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Resprites the Syndicate Infiltrator Modsuit #82909
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…l.dm Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
…ond duration upped to 6 seconds.
…gstation-1 into REBOOTER-REBOOTED
…Infiltrator-Resprite
Doesn’t look distinct enough from the syndie mod IMO. Also kinda reminds me of the old red miner hardsuit. |
looks like the old red ert hardsuit, or red ctf hardsuit, better quality but a downgrade elsewise, the side sprites (particularly head) are also quite bad |
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move the pic into the about
section, and fix your changelog to only have the image:
section inside the 🆑 brackets
my only prob with this sprite is that it looks spaceworthy. amazing though |
The cl entry needs to be formatted like this
|
more of a nitpick but ill miss the visor being just as red as the suit |
commit ef0c4f322ba8735a7fc67639811517e15ad7f750 Author: san7890 <the@san7890.com> Date: Tue Apr 30 15:52:00 2024 -0600 adds comment explaining why commit cbd13f2ceb0fd5c20a4802560b0cf50054182f95 Author: san7890 <the@san7890.com> Date: Tue Apr 30 15:40:26 2024 -0600 changes it back to a subsytem commit 08875ecc7683d8cca77baabfca56a5c65aa0aa96 Merge: 6f2fd213a8b 45657b1ab0e Author: san7890 <the@san7890.com> Date: Tue Apr 30 15:36:57 2024 -0600 Merge remote-tracking branch 'upstream/master' into warrrr-update commit 45657b1ab0e32ec4a4e1a23ba92a4745a6f692f2 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Wed May 1 04:56:50 2024 +1200 Automatic changelog for PR #82629 [ci skip] commit 17dcabfed5ba421d2bf3125264a11bae76963ead Author: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Date: Tue Apr 30 16:56:31 2024 +0000 Human AI camera consoles can now be repackaged (#82629) ## About The Pull Request Human AI's advanced camera console currently uses the base console which has no circuit, meaning it's impossible to unscrew it. Instead of giving it their own circuit, I thought it would be better to rework it into something that gets packed and unpacked, similar to the bible w/ Altar of the Gods. I thought this would be the best way to handle it in case the human AI wants to move their board over, while still keeping that limit of remaining in the AI sat, and making it still make sense (if it was a board, there's no reason for it to NOT work outside of the SAT). ## Why It's Good For The Game The advanced camera console can be moved without compromise on the intended restrictions. ## Changelog :cl: qol: The Human AI's advanced security console can be repackaged with a screwdriver if you wish to move it. /:cl: --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> commit 892de14bbc84be180748ff9800cd19d0281daee1 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Wed May 1 04:51:53 2024 +1200 Automatic changelog for PR #82823 [ci skip] commit 04680dcb0468190c5b6494b96e14329bce64d0b8 Author: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Date: Wed May 1 02:51:34 2024 +1000 Catlike Grace works with Freerunning (#82823) ## About The Pull Request If you have Catlike Grace when Freerunning takes effect, you do not suffer a knockdown. fixes https://github.com/tgstation/tgstation/issues/82818 ## Why It's Good For The Game Taking a quirk to do something worse than if you didn't have it at all is probably not the best outcome. Some may argue that not taking damage from a fall is actually a good thing, but in my experience the catlike grace bonus is a much better outcome. If for whatever reason you now have both, they're no longer at odds. Obviously, Freerunning only cares about dropping from a single level. If you take a tumble down into the depths of the ice moon, you're still landing on your feet and taking a ridiculous, bone shattering amount of damage. Also I asked @MrMelbert if the PR was okay and he said 'so long as the PR is good' so hopefully this is up to snuff. ## Changelog :cl: fix: If you are a freerunner, you don't end up faceplanting despite having catlike grace. /:cl: commit 6291396507a85b39cb0b74fe8c42dba5fc17ea51 Author: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Date: Tue Apr 30 21:56:03 2024 +0530 Converts `GLOB.CHARGELEVEL` into a local APC define (#82957) ## About The Pull Request Defines don't use memory unlike vars and especially global ones. ## Changelog no gameplay change commit af2afaac0ada721af042f493a006c429d79aa80e Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Wed May 1 04:19:57 2024 +1200 Automatic changelog for PR #82873 [ci skip] commit 3b807fcc8d60ef677327666a95a825a4ba9298c2 Author: Fikou <23585223+Fikou@users.noreply.github.com> Date: Tue Apr 30 18:17:37 2024 +0200 you can use a photo with blueprints on it to read wires (#82873) ## About The Pull Request like how you can get the objective by taking a photo of the station blueprints, now you can view wires with a photo of them ## Why It's Good For The Game lets the chief engineer help out his fellas if he wants to and provides plausible deniability for traitors that want a picture of the blueprints ## Changelog :cl: add: you can use a photo with blueprints on it to read wires /:cl: commit bac2a39ae99426393ba374c21da95f2378ec7ee1 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Wed May 1 04:06:05 2024 +1200 Automatic changelog for PR #82878 [ci skip] commit e4fe3946fca7e551a42210329acbc937fd6e15e6 Author: Lucy <lucy@absolucy.moe> Date: Tue Apr 30 12:05:43 2024 -0400 Unique Heretic Ascension Announcements (#82878) ## About The Pull Request All the audio work done by @Flleeppyy, coding done by me (Absolucy), with feedback and initial ideas from @aberrantQuesrist and @KittyNoodle [Preview of all sounds](https://www.youtube.com/watch?v=v5vBTgRPQKU) ## Why It's Good For The Game Adds extra flavor and spice to the game for important events, much better than the overused generic "space-time anomalies" announcement. ## Changelog :cl: Flleeppyy, Absolucy sound: Added unique announcement jingles to each heretic path's ascension, replacing the old "space-time anomalies detected" announcement. /:cl: --------- Co-authored-by: san7890 <the@san7890.com> commit 40e1de5be66ca51a34a41621db981f03e591403f Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Wed May 1 03:58:00 2024 +1200 Automatic changelog for PR #82931 [ci skip] commit 46354b046d8bf5c2341d276a6d36698203ac9e9d Author: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Date: Tue Apr 30 08:57:41 2024 -0700 [no gbp] Fixes deathmatch observers (#82931) ## About The Pull Request Got a little ahead of myself. My apologies. Fixes some cases in the deathmatch UI that cause blue screens / improper perms. I've also made deathmatch send an actual array rather than an object. Don't make javascript iterate object.keys please. Fixed the types surrounding this. ## Why It's Good For The Game Fixes #82926 ## Changelog :cl: fix: Fixes a bluescreen in the deathmatch lobby UI. /:cl: commit f407c4915c03dca961ea940cff26ef3a38544528 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Wed May 1 03:29:02 2024 +1200 Automatic changelog for PR #82941 [ci skip] commit b51e1d4ae0a6b138c2fe35b29c3b74240f371633 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Wed May 1 03:24:42 2024 +1200 Automatic changelog for PR #82924 [ci skip] commit fa55e2fcd8db8c0309fd7817073fe6eafe962c65 Author: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Date: Tue Apr 30 15:22:53 2024 +0000 QM is excluded from command-excluded objectives (#82941) ## About The Pull Request QM will not longer be tasked with stealing telescopic batons and the captain's spare ID like all other command members are. ## Why It's Good For The Game I just found it and thought it might've been unintentional since QM spawns with a baton and is in line for acting captain. ## Changelog :cl: fix: QM is now excluded from getting tasked with stealing telescopic batons and the captain's spare ID, like all other command personnel are. /:cl: commit 82674896fb76d16c146a5a50a2de16bbdd672fbf Author: Constellado <64122807+Constellado@users.noreply.github.com> Date: Wed May 1 03:09:45 2024 +1200 A birdshot atmos improvement, and fixes the engineering microwave. (#82924) ## About The Pull Request I have changed the layout of the pumps going into atmos from the tanks to make it easier to use. ![image](https://github.com/tgstation/tgstation/assets/64122807/ec95eab6-b7ac-4927-b3d9-70f7c58e5dc8) ![image](https://github.com/tgstation/tgstation/assets/64122807/571bb2f3-49c8-4b4b-9d9d-405a8d5a06eb) I also fixed the engineering microwave. I also adjusted the name for the pumps and vents in the AI chamber. This is my first PR! ## Why It's Good For The Game This change allow people to easily set up a pump to fill up a can with the gas they want. Before this it was impossible to fill up an n2o can and a plasma can without making a big mess or having them mix together. The microwave in engi being able to work is also a good quality of life change for the poor engineers that want to cook a donk pocket in their department. The change of names for the vents and pumps in the AI chamber is for consistency sake. n2o is not helium! ## Changelog :cl: qol: Made birdshot atmos easier to use. fix: The Birdshot engineering department is no longer using a second hand broken microwave. /:cl: commit f60f9397def1757bab735e22a6d57476421e1d06 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Wed May 1 03:06:58 2024 +1200 Automatic changelog for PR #82937 [ci skip] commit 0d28e004e3d42e2e808ec695311f4dfb12be4112 Author: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Date: Tue Apr 30 08:06:26 2024 -0700 Bumps Hypnagogic to v3.1.0 (#82953) ## About The Pull Request Bumps the cutter to my latest [version](https://github.com/spacestation13/hypnagogic/releases/tag/v3.1.0) See there for the full CL but in short: ### Fixes/Polish Error handling actually works now (it prints instead of crashing the program) Pretty colors in CLI when running it ![image](https://github.com/tgstation/tgstation/assets/58055496/3bb1ce3c-055e-4b3d-ba94-dad262517a94) Release files are more portable (Windows version requires less cruft bs dlls, and the linux version targets musl instead of glibc, making it far less platform dependent) ### Features The cutter supports a new mode called Reconstruction, which takes a target dmi and does a good faith effort to convert it back to input png and toml files. This only works for default bitmasking, and it doesn't ALWAYS work, but it's really powerful. It's what I used to make my initial cutter pr here. See [here](https://github.com/spacestation13/hypnagogic/blob/v3.1.0/examples/bitmask-slice-restore.toml) for more detail. commit 50c2e01ab57370f09d1dddd8060484fc9777f310 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Wed May 1 03:05:20 2024 +1200 Automatic changelog for PR #82956 [ci skip] commit b60dad7519beca19bad3b736e67e295913de6623 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Wed May 1 03:05:00 2024 +1200 Automatic changelog for PR #82955 [ci skip] commit 921f3309f007a9f91a50091ee3f0b86051fab20d Author: Vire <66576896+Maurukas@users.noreply.github.com> Date: Tue Apr 30 15:04:52 2024 +0000 Adds a notice to PDAs that their batteries can be removed (#82937) ## About The Pull Request This adds a span notice on examine to PDAs containing a power cell that the cell can be removed by right clicking Discussed this morning in coder general: * Lots of functions have been moved to PDAs, but their batteries deplete obnoxiously quickly * Dedicated PDA chargers are not wanted per Mothblocks, and would be map clutter * Existing rechargers cannot be made more available because they recharge guns, but are the only 'obvious' way to recharge PDAs. * PDA batteries can actually be removed and externally recharged - but there is nothing in game telling players this. * There is also nothing on the wiki telling players this. * Left click w/ screwdriver = nothing, but right click removes cell is completely non-intuitive and inconsistent with all other tool use. ## Why It's Good For The Game Actually telling players about an interaction is good and the description of this PR is already longer than the code change. ## Changelog :cl: fix: On examine PDAs will now inform players that the power cell can be removed for recharging or replacement, and how to do so. /:cl: commit 907c1070036a6fde8f32252e04ae9310cbbb4722 Author: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Date: Tue Apr 30 20:31:40 2024 +0530 Fixes computers deconstructing themselves twice (#82956) ## About The Pull Request - Closes #82944 That PR was a bandage fix to the actual problem on computer deconstruction. `/obj/machinery/computer/spawn_frame()` moves the circuit board out of the computer as such https://github.com/tgstation/tgstation/blob/a57d02bf4695f6501e20ab7650f0d4fe36cac489/code/game/machinery/computer/_computer.dm#L120 But it does not first remove it from `component_parts` as a result `/obj/machinery/Exited()` still sees that circuit board is inside the machines component parts and since this machine only gets deleted at the last step of deconstruction, the `QDELETED(src)` check doesn't help either & so it sees the circuit board removal as an abnormal condition & attempts to call `deconstruct(FALSE)` again while the machine is still getting deconstructed!!. It's an recursive condition https://github.com/tgstation/tgstation/blob/a57d02bf4695f6501e20ab7650f0d4fe36cac489/code/game/machinery/_machinery.dm#L918-L921 To prevent this loop we have to first remove the circuitboard from the component parts so that ` if(gone in component_parts)` fails & does not call `deconstruct(FALSE)` while deconstruction is taking place ## Changelog :cl: fix: computers don't deconstruct themselves twice so machines like slotmachine don't spawn excess chips upon deconstruction /:cl: commit 2612ebf98f873e65588b9617f6641695ce493478 Author: Nick <jughu1@hotmail.com> Date: Tue Apr 30 17:01:06 2024 +0200 Fixes missing wires in tramstation, and fixes name of cmo shutters on northstar (#82955) ## About The Pull Request This pr fixes wires not connecting to tramstatation graven and turbine to smes This pr fixes the name of cmo office shutter button from robotics to cmo ## Why It's Good For The Game So power doesn't fail, and using the wrong names ## Changelog :cl: fix: Fixes tramstation gravgen wiring fix: Fixes tramstation turbine wiring fix: Fixes northstar cmo button name /:cl: commit 3dd846f97519fecbe7ee1f258c9441f3fc05b849 Author: Nick <jughu1@hotmail.com> Date: Tue Apr 30 16:57:52 2024 +0200 Fixes syndicate infiltrator having "weak spots" (#82959) ## About The Pull Request This pr adresses 2 walls which used the normal variant instead of rwalls ## Why It's Good For The Game Makes it a little harder for people to grief the syndicate infiltrator while they are trying to get the disk. ## Changelog :cl: fix: The syndicate infiltrator has no weak spots anymore /:cl: commit 28bd50fa26dc6ead155e05541b3ea4d70f7ffeeb Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Wed May 1 02:54:24 2024 +1200 Automatic changelog for PR #82949 [ci skip] commit c5559310b5a145fd882de2b005744f34fd0c85a7 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Wed May 1 02:54:14 2024 +1200 Automatic changelog for PR #82951 [ci skip] commit bbbac79cdb23d5d9d2490aed14188f53ba54bdd8 Author: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Date: Tue Apr 30 14:52:24 2024 +0000 Fixes DNA sequence scanner showing mutated genes (#82949) ## About The Pull Request Using a genetic sequence scanner now properly stores the right sequence to mutated genes, letting them actually be read later. ## Why It's Good For The Game Closes https://github.com/tgstation/tgstation/issues/82928 ## Changelog :cl: fix: Genetic sequence scanners now show the sequence to mutated genes from scanned individuals. /:cl: commit 3ad23185d9259b712bb3475719fce65292f0c00a Author: 13spacemen <46101244+13spacemen@users.noreply.github.com> Date: Tue Apr 30 19:51:51 2024 +0500 [gbp no update] fix: ethereal alt attack verb is "sear" (#82951) forgot to add the alt attack verb to the r ight arm also, unfortunately have to change "singe" because it ends in E and bodypart unarmed attacks get "ed" appended to them ## Changelog :cl: fix: Ethereal unarmed attacks "sear" instead of "singe", which was buggy /:cl: commit b23ec90c3dd7cc7058339bf75709c80feaff9ae1 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Wed May 1 00:51:15 2024 +1200 Automatic changelog for PR #82734 [ci skip] commit ba26affc8001f05d8a69dbc6d84c0f432e8264f7 Author: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Date: Tue Apr 30 05:50:55 2024 -0700 RCD upgrades have names and icon states (#82734) Adds names and icon states to RCD/RPD upgrades I don't have a pile of 6 disks on the lathe that all look identical and the RCD going YOU HAVE THAT ONE INSTALLED ALREADY, TRY AGAIN IDIOT as I fall into further despair commit a8d5a8dcc4df81bbf7fdda0e70dcf61e1f232a3e Author: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Date: Tue Apr 30 15:41:10 2024 +0300 node drones hard deletes (#82927) i noticed node drones were being hard deleted 60% of the time. its because the ore vent wasnt cleaning up after them. also fixes some runtimes if ur id card didnt have a registered account fix hard deletes commit ff22a70da1477596981dc73971f673b9b6971eaf Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Wed May 1 00:36:24 2024 +1200 Automatic changelog for PR #82940 [ci skip] commit 1873d211d0650d97041f7aaf508427e4f7266026 Author: larentoun <31931237+larentoun@users.noreply.github.com> Date: Tue Apr 30 15:36:04 2024 +0300 Fix laser_pointer/inifity_range having the wrong diode (#82940) Fixes an issue where diode in infinity_range laser pointer was servo, not a micro-laser commit 039f625f6b3df9ff1773fe01d2d69bbde5ad9166 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Tue Apr 30 19:35:12 2024 +1200 Automatic changelog for PR #82933 [ci skip] commit 4bf208a0c08d512e95f00dfd7637ed8b02235750 Author: jimmyl <70376633+mc-oofert@users.noreply.github.com> Date: Tue Apr 30 09:34:53 2024 +0200 trainship hijack deathmatch map (#82933) adds the Trainship Hijack deathmatch map it is a few flying trains in Tizira being boarded and stuff by cowboys its pretty cool i think also allows changing turf reservation type of lazy templates commit bc4e7d3b4ef1603a18cb08c7dce7a49d6c81bd99 Author: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Date: Mon Apr 29 22:47:36 2024 -0700 Remove data systems in favor of global datums (#82943) commit 2d7c027e25844a2f6868ef38339258cbf68e55b9 Author: Joshua Kidder <49173900+Metekillot@users.noreply.github.com> Date: Mon Apr 29 22:48:28 2024 -0400 Fixes broken malf AI APC hacking NO-GBP (#82962) I made a mistake in checking the return on malf_status for APCs and added an unnecessary ||; this amends that commit b76c141287b9c4cda2b0ff08f63f05a4436705c3 Author: Changelogs <action@github.com> Date: Tue Apr 30 00:19:37 2024 +0000 Automatic changelog compile [ci skip] commit 7e944021b10c4c0cb792cfb5a5f20c689f754022 Author: larentoun <31931237+larentoun@users.noreply.github.com> Date: Mon Apr 29 20:42:41 2024 +0300 Use defines for spellbook categories (#82938) ## About The Pull Request Spellbook entries' categories now use defines ## Why It's Good For The Game Prettier Less of a chance for misspelling a category Renaming a category is easier (for localized downstreams especially less strain) commit a57d02bf4695f6501e20ab7650f0d4fe36cac489 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Mon Apr 29 23:45:34 2024 +1200 Automatic changelog for PR #82930 [ci skip] commit c7617381b06041cc0d5f77a08466a98d629abc1f Author: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> Date: Mon Apr 29 17:15:15 2024 +0530 Eigenstasium Fix (#82930) ## About The Pull Request - Fixes #82921. Closets that are not linked by the closet anomaly station trait will be tainted blue, show sparks & do all that jazz once again. In other words they are not subtle - Closes #82353. Duplicate of the above. Sprays work since the above issue is fixed ## Changelog :cl: fix: Eigenstasium exposed & Anomaly station trait affected closets work again. Eigenstasium closets are tainted blue /:cl: commit 18cb6a92cbc73899413da14528e73fb7e7ca302a Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Mon Apr 29 14:32:27 2024 +1200 Automatic changelog for PR #82923 [ci skip] commit d86a44aefe0026c6207537da38bcbd2ef404637e Author: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> Date: Mon Apr 29 04:32:10 2024 +0200 Updates tips of the round to exclude mentions of virologist, and include coroners and heretic paths instead. (#82923) ## About The Pull Request Recently had the virologist tip show up before the round and people on OOC flared that "there's no such thing anymore!". Quite an easy thing to fix, so I thought I'll get to it, and added tips describing heretic paths and for coroners while I was at it. ## Why It's Good For The Game Virologists are no longer in the game, so tips for them are of no much use. More tips don't hurt, and Coroner and Heretic had none up to this point which seems bit like an overseight. ## Changelog :cl: fix: The start-of-the-round tips will no longer feature virologists, but will, however, start featuring heretics and coroners. /:cl: --------- Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> commit 4828dd8fef9c45c5d4132d0cdff789906fa5b336 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Mon Apr 29 14:30:15 2024 +1200 Automatic changelog for PR #82919 [ci skip] commit 46861e4831a8e2907a4008860707b3408f0de200 Author: Jacquerel <hnevard@gmail.com> Date: Mon Apr 29 03:29:57 2024 +0100 Netguardian darkvision & visual tweaks (#82919) ## About The Pull Request ![image](https://github.com/tgstation/tgstation/assets/7483112/730a8d16-6489-4c7f-8c82-ae0d07598913) This gives the Netguardian Prime mob a little bit of darkvision. Reasoning: Some of these netrunning maps (like the alien hive) are very dark, and this is a robot. At the same time I added some emissives to its glowing eye and thrusters to make them appear to emit light, and I removed the bobbing animation we automate on flying mobs because its icon state has one already. ## Why It's Good For The Game If we're going to spawn a mob in the dark it should probably be able to see where it is. ## Changelog :cl: balance: Netguardian Prime can see in the dark. image: You can see Netguardian Prime in the dark. /:cl: commit d72724d43109e5a74db8b33c86cbc26e9f4ad8f8 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Mon Apr 29 12:51:26 2024 +1200 Automatic changelog for PR #82897 [ci skip] commit 1fb8ac678f5fb2de33a8a0868fcc9221eb89c069 Author: Interception&? <137328283+intercepti0n@users.noreply.github.com> Date: Mon Apr 29 03:45:15 2024 +0300 Adds a funny scene when getting Sisyphus achievement (#82897) ## About The Pull Request https://github.com/tgstation/tgstation/assets/137328283/979231c3-70cd-49dd-8d4d-2a8554adfbb3 ## Why It's Good For The Game This PR makes getting the “Ordeal of Sisyphus” extremely pointless by teleporting carried boulder and spessman back to the Lavaland. In my opinion, this feature is funny and suits the spirit of this achievement. ## Changelog :cl: add: Added a short scene when getting an Ordeal of Sisyphus achievement. /:cl: commit 350a27d1ec91a8e95c7d850a1049e593d6100861 Author: Changelogs <action@github.com> Date: Mon Apr 29 00:20:59 2024 +0000 Automatic changelog compile [ci skip] commit 84d7b0c863a3b50472a09ec6361765b022e7ff98 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Mon Apr 29 10:02:22 2024 +1200 Automatic changelog for PR #82876 [ci skip] commit cdd7665bc66faea1552f7b8624b90da3cf95c059 Author: 13spacemen <46101244+13spacemen@users.noreply.github.com> Date: Mon Apr 29 03:00:46 2024 +0500 Unarmed Attacks Support Multiple Verbs (#82876) ## About The Pull Request Unarmed attacks, aka punching people, now is a list and supports having multiple verbs ## Why It's Good For The Game More flavor, RP, realism Lizard claws used to only "slash", now they can "slash" "scratch" "claw" Ethereals have "singe" in addition to "burn" Podmen can "lash" in addition to "slash" Heads can "chomp" in addition to "bite" ## Changelog :cl: code: Unarmed attacks (punches, etc.) now support multiple attack verbs instead of only one /:cl: commit 7d3f376a22a37d95e0da11e299aeab564f7773c7 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Mon Apr 29 08:19:41 2024 +1200 Automatic changelog for PR #82892 [ci skip] commit 55a5a05d7b31e299be4df2c80b5a1cf2edaea122 Author: VexingRaven <msgerbs@users.noreply.github.com> Date: Sun Apr 28 15:13:42 2024 -0500 Fix the materials box dropping its contents on creation (#82892) ## About The Pull Request This fixes the materials box (part of the debug box/admin outfit) dropping its contents everywhere. The issue is that these stacks will merge during `PopulateContents` as part of the parent call to `/obj/item/storage/Initialize` before `/obj/item/storage/box/material/Initialize` has a chance to change the size of the box. ## Why It's Good For The Game Fixes #82705 ## Changelog :cl: VexingRaven fix: The debug box no longer spills its contents everywhere /:cl: commit dfc85d71c6b6c251bca3497e7d302d6415e41f9d Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Mon Apr 29 07:36:45 2024 +1200 Automatic changelog for PR #82915 [ci skip] commit 922017a36070b335be78a5f28a8196ef86f480c4 Author: Nick <jughu1@hotmail.com> Date: Sun Apr 28 21:36:26 2024 +0200 Adds tinyfans to the arrival shuttles (#82915) ## About The Pull Request This PR adds tinyfans all arrivals shuttles ## Why It's Good For The Game Sometimes arrivals shuttle gets depressurized due the state of the arrivals wings and air going out of doors this means if a new player joins the game they are immediatly met with the suffocation indictator while a veteran might know his way around it a new player would not this gives them a little more breathing space in to whats supposed to be a non griefable area :cl: qol: Arrivals shuttle is now more player friendly /:cl: commit 4a5cb3e92f61ff2656d01ebeb7a3d0dc82469508 Author: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Date: Sun Apr 28 12:25:15 2024 -0700 Makes the cutter lint actually work (#82913) ## About The Pull Request Turns out I fucked up the os walk stuff so this never actually did anything. (also a broken param but at this point does it even matter) More then that, it wasn't build to handle being called by something not in its folder. This fixed that, so the lint like actually works. commit 88143d25711b5e2740939e65242af38fb015a0f5 Author: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Date: Sun Apr 28 18:39:37 2024 +0000 Fixes runtime in z level update (#82898) ## About The Pull Request re-adds the check that they are actually being moved to a new z level in the update z level proc so it doesn't check null z level for cliented mobs and ai controllers. ## Why It's Good For The Game Saw this runtime on moth.fans and thought i should fix it. ## Changelog Nothing player-facing. commit 05dd356df19ec51b3de232f98c056f7e449d250a Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Mon Apr 29 06:28:56 2024 +1200 Automatic changelog for PR #82911 [ci skip] commit 4fce3854694e5072814d69ab32e8dfcdfa7bb2fe Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Mon Apr 29 06:28:03 2024 +1200 Automatic changelog for PR #82590 [ci skip] commit 74b4715d6eae2237b47fc372df429cb86c21c2a9 Author: 13spacemen <46101244+13spacemen@users.noreply.github.com> Date: Sun Apr 28 23:21:15 2024 +0500 fix roleless poll ignores not working (#82911) Fixes https://github.com/tgstation/tgstation/issues/82890 In some cases an alert poll had no role, like the monkey helmet, and because of that it skipped the eligibility check ## Changelog :cl: fix: All alert polls ignore option works /:cl: commit 57ff27c764e0a2835925eab234b93267308cdf9d Author: Joshua Kidder <49173900+Metekillot@users.noreply.github.com> Date: Sun Apr 28 14:20:06 2024 -0400 bug fixes and code refactor for AI, malf or otherwise (#82590) ## About The Pull Request I was trying to fix a bug with ejecting from mechs as malf AI and the more I looked the worse it seemed to get? So I'm putting in this PR with the intent to refactor AI code to not be a Byzantine nightmare of new objects referencing each other incompletely or with buggy behavior. Finished PR for #82579 because I didn't want to clutter the comments with commits of me trying to fix shit with git restore and revert ## Why It's Good For The Game Fixes #81877 Fixes #82524 Mech dominating now just works off (and integrates with) similar code for APC shunting The cores left behind by AIs shunting or controlling mechs now properly reference the AI instead of only the other way around Some of these refactors slightly change how malf works; I think most of it was unintended behavior in the first place, let me know in review if not ## Changelog The code for AIs remoting out of their shell has been refactored. :cl: fix: Mech domination now properly integrates with shunting. fix: Combat upgraded AIs no longer get two buggy malf ability pickers if they also become malfunctioning refactor: Refactored most of the functionality around malf AI shunting, mech control /:cl: --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> commit 589e82f7a42c7f3ffc72d3037368d31167073527 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Mon Apr 29 01:03:10 2024 +1200 Automatic changelog for PR #82912 [ci skip] commit 78e2ada35dc56c5a7669434236c77814a133b7b5 Author: san7890 <the@san7890.com> Date: Sun Apr 28 07:02:42 2024 -0600 Re-adds Possess Object to Right-Click Context Menu (#82912) ## About The Pull Request Fixes #82882 ## Why It's Good For The Game Corrects nonintentional regression in expected behavior by re-adding this verb back to the context menu. ## Changelog :cl: admin: Possess Object is now back in the right-click context menu. /:cl: commit 2cc46b40fbd8ff1a29858eaca530d05d1dbdd56e Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Sun Apr 28 13:14:22 2024 +1200 Automatic changelog for PR #82902 [ci skip] commit 1ca7a03a0077da2afcc22a482a4b7791bcdc5f4d Author: Rhials <28870487+Rhials@users.noreply.github.com> Date: Sat Apr 27 20:53:24 2024 -0400 Lazy load templates now have a prompt for whether or not to send you to the template area upon loading (#82902) ## About The Pull Request Generating a lazy load template map now gives you a choice for whether or not you want to be ghosted/teleported to the template you are loading. ## Why It's Good For The Game This has always annoyed me, especially when testing stuff related to the nukie base (since it needs to be manually loaded before creating a nukie team to avoid runtime spam). It might be a minor gripe, but I don't think it should be forced. ## Changelog :cl: Rhials admin: Lazy loading map templates now gives you the option to not ghost/teleport to the loaded area upon completion. /:cl: commit a31704e4bb37b4c5a027bb3b2012294d64e98e85 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Sun Apr 28 12:51:17 2024 +1200 Automatic changelog for PR #82899 [ci skip] commit 7712669e922c76bd7643cc15c7aeb50268e5a106 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Sun Apr 28 12:46:18 2024 +1200 Automatic changelog for PR #82900 [ci skip] commit ce4e3a64ecf2e122d4e2370b1c3b9aba9f88901a Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Sun Apr 28 12:46:03 2024 +1200 Automatic changelog for PR #82896 [ci skip] commit 8a69b45c2967b95c273c0f3b5be64105c30da867 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Sun Apr 28 12:45:53 2024 +1200 Automatic changelog for PR #82909 [ci skip] commit a2e0a8b09e2ee696925e1242742d183b088a8689 Author: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Date: Sun Apr 28 00:45:09 2024 +0000 Removes examine text with Med/Sec HUDs being under Radio (#82899) ## About The Pull Request As title says One of these spans didn't have a closing span so this fixes that too i guess. These are all spans that would include your message under radio ``'.alert, .minorannounce, .syndradio, .centcomradio, .aiprivradio, .comradio, .secradio, .gangradio, .engradio, .medradio, .sciradio, .suppradio, .servradio, .radio, .deptradio, .binarysay, .newscaster, .resonate, .abductor, .alien, .changeling'`` To fix it I just removed the span since it did nothing anyway. I didn't remove it in case it's ever brought back in the future and for any downstream that might use it, it feels off to remove chat constants. It also looks no different either way ![image](https://github.com/tgstation/tgstation/assets/53777086/46673645-4ab4-4bd2-9a9f-a26b19aa0e87) tried with multiple fonts, this really has no effect it's purely for categorization. ## Why It's Good For The Game Closes https://github.com/tgstation/tgstation/issues/72487 ## Changelog :cl: fix: Examining someone with Med/Sec HUDs will no longer filter the message under Radio. /:cl: commit ea7095322b5bd43a32263673920a9a0467b3d160 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Sun Apr 28 12:44:41 2024 +1200 Automatic changelog for PR #82906 [ci skip] commit b59ae8fb9dd8928b0572f02826866cba183d4046 Author: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Date: Sun Apr 28 00:44:28 2024 +0000 Fixes pAIs permanently blocking requests (#82900) ## About The Pull Request Removes pAI subsystem/card's reliance on clients and makes them unstoppable, which didn't really make much sense for it to be this way in the first place since it's something that has to always happen and is something that isn't client-controlled. Also removed case of ``usr`` use in ui act. ## Why It's Good For The Game Closes https://github.com/tgstation/tgstation/issues/70401 ## Changelog :cl: fix: pAI requests should no longer randomly permanently break in a round. /:cl: commit 74a70e0f587c07bfd8d8263e64f90224a2430762 Author: FlufflesTheDog <piecopresident@gmail.com> Date: Sat Apr 27 17:42:29 2024 -0700 Fixes a couple mistakenly overwritten typepaths (#82896) ## About The Pull Request Fixes some stuff not existing because they weren't named good enough. Whoops. ## Why It's Good For The Game You know the deal ## Changelog :cl: fix: minebot shields are now actually orderable fix: vinegar may once again be crafted with wine, water, and sugar /:cl: commit 81db79428c7b23a4e73972ff05cfe803b55b10c9 Author: EnterTheJake <102721711+EnterTheJake@users.noreply.github.com> Date: Sun Apr 28 02:41:50 2024 +0200 Resprites the Syndicate Infiltrator Modsuit (#82909) ## About The Pull Request Resprites The Infiltrator Modsuit. ![Infiltratorresprite](https://github.com/tgstation/tgstation/assets/102721711/548da6b6-fe1a-4ea4-b076-485d04c47280) ## Why It's Good For The Game The infiltrator modsuit looks a bit dated, it's still mostly using the same model it had back when it was a regular suit, the colors are also kinda drab, point is, it doesn't look too great; this PR fixes that. Sprites made by OrcaCora ## Changelog :cl: image: The Infiltrator Suit has received a new model, sleeker than ever! /:cl: --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> commit 39fc2550519df89838a0733e68df631879a04500 Author: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Date: Sat Apr 27 19:40:47 2024 -0500 Turf weakref persists in changeturf / Fix plasma cutters (#82906) ## About The Pull Request Turf references don't change so logically, turf weakrefs wouldn't change if the turf changes. By not doing this this can cause bugs: See #82886 . (This Fixes #82886) (Projectiles hold a list of weakrefs to atoms hit to determine what they have already hit. Because turf weakrefs reset, we could "hit" the same turf twice if it destroyed the turf. Old behavior - this was fine but now that they're weakrefs, we get two weakref datums in the list that point to the same ref.) Less hacky alternative to #82901 . (Closes #82901) ## Changelog :cl: Melbert fix: Plasma cutters work again /:cl: commit d93143446364bbea958b042b95bc397a5cef99c2 Author: Changelogs <action@github.com> Date: Sun Apr 28 00:24:55 2024 +0000 Automatic changelog compile [ci skip] commit 862670dc1498153c3b2b0ae471f84a8ece5e20a8 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Sun Apr 28 12:24:18 2024 +1200 Automatic changelog for PR #82895 [ci skip] commit 817337086c7a07013d63ef9bcffd682bd1cc6b7b Author: Sadboysuss <96586172+Sadboysuss@users.noreply.github.com> Date: Sun Apr 28 03:17:36 2024 +0300 Players can now be role banned from Spy (#82895) ## About The Pull Request Adds spy to banning panel ## Why It's Good For The Game Admins should be able to roleban players from all antagonists ## Changelog :cl: admin: spy can now be rolebanned /:cl: commit 9145ecb7e1e44635a1056fc704adfa3d764325e6 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Sat Apr 27 16:39:29 2024 +1200 Automatic changelog for PR #82874 [ci skip] commit e8787ed2b7ff48ce11122d43393b792254c49e7e Author: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Date: Sat Apr 27 07:39:11 2024 +0300 fixes jps mobs occasioanlly pathing forever (#82874) ## About The Pull Request if MOVELOOP_NOT_READY gets passed once through the signal (which can be often), the failure increments gets reset back to 0 and starts counting again. this can cause the increments to never reach the max failure threshold so itll keep checking forever. i saw some mobs get stuck trying to reach an unreachable target because of this ## Why It's Good For The Game fixes mobs getting stuck trying to reach something unreachable ## Changelog :cl: fix: fixes mobs getting stuck trying to reach something unreachable /:cl: commit 32bfeb318f24f4a8ecaed7ab4fd050ef2a8e25ac Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Sat Apr 27 15:57:24 2024 +1200 Automatic changelog for PR #82883 [ci skip] commit c4c21b7d40c5b53effe3ba61625234ba2d0b9f06 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Sat Apr 27 15:57:03 2024 +1200 Automatic changelog for PR #82875 [ci skip] commit 9ec90bbe137b98bb2eda8149d2d86c51b7366068 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Sat Apr 27 15:56:25 2024 +1200 Automatic changelog for PR #82893 [ci skip] commit ffca5efe81c5ac507fae8a2f4c8deda4b5663120 Author: EnterTheJake <102721711+EnterTheJake@users.noreply.github.com> Date: Sat Apr 27 05:54:03 2024 +0200 Fixes spraycan spamming the chat when you hover it. (#82883) ## About The Pull Request Adds a missing flag that was causing the chat to be spammed when you were too far away from the spraycan. ## Why It's Good For The Game Bugfix closes: https://github.com/tgstation/tgstation/issues/80880 ## Changelog :cl: fix: Spraycan no longer spams your chat when you mouse over it. /:cl: --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> commit c84be8236194ba8231569cefcf5968928d1a83ca Author: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Date: Fri Apr 26 20:51:18 2024 -0700 Fixes escape menu spacing (#82875) ## About The Pull Request Long station names clip into the start menu buttons ![Screenshot 2024-04-24 193230](https://github.com/tgstation/tgstation/assets/42397676/a62c3f27-ffa8-471b-9ad5-526003fc33cd) This fixes it ![Screenshot 2024-04-24 193818](https://github.com/tgstation/tgstation/assets/42397676/728c4edb-ad53-4263-a40b-9a598ad7203f) ## Why It's Good For The Game UI bug ## Changelog :cl: fix: Fixes clipping in the ESC menu between buttons and long station names. /:cl: commit 03a93f09a8b73638ca114ee31cdcae9fad8f88b3 Author: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Date: Fri Apr 26 22:50:26 2024 -0500 Fix malf AI being unable to trigger because AIs are considered ghost roles (#82893) ## About The Pull Request Fix #82891 PR #82030 added this job flag check to dynamic candidate trimming https://github.com/tgstation/tgstation/blob/cd29b123eff035fff7da10d21f8d55e1c898670f/code/controllers/subsystem/dynamic/dynamic_rulesets_midround.dm#L77-L79 Problem: AIs do not have `JOB_CREW_MEMBER`! This meant that all AI mobs were trimmed out of the candidate list for midround malf, so no it always failed This PR fixes this by flipping `restrict_ghost_roles` to `FALSE` for midround malf and then tightening up some of the checks to ensure off station AIs don't roll malf. ## Changelog :cl: Melbert fix: Midround malf can roll again /:cl: commit e155980d43177d9ce31811f4b958fb9278a060b3 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Sat Apr 27 15:50:13 2024 +1200 Automatic changelog for PR #82884 [ci skip] commit e50ed59d6b1104d10810e4958557b106798d6679 Author: Rhials <28870487+Rhials@users.noreply.github.com> Date: Fri Apr 26 23:49:56 2024 -0400 [NO GBP] Overwatch Intelligence Agents No Longer Get Their Own Uplink (#82884) ## About The Pull Request Overwatch operatives no longer get an uplink with TC in it. While they failed to break out of the nukie base (GOOD!) they were able to call in more of each other, which led to a grey-goo scenario of self-replicating discount overwatch operatives (KINDA BAD BUT ALSO KIND OF FUNNY). ![image](https://github.com/tgstation/tgstation/assets/28870487/28683e31-dc98-496f-9ef8-e05516444c17) ![image](https://github.com/tgstation/tgstation/assets/28870487/7be759b3-2d91-47bc-8a2b-9efc94e7bad9) I really really really hate having to fix this bug because it ended up being fucking hilarious but it cannot happen again. (Also some minor inheritance gripes with the plasmeme outfit, don't worry about it). I also might make the turfs indestructible/have a better baseturf so accidental explosive discharges can't break the floor and space everyone in the nukie base areas in another PR. ## Why It's Good For The Game Self-replicating helpdesk assistants, a terrifying concept. ## Changelog :cl: Rhials fix: Overwatch Intelligence Agents no longer get their own uplinks, leading to a self-replicating grey goo scenario. /:cl: commit b2617e798290bd01e4332c281a1ce7e36202abcb Author: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Date: Fri Apr 26 20:47:51 2024 -0700 Moves cutter dependancy to spacestation13 (#82889) ## About The Pull Request Action doesn't have the bandwidth to maintain hypnagogic atm. I've migrated it over to the spacestation13 repo, and cut a release for the most recent version. https://github.com/spacestation13/hypnagogic I'll be attempting to maintain it myself, though I'm not amazing at rust. We do what we must because we can. commit c283d5af50047cf166951d93a93753a77b963f67 Author: Changelogs <action@github.com> Date: Sat Apr 27 00:22:53 2024 +0000 Automatic changelog compile [ci skip] commit 484a104e488707b5b6aea139011062ea3a7ede95 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Sat Apr 27 12:07:15 2024 +1200 Automatic changelog for PR #82845 [ci skip] commit 22ba643f2b9dd3fbc6bbdc1f06cdad05f511d96b Author: Vire <66576896+Maurukas@users.noreply.github.com> Date: Sat Apr 27 00:06:56 2024 +0000 Misc Mapping Power Cell Fixes (#82845) ## About The Pull Request This is a followup to #82713 and also related to #82196. Roundstart power drain is not ideal on several maps. An admin showed me Icebox draining it's engineering SMES within 10 minutes of round start, which is far too quick, particularly for a map that's currently allowed on lowpop. Ten minutes is too soon to have to jump start the engine. I did a quick run through of maps looking for obvious power draw related issues, and found several. This disconnects the aux power SMES on Ice from the grid at roundstart, removing 100kw of draw and a source of power loops - as they were charging and discharging to the same powernet. Delta got a little wiring cleanup. Northstar and Tram were using empty SMES to power the gravity gen, which is an unnecessary sink at round start - the standard on all other maps is a fully charged version, so these two maps have been upgraded, dropping ~50kw each. commit 6b9c58828bdd14aafde952b0c806e279545f1b94 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Sat Apr 27 07:09:28 2024 +1200 Automatic changelog for PR #82853 [ci skip] commit 419044ed06427260b4e00ce86ae16ed713a97e1e Author: Sadboysuss <96586172+Sadboysuss@users.noreply.github.com> Date: Fri Apr 26 22:09:06 2024 +0300 Medical borg fix (#82853) ## About The Pull Request Closes https://github.com/tgstation/tgstation/issues/82709 ## Why It's Good For The Game bug fix ## Changelog :cl: grungussuss fix: fixed being able to install multiple of the same upgrade to medical cyborgs /:cl: commit cf4cc899027116a9f586b51e9d35093d256899eb Author: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Date: Fri Apr 26 03:47:28 2024 -0400 Revert of a Revert | ListInputModal (#82854) This reverts commit 9acf5bd821b37e4d8dad1c850497eeef79c0e7d8. MSO determined that because we use `file(...)` instead of a string instead of an asset being locked to its initial state via a cache object we are sending it as it is on disk every time. which means that when a new server deployment updates the tgui it will send this new tgui code even if the currently running DM code does not support it. commit cd29b123eff035fff7da10d21f8d55e1c898670f Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Fri Apr 26 14:53:15 2024 +1200 Automatic changelog for PR #82683 [ci skip] commit cbcf5a7108734bf8801d9821691ff6a087be2568 Author: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Date: Thu Apr 25 22:52:54 2024 -0400 ip intel mk2 (#82683) Do not merge this without coordinating with your server's host. ## About The Pull Request Slightly refactors the way we handle IP intel. You can still use the old data stored in the database. Adds the ability to automatically reject connections determined by config flags. ## Why It's Good For The Game We used to have IP intel to check for VPNs, although it was disabled due to being bad and unhelpful. This refactor should make it much more manageable for hosts and admins. ## HOSTS BEWARE This adds a new SQL table `ipintel_whitelist` Look at the schema! ## Changelog :cl: admin: The return of IPIntel /:cl: --------- Co-authored-by: MrStonedOne <kyleshome@gmail.com> Co-authored-by: oranges <email@oranges.net.nz> commit a300ec3f7bbc616b4342f0b7ae12cd1f58100e96 Author: Changelogs <action@github.com> Date: Fri Apr 26 00:20:27 2024 +0000 Automatic changelog compile [ci skip] commit a9b9d43750b62cae28d06d3ec35857218ef1da05 Author: tralezab <40974010+tralezab@users.noreply.github.com> Date: Thu Apr 25 11:56:42 2024 -0700 DNA Infusion Refactor: Separates DNA Infusion Behavior from DNA Infuser (#82829) ## About The Pull Request - infuser entries global is now an assoc list type -> singleton. makes it easier to pick specific entries as needed - separated infusion behavior onto both movable level (for machine occupants and things that can potentially be infused) and human level (for the actual infusion into a human) - [x] tested ## Why It's Good For The Game Upcoming plans is to fix up maintenance sect's organ replacement system that just so happens to work a lot like how infusions do with actual infusion mechanics, and that requires this prerequisite. In general outside of that vision I see a lot of potential in alternate infusion sources, from wherever they may be. ## Changelog no player side changes, this is a refactor commit a6fa9d2d08dab9f72a6fe269344f85e8766fd6d9 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Thu Apr 25 23:38:03 2024 +1200 Automatic changelog for PR #82669 [ci skip] commit c379e2577b3890ccfc4fca4d082e728337f05c37 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Thu Apr 25 23:37:20 2024 +1200 Automatic changelog for PR #82842 [ci skip] commit 698ec3557f175566ef75235c32820dd05e5104fa Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Thu Apr 25 23:36:44 2024 +1200 Automatic changelog for PR #82830 [ci skip] commit 7809dee9001a7c50c95dafa42200b063a8a75ebf Author: Joshua Kidder <49173900+Metekillot@users.noreply.github.com> Date: Thu Apr 25 07:36:04 2024 -0400 Monkey eyes fix and noticable organ display refactor; AI monkeys no longer catatonic (#82669) ## About The Pull Request It turns out monkeys being catatonic got broken 2 years ago in a PR that was meant to fix something else; also, it turns out monkeys are supposed to have primal eyes when turned into humans, and that got broken too. I fixed both of those things, and while I was at it I did a refactor to make it easier to give noticable organs (or anything else that you'd want correct pronoun and verb tenses) easier to implement. 1) AI controlled mobs now properly display their noticable organs when appropriate 2) Added some macros and a helper proc for replacing appropriate pronouns and verb tenses in text 3) The noticable organ HTML is no longer broken, so you can pass text with spans into it, if you want the text to be pretty or big or whatever 4) Monkeys are no longer catatonic if they have an active AI controller; this goes for any carbon actually but I think monkeys are the only one with AI controllers at the moment ## Why It's Good For The Game Fixes the logic for displaying organs on AI controller mobs (currently monkeys) Makes it easier to add these kind of organs for carbons, AI controlled or not, in the future Look! An actual use-case for split editor: ![image](https://github.com/tgstation/tgstation/assets/49173900/8cd0d69e-8091-4431-9418-6bd29e1713b5) ## Changelog Humanized monkeys now have their primal eyes again; monkeys with active AI are no longer catatonic. :cl: Bisar fix: AI controlled monkeys are no longer catatonic, and they have primal eyes again when turned into humans. spellcheck: Noticable organs now have more modular grammar, and their current grammar is fixed. refactor: Refactored the code for displaying the messages for noticable organs. config: Added a documented define of all our pronouns /:cl: --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> commit 68115df173aee3a8eff090c3f08beba2f0430b11 Author: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Date: Thu Apr 25 21:32:05 2024 +1000 Fixes plasma flower modsuit cores having an extremely small amount of power (#82842) ## About The Pull Request The var was still using the old values. ## Why It's Good For The Game 15 kj instantly depletes your power supply upon taking a step. Oof. ## Changelog :cl: fix: The plasma flower modsuit core now actually contains a reasonable quantity of power. /:cl: commit 3f9caf5deb158f79b0b6a9e5e20c12fb9ed2fd1d Author: KingkumaArt <69398298+KingkumaArt@users.noreply.github.com> Date: Thu Apr 25 07:30:50 2024 -0400 Fix: Makes the rebar crossbow's bowstring loosen after firing (#82830) ## About The Pull Request As it stands, after the rebar crossbow fires, it must be used inhand twice, once to loosen the bowstring, and a second time with a do_after to pull it back. Not only does this make no sense as the bowstring is what launches the projectile, but I actually had no idea it was even happening, until I got it pointed out on discord. ## Why It's Good For The Game The main reason is that the crossbow shooting a rod without moving the bowstring just looks weird, but also given the first inhand use doesn't have a delay, it also doesn't really serve any purpose. ## Changelog :cl: fix: The rebar crossbows now properly loosen their bowstring upon firing. /:cl: commit bb915a714c83dc74a9039db7c68588617b7b161b Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Thu Apr 25 23:29:06 2024 +1200 Automatic changelog for PR #82822 [ci skip] commit 06b97dfb48aa60fb755a2858bf65a753f7d0b013 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Thu Apr 25 23:28:49 2024 +1200 Automatic changelog for PR #82809 [ci skip] commit e1d922d9260591edbe1bfc3a8824998f08dd01b4 Author: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Date: Thu Apr 25 04:28:47 2024 -0700 [no gbp] Adds silicon interaction flags (#82822) ## About The Pull Request A few items with special silicon interactions did not have the proper flags to permit their use at distance (airlocks for instance) ## Why It's Good For The Game Fixes #82800 ## Changelog :cl: fix: Restored silicon alt-clicking capability /:cl: commit 5154ef4df1beae8afe40792ecc27d7af6bcdef0e Author: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Date: Thu Apr 25 13:28:29 2024 +0200 [no gbp] actually fixes bot access (#82809) ## About The Pull Request real fix to bots having AA. also i forgot to address simple bots in my previous attempt so this fixes them too ## Why It's Good For The Game fixes bots having AA ## Changelog :cl: fix: all bots have their normal accesses restored /:cl: commit 8b37838ea7658dd5a3b95ea9e3ee23994e17a49f Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Thu Apr 25 17:04:04 2024 +1200 Automatic changelog for PR #82836 [ci skip] commit 061ce73c99af24c600e4954db4665355fea282a6 Author: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Date: Wed Apr 24 22:03:43 2024 -0700 ChemMaster 3000 printing speed based on servo tier (#82836) ## About The Pull Request Reverts the maximum number of containers (pills/patches/etc.) the ChemMaster 3000 can print back to 50. (Recently changed to 12.5 per tier in https://github.com/tgstation/tgstation/pull/82002) Instead, the servo tier determines the speed the batch is printed at. ![image](https://github.com/tgstation/tgstation/assets/83487515/d58a2325-55ff-4087-b73b-9d08ebdf98e5) ![image](https://github.com/tgstation/tgstation/assets/83487515/5d078957-dbc4-483f-8e38-62a815370f66) ## Why It's Good For The Game Refilling the buffer and pressing print for every 13 pills is pointless busywork when there is already a delay now implemented per pill printed. ## Changelog :cl: LT3 balance: ChemMaster can again print a maximum of 50 pills/patches per run balance: Higher tier servos increase ChemMaster printing speed /:cl: commit f31b2794b5886c9b2a7b63c780f6c09ff9582dbb Author: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Date: Thu Apr 25 06:19:17 2024 +0200 fixes ai controllers hard deletes (#82861) ## About The Pull Request ![image](https://github.com/tgstation/tgstation/assets/138636438/47010ad2-64ef-40dd-94d3-b928e4216d1b) i noticed almost all ai controllers were being hard deleted, its because the controller itself was being addedto the behavior_cooldowns list rather than the behavior itself ## Why It's Good For The Game fixes hard deletes ## Changelog :cl: /:cl: commit b60223b8a5dd97bc5172f2d801b03a826951faf3 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Thu Apr 25 14:09:16 2024 +1200 Automatic changelog for PR #82825 [ci skip] commit 85b857fc67b1cc0898b9a86b8d0bbbedbd57ed24 Author: Singul0 <127663818+Singul0@users.noreply.github.com> Date: Thu Apr 25 09:08:53 2024 +0700 [NO GBP] Critical fixes for cyborg omnitools (#82825) ## About The Pull Request Fixes several critical fixes for cyborg omnitools, surgical omnitools in peculiar. Which is: 1. bonesetter omnitool can do compound fracture surgery now 2. omnitool butchering not properly disabled works (why didn't that runtime. fucking dreammaker) 3. omnitool surgery_initiator not properly disabled 4. cautery in offhand not working Fixes #82805 Fixes #82868 Honestly I have now regretted for doing this kind of implementation at the start. with how shoddily coded it is. Planning to refactor cyborg omnitools, admin omnitool and ayys omnitool (all have the same base of implementation) to be less snowflakey. but that's for the future. and will take some time. This is a bandaid fix for now ## Why It's Good For The Game this is cbt ## Changelog :cl: fix: fixed cyborg bonesetter not working for compound fractures fix: butchering not disabling in cyborg omnitool fix: fixes a bug where if you select the omnitool it would be stuck in surgery initiator mode fix: cautery in off hand for cyborg omnitools not working /:cl: commit 13343a02216586bd5e52fa1ddf6715bc289d9461 Author: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Date: Wed Apr 24 18:19:04 2024 -0700 Adds handy define that enables the most common configuration of reftracking (#82860) ## About The Pull Request This shit has confused people too many times, let's give them an easy pathway to use reftracking Also split the separate logging bit into its own thing commit dcc8428a516cb764932265d5b3eb8eb919307355 Author: Changelogs <action@github.com> Date: Thu Apr 25 00:21:59 2024 +0000 Automatic changelog compile [ci skip] commit a27675206712867c04106fa8fcf23ff115916fd8 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Thu Apr 25 10:26:35 2024 +1200 Automatic changelog for PR #82856 [ci skip] commit 72c50845560999416e8b2660a0ffd74f732a1351 Author: Fikou <23585223+Fikou@users.noreply.github.com> Date: Thu Apr 25 00:25:00 2024 +0200 brimbeams are a hidden do after (#82856) commit 21b6abfcd683522dff7f883a350717f49b391224 Author: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Date: Wed Apr 24 15:23:54 2024 -0700 Redoes how appearance VV works because it scares me (#82851) commit bdab65dfc397a856f0a1f20db0bcc5567a621ff3 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Thu Apr 25 10:15:09 2024 +1200 Automatic changelog for PR #82748 [ci skip] commit 0a8e58b49371ac579af7ed005665efb6b960419b Author: Sadboysuss <96586172+Sadboysuss@users.noreply.github.com> Date: Thu Apr 25 01:14:38 2024 +0300 More emote sounds and new whistle emote (#82748) ## About The Pull Request Added new emote to get people's attention: Whistle Added sounds to existing emotes: cry, sneeze, cough, laughs for lizard and moth. In the future, the work done in this PR can be the foundation for giving other species their own emote sounds. Sound files: https://drive.google.com/drive/folders/14cv8_N6BdcyJKQd-sMXDlowXEaY3FZ_K?usp=sharing Preview: https://github.com/tgstation/tgstation/assets/96586172/7524a7c6-b003-40d5-adc4-1e0faae2cce2 https://github.com/tgstation/tgstation/assets/96586172/318d0ee8-de9e-406c-92f1-1f2ef4eac32f https://github.com/tgstation/tgstation/assets/96586172/aa7ae9a1-35c8-44e2-b6ea-82fd3949b1f4 ## Why It's Good For The Game More immersion is great, I love using emotes and having no sounds for them is sad. ## Changelog :cl: grungussuss add: whistle emote refactor: Refactored how laugh, sneeze, cough and cry sound is called in the code, report strange behavior with these emotes. sound: added sounds for whistle, cry, cough, sneeze, laugh for moths and lizards emotes /:cl: --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> commit c7ea5cdbe71f9896c8c000865edfe07a434bb826 Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Thu Apr 25 08:00:20 2024 +1200 Automatic changelog for PR #82852 [ci skip] commit 2e11db2344e4c7f8d7cca52df09ef0770dde2d4b Author: Fikou <23585223+Fikou@users.noreply.github.com> Date: Wed Apr 24 21:59:58 2024 +0200 [NO GBP] fixes issues with human rendering fixes (#82852) ## About The Pull Request fixes #82838, forgot to add the attack_self there fixes #82869 fixes the atmos hardhat not using flags_inv and transparent_protection correctly (you could pull off someones glasses through it for example makes modsuits use the new rendering stuff fixes rendering stuff not working correctly with adjustable clothing fixes quick equip dropping the item if you cant equip it ## Why It's Good For The Game waow its awesome ## Changelog :cl: fix: you can no longer take off someones glasses or mask through atmos hardhat fix: once you adjust a welding helmet or something it no longer makes your cigarette or sunglasses invisible fix: welding gas mask works once again fix: quick equips dont drop the item if you cant equip it /:cl: commit 59a20eb8e7822cfdd4ba5063d112c41585c6f714 Author: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Date: Wed Apr 24 11:05:06 2024 -0700 Fixes some rando failures off the ignore list of projectiles (#82855) commit 0cb9aa842a973fff6d8ae79b1183b3d2d545c6d6 Author: EvilDragonfiend <87972842+EvilDragonfiend@users.noreply.github.com> Date: Thu Apr 25 03:03:59 2024 +0900 Accessing Datasystem Manager from MC controller panel (#82848) commit 696b795d5b00db4024ddccdf676054652267e37b Author: orange man <61334995+comfyorange@users.noreply.github.com> Date: Wed Apr 24 18:48:52 2024 +1200 Automatic changelog for PR #82732 [ci skip] commit 43c85eee216dceb96c5e4c2d88b90c4154b9ed17 Author: Nick <42454181+Momo8289@users.noreply.github.com> Date: Wed Apr 24 02:48:32 2024 -0400 Adds sorting options and a search bar to the crew monitor (#82732) ## About The Pull Request This PR adds buttons in the crew …
About The Pull Request
Resprites The Infiltrator Modsuit.
Why It's Good For The Game
The infiltrator modsuit looks a bit dated, it's still mostly using the same model it had back when it was a regular suit, the colors are also kinda drab, point is, it doesn't look too great; this PR fixes that.
Sprites made by OrcaCora
Changelog
🆑
image: The Infiltrator Suit has received a new model, sleeker than ever!
/:cl: