Upstream 15.11.25#44
Merged
Merged
Conversation
## About The Pull Request New sprites for the turret controls! <img width="303" height="259" alt="Снимок экрана 2025-11-01 143530" src="https://github.com/user-attachments/assets/2efbbfae-e4d1-49d1-b49e-35edb2485e10" /> <img width="297" height="291" alt="Снимок экрана 2025-11-01 201328" src="https://github.com/user-attachments/assets/2d405509-caf6-494f-b94b-41079c0c6b38" /> Moved the controls code into their own file ## Why It's Good For The Game Better sprites, more in-style with other control panels ## Changelog :cl: image: New sprites for turret control /:cl: --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request Reworks Sleeping Carp significantly. ### Returning Moves: Stomach Knee and Wrist Wrench Stomach Knee, much like the previous incarnation, causes the victim to be winded and stunned, though this version only briefly stuns the victim. It also deals stamina damage and silences the victim for five seconds. It is performed by a Grab Punch combo. Named Kraken Wrack. Wrist Wrench, much like the previous incarnation, disarms the victim of their held items. It also potentially dislocates or breaks their arm, as it rolls with a very high wound chance. It is performed by a Harm Grab combo. Stole Gnashing Teeth's name. ### Gnashing Teeth (as it was) is gone This move didn't do very much at all other than being a harmful punch with more damage. Throwing a bunch of normal punches won't result in anything now. ### Harm Punches are no longer have special overrides, but Sleeping Carp does grant perfect accuracy. Rather than use a bespoke override, Sleeping Carp now merely uses your normal unarmed punch for its standard normal punch. However, rather than leave things to chance, Sleeping Carp grants you perfect accuracy with those standard punches. ### Grabs are treated as one stage higher Now that martial arts can directly interact with grab state, as well as some prior changes to how effective compared to actual grab state is determined, I've reintroduced Sleeping Carp's stickier grabbing by making it so that they elevate the effective grab state by one stage. This is not instant aggro-grabbing like they used to have. This just makes it so that if they try to resist out of a passive grab, they may fail as though it was an aggressive grab, but it won't stun them until it is elevated to a proper aggressive grab. ### What you wear is important for determining the effectiveness of your Attack Dodging (and attack dodging is broader) Sleeping Carp's projectile dodging and now attack dodging is based on whether or not you're 'on theme'. That is, if you are wearing nautical themed clothing and other factors. At a baseline, Sleeping Carp has perfect projectile dodging and no melee/unarmed avoidance. To improve your chances, you need to; - Wear martial arts or carp themed clothing on your head. (20% if one is present, but it only counts one) - Wear martial arts or carp themed clothing on your chest (20% if one is present, but only counts one) - Wear appropriate footwear, like sandals. (20%) - Be a literal carp. (75% flat) - Mutate yourself into a carp person. (20%) However, your chances of avoidance diminishes if: - You wear armored clothing on your head and chest. (based on Melee armor) - While lying on the floor (30%) Holding objects diminishes your chances as well, This is based on the weight of the object, and whether or not the object is wielded. Normal sized objects, for instance, are -30%, and would be -60% if wielded. It will not diminish your chances if: - The object is Small or smaller. - The object is an abstract object or hand grafted object and it doesn't have block chance. - The object is in the exceptions list. - **The exception list is as follows:** - Nunchaku (this is spies exclusive) - Bo Staff (the unobtainable one) - Monk's Staff (the chaplain's null rod) - Bamboo staff - Cane (like, walking cane) - Knives - Bolas - Toolboxes - Spears - Shortswords (the ones from the medieval pirates) - Nullblade (it's a shortsword) - Extendohands (because lol) - Mops - Push Brooms - Baseball Bats - Claw Hammers - Carp plushies. <details> <summary>A list of appropriate clothing</summary> Headwear - Strange Bandana (which come in the kit) - Maid headband - Fancy Hairpin - Carp Mask - Carp-skinned Fedora - Carp Costume Hood (this comes with the costume) - Carp Costume Spacesuit Helmet (as above) Chestwear - Martial Gi (which come in the kit) - Carpskin Suit - Carp Costume - Carp Spacesuit - Maid Outfit - Kimono - Yakuta - Trenchcoats - Geisha Outfit - [Swag Outfit](https://www.youtube.com/watch?v=l6DmoPlq3S4) - Eastern Monk's Outfit (the chaplain outfit) - Buttoned down line of clothes - Blazer jacket - Lawyer jackets Footwear - Sandals (which come in the kit) - Swag Shoes - Laceup Shoes </details> As an example of being OFF theme, being in a full security outfit would reduce your avoidance chance by a whopping 80%. You avoid attacks while in combat mode, much like projectile deflection does on live. You can only get up to a 75% chance melee/unarmed avoidance. ## Why It's Good For The Game > Returning Moves People quite liked some of the older moves, and there weren't as many dials around at the time to make them particularly more interesting when I first removed them. We were aiming for an out and out stun removal as a whole codebase, but largely we're ended up still being comfortable with minor stuns here and there. Stomach Knee can be one of them. Wrist Wrench was something I realized I could reintroduce with literal limb breaking thanks to wound changes. Arm dislocations/breakages are surprisingly rare as a wound type, and since it is an attack on a specific arm, not quite as good for bringing someone to death, but quite good for leaving someone with a maiming wound they now need to fix to keep pursuing you. Highly useful for those stubborn stun immune targets, who Sleeping Carp struggles to fight. As in, they can't really fight them. > Grab Stage A bit of my work and a bit of Melbert's has resulted in this being a lot more reasonable to reintroduce as a benefit. The original instant aggro-grabbing was definitely very oppressive, since it was a pseudo-hardstun that lead into a hardstun. Now this is a bit softer by comparison, and surprisingly quite important. I think the loss of good grabbing ended up filtering a lot of folk somewhat hard. > Removal of the override I was really taken with Spider Bite using baseline punches as the groundwork for the martial art and I wanted to work into that. Not only does it mean becoming a carp person is actually a great idea beyond the avoidance mechanic, but also for your actual basic punches improving. It just in general feels like it opens up possibilities in the game world to experiment and the design of martial arts in general. We should make more martial arts work like this. > Avoidance My original rework had one glaring flaw that continues to haunt it to this day. Defense stacking on Sleeping Carp is ridiculous. Layering defense upon defense makes the one particular immunity it grants, projectile immunity, all the more oppressive. Hiding behind high block and high armor makes you a menace. The end result is that more people utilize Sleeping Carp not for the martial art part, but for the projectile immunity part, usually using something else instead like a baton. This rubs me the wrong way. You would think and hope that the reason people take the martial art is to be a goofy martial artist in space. So, I'm implementing an idea I knew I could never pull off in the framework at the time. I'm implementing Unarmored Defense, bitch. (I was totally also not inspired by Payday 2 in any fashion, nope, not at all) I like the idea of forcing a choice between the goofy outfit that gives you bonuses over just getting the biggest armor you can find and turtling like a motherfucker. And I want people to focus on the martial arts and benefit from the martial arts when you're specifically unarmed. Maybe right now some of the restrictions are a little severe, so if anyone has any opinions, lemme know. ## Changelog :cl: balance: Completely reworks Sleeping Carp, again. balance: The return of Stomach Knee (Kraken Wrack) and Wrist Wrench (Gnashing Teeth). Time is a flat circle. balance: Sleeping Carp has better grabs (no instant aggro grabs) balance: Sleeping Carp integrates normal unarmed punch by not overriding your normal punches. balance: Sleeping Carp's deflection weakens if you wear armored headwear and body armor, or while carrying objects. However, by wearing martial arts (or carp) themed outfits, you can improve your defenses instead, allowing you to not just dodge bullets, but also incoming melee attacks. balance: Some objects are exempt, like staff weapons (such as mops or the monk's staff), short blades (like knives and shortswords), club-like (baseball bats and toolboxes), or thematic (like extendo hands and carp plushies) balance: You can also get these improvements by being a literal carp or being a carp person. /:cl: --------- Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com>
## Ragghhh I will suck your blood Replaces a lot of crappy placeholder sprites used by vampires with new ones. Also renames the vampire tongue to "vampire teeth" and adds descriptions to the teeth and heart. Vampire teeth: <img width="295" height="278" alt="image" src="https://github.com/user-attachments/assets/2a776371-1073-48ed-8edf-3a2b923ea4c8" /> Vampire heart: <img width="317" height="316" alt="image" src="https://github.com/user-attachments/assets/a004c0d7-4bc3-40a6-a7c3-da12b2e25cf1" /> Blood drain ability: <img width="103" height="93" alt="image" src="https://github.com/user-attachments/assets/049a4ed0-f5fc-43b3-85a2-a2e59560d62e" /> ## Why It's Good For The Game <img width="350" height="704" alt="image" src="https://github.com/user-attachments/assets/8b5571c9-07b2-4abd-af83-7b8d4eaa034e" /> ## Changelog :cl: add: Vampire tongues are now vampire teeth. image: Vampire hearts and tongues have unique sprites. Also their one ability icon too. /:cl: --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request fixed wrong mob in span message ## Changelog :cl: fix: Reversed bear trap now correctly displays name of person who put it on you. /:cl:
## About The Pull Request - Fixes synthflesh feedback messages - When applied via touch, synthflesh isn't stored in the body and needs a different set of feedback messages compared to when applied by patch/gel. - Applies a cooldown on the touch application message, so that if someone builds a shallow pool of synthflesh the chat isn't spammed every tick ## Why It's Good For The Game Fixes tgstation/tgstation#93582 ## Changelog :cl: LT3 fix: Synthflesh feedback messages properly reflect the method of application fix: Synthflesh feedback messages won't spam the chat log /:cl:
## About The Pull Request Title ## Why It's Good For The Game Want to use absolute minimum flag but don't want the server to close when I exit dreamseeker ## Changelog N/A
## About The Pull Request This was an error from tgstation/tgstation#93676, they are meant to be replaced (which happens in the line below the deletion one).
## About The Pull Request Adds `GLOB.unrecommended_builds`, for byond build which are broken for the end user in some way, but not in a way that warrants outright blacklisting players from connecting with them Looks like this (Ignore the number I changed it for testing purposes) <img width="493" height="267" alt="image" src="https://github.com/user-attachments/assets/d31636e8-a106-4d13-a8fa-aee6a50c6d27" /> Uses this system for the new byond build, 1670+, which breaks text rendering Also adds 1670+ to the list of builds to warn on compile ## Why It's Good For The Game 1670 broke the compilation step, probably permanently Whether we will fix this or flip a pragma or w/e remains to be seen, but until then we can tell people to compile an earlier version 1670 also broke the user experience, causing map text to show up as really big. This will be fixed in an upcoming version <https://www.byond.com/forum/post/2983385> ## Changelog :cl: Melbert qol: If you are on Byond 516.1670+, you will get an alert on login that your build is less than functional /:cl:
## About The Pull Request Damaged brains turns partially grey - the more damage, the more grey <img width="181" height="148" alt="image" src="https://github.com/user-attachments/assets/eee4e37e-46dd-4165-b1d6-468b967a1ba9" /> Top brain is fully damaged, left brain is undamaged, top left stool is the weapon I used to damage the brain ## Why It's Good For The Game Reflects the description visually ## Changelog :cl: Melbert qol: Brains actually turn grey as damage progresses /:cl:
…es (with bonus neat repathing) (#93704) ## About The Pull Request /area/station/ai_monitored's behaviour was isolated into a component, `/datum/component/monitored_area`, which itself uses `/datum/motion_group`s to query cameras. Functionally, it (should) work identically to the old implementation. I'm sure that behaviour could have been further cleaned up, camera code is quite dreadful, but it's better to focus on isolating the behaviour first. Baby steps. Areas that want to opt into monitoring can set `var/motion_monitored` to TRUE (this approach was taken to make subtyping easier). The following non-AI areas were changed: - /area/station/ai_monitored/security/armory -> /area/station/security/armory - /area/station/ai_monitored/command/nuke_storage -> /area/station/command/vault - /area/station/ai_monitored/command/storage/eva -> /area/station/command/eva All other `/area/station/ai_monitored` subtypes were repathed into `/area/station/ai` and cleaned up in a way that I thought made logical sense. It is **much** more readable now. For example: - /area/station/ai_monitored/turret_protected/aisat -> /area/station/ai/satellite - /area/station/ai_monitored/command/storage/satellite -> /area/station/ai/satellite/maintenance/storage - /area/station/ai_monitored/turret_protected/ai -> /area/station/ai/satellite/chamber
## About The Pull Request Closes #93643 ## Changelog :cl: fix: Fixed burnt out cyborg flashes triggering flash VFX /:cl:
## About The Pull Request The check was flipped, oops. Closes #93709 ## Changelog :cl: fix: Fixed Spray Tan not doing anything until ODd /:cl:
…ve (#93749) ## About The Pull Request Closes #93746 ## Changelog :cl: fix: Fixed transfer animations playing even when the item has failed to move /:cl:
## About The Pull Request The statue abused abstract types to prevent itself from being carved, duh. Also changed the wording to not call generic material-specific statues abstract Closes #93747 ## Changelog :cl: fix: Fixed elder atmosian's statue showing up as abstract /:cl:
## About The Pull Request
You can now use any melee weapon to bash shields with
<img width="312" height="216"
alt="{013D1FE3-ED14-4743-AF45-857740F702C0}"
src="https://github.com/user-attachments/assets/6214eea5-91e8-49f5-8956-f0b235a305bf"
/>
## Why It's Good For The Game

more *menacing* moments
## Changelog
:cl:
add: You can now bash shields with any melee weapon
/:cl:
## About The Pull Request Arithmetic circuit components are given the ability to calculate powers. ## Why It's Good For The Game This is necessary for certain calculations like finding the distance between two points, allowing greater creativity in circuit design. ## Changelog :cl: add: Added powers to arithmetic circuit components. /:cl:
## About The Pull Request untrue: "take 5 hits" grammar ## Why It's Good For The Game correction ## Changelog :cl: ArchBTW spellcheck: unfathomable curio "take 5 hits" && grammar /:cl:
## About The Pull Request title ## Why It's Good For The Game well to_chat feedback supposed to start with capital letter ## Changelog :cl: spellcheck: Flash message now starts with a capital letter. /:cl:
## About The Pull Request When take a ghost role from a ghost role sleeper, if you became a ghost by observing you will be offered the opportunity to spawn in as your static. Obviously if you joined the round normally or have already spawned in as a ghost role you won't be prompted. No cloning yourself allowed. Not every ghost role allows this, and you won't get the prompt if your static is a race that breathes plasma (basically just those purple skeletons) because that opens up a giant can of worms. However, you _will_ get the prompt if you are playing as any other race. (I'm pretty sure every ghost role has power for ethereals besides ashwalkers but that's not one of the ghost roles that lets you spawn as your static for super obvious reasons) Some ghost roles, like pirates, will allow you to spawn in as your static but overwrite your name. ## Why It's Good For The Game Felinid comms agent felinid comms agent felinid comms agent felinid comms agent felinid comms agent felinid comms agent felinid comms agent felinid comms agent felinid comms agent felinid comms agent felinid comms agent felinid comms agent felinid comms agent felinid comms agent ## Changelog :cl: add: You may now spawn in as your static when picking a ghost role /:cl: --------- Co-authored-by: Fghj240 <fakeemail@notrealemail.com>
## About The Pull Request Fixes some incorrectly capitalized, poor grammar writing I put in with the RETA airlock examine. ## Why It's Good For The Game Fix, clarity ## Changelog :cl: spellcheck: Fixed some RETA examine text /:cl:
… to chem and drink dispensers (#93903)
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Месяц ожиданий