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[READY]New durathread content and durathread modifications #41959

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merged 14 commits into from Jan 2, 2019

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@Qustinnus
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commented Dec 14, 2018

馃啈 Floyd / Qustinnus for code, MrDoomBringer for Sprites
add: Durathread jumpsuit, beret, beanie and bandana
imageadd: new sprites for all durathread objects
tweak: it now takes 4 strands to make one piece of durathread cloth
/馃啈

because durathread is neat and someone commisioned I made some extra stuff for it. good sprites by my beloved helen memestein
image

@Tlaltecuhtli

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commented Dec 14, 2018

give the jumpsuit some armor

@coiax

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commented Dec 14, 2018

what the hell is durathread

@anconfuzedrock

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commented Dec 14, 2018

Mutant botany plant that can鈥檛 make anything as good as raiding the metastation sec checkpoint can

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commented Dec 14, 2018

Oh yeah I forgot about the jumpsuit armor I'll do in when I'm home

@Qustinnus

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commented Dec 14, 2018

@coiax botany grown Kevlar basically

@ExcessiveUseOfCobblestone

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commented Dec 14, 2018

no durathread jackboots/gloves to finish the set????

swindly and others added some commits Dec 14, 2018

Update code/modules/clothing/head/jobs.dm
Co-Authored-By: Qustinnus <Floydje123@hotmail.com>
Update code/modules/clothing/head/beanie.dm
Co-Authored-By: Qustinnus <Floydje123@hotmail.com>
Update code/modules/clothing/masks/miscellaneous.dm
Co-Authored-By: Qustinnus <Floydje123@hotmail.com>
Update code/modules/clothing/under/miscellaneous.dm
Co-Authored-By: Qustinnus <Floydje123@hotmail.com>
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commented Dec 14, 2018

thanks, the only reason I didn't do the durathread suits initially was a lack of sprites

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commented Dec 14, 2018

Can we dye the cloths?

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commented Dec 15, 2018

Obvs sprites are an issue but a durathread trenchoat would be cool

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commented Dec 15, 2018

remove the hard hat requirement from the helmet recipe

@Qustinnus Qustinnus changed the title New durathread content and durathread modifications [READY]New durathread content and durathread modifications Dec 16, 2018

@Qustinnus Qustinnus changed the title [READY]New durathread content and durathread modifications [WIP]New durathread content and durathread modifications Dec 16, 2018

@Qustinnus Qustinnus changed the title [WIP]New durathread content and durathread modifications [READY]New durathread content and durathread modifications Dec 17, 2018

ff

SpaceManiac and others added some commits Dec 24, 2018

Update code/game/objects/items/stacks/sheets/sheet_types.dm
Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

@ExcessiveUseOfCobblestone ExcessiveUseOfCobblestone merged commit 62f61a5 into tgstation:master Jan 2, 2019

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Map Diff Renders - Pull Request #41959 No Modified Maps
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Diffs - Pull Request #41959 Icon Diffs
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tgstation-server added a commit that referenced this pull request Jan 2, 2019

HonkBot pushed a commit to HippieStation/HippieStation that referenced this pull request Jan 2, 2019

[READY]New durathread content and durathread modifications (tgstation鈥
鈥#41959)

* durayeet

* Update code/modules/clothing/head/jobs.dm

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* Update code/modules/clothing/head/beanie.dm

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* Update code/modules/clothing/masks/miscellaneous.dm

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* Update code/modules/clothing/under/miscellaneous.dm

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* yeet

* adds armor

* webedits yeet

* adds crafting stuff and removes normal cloth crafting

* ff

* final fixes

* Update code/game/objects/items/stacks/sheets/sheet_types.dm

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* done

k-k-karma added a commit to HippieStation/HippieStation that referenced this pull request Jan 8, 2019

Big upstream merge!! (#10332)
* Choice beacon explosion changes (tgstation#41998)

* Choice beacon explosion changes

馃啈 coiax
del: Choice beacons (such as the one the curator, chaplain and people
with the Musican trait have access to) will no longer have pods that
have minor explosive effects.
add: Emagging a choice beacon will cause the pod to be supplied by the
Syndicate, providing the same items, but with a highly explosive
landing.
/馃啈

Choice beacons are supposed to be just methods of spawning in a choice
of items, rather than weapons. I've seen traitors use the choice beacon
as a free way of instantly detonating a syndicate bomb they just
deployed, which is cute, but is probably just too powerful for a free
item.

The mild fire/knockback explosion from a choice beacon currently is
enough to set people on fire, burn up items, and throw items around in
your workplace. The focus should be on the items you get, not on the
destructive effects of their delivery.

* Removes emagging

* Automatic changelog generation for PR tgstation#41998 [ci skip]

* Nuclear bombs in rifts spawn a singulo on the station and count as a syndie victory (tgstation#42011)

* A nuclear bomb in a rift in spacetime will now count as a syndie major victory, and spawn a singulo back at the station

* Removes config debug stuff

* Automatic changelog generation for PR tgstation#42011 [ci skip]

* Makes satchels stack by name instead of type (tgstation#41827)

* Makes satchels stack by name

* Type and name and hopefully fixed branch?

* Automatic changelog generation for PR tgstation#41827 [ci skip]

* Automatic changelog generation for PR tgstation#42035 [ci skip]

* [READY]Bubblegum Buffs (tgstation#41778)

* reverts to bubblegum before kor's previous changes since it has been so widely disliked i'd rather work with a more liked version

changes how the charge function works but still has the same result, also decereases the delay between subsequent charges slightly

* bubblegum now has a greater base speed

the charging var now represents a target rather than a boolean

bubblegums speed is no longer based on his anger modifier

new attack, blood ball, replaces blood spray, bubblegum throws out balls of blood at the target which create blood in a 3x3 area around the landing zone and deal damage

the way charges work has been totally revamped, no longer uses any method of throwing to fix a couple things, this fixes bubblegum infinitely charging through space, and also makes bubblegum continuing to charge even after hitting living targets possible

uses moved function for checking for successful movement rather than checking if move() returned true or not

blood warping and diving now increases the speed of bubblegum like slaughter demons, blood warp is also unable to be procced while bubblegum is in this increased speed state

* bubblegums blood ball attack is now apart of the main attacking function

the blood ball attack now has a 25% chance to be used if bubblegum didn't blood warp

the blood ball attack now shoots more balls depending on the anger modifier of bubblegum

slight increase to charge windups

removes useless recovery time setting for charges

sets bubblegum move speed increase back to move_to_delay instead of speed

blood ball is now a projectile for easier movement smoothing and existing functionalities

adds a target for blood balls ending position

* removes blood ball attack, didn't really fit thematically with the melee boss idea and was kind of lame

increases bubblegum vision range for targets and aggro vision range for attacking enemies

gives bubblegum rapid melee which lets him check for melee hits every 0.25 seconds, melee attacks still have a cooldown of 20 deciseconds though so this just gives him higher priority checking for hits, aka prevents standing next to bubblegum for 19 deciseconds and not being hit in some cases (blood warp)

charge no longer moves mobs that are hit since it was visually confusing especially in rapid succession

* bubblegums base move speed has been increased

bubblegums enrage speed is now double his base move spee

bubblegum now checks for melee hits every 1/8 of a second

bubblegums enrage is now handled by a time var

adds new ground slam attack, blows back enemies caught in the blast and does decent damage with a small stun

fixes bug where move_to_delay changes didn't happen until the change was checked next, added a function to handle these changes so they apply instantaneously

bubblegum now has immunity to weaker explosions

bubblegum is now immune to projectiles in his enraged state

charge stun has been changed to a paralyze to make the trampling much clearer as the mob will fall to the floor

increases blood warp pool range and makes it only proc on pools further away

re-adds blood spray as an attack

* ground slam is now just a function of bubblegums movement while enraged

slaughterlings have been added back as a main attack

bubblegums charge's target is now 2 turf distance past its targeted player so slammage can be fully utilized

enraged charges are slower because of their aoe and bubblegum having to slam down but normal charges are now faster as a result

adds recovery time for charges

turns down the paralyze times since they were basically a death sentence with no way out

blood warping now has a proper cooldown based on the last enraged time

blood warping now has a built in delay after the warp so you don't instantly get meleed

blood enrage now has an actually variable to handle the enrage timer

blood spray now has a constant range of 25 tiles

blood spray moves slower again

* rapid melee now procs every 1/4 second instead of every 1/8

bubblegum now retreats from you when he is not manually moved towards you, which is charging at the moment

bubblegum now only does direct charge damage when he isn't enraged with the ground slamming around him

charge speed is much faster around the board and enraged charges are faster again

the recovery time from charges is 1 second instead of 2 seconds now

you no longer get shorty paralyzed from ground slams or being hit by the charge (since it pretty much meant you would never get your weapons or things in your hand back)

actually figures out how throwing speed works and increases it instead of decreasing it like movement delay

fixes a bug so now living mobs in the process of being thrown cannot be hit by ground slam anymore (so ground slam wont hit you 30 times before you get thrown away)

* adds "hallucination" bubblegums, come for one attack then disappear but act as normal bubblegums for that time period

replaces slaughterlings attack with hallucination charges

bubblegum now only takes explosion damage of light severity (so you're gonna have to chuck a lot more bombs to cheese him)

bubblegum no longer plays his normal footstep sound while enraged, so you can actually hear the ground slam sounds

fixes a bug where charge could be attempted without a target

increases the volume on ground slams sound effect

removes the delay before moving on blood warping since bubblegum naturally moves away anyways and won't instant melee you anymore

* renames hallucination charge adding an around to the end in anticipation of more similar attack types

changes bubblegums initialize making only one spawnable to only work for its exact type

bubblegums charge now has a delay var for the windup on the charge

increases the delay of hallcuination charge's wind up

decreases the distance of the hallucinations so you can actually see them when there's more directions

* removes bubblegums retreating movement

increases probability of hallucination attacks

hallucinations can now move through bubblegum

bubblegum now starts moving right after charges end

fixes hallucination charge bugs where not all hallucinations had equal charge priority and would sometimes end up in different locations

turns off hallucination AI since it does nothing

hallucinations can no longer blood attack

* re-adds retreat distance and minimum distance to bubblegum.dm

bubblegums retreat distance and minimum distance are removed while he is enraged

charging is now just a boolean representation

changes attack probabilities again

fixes bug where bubblegums could spawn despite the fact that only one should be able to be spawned

cancels movetotarget function when charging

ground slam is now async fixing a bug where all of an enraged bubblegums actions would be delayed

after a charge bubblegum now starts movement toward his target instantly

bubblegum no longer has to have his time passed for the enrage end proc to work (i don't know why i did this check)

bubblegum counts as charging while doing the hallucination charge initially fixing some movement bugs

bubblegums charge is now fully handled outside of the other hallucinations charges fixing some issues

hallucinations no longer have a life proc that does anything

fixes a bad copy paste issue (my bad) where instead of hallucinations blood attacks being overrided and cancelled bubblegums base blood attack was overrided

* accounting for movement speed changes in the future by very slightly increasing the movement delay

* increases movement delays of bubblegum in anticipation of the movement speed decrease

bubblegum's ranged throws from his ground slam now go less far

bubblegums wait time for his hallucination attacks is now increased on the increased amount of directions he's coming from

* Fixes the notes text to be accurate

The default movetodelay has been set to before the speed change because it really made the base form of the boss underwhelming

The enraged movement delay has been increased to 3.75 to be exactly half of 7.5 like it was before, the only real problem with the movement was enrage being too fast so this should be fine

Removes snowflake check attempt to make bubblegum move faster after charges that didn't work and instead made him move even slower

* decreases damage of all attacks to make them consecutively punishing but not insta crit damage comboed into nothingness in half a second

removes ground slam from bubblegums enraged state since it just made it hard to balance and i couldn't get rid of the throw stun

adds vars for hallucination charges and charges that allow different delays and charge types

adds a six circled hallcination charge attack thats delay decreases as bubblegum takes damage

adds a triple charge that gets faster each time

adds a double hallcuination charge that doesnt include bubblegum himself that procs multiple times stacking up

removes blood spray attack, bubblegum now leaves blood wherever he moves, his hallucinations leave blood trails as well

increases delay slightly on bloodsmack attack

bubblegum no longer blood grabs unless the person is unconcious

hallucination charges now use random angles

* changes probability of second phase attacks based on anger modifier

* Automatic changelog generation for PR tgstation#41778 [ci skip]

* Automatic changelog generation for PR tgstation#41997 [ci skip]

* Trauma bug fixes, stalking phantom balance (tgstation#42020)

* Traumas are copied when a person is cloned

馃啈 coiax
add: When a person is cloned, any mental traumas are cloned as well.
/馃啈

If the cloner is going to recreate your delicate personality, it's going
to have to recreate anything wrong with your brain as well. After all,
where does one greytider's legitimate fear of security end, and another
one's irrational fear begin?

Essentially, traumas could be easily gotten rid of by cloning, or death
would rob a person of a rare positive trauma. Now you're stuck with them
until you get rid of them.

* Suggested changes

* Removes cloning traumas

* No more cloning traumas

* Automatic changelog generation for PR tgstation#42020 [ci skip]

* More swarmer consumption restrictions

* removed redundant blacklist

* yeet

* reee

* Automatic changelog generation for PR tgstation#42046 [ci skip]

* Fixes Pubby monastery fridge access

* Removes gondola round end sound

* less backslashes

* Automatic changelog generation for PR tgstation#42043 [ci skip]

* Automatic changelog generation for PR tgstation#42041 [ci skip]

* Automatic changelog generation for PR tgstation#42057 [ci skip]

* Automatic changelog generation for PR tgstation#42060 [ci skip]

* Fixes reverse-supplypods not deleting, also makes them delete from centcom by default (tgstation#42061)

* reeling it in

* Revert "reeling it in"

This reverts commit 2b795a8.

* does it to em

* Automatic changelog generation for PR tgstation#42061 [ci skip]

* Automatic changelog compile, [ci skip]

* Fixes AT errors for CentCom+Hilbert's hotel

* Fixes kevinz000

* Automatic changelog generation for PR tgstation#41993 [ci skip]

* fix

* Automatic changelog generation for PR tgstation#41985 [ci skip]

* Fix cid randomizer note repeating more often then it should

The expire_timestamp checks were always failing because `null` is not higher than `now()`

* Change concussion scan_desc from 'a concussion' to 'concussion' (tgstation#42077)

This person has a "deep-rooted a concussion".

* Non-emagged shuttles no longer throw atoms around (tgstation#41999)

- Normal shuttles that are not emagged will no longer throw things around.
  People will still be knocked down.
- Emagged shuttles and poorly designed shuttles will also throw things
  around on tables, as well as closets.

Shuttles were not mapped with the idea that their contents would be thrown
around violently every time they moved. This means that things like wheely
chairs, potted plants get chucked about the place. To get around this, the
"magnetic_catch" component was added, to partially bypass this effect in the
first place. But this component is only used in one place, in shuttle loading,
which means if a shuttle is custom built, suddenly and unexpectedly,
everything flies everywhere.

Instead, violent shuttle throwing should be limited to crappy shuttles,
(ie. asteroid with engines) and emagged shuttles. As such, I've removed
the magnetic component from tables and racks, to make shuttle throwing
more violent when it happens.

* Automatic changelog generation for PR tgstation#41999 [ci skip]

* Fix a missed argument causing runtimes on jetpacks (tgstation#42076)

* Projectiles no longer hit people buckled to the firer, or things the firer is directly buckled to (tgstation#41920)

* Add netherworld portal interaction for zombies and skeletons (tgstation#42082)

* Notify ghosts when bombs and C4/X4 get activated (tgstation#42081)

This notifies ghosts whenever a bomb gets activated and lets them jump to it.
It's always hilarious watching people try to defuse bombs, or Ricky playing out
hostage situations.

* Automatic changelog generation for PR tgstation#42081 [ci skip]

* Improves strange reagent feedback/desc, fixes missing delay/ghost notification (tgstation#42086)

* Improves strange reagent feedback/desc

* fixes ghost notify and intended delay

* removes !M

* Automatic changelog generation for PR tgstation#42086 [ci skip]

* Abductor tongue fixes and tweaks (tgstation#42072)

馃啈 coiax
fix: Abductors created by abductor mutation toxin will be able to talk
to themselves and to other abductors.
tweak: Abductor tongues now have distinct "channels". A person with an
abductor tongue will be able to attune another tongue to the same
channel as their own.
tweak: Speaking on the abductor channel will always use your mob's
"real name".
add: Abductor teams can now purchase additional superlingual matricies
from their abductor console.
/馃啈

Essentially, non-antagonist abductors couldn't hear themselves or each
other because of special case handling when the tongue was present
inside someone with the abductor species, in order so mothership teams
could hear only their team.

Now: All abductor speech is only heard by people with the same
"mothership" var as the speech originator. People can attack_self() with
the tongues to attune them to their channel, in case mothership teams
want to buy additional tongues, attune them to their team, and put them
in their abductee victims. It also means that if you kill the Agent,
stick his tongue in your mouth, you'll be able to talk to the Scientist.

Mobs with abductor training (or observers) can identify which channel the tongue is
attuned to.

I also marked the items in the abductor shop that cost two credits.

* Automatic changelog generation for PR tgstation#42072 [ci skip]

* Automatic changelog generation for PR tgstation#42052 [ci skip]

* Assimilation update: Aesthetic edition (Plus ghost alerts) (tgstation#42048)

* aesthetic

* powers remove properly

* oops

* cooldown

* sanity

* mc buggo

* Automatic changelog generation for PR tgstation#42048 [ci skip]

* Adds jitter animation to strange reagent

* Automatic changelog compile, [ci skip]

* Heroine buds no longer chop the hairstyle of anyone wearing them

馃啈 coiax
fix: Heroine bugs no longer make people appear partially bald when wearing them.
/馃啈

Also I renamed the moth clothing snack to a more descriptive name if anyone
gets one by accident.

* Runtimestation tweaks

* Fix slime extract (tgstation#42096)

* Makes the ballmer peak webscale

https://www.youtube.com/watch?v=b2F-DItXtZs

* Buffs blob [READY] (tgstation#42067)

cl
balance: blobs now receive a 50% cost refund on attacks that don't spread
balance: blobs receive a free chemical re-roll every 4 minutes
balance: reflector blobs are considerably tougher
fix: attempting to turn a damaged strong blob into a reflector blob now refunds points
fix: fixed an intregrity
/cl

I think Blob is a great midround antag. It provides a threat that forces the station to work together as a whole, adds excellent drama, and has a cool design. However, it's currently very weak. I think it needs both a buff of the core antag, and then some buffs/nerfs to bring all the different variants into line. This PR deals only with the former.

One thing blob is currently lacking in is kill power. To actually attack someone, or smash through a wall, takes a crippling amount of chemicals (usually 16-20). This means that if the blob fights back through spreading instead of factories it cripples itself. I believe attacking should be cheap to make blob a more dangerous enemy to fight, while not allowing it to reach critical mass more quickly while not in combat.

Re-rolls are very cool and make fighting blob more dynamic. They also help combat the current terrible balance between blob variants so RNG doesn't force you to watch yourself die to fire extinguishers. However, you have to pass up 80 chemicals to get one after your first. In fact, I believe any chemical cost makes re-rolling clunky to use - re-rolls work best as an attempt to throw off a crew that's beating you too easily, and sinking yourself into low points plays actively against that.

Reflector blobs are also rarely used. As they are now, you pay 15 points just to have a reflecting strong blob tile with 1/3rd health, and FOUR TIMES BRUTE DAMAGE. This means that the blob tile dies TWELVE TIMES quicker to brute than it did before! This buffs it to die a mere three times quicker to brute, and 1.5x quicker to burn.

* Automatic changelog generation for PR tgstation#42067 [ci skip]

* Refactors the Preferences window to use appearances  (tgstation#41978)

Instead of using expensive getFlatIcon() calls, character previews are now shown using appearance clones in a second map window.

Its creating a secondary map and adding mut_appearances as screen objs on that map.

There are 1 set of dummy objects per client, it also only creates them while the preview window is open and garbage collects them when it's closed.

Because it creates the MA from the main preview dummy mob, the dummy mob's appearance remains a seperate object and they don't affect each other

* Automatic changelog compile, [ci skip]

* Adds helpers for finding martial arts types (tgstation#42045)

cl
code: Adds helpers for finding if a user has a martial art type
/cl

[why]: requested in coderbus, as somebody is making a new martial art or something.

* Automatic changelog generation for PR tgstation#42045 [ci skip]

* fixes layer manifold icons  (tgstation#42101)

* Fix adjacent turf calculations for open turfs that block atmos. (tgstation#42123)

* Fix adjacent turf calculations for open turfs that block atmos.

Turfs weren't checking rather or not they themselves blocked atmos before looking for open turfs near them.

* How'd that get there?

* Fixes separated chemicals

* Abductor camera console eyes are now visible to ghosts

馃啈 coiax
add: Ghosts can now see where an abductor camera console is looking.
/馃啈

I mean, the AI has it, why not abductors?

* Only the surgeon of a surgery knows what method of surgery is chosen (tgstation#42120)

馃啈 coiax
tweak: When laying the drapes for surgery, only the surgeon will know
which proceedure has been initiated.
/馃啈

Why? Surgery requires trust, and additional trust will now be required, given
the "brain surgery" and "brainwashing" surgeries have very similar steps. Is
she installing a CNS rebooter, or performing a casual pacification surgery?

* Automatic changelog generation for PR tgstation#42120 [ci skip]

* The wizard Shuffle Race event now no longer changes people's names (tgstation#42118)

馃啈 coiax
tweak: The Shuffle Race wizard event no longer changes people's names.
/馃啈

We've got Change Names and Change Faces for this, sometimes you just wanna stab
a button and make everyone DIFFERENT, but not DIFFERENT PEOPLE.

* Automatic changelog generation for PR tgstation#42118 [ci skip]

* Improves saw cleaver desc (tgstation#42112)

* Automatic changelog compile, [ci skip]

* Fix missing human icon (tgstation#42116)

`caucasian_m` doesn't exist inside human.dmi, which made all default humans show 
up as an error icon in Dream Maker. I added a basic human icon to that file.

* Remove bomb notification sound from deadchat (tgstation#42140)

81Denton totally opened a competing PR mere moments before I
finished this one.

Why? It's not important enough to actually make a sound, ghosts can't
interact with the bombs, they just watch it.

* Automatic changelog generation for PR tgstation#42140 [ci skip]

* Update rust-g to v0.4.2

* Admins are notified LESS by stationary nuke disks

馃啈 coiax
admin: Admins are only notified about the Lone Operative event weight
every five increments or decrements to the weight.
/馃啈

My bad, easy fix.

* Fix squashing (tgstation#42135)

Squashed plants now react on the turf they are squashed.

Currently they react on the turf before if they hit a person because they don't
move through the dense object.

* Automatic changelog generation for PR tgstation#42135 [ci skip]

* Automatic changelog compile, [ci skip]

* Ban editing and logging fixes (tgstation#42148)

Fixes tgstation#42146
Fixes ban created notes being double escaped.
Fixes admin tickets not being resolved for a disconnected client when banned.
Re-adds ban reason to admin log for a ban as requested

* Automatic changelog generation for PR tgstation#42114 [ci skip]

* Uplink pens now need two separate rotations to unlock (tgstation#41843)

cl coiax
add: Uplink pens now require two seperate rotations to unlock. This also
applies to failsafe codes.
/cl

With only 359 combinations on an uplink pen, it's crackable given a
small amount of time. With two, it's now 92,981 combinations, which
is more secure than PDA uplink codes (899 * 26 = 23,374).

* Automatic changelog generation for PR tgstation#41843 [ci skip]

* [READY]Humans now have hygiene (DOES NOT AFFECT MOOD GO AWAY MOODPOSTERS) (tgstation#41986)

cl Floyd / Qustinnus
tweak: You now have to be naked to get the nice shower moodlet, if you shower with clothes you get a bad moodie
add: Hygiene, you slowly become dirty over time, the more covered in blood you are the faster you will lose hygiene. When you are too dirty you will have a stink overlay. (Hygiene doesn't affect mood currently) It also spawns miasma slowly if you smell like shit.
add: adds NEET and neat traits. NEET's get 20 bucks social welfare extra and like being unhygienic, while neat people dislike being unhygienic and like being hygienic
/cl

This doesn't affect mood so plssss dont strawman in this PR about how I'm forcing you to shower or die or whatever

This PR is mostly visual and will allow for people to judge others for literaly being smelly as hell.

also NEET and neat traits which interact with being smelly. (neat likes hygiene, dislikes lack of it. NEETs like lack of hygiene and get some social welfare (20 bucks))

* Automatic changelog generation for PR tgstation#41986 [ci skip]

* Adds broken prototype canister icon

* Changed how cloners apply brain damage to be more traumatic

* Fixes mobs being left in inconsistent state with the Void mutation

馃啈 coiax
fix: Humans with the Void mutation will no longer be able to enter the void
while inside something else (eg. cloning pod, cryotube) willingly or unwillingly.
/馃啈

- I refactored immortality talisman effects to stop all this ugly ass code
reusing, and stop the weird modification of the speech invocation.
- I added DNA injectors for the Void mutation for testing.

* After a curse of madness has been triggered, even latejoiners are affected

馃啈 coiax
tweak: After a Curse of Madness has ravaged the mind of the station,
the lingering magics also affect anyone arriving to the station late.
/馃啈

Why? People joining late get summoned guns, and summoned magic, they should
get summoned madness as well. Why should they miss out on the "fun"?

* [READY] Robustin's Syndicate Infiltrator PR except with the requested changes (tgstation#42034)

* Hardened Syndie Shuttle

* Fixes

* Fuck borgs

* Review

* Syndie turrets are now set to lethal by default

* here's hoping

makes the required changes this time with TGM(?)

* dv cleanup 1

* Cleans up two non-replaced plastitanium walls.

Nobody opens commit descriptions. Except the cutie reading this.

* Cleans up the turf I know I changed but somehow didn't in the final version.

* Automatic changelog generation for PR tgstation#42034 [ci skip]

* Automatic changelog generation for PR tgstation#42176 [ci skip]

* Automatic changelog generation for PR tgstation#42162 [ci skip]

* Automatic changelog generation for PR tgstation#42131 [ci skip]

* Automatic changelog generation for PR tgstation#42183 [ci skip]

* Gives curse of madness it's own sound

* Automatic changelog generation for PR tgstation#42134 [ci skip]

* Automatic changelog generation for PR tgstation#42113 [ci skip]

* Fixes airblock turf not working

* Boxstation Brig Mapping Changes (tgstation#41796)

* InitialCommit

* StepToPixel

* AnotherFix

* LightAndWireFix

* RealCourtRoom

* Automatic changelog generation for PR tgstation#41796 [ci skip]

* [READY]New durathread content and durathread modifications (tgstation#41959)

* durayeet

* Update code/modules/clothing/head/jobs.dm

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* Update code/modules/clothing/head/beanie.dm

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* Update code/modules/clothing/masks/miscellaneous.dm

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* Update code/modules/clothing/under/miscellaneous.dm

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* yeet

* adds armor

* webedits yeet

* adds crafting stuff and removes normal cloth crafting

* ff

* final fixes

* Update code/game/objects/items/stacks/sheets/sheet_types.dm

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* done

* Automatic changelog generation for PR tgstation#41959 [ci skip]

* Automatic changelog compile, [ci skip]

* Fix extraneous naked human icon appearing below all humans (tgstation#42155)

How this is happening (to my knowledge) is this:

Although 81Denton was fixing a broken icon_state what he failed to realize
(I'm not the only one who doesn't test okay?) is that we use overlays to render
all parts of a human, rather than a single sprite. Hell the sprite it was
changed to doesn't even have directionals. That sprite was displayed instead of
the usually "broken" non-existing icon (it didn't exist because we never used
it due to the fact we render every part of a human including bodyparts with
overlays instead of a base icon, after dismemberment I believe?) Yeah. This
fixes that by nulling the icon_state so it's humans are invisible by default
before their overlays are applied (which is the behavior before Denton's PR).

* Transparent protection for clothing [READY] (tgstation#42075)

* Transparent_protection

* No longer protects captain mask

webedit?

* Use NONE

* Automatic changelog generation for PR tgstation#42075 [ci skip]

* Removes smugglers satchels (tgstation#42166)

* Removes smugglers satchels

I love the cutie reading this

* remove smuggler's satchel from code

* removes all smugglers' satchel persistence code

* removes remaining things

storage component for smugglers, the miracle ruin (uses smugglers), the dme

* Automatic changelog generation for PR tgstation#42166 [ci skip]

* chance to get the standard red spacesuit from syndicate space suit boxes (tgstation#42147)

* Update uplink_kits.dm

* Update uplink_kits.dm

* Update uplink_kits.dm

* gringo

* dddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddddd

* Automatic changelog generation for PR tgstation#42147 [ci skip]

* [I GUESS THIS MIGHT BE TESTMERGED? I DUNNO] return of the ling action buttons (tgstation#41928)

cl 0d0be32, PKPenguin321, Armhulen, epochayur
refactor: Changeling powers are now action buttons rather than verbs.
imageadd: Thanks to epochayur for creating and compiling sprites for every single changeling action button!
imageadd: Thanks to Armhulen for the changeling button background sprite!
/cl

original pr tgstation#35394

the two main bugs i saw are fixed. reviving works, monkeyform/humanform works

fixes tgstation#41899

* Automatic changelog generation for PR tgstation#41928 [ci skip]

* Undoes tinyfan change

* Fix miasma infecting space

* Allow non-carbons to use off-station vending machines (tgstation#42153)

* Automatic changelog generation for PR tgstation#42153 [ci skip]

* Fixes Spontaneous Brain Trauma runtimes

馃啈 coiax
fix: The Spontaneous Brain Trauma event now has a range of possible severities,
and no longer runtimes.
/馃啈

In addition, I changed the description/names of some pills to make them more
accurate, and added some neurine pills, because I needed them for testing.

With thanks to @oranges for spotting the runtime in the first place.

* Stinky people no longer stink up space

* Adjusts the orientation of some computers and a terminal

* Various computers on BoxStation and Lavaland now face more logical directions.

* BoxStation's gravity generator SMES had its terminal moved to the left side. You can now feed power into it without needing to deconstruct the wall below it.

* Reduces sound volume for some ghost notifications

* UNSTOPPABLE flag is now checked every time something tries to pass something instead of just once in the Move() proc (tgstation#41994)

UNSTOPPABLE flag is now checked every time something tries to pass something instead of just once in the Move() proc tgstation#41994

* Automatic changelog generation for PR tgstation#42092 [ci skip]

* Blood contract knives only last two minutes, like the chainsaw (tgstation#42074)

* Added admin smite: Mark for Death

馃啈 coiax
admin: Admins can Mark For Death with the Smite menu, which functions
the same as someone being blood contracted.
tweak: The butcher knives and the red colouring of someone
marked for death will disappear after two minutes.
/馃啈

The primary use I see of Mark for Death? WGW readers. Saw some
other admins use it, but they had to manually spawn in a contract
and use it.

The cleaning up after two minutes is so the station isn't covered in
cleavers, and the RED GET THIS GUY fades, so people can be horrified/thrilled
at their actions appropriately.

* No more smite for death

* Also remove that line

* Only the knives

* Automatic changelog generation for PR tgstation#42074 [ci skip]

* Automatic changelog generation for PR tgstation#42178 [ci skip]

* Reverts cargo consoles, merges maps

* Create gas mixture and use assume_air

* Automatic changelog generation for PR tgstation#42182 [ci skip]

* New() -> Initialize() (tgstation#41876)

* Podspawn admin verb, like Spawn, but more IC (tgstation#41981)

* Podspawn admin verb, like spawn, but more IC

馃啈 coiax
admin: New 'Podspawn' verb, which functions like 'Spawn', except
any atoms movable spawned will be dropped in via a no-damage, no-explosion
Centcom supply pod.
/馃啈

Essentially, sometimes you want to spawn stuff in, quickly, in an adhoc manner.

Use of the full Centcom launchbay is fine if you're doing a full blown drop or event
or want some customisation, but sometimes you want a quick supply pod.

The admin smite "Supply Pod (Quick)" has been used for this purpose, but it has a side
effect of setting people on fire and damaging them, which isn't what you want
if it's just for spawning stuff in.

* Adds option to Game Panel->Create Object

* Code review I

* Automatic changelog generation for PR tgstation#41981 [ci skip]

* Automatic changelog generation for PR tgstation#42196 [ci skip]

* Automatic changelog generation for PR tgstation#42197 [ci skip]

* Automatic changelog generation for PR tgstation#42201 [ci skip]

* code formatting

* Fixes VR game hanging exploit

* About that beer I owed ya. Adds blueshirt items to sectech and defines them better. (tgstation#42203)

* beer

* beer

* beer

* beer

* beer

* better descriptionhelmet

* better descriptionarmorname

* blue-shirt

* Update security.dm

* beer

* hey catch me later i'll buy you a

* thanks cobble

Co-Authored-By: duckay <41324849+duckay@users.noreply.github.com>

* helpies

* helpies

* discount for meme helmet

only 450 whoppers!

* Automatic changelog generation for PR tgstation#42203 [ci skip]

* turns the 2 hygiene quirks into mood quirks

* Microwave now uses a radial menu (tgstation#42013)

Observers can now examine microwave contents, and non silicons need to be near
the microwave to examine it. You can't examine if it's running.

* Automatic changelog generation for PR tgstation#42013 [ci skip]

* Renames SSsqueak to SSminor_mapping

* Automatic changelog compile, [ci skip]

* Science areas can now be dirty

馃啈 coiax
fix: Science areas now have small patches of glowing green goo
occasionally, as intended.
/馃啈

Someone used the wrong area var to check, so science was never getting
random green goo.

* Less special-casing for loving sprinkles and fancy security drinks

* Compilation

* Increases air alarm miasma threshold to prevent spam

* Redesign the Raven Battlecruiser escape shuttle (tgstation#42211)

This new shuttle is significantly more usable than the hideous lopsided garbage
we had before. The turrets can actually fire at nuke ops and won't kill ian
anymore. It also has shields you can enable to give you extra protection from
boarders or meteors, and the bridge can thoroughly lock itself down with blast
doors to enter it, and on the windows. These turrets can also be disabled in the
bridge, if you like.

This shuttle now costs 30k, up from 15k, since it's an actually useful shuttle
now. Gotta pay for your security!

* Automatic changelog generation for PR tgstation#42211 [ci skip]

* Automatic changelog generation for PR tgstation#42227 [ci skip]

* Automatic changelog generation for PR tgstation#42226 [ci skip]

* Scope various unscoped locate() calls (tgstation#42195)

* Scope locate calls which are immediately checked against a list

* Remove silly use of locate from bible Topic

* Scope various locate calls (needs testing)

* More WIP

* Buff up lightswitches while we're here

* Tidy record browsing code

* Scope a few more locates

These have caused problems in the past (tgstation#41917, tgstation#39303). Continues tgstation#29349.

Also cleans up lightswitch code while I was already touching it.

I recommend a testmerge.

* definitely not xenos but our original black aliens now have a liver to process reagents

* Automatic changelog generation for PR tgstation#42205 [ci skip]

* Add telescreen announcement when the thunderdome is active (tgstation#42199)

cl
add: Entertainment telescreens in the bar indicate when they will show something interesting.
tweak: Entertainment telescreens can be viewed from a distance.
/cl

Bargoers are now informed both visually and in chat when clicking on the thunderdome telescreens is likely to actually show something interesting. Additionally, thunderdome telescreens can be watched without being directly adjacent (think sports bar TVs).

* Automatic changelog generation for PR tgstation#42199 [ci skip]

* mixers work on 0% and 100% (tgstation#41977)

* mixers work on 0% and 100%

* fixes 2 AM code

* code duplication

* clumsy fingers

* Nicer round

* Uses round instead of floor to display data

* I'm sick, don't judge me

* Automatic changelog generation for PR tgstation#41977 [ci skip]

* Adds a cautery to Robotics on Metastation

* Automatic changelog compile, [ci skip]

* Prevents supermatter shuttle reflectors from getting deconstructed

* MakeDirty() is only called 33% of the time (tgstation#42233)

I randomly thought of this. On Metastation there are ~44,000 floor
turfs being initialized, and by moving the prob for dirtiness out of the
proc, we should be able to avoid about 2/3 of those (so around ~29,000).

I don't think I've ever done profiling, so I'm unclear how to test it.

But it seemed like maybe a good idea?

* Automatic changelog generation for PR tgstation#42238 [ci skip]

* Automatic changelog generation for PR tgstation#42239 [ci skip]

* Remove miasma from default filtered gases (tgstation#42240)

Miasma buildup is never a serious issue since scrubbers remove most of it by
default. I removed it from default filtering so that either A) people have to
take care of corpses or B) air alarms have to be adjusted to deal with it.

* Automatic changelog generation for PR tgstation#42240 [ci skip]

* Make Revenants unable to use Topic (tgstation#42224)

* Plastitanium walls are no longer evil (tgstation#42217)

This description doesn't really make much sense when people use them for flavor
on stations and sometimes to make entire NT shuttles out of. So it's no longer
evil.

* Automatic changelog generation for PR tgstation#42217 [ci skip]

* add alt click to eject beaker + beaker swapping to chem dispenser and chem master [READY] (tgstation#41969)

* commit 1

* commit 2

* e

* changes

* fix

* e

* meme

* e

* e

* e

* e

* Automatic changelog generation for PR tgstation#41969 [ci skip]

* Die of fate tweaks and fixes (tgstation#42073)

* Die of fate tweaks and fixes

馃啈 coiax
fix: Rolling a 6 with a die of fate now reduces your speed as intended.
fix: Rolling an 8 with a die of fate will cause the explosion to be
around the roller, not the die.
tweak: Die of fate effects now make loud visible messages so it's
obvious what has happened.
admin: Dice can now be "totally rigged" with admin edits to
unconditionally always roll a certain value, rather than just some of
the time. A new "cursed die of fate" has been added to demonstrate this
effect.
/馃啈

- new proc `do_smoke` that does basic smoke effects, to avoid the same
pattern for making smoke effects.
- Dice rigging has been split into two vars, "rigged" for the severity
of the rigging (not rigged, basically rigged, totally rigged), and
rigged_value for the value it's trying to rig to.

* Stealth die of fates

* Code review II?

* Automatic changelog generation for PR tgstation#42073 [ci skip]

* [READY] New Side Antagonist: The Creep! (tgstation#42021)

cl
add: Added a new antagonist, the Creep!
add: Chosen from a random event, the Creep will become obsessed with one person, feeling amazing around them and terrible when they aren't. They will have objectives to steal heirlooms, take pictures, hug, and kill coworkers. They also have to kill the obsession but some objectives can only be completed while the obsession is alive, requiring you to protect the obsession!
/cl

There really is no reason to betray people, generally. Maybe some stuff with security and traitors working things out, but a traitor based around betrayal and the general insane creep idea is just cool.

One Creep can show up, and they get objectives to mess with their obsession leading to the obsession's death. Here is their objectives:

    A random creepy objective. It could be taking a photo with them in it, hugging them, etc
    After your are done with your objectives, kill them. you can't complete the objectives when they are dead!

Creeps do not get the determination mood. Instead, when they are around their obsession, they feel AMAZING! If they are around too long, they will stutter, cough, and generally spaghetti out when talking near their obsession. So if you are going to talk near them, do it when you aren't entranced.

* Automatic changelog generation for PR tgstation#42021 [ci skip]

* Added Curse of Madness to Summon Event pool (tgstation#42100)

* Added Curse of Madness to Summon Event pool

馃啈 coiax
add: Curse of Madness can now be triggered by a wizard's Summon Events,
at the same chance as Summon Guns or Summon Magic.
admin: When an admin triggers Curse of Madness manually, they can
specify their own dark truth to horrify the station with.
/馃啈

Random Curse of Madness events pick a line from the redpill.json file,
which I've added some more entries to.

* REDPILL_FILE

* Automatic changelog generation for PR tgstation#42100 [ci skip]

* Reworks spearguns, adds Syndicate bundle, carp clothing adds carp faction (tgstation#42102)

* Reworks magspears, adds Syndicate bundle, carp clothing adds carp faction

* 20 magspears

* Replaces bandolier with quiver

* Slightly increases throwforce to OHKO space carps

* Automatic changelog generation for PR tgstation#42102 [ci skip]

* Cleans up shower code (tgstation#41884)

cl coiax
fix: Monkey cubes now expand in a running shower!
fix: Slimes now die in running showers.
/cl

Showers now apply 200 water reagent via TOUCH every tick to anything under them.
This doesn't actually add reagent to the atoms it touches though.
Showers now use timers rather than spawn for the mist creation.
Mist isn't recreated every time the shower is turned on and off.
All living mobs are burned by hot showers, not just carbons.
This means that slimes are healed by hot showers.
Showers are now in a separate file.
Shower temperatures now use defines.

Fixes tgstation#41773.

* Automatic changelog generation for PR tgstation#41884 [ci skip]

* Brings experimental cloner in line (tgstation#42121)

cl
fix: experimental cloner is compatible with ordinary cloning computer, but deletes records after cloning.
/cl

fixes tgstation#42099

* Automatic changelog generation for PR tgstation#42121 [ci skip]

* corrects Hippocrates bust description (tgstation#42244)

* corrects Hippocrates bust description

* cited >> referred to

* Automatic changelog generation for PR tgstation#42244 [ci skip]

* Automatic changelog generation for PR tgstation#42185 [ci skip]

* Check plumbing verb upgrade + t-ray view verb (tgstation#42218)

cl YoYoBatty
add: Added a ghost verb that lets you t-ray view underfloor objects
admin: Checking plumbing verb checks every atmospheric component instead of just pipes
code: Check plumbing verb is less snowflakey
/cl

* Automatic changelog generation for PR tgstation#42218 [ci skip]

* [READY]Ports yet another SDQL2 upgrade, refactors SDQL2 to a datum, adds SDQL2 options/more features (tgstation#42008)

Thanks to PJB3005
cl
experimental: SDQL2 has been refactored to a datum!
rscadd: A new SDQL2 panel has been added to admin tabs, for tracking, VVing, and halting SDQL2 queries.
rscadd: SDQL2 documentation is now available in SDQL_2.dm
rscadd: SDQL2 now has MAP added. MAP will cause the query to execute on whatever is specified in MAP, whether it's a variable or a procedure call (which will grab the return results), etc etc.
rscadd: SDQL2 now has a superuser mode, for uses outside of admin button pressing. This causes it to operate without admin protection wrapping.
rscadd: SDQL2 now supports options, including ignoring nulls in select or forcing it to operate in high priority mode, which lets it use 95% of the tick instead of obeying the Master Controller's tick limit. USE WITH CAUTION. Also includes a mode for blocking proccalls
rscadd: SDQL2 now supports TRUE/FALSE.
rscadd: To use options, append OPTIONS to the query. Available are "PRIORITY" = HIGH/NORMAL, "SELECT" = FORCE_NULLS/DISABLE or 0/FALSE, "PROCCALL" = ASYNC/BLOCKING.
/cl

Also displaytimetext is refactored.

* Automatic changelog generation for PR tgstation#42008 [ci skip]

* Automatic changelog generation for PR tgstation#42247 [ci skip]

* Automatic changelog generation for PR tgstation#42234 [ci skip]

* Glowing goo glows more; roundstart goo contains radium or uranium (tgstation#42235)

* Glowing goo glows more, and always contains radium

馃啈 coiax
tweak: Glowing goo now glows a lot more noticably in the dark, and
always contains radium.
/馃啈

You can barely see it in the dark, should glow more. Also, the normal
in-game method of creating it is spilling radium on the floor, so all
glowing goo should have radium in it, even the roundstart stuff.

* Roundstart goo now contains either radium or uranium

* Radium is now a subtype of uranium, because nearly-identical behaviour

* Automatic changelog generation for PR tgstation#42235 [ci skip]

* Readds non-persistent contraband filled smugglers satchels (tgstation#42228)

* Readds non-persistent contraband filled smugglers satchels

* Ten random satchels are placed each round

* Automatic changelog generation for PR tgstation#42228 [ci skip]

* Automatic changelog generation for PR tgstation#42255 [ci skip]

* Automatic changelog generation for PR tgstation#42249 [ci skip]

* removes the speedmod var from plasmamen (tgstation#42245)

inherited value is fine thanks

* Automatic changelog generation for PR tgstation#42245 [ci skip]

* Adds Combat Gloves Plus for operatives at 5tc (tgstation#42250)

* Combatgovesplus 1

* Combatglovesplus 2

* Combatglovesplus 3

* Combatglovesplus 4

* Combatglovesplus 5

* Combatglovesplus 6

* i have good england grammar I swaer

* fixed a slight english fucky wucky

* Allright done coiax

* I am probably retarded coiax not gonna lie

* you got me convinced GuyonBroadway

* Automatic changelog generation for PR tgstation#42250 [ci skip]

* Automatic changelog compile, [ci skip]

* Christmas fix

* Update README.md

DominikPanic added a commit to DominikPanic/tgstation that referenced this pull request May 6, 2019

[READY]New durathread content and durathread modifications (tgstation鈥
鈥#41959)

* durayeet

* Update code/modules/clothing/head/jobs.dm

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* Update code/modules/clothing/head/beanie.dm

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* Update code/modules/clothing/masks/miscellaneous.dm

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* Update code/modules/clothing/under/miscellaneous.dm

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* yeet

* adds armor

* webedits yeet

* adds crafting stuff and removes normal cloth crafting

* ff

* final fixes

* Update code/game/objects/items/stacks/sheets/sheet_types.dm

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* done

DominikPanic added a commit to DominikPanic/tgstation that referenced this pull request May 6, 2019

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