarizes all. ## Why It's Good For The Game Fixes #48432 @ Sealed101 ## Changelog :cl: distributivgesetz fix: Clamping/closing a wound should now heal the bodypart that was damaged instead of a random one. /:cl: * Hemostat/cautery steps now heal their targetted bodypart instead of a random one --------- Co-authored-by: distributivgesetz <[email protected]>
…onger emissive. [MDB IGNORE] (#23876) * Fixes beams rendering below mobs by default. The fishing line is no longer emissive. (#78170) ## About The Pull Request That of beams being layered below mobs has been a minor issue ever since that mess that is FoV was implemented (with the exception of chain lighting of the 'lighting' holoparasite type). I'm changing the plane of beams to GAME_PLANE_UPPER_FOV_HIDDEN along a couple other things. ## Why It's Good For The Game Re-read the above section, also fishing lines shouldn't generally glow in the dark like very thin lightsabers, and them being layered below mobs has always been a peeve to me. ## Changelog :cl: fix: Fixed beams rendering below mobs by default. fix: The fishing line beam is no longer emissive (it doesn't glow in the dark). /:cl: --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com> * Fixes beams rendering below mobs by default. The fishing line is no longer emissive. --------- Co-authored-by: Ghom <[email protected]> Co-authored-by: Zephyr <12817816+ZephyrTFA@ users.noreply.github.com>
… IGNORE] (#23878) * Fix secret documents steal objective failing while inside folder (#78521) ## About The Pull Request Fixes #67318 Secret documents inserted into a folder would result in failure. This was frustrating for people who kept the original folder it was spawned in. It has now been fixed properly. ## Why It's Good For The Game Greentext is good. ## Changelog :cl: fix: Fix secret documents steal objective failing while inside folder. /:cl: * Fix secret documents steal objective failing while inside folder --------- Co-authored-by: Tim <[email protected]>
* Adds some extra flags and args to electrocute_act * Update carbon_defense.dm * Update carbon_defense.dm --------- Co-authored-by: nikothedude <[email protected]> Co-authored-by: Bloop <[email protected]>
* Ephedrine small nerf (#78158) ## About The Pull Request Nerfs Ephedrine so you can get hand spasms when using 100% purity Ephedrine ## Why It's Good For The Game Pure Ephedrine in its current state is really strong, easy to make and has negligible downsides, This aims to tackle that ## Changelog :cl: balance: Makes it so Ephedrine spasms have a 10 * (1.5 - purity)% chance per second to happen, Adding a downside to pure Ephedrine /:cl: * Ephedrine small nerf --------- Co-authored-by: starrm4nn <[email protected]>
* Added the Hippocrates bust to medbay heirlooms (#78121) ## About The Pull Request Remade from #77961 because coders dont like bloat in prs Added the Hippocrates bust to medbay heirlooms. Paramedics don't get one. You can now swear the Hippocratic oath with these busts! It'll give you pacifism but nothing else. The process is reversible. There's a very small chance that the Hippocrates bust was once wielded by a certain German doctor. This chance is increased for coroner heirlooms. ## Why It's Good For The Game > Added the Hippocrates bust to medbay heirlooms. Paramedics don't get one. I got this idea and I just couldn't get it out of my head, it's too funny. Paramedics don't get one because they're powergamers and laugh at the Oath, and also it doesn't feel like a paramedic thing. > You can now swear the Hippocratic oath with these busts! It'll give you pacifism but nothing else. The process is reversible. This is just a little fun thing you can choose to do, i think it'd be cute to see doctors swearing the oath in medbay. Plus it's reversible which can be even funnier depending on the occassion. > There's a very small chance that the Hippocrates bust was once wielded by a certain German doctor. This chance is increased for coroner heirlooms. We DO already have precedent for references with the entrenching tool after all. The buff isn't all that special in reality, getting a medical hud while in your hand is... basically irrelevant for the roles that literally spawn with a med hud? It's just for accuracy and rule of cool's sake. ## Changelog :cl: add: Added the Hippocrates bust to medbay heirlooms. Paramedics don't get one. add: You can now swear the Hippocratic oath with these busts! It'll give you pacifism but nothing else. The process is reversible. add: There's a very small chance that the Hippocrates bust was once wielded by a certain German doctor. This chance is increased for coroner heirlooms. /:cl: --------- Co-authored-by: Arturlang <24881678+Arturlang@ users.noreply.github.com> * Added the Hippocrates bust to medbay heirlooms --------- Co-authored-by: carlarctg <[email protected]> Co-authored-by: Arturlang <24881678+Arturlang@ users.noreply.github.com>
…MI [MDB IGNORE] (#23879) * Changelings can now speak through their decoy brain if placed in an MMI (#78342) ## About The Pull Request - If a changeling's decoy brain is placed in an MMI, they will now be prompted to speak through it. - They can speak through the decoy even if incapacitated or dead (or fake-dead). https://github.com/tgstation/tgstation/assets/51863163/804bd48a-c4b8-4feb-b021-019ea70e4b8e ## Why It's Good For The Game The oft-controversial ling MMI test has been brought up time and time again so I figure I throw my cards in for a solution. We want as few ways as possible for people to hard and fast discover whether someone is an antag, especially changling which is supposed to revel in paranoia. This soft-patches out a big way, the MMI test, in which you place a ling's brain in an MMI to determine if it's vestigial and therefore, a ling. Now the ling player can provide some benefit of the doubt by speaking through the brain as normal, appearing active while actually in their body still. ## Changelog :cl: Melbert add: Changelings can now speak through their decoy brain if it is placed in an MMI, to maintain the illusion they are actually dead and have been debrained. /:cl: * Changelings can now speak through their decoy brain if placed in an MMI --------- Co-authored-by: MrMelbert <[email protected]>
…882) * Syndicate Modsuit AI's can now understand codespeak (#78523) ## About The Pull Request Fixes #78455 Syndicate AI's is now granted the codespeak language on spawning. ## Why It's Good For The Game fixes.... le good? ## Changelog :cl: fix: Syndicate Modsuit AI's now downloads the current codespeak book upon being downloaded. /:cl: * Syndicate Modsuit AI's can now understand codespeak --------- Co-authored-by: Singul0 <[email protected]>
* Fixes Birdshot's recycler being improperly rotated (#78522) ## About The Pull Request Fixes #78518. ## Why It's Good For The Game **CROTATE** ## Changelog :cl: Vekter fix: Fixes Birdshot's recycler being turned the wrong direction. /:cl: * Fixes Birdshot's recycler being improperly rotated --------- Co-authored-by: Vekter <[email protected]>
…y role beforehand. [MDB IGNORE] (#23874) * Prevents players from getting antagonist if they can't qualify for any role beforehand. * Update job.dm --------- Co-authored-by: Watermelon914 <[email protected]> Co-authored-by: Bloop <[email protected]>
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