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access helpers for the centcom level #67375

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merged 3 commits into from May 30, 2022

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About The Pull Request

Adds access helpers for the centcom level for both the syndicate base and centcom proper. Utilizes some of the other access helpers and makes the access a bit more consistent

Why It's Good For The Game

Yay access helpers!

Changelog

馃啈
qol: Access helpers were added to centcom
fix: Some accesses in centcomm were made more consistent
/:cl:

@tgstation-server tgstation-server added Fix Rewrites a bug so it appears in different circumstances Map Edit Thank you for your tile-placing service. It's always appreciated. Quality of Life Increasing esword damage is not a quality of life for traitors labels May 29, 2022
@Mooshimi Mooshimi added this to the CentCom (Z-Level) milestone May 29, 2022
@Mooshimi Mooshimi added Administration As generous gods, we have deigned to throw the jannies a bone and removed Fix Rewrites a bug so it appears in different circumstances labels May 29, 2022
@Son-of-Space Son-of-Space marked this pull request as draft May 29, 2022 05:36
@Son-of-Space Son-of-Space marked this pull request as ready for review May 29, 2022 23:51
@san7890 san7890 added the Fix Rewrites a bug so it appears in different circumstances label May 30, 2022
@san7890 san7890 merged commit 48908e1 into tgstation:master May 30, 2022
github-actions bot added a commit that referenced this pull request May 30, 2022
Wallemations added a commit to Wallemations/heavenstation that referenced this pull request Jun 6, 2022
* Spellchecks the Name for Unrestricted Side Helpers (tgstation#67269)

What the fuck is a "unresctricted"?

* Kilo fixes (tgstation#67302)

Fixes turf placement first and foremost,

Images
Also nukes rec_access_txt off a windoor in the mass driver.

* Automatic changelog generation for PR tgstation#67302 [ci skip]

* Fix transparent floors ignoring blur effects (tgstation#67191)

* Automatic changelog generation for PR tgstation#67191 [ci skip]

* Fix slime potions used on simple mobs to inherit all language abilities from the user (tgstation#67176)

* Fix slime potions to grant simple mob languages

* Fix typo

* Automatic changelog generation for PR tgstation#67176 [ci skip]

* Better cyclelink_helper_multi and duplicate apc logging (tgstation#67151)

* OldStation Biolab and misc changes. (tgstation#67167)

* Automatic changelog generation for PR tgstation#67167 [ci skip]

* Adds Greps for Multiple Areas/Turfs on the same tile. (tgstation#67173)

Hey there,

Even though mapmerge2 (through behavior introduced in tgstation#39889) should automatically check for "stacked turfs", they still slip through somehow. Not really sure how, but let's make sure that doesn't happen again with the power of grep.

* [MDB Ignore] OH GOD OH FUCK OH SHIT OH LORD - SPACE AND RUINS IS BROKEN (tgstation#67324)

So, for the last few days on production, Space Ruin generation has refused to work. Why is this? It's because in tgstation#67107 (cfc2330), we repathed `/area/space`  to `/area/misc/space` (lol i should have paid attention to that) without updating everything in code to match. I couldn't seem to get `/area/misc/space` to properly work somehow (this could have also been something I was doing wrong), but I worked it back to just making everything vanilla `/area/space` and all of those unwanted behaviors should be squashed out. Let's get the game working again.

* Automatic changelog generation for PR tgstation#67324 [ci skip]

* Access helpers for more shuttles, fixes sec access on emergency shuttles (tgstation#67299)

Access helpers added to labor and mining shuttles. Helpers for the rest of the shuttles will come when tgstation#67296 is merged.

Also fixed a dumb mistake by me neglecting to swap brig to general security access on shuttles when I gave the detective general access.

* Automatic changelog generation for PR tgstation#67299 [ci skip]

* Automatic changelog compile [ci skip]

* adds the "refresh TGUI" debug verb (tgstation#67265)


About The Pull Request

adds the Refresh TGUI verb to the debug category OOC category, but it isn't locked behind any permissions. i'd put it in OOC, but.. eeeeeeh? there's not real much use for this verb other for debuggers. i put it in the OOC category
Why It's Good For The Game

debug purposes mostly

not player facing lole

* [NO GBP] Removes a debug message admins to reload TGUI button

* removes message_admins in the new TGUI reload verb under OOC tab.

* Fixes foam spreading through public airlocks and windoors (tgstation#67101)

* Fixes foam spreading through public airlocks and windoors

* nova

* Automatic changelog generation for PR tgstation#67101 [ci skip]

* Fixes most eye color effects not working (tgstation#67127)

* Fixes most eye color effects not working, adds eye refreshing to species' handle_body.

* Automatic changelog generation for PR tgstation#67127 [ci skip]

* Fixes delimber armor not doing anything (tgstation#67175)

* fixes delimber armor not doing anything

* Automatic changelog generation for PR tgstation#67175 [ci skip]

* Fixing plasmamen setting on fire when they shouldn't (tgstation#67021)

Reverts a fire-proof trait check that was accidentally flipped.

* Automatic changelog generation for PR tgstation#67021 [ci skip]

* Adds BUG food types (eating ants) (tgstation#67202)

* Adds BUG food types, liked by Flypeople, Felinids, Jellypeople, Monkeys and Lizardpeople, while Moths and Podpeople hate it.

* BUG foods include moth meat, ants, ant pizza, spider eggs, canned larvae, and a few others.

* Automatic changelog generation for PR tgstation#67202 [ci skip]

* Continues removing unnecessary species names of bodyparts in visible messages (tgstation#67254)

* removes some more unnecessary species mentions from bodypart messages

* removes atmos history (tgstation#67317)

Removes one unused global list and removes the other one that was used only 3 times.

* Resprites medals (tgstation#67316)

Redid the object sprites of all medal types to be better and more shiny looking, plus changing around the designs to be more interesting and varied. On-mob sprites have been altered to use the same palette as the object sprites and remove the weird transparent pixels.

* Automatic changelog generation for PR tgstation#67316 [ci skip]

* Fixes tablet lights (tgstation#67315)

* Fixes tablet lights

Makes tablet lights properly be directional lights like PDAs were.
I also replaced some single-letter vars for no particular reason.

* re-adds action button updating

* Automatic changelog generation for PR tgstation#67315 [ci skip]

* Turns the readme.txt for Procedural Mapping into an MD. (tgstation#67312)

last change

Turns the readme.txt for Procedural Mapping into an MD.

Hey there,

TXT files describing a function in raw text are so 2006. We have advanced tools for this now. Let's turn this into a markdown!

I re-formatted all of the words that were placed here over the years to fit the MD format, but all of the actual information should match feature parity.

* Ghosts see who rolls a midround antag (tgstation#67295)

* Changes the alert ghosts get when a dynamic midround ruleset is selected to say the ghost's old name rather than their new one.

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* Automatic changelog generation for PR tgstation#67295 [ci skip]

* fixes darkened blades saying they only need 1 silver to make (tgstation#67306)

* Minor spellcheck fix to darkened blade's heretic focus saying you need 1 silver bar, when you need 2.

* Automatic changelog generation for PR tgstation#67306 [ci skip]

* you refill the modsuit plasma core with all your plasma at once (tgstation#67242)

* The Mining MODsuit will now recharge with as many plasma as you can put in it.

* Automatic changelog generation for PR tgstation#67242 [ci skip]

* Belts are now Bulky and do not fit in bags. (tgstation#66927)

* Belts are bulky and therefore do not fit in bags, solely the belt slot.

* Automatic changelog generation for PR tgstation#66927 [ci skip]

* Scrubber clog event no longer happens in the recreation area area (tgstation#67304)

* Fixes scrubber clog event from saying 'area' twice.

* Automatic changelog generation for PR tgstation#67304 [ci skip]

* Scipaper rebalancing: Nitrium and halon shell removal. Nitrous added. Emphasis on BZ. (tgstation#66738)

Similar in spirit to tgstation#65707, with some more changes.

Restructured the gaseous experiments to:

    Nitrous (practice experiment)
    BZ (mainstay experiment)
    Hyper-Nob (lategame/once-in-a-while experiment)

Added a mining partner.

Moved adv weaponry lock to normal weaponry under reactionless. Toned down t3 reactionless.

BZ locks adv engi. Medbay unbridled by toxin gasses now.

Removed Xenobio's BZ Can.
Why It's Good For The Game

My original intent with papers was expanding the difficulty range of toxins. Both to things harder than tritium (nob, nitrium, etc) and also to things easier than tritium (bz, reactionless, etc).

In that process, I feel that i strayed a bit to the harder side, this PR is an attempt to tone down the overall difficulty of some of the gaseous experiments a notch.

Nitrous now takes place of the old BZ, BZ takes place of old nitrium/halon, and noblium stays because it's difficulty is in a pretty good spot for a relatively unimportant but nice to have tech.

While we're at it, I also added more emphasis to BZ production to toxins instead of tritium. This will hopefully incentivize people to try the department out. There is a risk of this being a bit of a chore, but I believe that the relevant atmos gameplay loop is strong enough to have it be fun. You need to check on the chamber, turn on pipes, adjust the input rate, and many more that makes it significantly more fun to do.

We do this by:

    Locking advanced engineering with BZ (organs and implants lock lifted). Depending on feedback i wont mind changing this around if you want to suggest another node as long as it's of similar or very slightly less importance.

    Getting rid of xeno's BZ can. Some xeno players need it for making slimes sleep, with their roundstart supply removed there should be a significant demand for the BZ production in toxins to go online asap.

If you have been paying attention to our PRs, i have been working to make BZ production as seamless and quick as possible in toxins. My five map prs tgstation#66454 tgstation#66198 tgstation#66064 tgstation#66010 tgstation#65857 have been building up to this. You can make BZ relatively quickly with the new freezer chamber in place. Probably even faster than ordering it in cargo, which is a fine ballpark to use if you want to make changes to it.

If you want to know how to operate it, here is a wiki guide in place https://tgstation13.org/wiki/User:Vincentius_vin/Sandbox#BZ_Synthesis. We will move it to the main toxins page once the rest of the page is finished, pictures are added, 

Made adv engi tech node require bz shells as an experiment, organs no longer need it.
Adv mining no longer requires adv engi.
Removed nitrium and halon shell, implant experiment lock lifted because of the former.
Relocked sec 1 tech node to need pressure bombs, sec 2 no longer needs tritium bomb.
Made advanced pressure bombs easier to do without funny fusion gases.
Added a new mining partner that accepts smaller (even non-atmos/non-ordnance related) bombs
Added more options to purchase nodes in the paper partners. Your point gain stays the same though.
Removed roundstart BZ can from xenobio.

* Automatic changelog generation for PR tgstation#66738 [ci skip]

* Automatic changelog compile [ci skip]

* Removes (in) smoke and foam reactions (tgstation#67270)

* Removes smoke and foam reactions

Turns out when you let reagents react in foam/smoke, people put bombs in
them.

This behavior was initially added to just smoke, accidentially in
(56f7ac0) accidentialy (thalpy tried to
make both foam and smoke instant react, but instead made smoke's temporary
holder reagent instant instead. hhhhhhh)

Assuming this was intentional it was then extended to foam in
(1879e2d)

Basically, we're idiots. Anyway lets just walk this all back to instant
reaction on smoke/foam formation. Hate you people

* Removes another source of gunpowder smoke

Temporal told me about this. Gunpowder uses an ex_act signal as a
starter, and that also counts for smoke objects.

Really don't want instant detonation smoke bombs, so let's just... not
shall we?

* Automatic changelog generation for PR tgstation#67270 [ci skip]

* Oldstation map size increased to fit the missing biolab wall and future content (tgstation#67323)

Follow up PR for tgstation#67167 without any changes to the map except addition of the biolab wall that didn't fit previously.

Added some space around the station similar to bunker map to add some more wreckage/asteroids later and avoid situations when a school bus ruin spawns 1 tile away from the station.

A bit more space in the beta station to add atmos quest and wreckage of beta station later.

* Automatic changelog generation for PR tgstation#67323 [ci skip]

* Cytology techweb tweaks and microscope crafting recipe (tgstation#67012)

* Automatic changelog generation for PR tgstation#67012 [ci skip]

* 3(or 4) new traitor objectives (tgstation#67287)

This PR introduces 3 new kind of traitor objectives:
Eyesnatcher objective, you'll need to remove your victim's eyes by any means. You will be given a device that you can use to pull out someone's eyes after 3 5 second delays. This would be quite loud and painful to the victim, so make sure you got them restrained or knocked out.

"Public" Sleeper protocol - this is a high progression(30+ minutes) objective. It's basically Sleeper Protocol, but availible for everyone instead of only med personnel.

Locate Structural Weakpoint - a high progression(45+ minutes) objectives that can be only completed once. You will recieve a device that you'll need to use in 2 different (somewhat secure) areas in order to triangulate the structural weakpoint of the station, you'll need to stay in the area for 30 seconds and station AI will be alerted about your attempt. After triangulating it, you will be given a location-locked explosive which will also create from 5 to 8 minor explosions in a 17-25 tile area.

Kidnap personnel - Basically old contractor kidnap. Down someone, get them to the extraction location, call in a pod, stuff them into it and send it back. Additional TCs if you bring them alive.

* Automatic changelog generation for PR tgstation#67287 [ci skip]

* Removes Rad Text Plane (MOTHHHHH) (tgstation#67337)

>Be mothblocks

* Head of Personnel Resprite & New HoP Coat (tgstation#67286)

add: Brand new HoP coat!
imageadd: New sprites for HoP's uniform, skirt, cap, and the ID Painter.

* Automatic changelog generation for PR tgstation#67286 [ci skip]

* New lighswitch sprite (tgstation#67291)

Changed light switch sprite and made it depend on the power availability.

* Automatic changelog generation for PR tgstation#67291 [ci skip]

* Automatic changelog compile [ci skip]

* Makes chem master not use an incorrect constant (tgstation#67339)

* Automatic changelog generation for PR tgstation#67339 [ci skip]

* fixes airlock ai cut wires runtiming (tgstation#67362)

* Fixes airlock wires mapping helper

* Automatic changelog generation for PR tgstation#67362 [ci skip]

* [NO GBP] Fixes a misnamed shutter button on Kilostation (tgstation#67342)

Proper name good, grug fix.

* Automatic changelog generation for PR tgstation#67342 [ci skip]

* One firelock down... more to come. (tgstation#67355)

Removes one of a dual firelock in same spot situation.

* Automatic changelog generation for PR tgstation#67355 [ci skip]

* remove windoor in lower icebox chapel maint (tgstation#67365)

Random windoor inside a wall in chapel maintenance on icebox is now gone.

* Automatic changelog generation for PR tgstation#67365 [ci skip]

* [MDB IGNORE] Simplifies medical laptop to be consistent across all maps w/o varedits (tgstation#67373)

I found some inconsistent medical laptops across maps that manually added genetics access to the laptop.

To simplify everything and prevent unnecessary varedits to these laptops, I added genetics to the access list for medical data and removed the varedits from these computers.

* Automatic changelog generation for PR tgstation#67373 [ci skip]

* Simple animal Destroy edge case fix (tgstation#67356)

It's a semi pointless check, but it shouldn't be doing any harm. It's just overly cautious.

* [MDB IGNORE] Replaces var access with helpers on away, ruin, and shuttles (tgstation#67370)

What it says on the tin.

I edited for req_access with vsc instead of the map editor for our ruins and away missions. It was much more time-efficient! This means I may have accidentally replaced a window access with an access helper (which will not work). I am going to double check that but want a third set of eyes especially on that for whoever reviews this. Thanks.

* Automatic changelog generation for PR tgstation#67370 [ci skip]

* Organizes the Update Paths tools folder and provides a readme (tgstation#67241)

Puts the scripts for Update Paths in a "scripts" subfolder, labels them all according to their associated PR for easy sequential updating on paths, and provides a readme for how to use the tool and how to make the scripts for it.

I don't know what the label would be for this.

* Organizes the Update Paths tools folder and provides a readme

* Clarified adding more than one path update in the readme

* swaps the rtf with a markdown file

* renames the most recent updatepaths and throws it into the folder

* Automatic changelog generation for PR tgstation#67241 [ci skip]

* Automatic changelog compile [ci skip]

* access helpers for the centcom level (tgstation#67375)

Adds access helpers for the centcom level for both the syndicate base and centcom proper. Utilizes some of the other access helpers and makes the access a bit more consistent

* Automatic changelog generation for PR tgstation#67375 [ci skip]

* Greps for double firelocks and airlocks (tgstation#67374)

Adds the greps for firelocks and airlocks so we don't double stack them.

* Greps for double firelocks and airlocks

* Update tools/ci/check_grep.sh

Co-authored-by: Pepsilawn <reisenrui@gmail.com>

* Update tools/ci/check_grep.sh

Co-authored-by: Pepsilawn <reisenrui@gmail.com>

* fixes two double firelocks on iceboxstation

Co-authored-by: Pepsilawn <reisenrui@gmail.com>

* Automatic changelog generation for PR tgstation#67374 [ci skip]

* Fixes Nullwave Vibrato triggering a chaplain's own antimagic. Also genericizes musical sect code slightly.  (tgstation#67266)

Goes through and genericizes sect music effects slightly. As it stood pretty much all of them were copy+pastes of one another, with some minor changes, so making them one unified thing is cleaner.

* Automatic changelog generation for PR tgstation#67266 [ci skip]

* Restores the icebox sci break room to a decent-er standard (tgstation#67344)

So back when the ordnance room of icebox got remapped, they smudged around the breakroom I added a few months ago.

Unfortunately, they left it in, well, quite a state.

There's an unconnected scrubber underneath the couch, and all the smooth-large tiles that used to designate where the scrubbers and vents were to be placed weren't moved at all! The room was left looking real sad and empty.

* Automatic changelog generation for PR tgstation#67344 [ci skip]

* Aurora Caelus is now localized entirely within your station's kitchen. (tgstation#67051)

Aurora Caelus is now localized entirely within your station's kitchen. It still affects space as well, for obvious reasons.

* Automatic changelog generation for PR tgstation#67051 [ci skip]

* fixes crusher inhands being swapped (tgstation#67384)

* Automatic changelog generation for PR tgstation#67384 [ci skip]

* Resprites the chaplain witch hunter set (tgstation#67346)

imageadd: Resprited chaplain's witch hunter set.

* Automatic changelog generation for PR tgstation#67346 [ci skip]

* When AI rolls "Unique AI" station trait, upload modules won't be available until research, and research requires more points. (tgstation#66633)

Rolling unique AI station traits removes boards from map and changes research costs of other lawsets.

* Automatic changelog generation for PR tgstation#66633 [ci skip]

* Fixes map votes not happening when the ALLOW_MAP_VOTING config flag was disabled (tgstation#67394)

Fixes map votes not happening when allow map voting was disabled by config

* Automatic changelog generation for PR tgstation#67394 [ci skip]

* New delimber and hallucination anomoly sprites (tgstation#67389)

New delimber and hallucination anomoly sprites

* Automatic changelog generation for PR tgstation#67389 [ci skip]

* The HOP's uniform's adjusted state no longers covers the chest  (tgstation#67366)

The Head of Personnel's new suit now no longer covers the chest when adjusted.

* Automatic changelog generation for PR tgstation#67366 [ci skip]

* Add new H.E.C.K. suit GAGS sprite, recolorable via spray can (tgstation#67217)

imageadd: The H.E.C.K. suit has a new sprite. (by Meyhazah)
add: You can now use a spray can to completely recolor the H.E.C.K. suit.

* Automatic changelog generation for PR tgstation#67217 [ci skip]

* Caps projectile armor at 90%, armor now applies to pellet cloud wounding (tgstation#67331)

* Automatic changelog generation for PR tgstation#67331 [ci skip]

* Automatic changelog compile [ci skip]

* Fixes extraneous null access reqs on several external airlocks (tgstation#67404)

Since we no longer have null access built into external airlocks, it's time to cut from some doors that have an override built into them. It wasn't necessary in the first place, actually, since the access req was built in incorrectly to these airlocks, but regardless...

* Automatic changelog generation for PR tgstation#67404 [ci skip]

* Fixes two windoors in walls on IceBox (tgstation#67407)

* Fixes two windoors in walls on IceBox

* Adds back the posters

* Automatic changelog generation for PR tgstation#67407 [ci skip]

* Trash on meta leaves the station again (tgstation#67408)

It's almost like randomizing a bunch of stuff because "randomization good" without actually thinking about it causes a lot of problems.

* Automatic changelog generation for PR tgstation#67408 [ci skip]

* Fixes missing scrubber pipe in engine on MetaStation (tgstation#67409)

A missing scrubber pipe underneath a door in the MetaStation engine has found its home again

* Automatic changelog generation for PR tgstation#67409 [ci skip]

* Fixes missing turbine boards on the derelict ruin (tgstation#67410)

The three missing turbine boards to install the turbine have been added back to a rack on the derelict. They were missing as an oversight to the turbine rework.

* Automatic changelog generation for PR tgstation#67410 [ci skip]

* Fixes inconsistent maintenance camera on IceBoxStation (tgstation#67412)

Gets rid of the inconsistent camera guarding EVA Maintenance. Cameras in maintenance aren't consistent with general design and this one in particular doesn't have any reason for it.

* Automatic changelog generation for PR tgstation#67412 [ci skip]

* The Humanening?! But cheeked up (enlarged posterior) on a Sunday night?!?! As per our sprite lead's review????? (tgstation#67402)

Brand new human sprites! (They have an ass now)

* Automatic changelog generation for PR tgstation#67402 [ci skip]

* This tail refactor turned into an organ refactor. Funny how that works. (tgstation#67017)

* Fuck you (refactors ur tails)

* Errors

* Wow. Pain.

* Fixes up probably everything

* finish up here

* Fixes hard del maybe

* original owner hard del

* garbage collection runtime

* suck my peen byond

* Mapped tails

* motherfucker.

* motherrfucker. again.

* Whooopppppsie

* yeah bad idea

* Turns out external organs literally just sat in nullspace forever if their parent was deleted, and didnt Remove() themselves, causing harddels.

* So anyways I repathed all organs

* Fixes

* really.

* unit test... test

* unit test-test but it passes linters this time because im a moh-ron

* I've lost track of what im doing at this point

* Hopefully fixes hard del?

* meh

* Update code/datums/dna.dm

* things n stuff

* repath from master pull

* GAGS-ifies ties, and removes inherent ties from some outfits. (tgstation#67053)

Removes the inherent ties from most civilian outfits with a single-color tie baked into them.

* Automatic changelog generation for PR tgstation#67053 [ci skip]

* Fixes podpeople getting fat under certain circumstances (tgstation#67358)

* Makes podpeople fat check not dependant on whether or not you鈥檙e in a closet.

* Automatic changelog generation for PR tgstation#67358 [ci skip]

* [NO GBP] Formats gasmixparser name arg (tgstation#67327)

Formats gasmixparser name arg

Gets rid of unicode funnies. The template doesnt show up on phone ill copy it in later

* Automatic changelog generation for PR tgstation#67327 [ci skip]

* Refactors how fauna scans stuff + electrocute act (tgstation#66947)

* Refactors how fauna scans stuff + electrocute act

Electrocuting fauna (like with staff of storms) now acts the same way attacking it does, and causes Megafauna to hunt you.
This refactors fauna's FindTarget to do so.

* merges the two for loops

* Automatic changelog generation for PR tgstation#66947 [ci skip]

* Lets the engilathe print plasma cutters. (tgstation#67405)

* Automatic changelog generation for PR tgstation#67405 [ci skip]

* Adds a new desk bell item, for sadists. (tgstation#67199)

It's entirely unrealistic that there isn't a way for customers to annoy the hell out of any workers they desire with the simple press of a button.
Changelog

cl Wallem
add: Adds a desk bell, so you can let the service industry know how much you truly care about their hearing.
/cl

* Automatic changelog generation for PR tgstation#67199 [ci skip]

* Fixes external organs, like moth wings and lizard tails, not showing up properly (tgstation#67436)

* Automatic changelog generation for PR tgstation#67436 [ci skip]

* reinforced windows no longer runtime when heated up by non welding tools that can weld (tgstation#67416)


About The Pull Request

            if(tool.tool_behaviour == TOOL_WELDER)
                var/obj/item/weldingtool/welder = tool
                if(welder.isOn())

cmon bro
Changelog

cl
fix: reinforced windows can be heated up by things that can weld but arent welding tools
/cl

* Automatic changelog generation for PR tgstation#67416 [ci skip]

* Adds a chance for ID cards to be tastefully thick (tgstation#67359)


About The Pull Request

Adds a 1% chance for any ID to have a new trait (100% on golden IDs)
This trait adds a special interaction with ID appraisal chips
https://streamable.com/pdu7kj
Why It's Good For The Game

Impressive. Very nice. Let's see the Captain's card.
Changelog

cl
add: Adds a chance for ID cards to be tastefully thick
/cl

* Automatic changelog generation for PR tgstation#67359 [ci skip]

* Adds the Ninja MODsuit (tgstation#67220)

     Why It's Good For The Game

Ninja code is pretty bad, I think it's best to move away into nice modular stuff instead.
Changelog

cl Fikou, PositiveEntropy, Nerevar, InfraRedBaron
refactor: the ninja space suit is now a modsuit
fix: fixes dash beams not working
/cl

* Automatic changelog generation for PR tgstation#67220 [ci skip]

* Adds a Firing Range to IceBox's Perma (tgstation#67428)

IceBox's Manufacturer got another cash influx, and they were fed up of complaints from other station's having their firing ranges looted. So, in order to rectify it, they chose to put the firing range in a more secure part of their station. However, this comes at a price (that being access to the prisoners). What use does this mysterious benefactor have in helping prisoners train their aim? Who the fuck knows bro

Those guns are false, but everything else is standard firing range stuff (or at least standard to whatever Delta has).
Why It's Good For The Game

IceBox doesn't have a firing range, which is atypical for the sort of luxe feel that entire wing gives off. Let's leverage some lore and give those prisoners something to work their aggressions out on. I did consider adding it to the security wing proper, but I think having it in perma is unique enough and is a nice addition to the type of feel we want the perma prison to give off (being much higher in quality than the other stations).
Changelog

cl
add: On IceBoxStation, the permanent prison situation now has a firing range. Don't worry, the guns are still fake and are about as useful as the laser tag guns you already had.
/cl

* Automatic changelog generation for PR tgstation#67428 [ci skip]

* Fixes inaccessible APC in TramStation Experimentor room (tgstation#67420)

Also removes the floating intercom.

* Automatic changelog generation for PR tgstation#67420 [ci skip]

* Fixes Being Able To See Rock Out Of Nuke Ops Shuttle (tgstation#67368)

* Automatic changelog generation for PR tgstation#67368 [ci skip]

* Removes Space Computer on DeltaStation (tgstation#67423)

I don't even wanna know how that got there.

* Automatic changelog generation for PR tgstation#67423 [ci skip]

* Automatic changelog compile [ci skip]

* Makes Hell Microwaves Not Use Power (tgstation#67413)

Hey there,

I was informed that the holodeck program Microwave Paradise would draw and suck power out of an APC. Didn't intend for that to happen, and while funny, I don't really want to arm the crew with le epic power sink with very little effort than pressing a button, or warranting this to eventually be locked to "dangerous" programs. So, let's change such that this subtype of microwaves that can not be constructed (only mapped/spawned) doesn't consume any power. I don't know why it drew off the nearest APC or how that works, but this seems to be alright.

It's not possible to deconstruct machinery spawned in at the Holodeck (which I verified while testing this PR), so do not worry about people using this to bypass the power economy for whzhzhzhz purposes.

* Automatic changelog generation for PR tgstation#67413 [ci skip]

* Refactors warp whistle (tgstation#67064)

* Refactors warp whistle

Warp whistle is now a status effect that walks towards you.
If it hits the person that summoned it, it picks them up, and teleports them once it flies away.
The person then falls from the sky onto their destination.

This prevents Wizards from using the spell then just walking away, because now if they aren't in range, they won't get picked up.
It also means there's no weird code about godmode and stuff, like there used to have. *shiver.

Repathed the item and tornado effect it spawns, over just prefs.

* now goes through walls

* maybe helps with hard dels

* I forgot to add this for hard del too

* i forgot an early return after qdel

* nova's suggestion but not committed by him so he doesnt get co-author

* Warp whistle no longer on Destroy()

* adds incapacitated trait so you don't unbuckle

* Automatic changelog generation for PR tgstation#67064 [ci skip]

* Removes adjustHealth procs from Icemoon Fauna (they no longer regenerate health) (tgstation#67426)

* Removes adjustHealth procs from Icemoon Fauna

Hey there,

As described in Issue tgstation#67311, several ice waste fauna regenerate *1.25%* of their health every Life tick (presumably when they're not attacking). This was added back in 2020 at IceBox's first introduction, when the station was still in it's infancy and normal crew weren't really meant to explore the lower Z-Levels or even exist there. However, this design has been altered heavily over the last few years as the station has had a heavier focus on having crew be placed on these lower structures, so it should be easier for crew to not have to struggle with something non-explicit feature these mobs have as they try and merely exist in the wastes (or fight their way back up to the station).

* removes life procs

* Automatic changelog generation for PR tgstation#67426 [ci skip]

* Adds steam vents to maintenance, adds some flavor to maintenance. (tgstation#66915)

* Steam Vent Challenge (Do not meme)

* Fixes icebox, I think

* Changes to how smoke behaves appears to have removed the need for the opacity setting on the vent. Sounds.

* Mapmerge sama please

* Adds signal system, crafting recipe, and some basic crafting organization.

* Potential fix

* Apply suggestions from code review

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>

* makes changes thanks anturk

Co-authored-by: Seth Scherer <supernovaa41@gmx.com>

* Automatic changelog generation for PR tgstation#66915 [ci skip]

* Reverts silver costs on surgical tools (tgstation#67445)

* Automatic changelog generation for PR tgstation#67445 [ci skip]

* Adds Cargorilla (tgstation#67003)

* Adds cargorilla

* working cargorilla

* Tweaks to control + jobs and stuff

* Sleep

* Probably don't leave in debug

* el sanity

* el change them to use globals, el refactor

* Does this fix it?

* Ah, okay

* el copypaste

* el mapload vars

* ready to ship

* Automatic changelog generation for PR tgstation#67003 [ci skip]

* Fix androids looking like humans (tgstation#67443)

Don't set android limbs back to weird hybrid human-like limbs (like synths do).

Co-authored-by: Scriptis <scriptis@duck.com>

* Automatic changelog generation for PR tgstation#67443 [ci skip]

* Automatic changelog compile [ci skip]

* Fixes the stasis ripple not playing in a loop and the unusually-slow stasis bed lying down animation (tgstation#67403)

* Fixes the stasis ripple not playing and the slow stasis bed lying down animation

* Actually makes the ripple start after the lying down animation is over

* Automatic changelog generation for PR tgstation#67403 [ci skip]

* Roundstart engineering SMESes start with ROUGHLY 4-5 more minutes of power (tgstation#67391)

eyeballin'

* Automatic changelog generation for PR tgstation#67391 [ci skip]

* Fixes overlapping objects in the firing range on MetaStation (tgstation#67453)

* Automatic changelog generation for PR tgstation#67453 [ci skip]

* Fixes pellet cloud wounding where I just broke it (tgstation#67424)

I was stupid in tgstation#67331 (9431c92) and forgot an initial() around an un-instantiated projectile var call. This puts it in so wounding checks don't runtime. I have actually tested that this works

Pellet clouds work properly

* Automatic changelog generation for PR tgstation#67424 [ci skip]

* Minor buffs for Heretic focuses / equipment and the Void Cloak. (tgstation#67263)

* Heretic focus changes, turns it into an Element
* Buffs Void cloak, letting it hold more and hold more kinds of items
* Makes eldritch potions small sized (before: normal)
* Adds more explanations to some descriptions.

* Automatic changelog generation for PR tgstation#67263 [ci skip]

* Removes cremator access from cremator buttons (tgstation#67460)

Cremator access was added to cremator buttons in tgstation#35113 2db9ecb

However, it was bugged and didn't work, because it used req access text and the button's default access overrided it

But this was unintentionally fixed. tgstation#67002 8440d20

Between then and now, it was decided the ccremator shouldn't have an access requirement. tgstation#44228

So, I'm removing cremator access from the cremator buttons.

* Automatic changelog generation for PR tgstation#67460 [ci skip]

* Fixes light switches causing conveyor belts to move anchored objects.  (tgstation#67456)

Fixes conveyor belts moving things which shouldn't be moved.
- So, whenever an area power update occurs, it tries to re-add everything present overtop to the moving loop. Unfortunately, it made no checks for whether a move loop existed already. Meaning there'd be multiple move loops tied to the object, but only one conveyor component dictating when something should or shouldn't move. By unifying the behavior, hopefully this will stop happening.

* Automatic changelog generation for PR tgstation#67456 [ci skip]

* surplus prosthetics have correct sprites now (tgstation#67450)

they only set icon not static icon, static icon is what is used to get the limb icon

* Automatic changelog generation for PR tgstation#67450 [ci skip]

* Fixes a check doing the opposite of what it was supposed to do (tgstation#67439)

fixes a check

Co-authored-by: robbertapir <robbertapir@airmail.cc>

* Automatic changelog generation for PR tgstation#67439 [ci skip]

* Make triple citrus recipe make sense (tgstation#67328)

Triple citrus now takes 3u of ingredients and gives 3u of product, not 5u

* Automatic changelog generation for PR tgstation#67328 [ci skip]

* New tile sprayer + airlock painter sprites (tgstation#67038)

* New sprayer sprites

* New inhands

* Automatic changelog generation for PR tgstation#67038 [ci skip]

* IceBox Dorm wall crowding fixes (tgstation#67464)

Dorm wall crowding fixes

- Request console next to Cabin 1 moved to Dorm 2/3 wall to free up space
- Cabin 1 gas vendor moved to the opposite side of the door, moving it off of the inside's lock button for people who can see both sides
- Intercom opposite the room from Cabin 1 moved off its current wall (clipping the bathroom air alarm slightly) to where the gas vendor was, because it doesn't clip the lock button there.

* Automatic changelog generation for PR tgstation#67464 [ci skip]

* Upgrade actions/cache to v3 (tgstation#67486)

I don't think this will actually fix the CI failure right now (which is a GitHub bug) but some random guy said it worked for him

I don't believe him, let's see

This has no breaking changes other than like old node versions? Or something?

* Assorted Ordnance Code+Map Quality Pass and QoL (tgstation#67097)

Three main things I do:

Reinforce the remap that i have made with code changes, making the atmos control devices sane and easy to put if someone else stumbles upon this part of the code again. (a4aea1e - f16e620)

Splits the ordnance areas and renames them, kills ordnance misc and things that have nothing to do with ordnance (anymore?) moves them to exp_lab (useful stuff here) and aux_lab (fluff stuff here like laser range in delta or second circuit lab in tram). (0c99f9f- 3c82a88)

Adds a roundstart program disk containing nt frontier to the ordnance office table. Added a hint to file manager there too to help give players a nudge on how to publish papers. (fd747dc)

First one: Makes mapping these things not require varedit, nicer for other people that dont know how the atmos control stuffs works.

Second one: Misc lab has nothing to do with ordnance jesus christ. Also ord hallway is now irrelevant, our ordnance labs are very far from box now. Will probably make downstreams a bit angry for a while though since they might not be fully up to date on the ordnance maps.

Third one: Pretty much justified it in the about section.

Why is this not atomic: This touches all five maps and needs code backing, so I might as well combine them into one maintenance PR instead of giving my peers merge conflict three times.

* Automatic changelog generation for PR tgstation#67097 [ci skip]

* Makes the energy calculation part of temp share a define. (tgstation#67106)

I see share used semi often in our code, might as well document what it does since its not immediately obvious at the first glance.

* Greps to check for commonly misplaced structures in closed turfs (tgstation#67447)

Adds some checks for structures that are commonly misplaced inside walls. One of the more recent updatepaths also replaced a bunch of posters with windoors in walls so this will help find all those.

I also edited the one that checks for lattices to look for closed turfs, because we really don't want the structures we're looking for to be in any closed turfs anyways.

We don't want to look for all structures like this because things like transit tubes exist.

* Automatic changelog generation for PR tgstation#67447 [ci skip]

* Automatic changelog compile [ci skip]

* Permabrig's Large Area Splittening (call it a comeback?) (tgstation#67230)

* Automatic changelog generation for PR tgstation#67230 [ci skip]

* Moves scrubber out from under a vendor in the metastation command meeting room. (tgstation#67471)

Originally I thought that there wasn't even a scrubber in the conference room. Turns out it was just under a soda vendor, for some reason.

* Automatic changelog generation for PR tgstation#67471 [ci skip]

* Reimplements breathedeep's scan into atmozphere. (tgstation#67438)

* AtmoZphere tablet app now has the previous functionality of the BreatheDeep cartridge's scanning ability, meaning you can swap to analyzer mode to analyze with right-click.

* Automatic changelog generation for PR tgstation#67438 [ci skip]

* Makes traitor reputation display consistent (tgstation#67341)

* Makes traitor reputation properly show how much reputation you have, by dividing by 60 instead of 600

* Automatic changelog generation for PR tgstation#67341 [ci skip]

* Fixes statue simplemob teleport not working and 3 other spells not appearing (tgstation#67105)

* Fixes statue simplemob not being able to teleport, and their 3 spells they're supposed to have.
* Also repaths statues to netherworld mobs, to reduce copy paste code.

* Automatic changelog generation for PR tgstation#67105 [ci skip]

* Allows modsuits to be used in outfit manager (tgstation#67310)

* Lets bag-fitting MODsuits be used in the Admin outfit manager

* Automatic changelog generation for PR tgstation#67310 [ci skip]

* Departmental Officers now have access to most of their department (tgstation#67275)

This pull request equalizes the access that departmental security is given for their department, giving departmental security officers access to all areas in the department which aren't head-specific. For example, the engineering security officer wouldn't have access to the tech storage room or the ce's office, but does have access to tcomms, engine equipment etc.

This is done so that all departmental security officers are equally enabled to respond to issues in their department and have the access that a basic member of the department would have. Currently, cargo officers are able to respond to any issue not in the vault or QMs office, but officers in science could only respond to issues in the science hallway, research room, or circuit room, and are unable to respond to issues in any other place in the department.

I believe that the reason for the above is that when new accesses have been added to departments, they neglected to add these areas for departmental security officers.

Upon further research, for things like virology or xenobio, it feels like keeping security officers out was intended, so I'll label this both a fix and a balance change.

Departmental security officers should be able to reliably respond to security issues in the department. While some areas like virology and xenobiology were deliberately separated from being accessible by security officers previously, I believe it is an antiquated design crutch that does not properly reflect the modern ways that antagonists work, and certainly doesn't reflect the standards that are currently set for officers.

Giving officers these accesses make departmental assignments something with genuine utility instead of something that gives you an armband and enables officers to feel/be felt like a part of their designated department.

These changes also make sure that departmental assignments are treated equally and have equal utility, making it easier to collectively change the feel of departmental security in the future.

* Automatic changelog generation for PR tgstation#67275 [ci skip]

* Automatic changelog compile [ci skip]

* [NO GBP] Fixes a window without plating underneath in DeltaStation rec (tgstation#67499)

There was a lack of hull underneath a window in deltastation rec that I seem to have missed when I tweaked the layout of that area in a previous PR. This one patches the hull back.

* Automatic changelog generation for PR tgstation#67499 [ci skip]

* Fixes UpdatePaths removing used keys if they got touched twice (tgstation#67489)

* Fixes held memorizers being invisible (tgstation#67492)

Co-authored-by: robbertapir <robbertapir@airmail.cc>

* Automatic changelog generation for PR tgstation#67492 [ci skip]

* Adds logging to overlay overflow errors (tgstation#67497)

So we've got this overlay cap of like 100 right? Prevents OOMs
But right now if you overrun it we have no way of knowing how you got
there, so we just end up with no info.

This pr solves that, by adding a printout of icon-icon_state-dir =
amount for each apperance.

Note, we are basically cheating by typing these overlay members as
mutable apperance, they can be just normal appearances, which we don't
have an accessible type for. Fortunately we can cheat.

Oh and if you overflow the limit you get the error overlay applied to
you, for sniks

* Move more silicon-relevant logs to silicon logs (tgstation#67340)

Moves a bunch of logs that were silicon-related but logged to game.log to silicon.log.

* Automatic changelog generation for PR tgstation#67340 [ci skip]

* Automatic changelog compile [ci skip]

* Fix asteroid parallax layering issue (tgstation#67353)

* Automatic changelog generation for PR tgstation#67353 [ci skip]

* Durand shield now shows correctly on top of the mech. (tgstation#67437)



  -  Fixes the shield being on the wrong plane.

   - Fixes the shield undeploy animation being hidden due to invisibility being set too early.

   - Fixes the shield having the wrong glide_size and having its movement desync from the Durand.

   - Removes unused currentuser var.

* Removes Molotov reuse (tgstation#67506)

Fixes tgstation#67033.
Caught Molotovs no longer immolate the target.

* Automatic changelog generation for PR tgstation#67506 [ci skip]

* Fixes Electric Razors not actually updating your sprite. (tgstation#67519)

Fixes razor

* Automatic changelog generation for PR tgstation#67519 [ci skip]

* BEPIS no longer phases into the astral plane when screwdrivered (tgstation#67507)

Right clicking the BEPIS would send make it completely invisible. Now it does not.

* Automatic changelog generation for PR tgstation#67507 [ci skip]

* fixes all access helpers (tgstation#67503)

All access helpers added their access to req_access_txt instead of req_access, that fixes that, and cuts down on some unnecessary code.

* The Great Species Food Rebalance, Part One: Nutriment, Chemical Recipes, Cargo Orders, Baking Times, Oh My! (tgstation#67227)

the great rebalance, part one

A comprehensive rebalance of food, including cooking times, nutriment values, crafting recipes, and cargo orders

* Automatic changelog generation for PR tgstation#67227 [ci skip]

* Ensures cinematics really go away when they're done.  (tgstation#67332)

* Ensures cinematics really go away in all scenarios

* Automatic changelog generation for PR tgstation#67332 [ci skip]

* Fixes centcom announcements referring to icebox as a station in orbit (tgstation#67528)

Fixes tgstation#67467

* Automatic changelog generation for PR tgstation#67528 [ci skip]

* Fixes mid-construction airlocks having paper stuck to them (tgstation#67530)

Fixes tgstation#67393

* Automatic changelog generation for PR tgstation#67530 [ci skip]

* Xenomorph evolve runtime fix (tgstation#67504)

Fixes xenomorph larva runtiming and displaying unnecessary messages when hitting cancel on evolution tgui

* Automatic changelog generation for PR tgstation#67504 [ci skip]

* [NO GBP] Fixes zombie powder again (tgstation#67502)

```..()``` 
Was the fatal flaw. End metabolization is handled by on_mob_life's parent. The switch check runs after that, mucking you over after fakedeath has been cured.

* Automatic changelog generation for PR tgstation#67502 [ci skip]

* replaces some slot names with proper names (tgstation#67481)

replaces o_clothing, i_clothing, storage1, and storage2 with suit, uniform, left pocket, and right pocket respectively

* Automatic changelog generation for PR tgstation#67481 [ci skip]

* Ports crow holochassis for pAI (tgstation#67516)

* Add crow holochassis for pAI

* on-head crow sprite

Co-authored-by: tattle <article.disaster@gmail.com>

* Automatic changelog generation for PR tgstation#67516 [ci skip]

* fixes undef

* fixes all the errors

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