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06-10 merge #107

Merged
merged 49 commits into from
Oct 6, 2023
Merged

06-10 merge #107

merged 49 commits into from
Oct 6, 2023

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Iajret
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@Iajret Iajret commented Oct 6, 2023

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SkyratBot and others added 30 commits October 6, 2023 16:51
…_life() (with unit tests!) [MDB IGNORE] (#24087)

* A thorough audit of damage procs and specifically their use in on_mob_life() (with unit tests!)

* Modular changes--bonus, removes a bunch of completely unused code signals code that was taking up resources needlessly

---------

Co-authored-by: Bloop <[email protected]>
…DB IGNORE] (#24085)

* Fixed spritesheet images for sprite accessories with no icon_state (#78710)

## About The Pull Request

Some sprite accessories (such as bald and shaved) do not have icon
states, and these are stored as nulls in the GLOB lists. When generating
sprite sheets, nulls were simply returning the basic head icon without
scaling it in the same manner as the other sprites were scaled.

Old:

![Before](https://github.com/tgstation/tgstation/assets/16478175/e095dd8b-2fc2-4f7b-a176-7f0684629428)

New:

![after](https://github.com/tgstation/tgstation/assets/16478175/ea5b4583-58c5-42de-b5ea-367661ebb9e9)

## Why It's Good For The Game

Having some hairstyles be scaled differently in the spritesheets looks
bad.

## Changelog

:cl:
fix: Some icons for selecting character preferences are no longer scaled
incorrectly.
/:cl:

Co-authored-by: Cruix <discoveryian2@ gmail.com>

* Fixed spritesheet images for sprite accessories with no icon_state

---------

Co-authored-by: Cruix <[email protected]>
Co-authored-by: Cruix <discoveryian2@ gmail.com>
…(#24086)

* Paper bins behave properly when dumping their contents. (#78702)

## About The Pull Request

Fixes #78696

`dump_contents()` for paper bins was never updated to match the refactor
in #69586. This meant that it didn't work at all, dumping only
initialized sheets of paper and not removing references to them from the
bin itself. Most tangibly, this means that cutting open a natural bundle
of paper deletes all of the paper along with the object.

The paper bundle problem is now fixed. I don't know if there's actually
any way for a regular paper bin to dump its contents, but it works
properly regardless.
## Why It's Good For The Game

Dumping the contents out of something should dump the contents out of
that thing.
## Changelog
:cl:
fix: Cutting open a hand-pressed paper bundle no longer deletes all of
the paper.
/:cl:

* Paper bins behave properly when dumping their contents.

---------

Co-authored-by: lizardqueenlexi <[email protected]>
* Revamps the Beach away mission (#78568)

## About The Pull Request

The beach has been revamped - it is no longer ancient and looks and
feels much, much better.

![image](https://github.com/tgstation/tgstation/assets/84548101/556dd804-55a7-40ea-8955-c094ea63ccfd)

![image](https://github.com/tgstation/tgstation/assets/84548101/2f4572da-9ebf-43d2-b449-8b92046b66b0)

![image](https://github.com/tgstation/tgstation/assets/84548101/bf609d1b-60d7-4d33-9812-18ef0492b6fd)

![image](https://github.com/tgstation/tgstation/assets/84548101/00e6f360-9a5c-45a6-a6e5-a3d11697c0a6)

![image](https://github.com/tgstation/tgstation/assets/84548101/02d906f1-a2f3-4f7c-bec3-c9f811b1d52d)

## Why It's Good For The Game

The beach's map has been masssively improved - it no longer is just a
few square rooms on a beach, having a lot more to do and interact with.

- A fully new hotel area has been added for MRP purpouses, gimmicks and
a medical area.
- Fishing poles and fishing toolboxes can be found scattered around to
catch some tropical fish
- All Terrain Vehicles and a dressing room have also been added
- The bar and kitchen area has been significantly expanded to fit with
modern TG's cooking
- An arcade and Space Cola quiosk have also been added
- The place, in general, looks a lot better

## Changelog
:cl: Fazzie
add: A lot of new content has been added to the beach away mission
qol: It also looks substantially better, too!
/:cl:

* Revamps the Beach away mission

---------

Co-authored-by: Fazzie <[email protected]>
* Kudzu is destroyed by storms (#78700)

## About The Pull Request

Kudzu is destroyed if it's in a turf affected by an active ash, snow, or
void storm.
Additionally it won't attempt to spread onto open chasms or lava, just
to save us some time on creating atoms which will be destroyed seconds
later.

_**Additionally**_ it won't attempt to spread over open space. This
prevents orphaned "levitating" kudzu which is a really unecessary pain
in the ass to deal with, especially over large gaps like the tram
interstitial tunnels.

If the Kudzu infestation gets too bad indoors, simply hire a trained
shrub management technician (void heretic) to fumigate your entire
station.

## Why It's Good For The Game

Kudzu growing on lavaland can be a massive pain in the ass to remove,
creates hundreds of processing structures, and doesn't really benefit
the game at all. Now it is unlikely to survive there for extended
periods of time.
Same for the surface of Icebox. This doesn't do anything about kudzu on
the lower levels of icebox, but you can't win them all.

## Changelog

:cl:
balance: Kudzu will now be destroyed by adverse weather.
balance: Kudzu will no longer spread over holes.
/:cl:

* Kudzu is destroyed by storms

---------

Co-authored-by: Jacquerel <[email protected]>
* Adds some solars stuff to the derelict (#78680)

## About The Pull Request

Makes the derelict a slightly less shitty place

## Why It's Good For The Game

It is not as terrible anymore. Still mostly terrible, but at least
there's more power.

## Changelog

:cl: Fazzie
add: Added a budget solar crate to the derelict teleporter room
add: Added a solar panel control to the north derelict solar
qol: The derelict's AI coridoor is now shorter and prettier
/:cl:

* Adds some solars stuff to the derelict

---------

Co-authored-by: Fazzie <[email protected]>
… [MDB IGNORE] (#24071)

* Ashwalkers team stores players_spawned via ckeys rather than keys now

* Update mining_roles.dm

---------

Co-authored-by: Bloop <[email protected]>
…B IGNORE] (#24069)

* Fix organs having no DNA and become bloody when violently removed

* Update surgery.dm

---------

Co-authored-by: Tim <[email protected]>
Co-authored-by: Bloop <[email protected]>
…dom [MDB IGNORE] (#24088)

* Fixes Lazy Templates fucking over cables, pipes , and shuttles at random (#78622)

## About The Pull Request

See title.
## Why It's Good For The Game

If a lazy template is loaded AFTER roundstart it doesn't get included
into the global init procs, because that work is offloaded into a
subsystem
LINDA runtimes are bad, null.archive() runtime be gone.
## Changelog
:cl:
fix: The Syndicate have fired their previous construction company after
poor results in recent outposts.
/:cl:

* Fixes Lazy Templates fucking over cables, pipes , and shuttles at random

---------

Co-authored-by: Zephyr <[email protected]>
…at [MDB IGNORE] (#24091)

* Fix butchered and gibbed mobs to transfer reagents and diseases to meat (#78454)

## About The Pull Request
Fixes #78386
Fixes #60352

Butchering monkey meat or gibbing mobs will now properly transfer all
reagents and diseases to the byproducts.

## Why It's Good For The Game
More realism is nice.

## Changelog
:cl:
fix: Fix butchered monkeys to transfer reagents and diseases to meat
/:cl:

---------

Co-authored-by: Jacquerel <hnevard@ gmail.com>

* Fix butchered and gibbed mobs to transfer reagents and diseases to meat

---------

Co-authored-by: Tim <[email protected]>
Co-authored-by: Jacquerel <hnevard@ gmail.com>
…d replaces basically everything related (#23424)

* oh yeah oh woag

* maybe we can make uncommon into that

* gunnenshooter

* hard work work

* just now realised i forgot inhands

* inhands and worn

* soundsmith tf2

* does the rifles

* puts some of the pistol suppressor images in

* awawawa

* shotgun override apparently

* pistola

* grendae launcher

* dont forget the evil one too

* yeah lets fix that

* oops

* now lets see what kind of errors compiling gives us

* should hopefully be all the compile errors

* i understand morbius now

* surely it will work now

* fixes shrapnel grenades runtiming

* also fixed grenade rangefinding

* how'd I mess thta up

* fixes various issues

* granata!!!

* haha surely this will gow ell

* should fix the grendades for real

* opening this pr then dropping dead

* uhhh fixes some stuff i think?

* armory stuff

* random mapping things pt 2

* blehh :3

* fixes it forever and ever

* whar??

* turns out that needs a tweak

* curious

* that'll work 4 sure now

* fixes vr

* come on over wont you sway with me

* mhm yup

* should hopefully be all that's it?

* missing icons

* makes the rifle more expensive

* makes the smg a little less awful feeling

* dollar store suppressors, just a week away

* mmsmrmmrsgg

* lets the shotguns actually be sawn off

* the propaganda

* hey thats important

* sprite error  (comical)

* gives the casings custom materials for printing

* i love code ordering

* 'lets just be safe' ifies the weight classes of mags and ammo boxes

* reworks the sol defense selection a bit

* Update modular_skyrat/modules/ammo_workbench/code/design_disks.dm

Co-authored-by: GoldenAlpharex <[email protected]>

* act three

* defines

* undefine

* restores the clothing

* some stuff part 3

* fixes the outfit guns not existing

* adjusts firerates and grenade launcher sprites

* fixes .35 sol revolvers??

* slightly un-nerfs the rifle firing rates

* makes the revolver jus tuse the normal sound

* makes the pistol case the right path

* its a machinegun!

* slight little tiny tweaks

* british weather service

* puts the blueshield gun box in their locker

* makes rifle less lethals a bit more normal

* slightly changes the smg burst and firerate

* the pepperball had raygun

* pepperball caliber

* forgot to push the include

* i love testmerges

* revolver sillies

* makes the kiboko's examine_more not just the rifle's

* smallens the eland and enlargens the cost of the kiboko

* lets change the machinegun a bit too why not

* gfl larp (real)

* fixes modular armory templates

* lets cases be ordered dont worry about the other stuff

* makes the takbok say its from the right company

* makes sawn off shotgun suppressors visibile

* those aren't used at all

* tweaks some of the rifle sprites

* shortens the shotgun a bit

* puts the pixel shifting out of initialize to make certain things work b

* granata!!!1!!!

* large number of weapon and ammo tweaks

* windup autofire seems broken somehow?

* fixes the inhands

* outfit sanity

* .40 armor piercing ammo box name correction

* removes var that doesnt exist anymore

* .40 armor piercing rework

---------

Co-authored-by: GoldenAlpharex <[email protected]>
Co-authored-by: GoldenAlpharex <[email protected]>
…eir cooldown expires [MDB IGNORE] (#24093)

* Makes dep. order consoles alert the department over radio whenever their cooldown expires (#78703)

## About The Pull Request

Title.
## Why It's Good For The Game

A lot of the time, order consoles go unused. I think this is because
people just don't actually know when taking the trip to the console,
even if its, like, 2 feet away, is worth it. Seeing this lil blurb will
make people go "oh hey I can get something free now" and go get said
free thing.

Also, feedback is good.
## Changelog
:cl:
qol: Departmental order consoles now alert their department via radio
when their cooldown expires
/:cl:

* Makes dep. order consoles alert the department over radio whenever their cooldown expires

---------

Co-authored-by: nikothedude <[email protected]>
* Fixes display of appearance type in VV (#78725)

## About The Pull Request

Appearance vars are awful to detect. They have a type var you can
access, for an appearance the value of this var is `/image`. However
`istype(appearance, /image) == 0`. This is good enough for
identification, you might think this just means detecting appearance
would be something like `if(thing.type == /image && !istype(thing,
/image))`, but there's a problem with this: `istype(appearance, /datum)
== 0`. For that matter it seems like all istypes that check if an
appearance is some type fail, so you can't know that it's safe to access
the `.type` var to do that earlier combined check.

Now we get into magic territory, `istype(new /image, appearance) == 1`.
I have no clue internally why this is the case but it seems to be unique
to appearances, and so can be used to identify them from a previously
unknown var. You have to rule out that the thing you're checking is a
path, it would pass the check if the value were `/image` then, but this
is simple enough.

I hate having to know all this, so now you know this too.

:cl: ninjanomnom
admin: Appearance vars in VV now display instead of being left blank
/:cl:

* Fixes display of appearance type in VV

---------

Co-authored-by: Emmett Gaines <[email protected]>
* Basic Mob Raw Prophet (#78733)

## About The Pull Request

Might as well start on these now, should be easy enough.
The Raw Prophet actually comes with a couple of new components.

The `wheel` element is sort of like the `waddling` element in that you
give it to any movable atom to have it move like a raw prophet.

![dreamseeker_3qacWEKYQQ](https://github.com/tgstation/tgstation/assets/7483112/d5e1b0b9-79f7-4272-9c88-a21fee049e5f)
Whee!

The focused attacker component can be attached to any mob or item and
causes it to escalate its damage every time you attack the same target.
I'll be honest I consistently forget that the Raw Prophet does this.

The ones in the Ruin have the blinding gaze attack inherited from
Watchers instead of the point-target Blind spell in order to ensure that
you can actually "dodge" it.
I tried to make it jaunt if it got stuck but ran into too many problems.
Another time.

## Why It's Good For The Game

I do this to relax now.

## Changelog

:cl:
refactor: Raw Prophets now use the basic mob framework. Please report
any unusual behaviour.
/:cl:

* Basic Mob Raw Prophet

---------

Co-authored-by: Jacquerel <[email protected]>
* Adds tongs (#78698)

## About The Pull Request

![dreamseeker_6nkq7xbypa](https://github.com/tgstation/tgstation/assets/7483112/60f86b9d-a5aa-4630-8ab4-8956b2e44665).

Adds tongs, as requested on the [Official TGStation13
Forums](https://tgstation13.org/phpBB/viewtopic.php?f=9&t=33026)
Tongs can be used to pick up food from two tiles away, and feed it to
people who are two tiles away.
You can also use them while in your hand to snap them together like a
crab, or use them to harmlessly pinch people who are up to two tiles
away.

Tongs are available from the kitchen's dinnerware vendor, the autolathe,
and the service lathe.

## Why It's Good For The Game

You can feed people from across a counter, without touching the food and
spreading your germs to them.

## Changelog

:cl: Coded by Jacquerel, Sprited by Dalmationer
add: Added tongs to the kitchen, which you can use to manipulate food
from further away
/:cl:

* Adds tongs

---------

Co-authored-by: Jacquerel <[email protected]>
* Converts cursed heart effect into a component. (#78554)

## About The Pull Request

Fixes #58401
Fixes #58799
Fixes #58800

Converts the manual heart-beating effect of the cursed heart into a
component.

Behavior has mostly been maintained, but polished a bit as compared to
the original cursed heart. Most notably, the action for beating your
heart is now a cooldown action - providing a visual indicator of when
you can beat it again, rather than leaving you guessing. Some better
checks have also been put in place for edge cases such as having your
species changed.

Implementation inspired by the existing "manual blinking" and "manual
breathing" components. Currently only used by the cursed heart and the
(now majorly simplified) effect of corazargh.

My first component, so hopefully I didn't miss anything.
## Why It's Good For The Game

The cursed heart was kind of unusably bad - which may have been part of
the intent, but having to count in your head or spam-click the button is
just annoying. With a visual indicator of when you should beat your
heart, hopefully it will be slightly less awful for the cursed.

The real motivation here was that corazargh's implementation was kind of
a travesty - summoning a cursed heart inside of your body while it was
in your system, then restoring your old heart afterward. This was
error-prone as well as just being ridiculous. Making this effect a
component gets rid of these problems, and leaves space open for new uses
of manual heart beating if anyone feels like being cruel.
## Changelog
:cl:
fix: Your heart will no longer be deleted if an admin heals you while
you have corazargh in your system.
refactor: The cursed heart has been streamlined a bit, and now gives you
a visual cooldown for when you can beat your heart again.
/:cl:

* Converts cursed heart effect into a component.

---------

Co-authored-by: lizardqueenlexi <[email protected]>
* Adds The Hand of Midas, an ancient Egyptian gun. (#78699)

## About The Pull Request
Adds the Hand of Midas (HoM), a weapon for pirate captains.

This matchlock pistol is powered by gold rather than gunpowder.
If you hit someone with it, they will be afflicted with Midas Blight for
a duration of time that scales with how much gold is in your gun.
Midas Blight will slowly turn their blood into gold, and slow them down
depending on how much blood is in their system.
If you right-click on someone with the HoM, it will siphon all gold from
their bloodstream and recharge the gun, curing them of Midas Blight in
the process if they still have it.
The amount of gold you can get from people is meant to be ~1.5x as much
as you fired into them in the first place, if you get your timing right.
This way you can exponentially scale the power of your weapon if you can
hit your shots, with a limit of 30 Seconds on the Blight timer.
The siphon has a range of 2 meters, and if you miss a shot you can input
a gold coin into the gun to refill it with the same weak shot you
started with.

It's a little hard to explain in text so here's some video examples:

https://github.com/tgstation/tgstation/assets/66052067/d49238fc-beb2-4ba9-be0c-83e8a701c995

https://github.com/tgstation/tgstation/assets/66052067/34dc23e7-2b88-4ee9-bb1e-c8067a491975

https://github.com/tgstation/tgstation/assets/66052067/68a07426-ba6c-43a7-8228-132fc4b02b83

## Why It's Good For The Game
Honestly I just had the idea for the gun and thought it would be really
cool lmao.
Also because Barrel Behind the Door is one of the funniest YuGiOh cards,
the censored design is TOO GOOD.

![image](https://github.com/tgstation/tgstation/assets/66052067/7c930287-410d-43bd-8731-0f7224b9f049)
## Changelog
:cl: Wallem
add: Adds The Hand of Midas, an ancient Egyptian matchlock pistol.
/:cl:

* Adds The Hand of Midas, an ancient Egyptian gun.

---------

Co-authored-by: Wallem <[email protected]>
* Admin dynamic rule management (#78720)

## About The Pull Request

![image](https://github.com/tgstation/tgstation/assets/7483112/a538643e-8d84-48b1-9dc0-c29a90d3a46c)
This PR adds a very ugly menu which allows admins to force dynamic
rulesets to be enabled or disabled.
Some admins asked if someone could add this and it seems reasonably
useful.

![image](https://github.com/tgstation/tgstation/assets/7483112/2a88cceb-0cdc-4d92-b688-19cd7daf31ae)

The information you have available becomes slightly more detailed once
the game is actually running, because then we know how many players and
how much threat there is.

![image](https://github.com/tgstation/tgstation/assets/7483112/91fdc7e7-dc3e-4b56-a2db-a33cb241e39b)

I don't know why the weight of every midround is 0 when I run locally.
It's fine.
Unfortunately, the interface I have crafted is hideous. This is because
it's not part of tgui and I am not very good at working with byond UIs
without my beautiful typescript. It functions though.
If anyone has any pointers I'll take 'em.

"Force disabling" a ruleset simply ensures it will never run.
"Force enabling" a ruleset disregards minimum population and minimum
threat rules, but doesn't ensure that the ruleset will run. It might
still be skipped due to low weight, insufficient threat to _buy_ it, or
other disqualifying factors.

## Why It's Good For The Game

It was an admin request so presumably they have some plans for it.
It's a less-intrusive way of theming a round than disabling dynamic and
running all the midround rules yourself.
If they want to temporarily set the game to traitorling I guess they can
do that. Or only heretic/cult.

## Changelog

:cl:
admin: Admins can turn off dynamic rulesets (or force them on despite
not meeting the qualification criteria) on a per-round basis.
/:cl:

* Admin dynamic rule management

---------

Co-authored-by: Jacquerel <[email protected]>
* Rule Of Cool: Nukie Hallway Mosiac (#78726)

## About The Pull Request
Quick history lesson, yes, seriously, this is backstory for this goofy
PR that affects a *single line of tiles*: near the start of this year I
was asked to help work on a project for here that, to my knowledge, is
all but canned now(?) - more specifically, I was asked to [remap the
nukie
base](https://cdn.discordapp.com/attachments/927814428882251776/1070593334269190175/image.png),
a project I didn't get too particularly far into before things went
quiet. Up at the top-right there you can see I was starting to
experiment with some, quote, "sick-ass designs" using the syndicate
emblem turf decal, which later became
[this.](https://cdn.discordapp.com/attachments/1040395260922183700/1158248386537996350/image.png)

Not anything all too impressive, but it was still fun to work on
(special shoutout to putting the assault pod into a implied
slinglauncher, that was cool as fuck) - that all said, I recently
*remembered* that exercise... which's led to this PR.
### So what does this PR **actually** do?

Simple. Edits this single line of tiles to have a neat, snaking design
on 'em. Yyyyep. That's it.

![image](https://github.com/tgstation/tgstation/assets/50649185/4d00fd35-0bb5-4d44-9efa-56db302dc1e1)

## Why It's Good For The Game
Honestly it's just pretty neat looking. On a related note from my
experimentation, if we ever get diagonal trimline turf decals, you could
pretty easily repurpose the `syndicateemblem/top/left` decal to make a
little Interdyne Pharmaceuticals logo following the design on the
shipping containers.
## Changelog
:cl:
add: The funds the syndicate have been saving by restricting galley
access has been suddenly funneled into a singular mosaic pattern in the
experiments wing.
/:cl:

* Rule Of Cool: Nukie Hallway Mosiac

---------

Co-authored-by: BluBerry016 <[email protected]>
* Revert Crates

* Revert Air Alarms

* Fire Alarm TG

* Oops I forgorted wrapped cratez

* Nineteen Crate-y Four
…B IGNORE] (#24102)

* [MDB Ignore] Audits placement of maintenance helpers in non-maintenance places (#78707)

## About The Pull Request

I went through every map and removed `generic_maintenance_landmarks`
from ares which were not ostensibly maintenance.

For the most part, this meant removing maintenance spawns from morgues
and incinerators, but some maps (such as Tramstation or Metastation) had
maintenance landmarks in more overt places such as "security evidence",
dorms rooms, or tech storage.

To compensate, I also went through and added quite a few. In adding
some, I added a fair bit of ventilation to some map maintenance systems.
Icebox, for example, had almost no scrubbers or vents in (older)
maintenance areas.

## Why It's Good For The Game

Why are they called "maintenance spawners" if we have some in
non-maintenance?

More seriously, we spawn quite a few antagonists on maintenance
spawnpoints that rely on stealth.
- Paradox Clones
- Morphs
- Fugitives
- Nightmares (Only in darkness)
- Spiders (Only in darkness

So, by having these spawnpoints placed in locations that can feasibly
have players around consistently, such as the morgue (coroner), dorms,
or security, there's a non-zero chance that we end up spawning antags
right in front of people, which is not ideal.

Or worse, we can get antags stuck in places they shouldn't be. Spawning
a Paradox Clone in tech storage, for example, is not preferred.

## Changelog

:cl: Melbert
qol: Moved a lot of maintenance spawnpoints out of non-maintenance
rooms. Some antags (paradox clone, fugitives, nightmares, spiders) are
now less likely to spawn in obvious places like the morgue, tech
storage, or dorms rooms.
/:cl:

* [MDB Ignore] Audits placement of maintenance helpers in non-maintenance places

---------

Co-authored-by: MrMelbert <[email protected]>
* wew

* Update modular_skyrat/modules/modular_implants/code/nifsofts/soulcatcher.dm

Co-authored-by: Bloop <[email protected]>

* Just fixing this Prettier complaint for you

---------

Co-authored-by: Bloop <[email protected]>
* cloth arm wraps

* legwraps

* Update loadout_datum_gloves.dm

* consistency

* legwraps

* Update hands.dm
* Unique racking sfx for the Renoster shotgun

* +3dB
…NORE] (#24096)

* Moth death sound & moth wing flutter sound (and emote change) (#78711)

## About The Pull Request

Characters with moth wings now have their own "flutter" noise for the
*flap emote, sampled from a bird taking off
https://freesound.org/people/Godowan/sounds/240476/

Moth species also have a death sound now, sampled from the iconic moth
scream

the *tremble emote, also "trembles in fear!" was changed to just
"trembles!"

## Why It's Good For The Game

Moths don't really have much in terms of _sound_. The only moth noise in
tgstation is moff scream (which I reckon could use some variety in the
future too)

The tremble emote has bothered me particularly for a long time; the
*tremble emote shouldn't be completed delegated to convey fear. *shiver
and *tremble are now essentially the same emote, but "shivers." is a lot
less severe then "trembles!".

## Changelog

:cl:FIoppie
sound: *flap now makes a fluttering noise for moth wings
sound: Moths now have a death sound
qol: *tremble emote now is just "trembles!" instead of "trembles in
fear!"
/:cl:

* Moth death sound & moth wing flutter sound (and emote change)

* Update emote.dm

---------

Co-authored-by: flopp / Daniel Ast <[email protected]>
Co-authored-by: Bloop <[email protected]>
* Rebalance CQC legsweeps and knockout kicks (#78341)

## About The Pull Request
This is a remake of #74764 but focused only on kicks.

#### Before my changes:
- Legsweeps dealt 6 seconds of paralysis for **23 damage**
- Knockout kicks dealt **30 seconds** of sleep that was guaranteed if
the target was on the floor

#### After my changes:
- Legsweeps deal 5 seconds of knockdown for 10 damage
- Knockout kick happens when a mob reaches 100 stamina loss and lasts 10
seconds. Helmet protection shortens the time length.

## Why It's Good For The Game

![chrome_UvcQ6vBQpH](https://github.com/tgstation/tgstation/assets/5195984/ea568e0f-7217-4e3c-be75-fa36996b73ae)

## Changelog
:cl:
balance: CQC legsweeps now cause knockdown instead of paralysis.
balance: CQC kicks now knockout a target on the floor for ten seconds if
they reach stam crit. Helmet protection shortens the knockout length.
/:cl:

* Rebalance CQC legsweeps and knockout kicks

---------

Co-authored-by: Tim <[email protected]>
* mold mob attacks fix

* del mobs on death

* fixes

* Update modular_skyrat/modules/mold/code/mold_mobs.dm

---------

Co-authored-by: Bloop <[email protected]>
MaSvedish and others added 19 commits October 6, 2023 17:03
* Donator item edit -MaSvedish - Holocigar

* Update donator_personal.dm

Adds people to MaSvedish's donator item
…ng. [MDB IGNORE] (#24115)

* The Galactic Materials Market no longer runtimes on opening or ordering. (#78729)

## About The Pull Request

The Galactic Materials Market, currently, runtimes while attempting to
open the UI. This is due to attempting to load various fields from
un-initialized material datums. Through liberal application of
`initial()`, these runtimes have been removed, and it is now possible to
use the market at all (though it has some other issues that I'll make
bug reports for...).

Also gives priority to `greyscale_colors` over `color` when choosing
colors for the UI, to make the correct colors appear.
## Why It's Good For The Game

The Materials Market is rather important as the only source of minerals
on rounds without any miners. So... it's good if it actually loads.
## Changelog
:cl:
fix: The Galactic Materials Market now offers things for sale as it
should.
/:cl:

* The Galactic Materials Market no longer runtimes on opening or ordering.

---------

Co-authored-by: lizardqueenlexi <[email protected]>
* Adds a passive scan to the Active Sonar module (#78734)

## About The Pull Request
Adds a passive, radial scan to the Active Sonar module.
This will scan a 1/8th slice around the player for any creatures, and
place a much smaller marker over them for the player to see.
These small markers do not update their location when the scanned
creature moves, unlike the normal markers.
Activating the module initiates the normal full scan, which scans the
entire radius at once rather than just a slice. Doing so will put _both_
scans in cooldown.

https://github.com/tgstation/tgstation/assets/66052067/96226090-fa32-42d5-99f4-a8dbdc36cf98
## Why It's Good For The Game
Honestly I still felt the Active Sonar was a little weak even after I
tried to buff it a little.
I wanted to initially find a way to make the large scan effects smoothly
move with whoever you're following, but since I couldn't manage to
figure that out instead I went with a recommendation from ninjanomnom to
make a radial scan.
I think this is far more interesting either way
## Changelog
:cl: Wallem
add: Buffs the Active Sonar module with a radial scan, and makes the
power costs more in-line with other modules.
/:cl:

* Adds a passive scan to the Active Sonar module

---------

Co-authored-by: Wallem <[email protected]>
* Update mining_roles.dm

* Update code/modules/mob_spawn/ghost_roles/mining_roles.dm

* Update gunsets.dm

* Update mining_roles.dm

* Update gunsets.dm

---------

Co-authored-by: Bloop <[email protected]>
Update CentCom_skyrat_z2.dmm
…aping on jumpsuits (#23988)

* Fixes gender shaping on underwear, and height offsets

* Skyrat edit comments

* Matching diffs to upstream

* Fixes the jumpsuit issue

* Makes gender shaping for digi top only, unless a new flag FEMALE_UNIFORM_DIGI_FULL is set

* We don't have to be changing the uniform flags themselves

* Fixes the caching issue

* More consistent documentation

* Update human_update_icons.dm

* Update human_update_icons.dm
…loring [MDB IGNORE] (#24120)

* Resprites IDs, Random Sprites in the Cards DMI, and Fixes Prisoner Coloring (#78761)

## About The Pull Request
These sprites have been adapted from a person who wished to remain
anonymous with their blessing for tg

Take the old IDs and make them look a little more fancy and sci-fi, I
think they look really nice! This makes the job marker into a cute
little screen too, but this is totally optional, if maintainers want the
animation gone It wont take long at all.
Also resprites a few random other items in the cards.dmi, such as emags,
doorjacks, hack-o-lanturn, budget cards, and one touch up on the red
team ID for laser tag for consistency.
Also prisoner IDs had black symbols and black department but orange trim
on an orange card, so it was just a huge mess.

![all the small
things](https://github.com/tgstation/tgstation/assets/81941674/7bfe75a3-bb75-45bc-9947-373f16d4096b)

## Why It's Good For The Game

I'm gonna be real IDs are kinda crusty, and its something EVERYONE has
to look at at least once a shift. Poor HOPs may even look at two. God
forbid three. Now they will look pretty neat.
As for the other changes, the hack-o-lantern looks like it was made in
2001 its OLD. I don't even know if we use it, but now its updated. The
red laser tag team got a nerf so now all team letters are white, instead
of red being orange for no reason.

## Changelog
:cl:
image: We have received a new shipment of IDs, as the old ones were
found out to be haunted.
image: Laser tag red team ID has received a massive nerf
image: Station budget cards have gotten a facelift
image: Emags and Doorjacks
fix: Numbered prisoner IDs will now be legible
/:cl:

* Resprites IDs, Random Sprites in the Cards DMI, and Fixes Prisoner Coloring

---------

Co-authored-by: EricZilla <[email protected]>
…(#24123)

* Plumbing chemical chamber UI and operation improvements (#78619)

## About The Pull Request
1. Fixes #58119

The word "Fixes" actually means the reaction chamber does it's job but
"**does not guarantee**" the ph & temperature of the final solution is
exactly within the ranges you specify especially for instantaneous
reactions. There were 2 problems with the reaction chamber.

a) **The ph chemistry of the reaction chamber was completely flipped
upside down.**
      Let's look at the code

https://github.com/tgstation/tgstation/blob/cfe13015203480dafaf3fce1589ad6045e708442/code/modules/plumbing/plumbers/reaction_chamber.dm#L152-L155

This was adding basic buffer when the solution was getting to basic &
acid buffer when the solution was getting too acidic

      The correct mode of operation is as follows
- If the ph is getting way too **acidic** i.e. it's ph **decreases** and
becomes **lower** than the acidic limit then we need to add some **base
buffer** so as to **increase** it's value and bring it back **above**
the acidic limit
- If the ph is getting way to **basic** i.e. it's ph **increases** and
becomes **higher** than the alkaline limit then we need to add some
**acidic buffer** so as to **decrease** it's value and bring it back
**below** the alkaline limit

    b) **The reaction chamber did it's work only half of the time**
   Looking at the code

https://github.com/tgstation/tgstation/blob/cfe13015203480dafaf3fce1589ad6045e708442/code/modules/plumbing/plumbers/reaction_chamber.dm#L152

The reaction chamber would only balance the ph of the solution **ONLY**
when an reaction was taking place i.e. only when `reagents.is_reacting`
is true. It would not attempt to balance the ph of the reagents as and
when they were coming in i.e when `emptying` is FALSE. This means if an
reaction took only like 0.5 to 1 second to occur the ph would be
balanced only during that very short interval of time and so it would
not make much of difference.

So the 2 problems were the chamber was doing its job wrong and would do
it only half the time. Again re-emphasizing even with these patches the
chamber "**does not guarantee**" the final solution ph will be within
those ranges. This is because the nature of reactions is unpredictable.
Some reactions can take place so fast and have huge drastic ph changes
that the reaction chamber would be ineffective regardless of how much
base/acid it used to balance the reaction. The only thing is that it
does it's job correctly and too the best of its ability with no
guarentees.

3. The plumbing mixing chamber(parent type of the plumbing chemical
reaction chamber) which you make via research plumbing RCD, UI now also
uses an TGUI input list to accept chemicals so no more manual typing.

4. Both these types have their UI files converted Typescript cause why
not

## Changelog
:cl:
fix: plumbing reaction chamber now balances the ph of it's solution
correctly to the best of it's ability so no guarantees
code: converted plumbing reaction chamber & mixing chamber UI files to
Typescript
refactor: plumbing mixing chamber now also accepts an TGUI input list to
input it's chemicals
/:cl:

---------

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

* Plumbing chemical chamber UI and operation improvements

---------

Co-authored-by: SyncIt21 <[email protected]>
Co-authored-by: Time-Green <7501474+Time-Green@ users.noreply.github.com>
* Add blackout drunk (#78394)

## About The Pull Request
You drink too much you lose your memory, but we cant really do that so
instead a ghost will take control of your body temporary. The drunk
character will then be given objective to do wild, wacky and otherwise
unusual stuff until the original returns to backtrack what transpired.
The blackout character will not be able to kill or hurt the body. Oh and
the duration is about 10 minutes
## Why It's Good For The Game

![image](https://github.com/tgstation/tgstation/assets/92416224/16808551-43a3-4495-848a-4707412fc049)
## Changelog
:cl:
add: Added blackout, happens when you drink...ALOT
/:cl:

---------

Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com>

* Add blackout drunk

* No blackout drunk lol

* Fixes the commenting out

---------

Co-authored-by: FinancialGoose <[email protected]>
Co-authored-by: carlarctg <53100513+carlarctg@ users.noreply.github.com>
Co-authored-by: GoldenAlpharex <[email protected]>
Co-authored-by: GoldenAlpharex <[email protected]>
…(#24094)

* Removes more cases of the round end report telling on people's ckeys

* Update modular_skyrat/modules/contractor/code/datums/contractor_datum.dm

Co-authored-by: Bloop <[email protected]>

* Update modular_skyrat/modules/contractor/code/datums/contractor_datum.dm

---------

Co-authored-by: Bloop <[email protected]>
* hypovial balance

* fix hypo types

* Update hypovials.dm

* Update hypovials.dm
* MetaStation disposals fix (#78760)

## About The Pull Request
Replace a missing disposals pipe in metastation cargo.
Cargo was missing a disposals pipe and causing absolutely everything to
just eject right there until someone manually replaced it. Probably an
anomaly from the bitrunner pr.
## Why It's Good For The Game
Why not. Fixing an important disposals bug is really good.
## Changelog
:cl: neocloudy
fix: MetaStation disposal pipes from Cargo to Disposals/the rest of the
station are working again.
/:cl:

* MetaStation disposals fix

---------

Co-authored-by: neocloudy <[email protected]>
…4121)

* gibbing ghosts you before you get deleted by gibbing

* Update death.dm

---------

Co-authored-by: jimmyl <[email protected]>
Co-authored-by: Bloop <[email protected]>
…E] (#24133)

* Engineering Borgs can no longer grab their own iron module (#78773)

## About The Pull Request

Borgs apparatus modules can no longer pick up items located inside
themselves (or another borg, technically). I can't think of any
situation where a borg would legitimately need to do this, and it can
cause bugs. Closes #76699. Closes #77659.
## Why It's Good For The Game

This is a major borg that can result in humans having un-droppable borg
modules in their hands.
## Changelog
:cl:
fix: Engineering borgs can no longer grab and drop their own iron/glass
sheet module.
/:cl:

* Engineering Borgs can no longer grab their own iron module

---------

Co-authored-by: GPeckman <[email protected]>
* ashwalker nest in the ne of lavaland

* fix double wall

* ashwalker nest ruin shouldn't spawn

* Update config/lavaruinblacklist.txt

---------

Co-authored-by: GoldenAlpharex <[email protected]>
@Iajret Iajret merged commit 75d0997 into Fluffy-Frontier:master Oct 6, 2023
25 of 26 checks passed
@Iajret Iajret deleted the 0610merge branch October 11, 2023 11:59
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