Fixes several runtimes from the past few weeks, some additional material
repath regressions, and the fact that if I shoot you with a stream of
ionized deuterium particles, it doesn't riddle you with cancer.
changes:
- bugfix: "Fixes emergency shields runtiming when hit by thrown
objects."
- bugfix: "Fixes several stale global list runtimes."
- bugfix: "Fixes several health percentage checks that could use unset
initial health values."
- bugfix: "Fixes additional materials regressions in INDRA code."
- bugfix: "Fixes invalid fuel injector depletion math."
- bugfix: "Makes accelerated particles apply radiation damage to living
mobs they pass through."
Adds circuit boards and parts for rechargers and wall rechargers.
Rechargers can be built, deconstructed and upgraded. Wall rechargers can
only be upgraded.
The required parts can be printed in R&D.
<img width="1086" height="613" alt="image"
src="https://github.com/user-attachments/assets/9deb7917-4c59-4149-b1db-85e53b0447d3"
/>
**Modular laser changes**
- tl:dr Shooting mod laser at a mob counts up an improvement potential
variable, which when the gun is disassembled, gets spread across the
components.
- When the components are repaired, by someone with high skill, there is
a chance to increase a variable, such as damage, shot count, accuracy.
- Players give the biggest increase, followed by non-player humans
(protohumans & mechs fall in this catagory), then simple mobs and
finally monkeys. Non combat modlasers improve slowly when used for their
intended task (betarays slowly tick up when shooting hydroponics bays)
The philosophy for these changes is that research should continue to be
involved with the equipment they give out.
It should also be difficult (but not impossible) for research to upgrade
their weapons without support from other departments.
Xenobio slimes, protohumans, medical help to keep the protohuman alive
while you shoot it, security help to actually use the guns on real
targets (this gives the biggest increases).
The more powerful a weapon is the harder it is to upgrade, as it'll kill
it's targets quicker. The more upgraded a weapon is the more difficult
it is to upgrade further, improvement potential will get wasted on
components that have already hit their cap.
On their own, by the time the 5 monkeys research start with are dead,
it's possible for a max skill scientist to improve one gun's worth of
components by ~25%.
The weapons research can now make at roundstart (with max tech) are
significantly worse than what spawns in the armoury.
The weapons research can make with gold, silver, uranium and phoron are
equal to what spawns in the armoury.
The weapons research can make with diamonds are better than what spawns
in the armoury.
Major nerfs to heat vents, auxiliary capacitor and capacitor overcharge,
these were the problem children.
It is now impossible to make a weapon that does not take damage through
use. Safe designs will only break with heavy use, by people who don't
bring them back to research for repairs.
Powerful designs break quickly and need repeated repairs.
Adds two side grade capacitors that can be made at roundstart (with max
tech), one higher damage and fewer shots. One lower damage and more
shots.
High skill characters get much more information when examining modular
lasers and a chance to throw the gun away before it explodes.
Adds some defines to help balance these changes:
Improvement cap (the total percent a component can increase) Currently
100%.
Increase & Decrease Cap, how much an individual variable can be
increased or decreased. Currently 2x and 0.2x.
Improvement multiplier, multiplies all improvement gains. Currently 1x.
**Firing Pin fixes & changes**
Fixed ID locked firing pins and adds them to R&D.
Adds the inner research department to the firing range locked pins. This
is so xenobotanists, xenobiologists & xenoarchs can use the modular
lasers. Freeze rays for slimes, betarays for xenobotanists, laser
activation for artifacts for xenoarch.
It is still impossible for a scientist to make a weapon they can use
anywhere, but they can give them to security who can use them freely.
**Misc bug fixes**
The weapon analyzer UI now updates and only shows relevant statistics,
instead of displaying every variable even when they do nothing.
Replaces the buggy tesla zap with just electrocuting the holder.
Fixes a few broken visual messages.
Fixes the vermin modulator not killing anything, now it also works on
grems.
Fixes click delay on malfunction.
Fixes radiation damage numbers.
Fixes the temperature modulator.
Fixes the report printout showing the wrong numbers.
---------
Co-authored-by: Copilot <copilot@github.com>
Repaths obj/machinery to obj/structure/machinery. **Note for
reviewers:** the only meaningful changed code exists within
**code/game/objects/structures.dm** and
**code/game/objects/structures/_machinery.dm**, largely concerning
damage procs. With the exception of moving airlock defines to their own
file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES.
Objects, _categorically_, are largely divided between those you can hold
in your hand/inventory and those you can't. Machinery objects are
already subtypes of Structures behaviorally, this PR just makes their
pathing reflect that, and allows for future work (tool actions, more
health/destruction functionality) to be developed without unnecessary
code duplication.
I have tested this PR by loading up the Horizon and dismantling various
machines and structures with tools, shooting guns of various types
throughout the ship, and detonating a bunch of explosions throughout the
ship.
Adds:
- Dosimeter, keeps track of how many rads a person has absorbed as well
as showing the dose after armour.
- Adds a message to shelter in maint to the supermatter explosion.
- Adds a flag that makes damage not apply to robotic limbs, useful for
preventing radiation burns to metal parts. Should also be added to
chemicals that deal brute damage, such as arithrazine and the the burns
from chemical exposure to chlorine, but that's another PR.
- Added radiation resistance values to makeshift armour. As it only
covers the chest, this isn't very useful, but better than nothing.
Balance:
- Re-scaled radiation damage.
- Radiation now maxes out at 1000, from the previous 100.
- Radiation damage when at maximum rads is converted directly into burn
damage.
- Radiation sources decay slowly, so all the old numbers were maxing
people's radiation values instantaneously.
- Re-scaled organ damage from radiation. Previously you would take no
organ damage till 75% rads, then lose your liver almost immediately. Now
organ damage ramps up from 500-1000, with 750-1000 being about 1/3rd the
organ damage of 75-100.
- Added debilitating, but not lethal, effects to moderate and high
radiation levels. Lots of pain events instead of straight damage.
- Reduced speed and stamina for high radiation doses.
- Hyronalin and Arithrazine both remove much more radiation.
The intent: People should now be able to work in low radiation zones,
without using the radiation suit for short periods of time.
The geiger counter is no longer an 'if this is ticking you are at max
rads' detector.
With the engineering voidsuit, 75% rads, I could stand next to a charged
supermatter ~50rads a second, for about 2 minutes before I hit lethal
radiation levels.
If people stay in a radiation zone, or are exposed to extreme radiation
100+ rads a second, radiation is much more lethal, but not by just
killing your organs. Conventional medicine will help a lot.
---------
Signed-off-by: FenodyreeAv <fenodyree.av@gmail.com>
Co-authored-by: Batrachophreno <Batrochophreno@gmail.com>
This has zero reason to exist in our code base. We have no procs or
variables tied to this. I removed it to make future modifications
cleaner.
---------
Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
https://www.youtube.com/watch?v=9mPvZ96pHJI
A pull request commissioned by the Synthetic Lore Team to
comprehensively rework synthetics (read: IPCs) and how they work in
Aurora. The objective is to make IPCs as unique as possible from humans,
upgrading the robotic feel and atmosphere, while also preserving a good
sense of balance in-game.
Key features:
- A comprehensive expansion of synthetic organs, all of which now
fulfill a purpose: hydraulics, cooling units, power systems, actuators,
diagnostics units.
- Customizable organs with benefits and drawbacks, such as with cooling
units and power systems.
- Unique ways to repair the organs and more involved steps.
- Unique damage mechanics - every organ has wiring and electronics which
affect its functioning, and they are defended by plating which provides
natural armour.
- Improved and immersive diagnostics.
- Unique features, benefits, and drawbacks for every IPC frame.
- A rework of the positronic brain, which can be either destroyed or
shut down, alongside effects caused by low integrity.
- A rework of how EMPs affect IPC organs.
- Non-binary damage states for each organ.
To-do:
- [x] Finish the unique features for each frame.
- [x] Look into if mechanical synthskin is possible.
- [x] Power system.
- [x] Posibrain mechanics.
- [ ] Passive cooling expansion.
- [x] EMP mechanics.
- [x] Repair mechanics.
- [x] Mob weight mechanics.
- [ ] Gurney for heavy mobs.
- [x] New augments.
- [ ] IPC tag scanning and flashing.
---------
Signed-off-by: Werner <1331699+Arrow768@users.noreply.github.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: Geeves <22774890+Geevies@users.noreply.github.com>
Co-authored-by: Werner <1331699+Arrow768@users.noreply.github.com>
It turned out these hardsuits had the cost of their roundstart modules
baked into the suits, whereas the machine shop manufactured ones don't
start with such modules, which made them significantly worse than making
literally any other hardsuit. Nobody ever actually had a reason to make
the AMI suit or rescue suit for instance.
So I've tweaked the recipes for the advanced EVA (to reflect that it
doesn't come with a complimentary RCD), rescue suit (to reflect tha it
doesn't come with maneuvering jets and a whole chemical lab), and the
AMI suit to be honest had no business costing phoron (the electronics
already cost phoron). They've all 3 had their other material costs
tweaked in response to fill some new niches. Such as the rescue suit
being the cheapest on steel, but most expensive on aluminium. If you're
pressed for materials, make different suits.
Adds the autopsy scanner to the protolathe. Available at bio tech level
3, which is where we currently start the round, and found udner the
biotech category. The material is matching with other similiar devices.
---------
Signed-off-by: Fyni <itsfyni@gmail.com>
Destroys a ton of sources of lag:
- /obj/machinery/biogenerator/interact and
/obj/machinery/computer/rdconsole/attack_hand
Both of these call REF(src) constantly on their UI update, which also
happens constantly. Death by a thousand cuts
- /obj/machinery/button/ignition/attack_hand and
/obj/machinery/button/switch/holosign/attack_hand
Sleeps rather than timers, iterating the entire machinery list rather
than just storing the IDs we need at roundstart
- /obj/machinery/telecomms/update_icon and /obj/machinery/meter/process
Calling overlay updates WAY TOO MUCH. UpdateOverlays is a significant
overhead for the server at this point and the two of these combined are
responsible for a little over 20% of updates. They now should only
update overlays when necessary rather than every tick.
- NEW! /obj/machinery/disposal/proc/update and
/obj/machinery/portable_atmospherics/hydroponics/update_icon
These two were also offenders, worse than telecomms but better than
meters. They have also been brought into line.
- /mob/living/carbon/slime
Hard-del'd if grinded into slime extract less than two minutes after
being "born". Fixed by adding TIMER_DELETE_ME flag.
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Logistics bounties sometimes asked for a "Heavy Duty Power Cell" which
was an item that was not actually manufacturable by the ship, and could
only be obtained by stealing them from the APCs they spawned in. This PR
adds the ability for protolathes to manufacture them directly, just like
the other upgraded versions of APC power cells.
This PR was requested by the loremaster @Triogenics. According to the
loremaster, all modern electronics in the setting should require a small
amount of elemental phoron for its capacity as a room temperature
superconductor. This is also needed to play into the "Phoron Scarcity"
lore arc.
So this PR does exactly that, making all electronics cost a very small
amount of Phoron to create. Existing machine shop and science stockpiles
of phoron crystals are sufficient to manufacture these for the time
being, though that may not be the case in the future. :)
To keep things logically consistent, I've also made it so that circuit
boards both actually contain the matter used to print them, and can be
recycled to at least partially recover that matter. Have fun breaking
down thousands and thousands of old circuit boards to get a few flakes
of phoron once things start getting bad.
The hazard rig tech levels were lowered, permitting the machinist to
make it without research personnel present. Materials needed are
unchanged. The ballistic protection of it was also buffed to be equal to
the security voidsuit.
The combat rig had new sprites added, allowing taj, unathi and IPC to
also use it.
Done on the request of VeteranGary.
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/obj/item/clothing/rig/combat.dmi | Noble Row (Aurora Station) |
CC0|
This PR is something me and NobleRow have been cooking behind the scenes
with the goal of adding new Xenoarch content that fits two objectives.
1. Providing cross-department cooperation opportunities (Machinists and
Medical)
2. Making use of content entirely unique to Aurora, such as our recently
refactored organs.
So I've added several new and exciting xenoarch "finds" that relate to
Medical and Machinists, as well as several new parts for Machinists to
work with. On the xenoarch side of things, we have the new "anomalous"
heart and lung items, which you can study by calling over a surgeon to
implant into your free choice of a monkey, or a particularly
enthusiastic human volunteer. There are also two new "anomalous" mech
components, one of them an anomalous drone bay, and the other an
anomalous power core. To study them, call a machinist over and have them
make a mech for you to experiment with.
The new xenoarch "finds" each feature heavily rng stat modifiers that
are unique to the objects in question, and make use of a very large
number of variables that I had previously worked to unhardcode.
I had a batch of sprites done by NobleRow, and I was adding new mech
equipment in this PR, so while we were at it, I've added a new LTL
variant of the mech submachine gun, as well as a new light variant of
the mech-mounted KA, which was highly requested by both miners and
xenoarch players on account of the 9 tile blast radius KA being "Not
always good to have".
All of the sprites in this PR were made by @NobleRow
This PR significantly rebalances the construction costs and times of the
"Mech" side of the machine shop in order to break up the "Light mech
hoverthruster meta" that has been severely prevalent. In general steel
usage for many things is going down, in exchange for using aluminium by
the same amount. Lead is being introduced as the material to use for
"Anything that gives you radiation protection", and most hardsuits and
some mech armors now call for its use.
The biggest thing to be rebalanced are the Hoverthrusters. Imagine my
surprise when I discover that not only were the hoverthrusters insanely
cheap, they also had the lowest power draw of any mech chassis in the
game, which meant that if you used them with the self-recharging power
cells, you essentially had infinite power and full flight.
Hoverthrusters of both kinds are being changed to require rare
materials. So I significantly increased the power draw for
hoverthrusters(For god's sake they let the mech fly at high speed,
they're the exact opposite of low power). As a small concession, the
health for the light thrusters is increased slightly.
Finally, to help encourage more experimenting with lesser-used mech
chassis, I removed the tech requirements for the quadruped chassis,
allowing Machinists to experiment with trying out different, "Less
ideal" mech designs.
The one thing I forgot. Agony.
This PR adds in the missing circuit board datums for the falcata
exoskeleton. This is what not having a fully functional dev environment
does to a man.
This PR adds a new tier 1 exoskeleton to the hardsuit designs. I've been
bothered for awhile that there exist security hardsuit modules available
at roundstart, which cannot actually be used without science first
unlocking combat hardsuits, since normal hardsuits cannot use them. So
this PR adds a new exoskeleton(notably not a hardsuit, it offers no
space protection!), which serves to provide a means of putting those
tier 1 security modules on something, without invalidating the later
combat hardsuits(which are all significant upgrades over this).
Many of these lower tier security modules were essentially invalidated
by higher tier sec modules that would get unlocked alongside actual
combat hardsuits.
The falcata exoskeleton has the same armor values as security's heavy
body armor, essentially meaning its primarily only an upgrade over said
armor in the sense that it lets the wearer use the shoulder mounted
taser module.
<img width="993" height="248" alt="image"
src="https://github.com/user-attachments/assets/68418219-b159-4a4d-92d2-5bbc8476c6ce"
/>
<img width="1274" height="316" alt="image"
src="https://github.com/user-attachments/assets/f77d7810-7b0c-4333-8ec8-5f7575fb4c61"
/>
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| icons/obj/item/clothing/rig/falcata.dmi | noblerow (discord) |
CC-BY-SA-3.0 |
---------
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
This PR adds back in missing recipes for the teargas and smoke exosuit
grenade launchers, which were present in the game files, but not
available to manufacture unlike their stinger and flashbang
counterparts. Both of these launcher types previously weren't accessible
anywhere in the game.
This PR adds in the missing construction recipe for the pilot hardsuit
assembly, which wasn't present in the mechatronic fabricator.
There was already a recipe in the circuit imprinter for the pilot suit
central control board here:
<img width="491" height="267" alt="image"
src="https://github.com/user-attachments/assets/aaeed072-75e5-4c94-a98e-9e1839939e06"
/>
However, no such assembly existed in the exosuit fabricator:
<img width="508" height="329" alt="image"
src="https://github.com/user-attachments/assets/21eca010-8a09-4848-843f-e9b1aab0546e"
/>
And while the code implied it was possible to make a pilot suit by using
the pilot circuit board on an EVA suit assembly, it would instead make
an EVA suit.
<img width="315" height="183" alt="image"
src="https://github.com/user-attachments/assets/167889a4-f04a-4415-a3eb-77988f546649"
/>
So this PR adds the ability to make the pilot hardsuit assemblies
directly, allowing for the pilot suit to be made using the circuit board
that already existed as a roundstart hardsuit option.
- bugfix: "Fixed PDAs not being automatically updated by the Force
Change Name admin action."
- bugfix: "Announcements from non-Horizon ships drifting into hazards no
longer spawn observer chat. You will only get the announcements if you
are on the same z-level. The Horizon will still send its announcements
globally."
- bugfix: "Offships no longer send newscaster announcements."
- bugfix: "Fixed ling stings not working. Again."
- bugfix: "The robotics core console no longer reverts into a normal R&D
console when disassembled and reassembled."
- bugfix: "The robotics core console now has its own circuit that can be
made through R&D."
- bugfix: "Fixed the message that simple mobs print when they step on a
trap."
- bugfix: "Fixed the foam sword sprite."
- bugfix: "Fixed damaged wall overlays."
- bugfix: "Fixed the INDRA field getting messed up by pointing at it."
- bugfix: "Apple pies now count for the pie bounty."
- bugfix: "Changeling chameleon claws no longer spawn in the warehouse."
- bugfix: "Admin click-drag to possess has been fixed."
- bugfix: "Added a minimum damage threshold to delimb, in order to stops
ridiculously small damage from taking off limbs. The threshold is the
organ's max damage divided by 3."
- bugfix: "The Pull psionic ability no longer pulls anchored objects."
Fixes#17739Fixes#17369Fixes#19535Fixes#19166Fixes#20184Fixes#20165Fixes#20164Fixes#20117Fixes#19961Fixes#20231Fixes#20277Fixes#20346
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
* Added an exosuit compatible ore summoner, capable of pulling ore
directly into an ore box held within the exosuit's clamp. Machinists can
print them at the cost of steel and glass, and the mining mech dropped
from the dropper comes with it equipped.
* Added an exosuit compatible kinetic accelerator, capable of clearing
vast swathes of mineable walls. Machinists can print them at a steep
steel cost, and the mining mech dropped from the dropper comes with it
equipped.
- Adds the circuit boards for the miniature fusion reactors to circuit
imprinters.
- Also adds a spare board (but no parts) and some extra tritium to
engineering hard storage. It could serve as an emergency power source
for the Horizon in the event something goes catastrophically wrong with
the main engines (provided Research can print upgraded parts too), or
even be used for power when establishing an outpost on an exoplanet (I'm
delusional).
Cyborg mining module now has hailing channel
Cyborg Jetpack Module now requires silver instead of Phoron
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
* Added power cores, a type of large battery cell that get used by
exosuits. The nuclear and phoron variants are self-charging.
* Combat mechs now start with nuclear power cores, allowing them to
sustain themselves indefinitely, so long as they stay out of the action
for a bit.
* Removed basic power cells from the mechfab, replaced with the mech
powercores.
* Mech cell statuses now instantly update as soon as the cell charges or
discharges.
* Added a stack of 10 uranium to the machinist's workshop, which can
print two nuclear power cores.
Improved / refactored some code, particularly around RFD.
Added the ability for mining RFD to build the mining train engine and
carts.
Removed the RFD, carts and engine from the mining vendor.
Added the RFD as a roundstart printable protolathe design.
Made the mining vendor list a GLOB variable.
Resolved a runtime on vehicles trying to turn on without a cell being
present.
Mining vendor pizzas now have a random pizza subtype.
Made all the design template production speed into seconds, slowing the
printing down.
This also works in fixing the UI hitting the rate limit.
Fixes#19168
Various DMdocs to the protolathe code.
Increased power draw of the protolathe.
Made the protolathe realtime-constant.
Adding materials to the protolathe now uses TGUI input.
Removed a basically useless processing, uses a timer / queue handler
proc now.
DMDoc'd other parts of the code, including corrections between ticks and
deciseconds.
Sensors, IFF beacons, and thrusters can now be built with circuit
boards.
Ship sensors consoles will no longer throw an error if their sensors are
deleted or destroyed.
Thrusters and other unary atmos machines now take their initial dir from
the machine frame like other machines rather than requiring modification
of the circuit board item.
* autolathe 1
* FUCK MY LIFE
* more fixes
* autolathe queueing
* cl
* garbage collection
* wire fixes
* some final tweaks
* on second thought this might be annoying
* fix that
* whoopsies
* that didn't work for shit
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
* balls
* lint this
* lint deez
* le change
* Update stinger.dm
* i am going to murder the new linter
* sprite
* Update CampinKiller24-ready-or-not.yml
* taj chat colours
* ah, I finally said it for real - I love you
* cl
* lost my halo, now I'm my own antichrist
* and I say hey...
* doing htat is probably a good idea
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
* tgui the beginning
* binaries and the like
* Bring in the last of it
* Example radio UI
* delete example
* NTOS Main Menu, start on manifest, tgui states
* tasks.json
* gunnery ui pt 1
* okay
* fix everything
* scss update
* oops
* manifest gigablast
* downloader part 1
* download prt 2
* NTOSDownloader final
* mfw committing to_worlds
* gunnery console pt2
* i cooked
* targeting (finished)
* one vueui down
* voting ui almost done
* MY MIND FEELS LIKE AN ARCH ENEMYYYY
* voting ui down
* photocopier
* ntos config + download fixes
* photocopier 2
* refactor define
* NTOS client manager + fixes
* fax machine final (it also uses toner now)
* marching forwards... left behind...
* ntnrc part 1
* canister
* add quotes
* portable pumps pt1 + more backgrounds
* oops
* finish the portable pump
* freezers
so I'll keep on pushing forward... you haven't seen the last of me... oooooooh...
* doors ui pt1
* finish doors UI (forgive me wildkins it's a bit of shitcode)
* vitals monitor, make things use labeled lists, new backgrounds
* mais j'envoyé aucun mayday...
* maglock pt1
* pour ça je me suis perdu...
* infrared
* fix that
* prox sensor pt1
* prox sensor
* signaler (this was actually pretty hard)
* atmos control pt1
* atmos control pt1.1
* atmos pt 2
* fuel injector
* multitool UI
* jammer
* list viewer
* APC
* portgen
* targeting console updates + SMES ui
* new themes, shield generator
* supermatter
* Add ore detector and (shitty) NTNet Relay
* orderterminal pt1
* orderterminal pt2
* smartfridge
* Add (air-)tank GUI update ore detector size
* Adds Transfer Valves
* Add AtmoScrubber
* analyzer pt1
* weapons analyzer pt2
* bodyscanner pt1
* bodyscanner pt2
* fix this shitcode
* seed storage
* appearance changer
* appearance changer final
* sleeper pt1
* sleeper
* gps
* vehicles
* chem dispenser
* lily request
* holopad
* tgui modules pt1
* ppanel
* damage menu
* fixes
* im here too now
* follow menu, search bars
* quikpay
* quikpay fixes
* circuit printer
* ppanel
* ppanel updates
* pai
* turret controls (i want to kill myself)
* tweak
* remove the boardgame
* guntracker
* implant tracker
* penal mechs
come close to me, come close to me
* chem codex
* pai radio
* doorjack
* pai directives
* signaler removal, sensors
* ghost spawner
* spawnpoint
* fixes
* teleporter
* one more to the chopping block
* account database
* remove divider
* scanner, atmos
* latejoin ui pt1
* latejoin
* records pt1
* RECORDS UI DONE
* delete interpreter & records
* CHAT FUCKING CLIENT
* data updates
* fix some things
* final UI, log
* basic nanoui fix
* antag panel
* remove vueui
* atm update
* vending update
* warrants, cameras
* ntmonitor
* time comes for all
* preserve this legacy
* bring that back (oops)
* rcon, ui auto update for computer UIs, remove rcon computers
* alarm monitoring (a bit broke and also todo: add custom alarm monitoring programs to a few consoles)
* A LIKE SUPREME
* a
* power monitor
* lights on
* fuck this code, fuck nanoui modules, and fuck nanoui
* LEAVE IT OH SO FAR BEHIND
* fix alarm monitoring for synths
* I SAW IN YOU WHAT LIFE WAS MISSING
* comms console
* idcard and record updates
* turn the light on
* arcade
* pt2
* news browser
* static
* crusher
* f
* COULD I JUST SLEIGH THE GOLD FROM THE BALLS? I'M SO FRUSTRATED OH COULD YOU TELL? IF I HEAR ONE MORE VUEUI OR ONE NANOUI I'M GONNA LOSE IT SO LET ME GOOOOOOOOOOOOOOOOO
* codeowners & suit sensors
* html ui style removal
* make lint happy
* resist and disorder
* i slowly get up and turn off the noise, already fed up...
* pleaseeeeeeeeeeeeeee
* THE CREDIT LARP IS NECESSARY
* i hold the keys
* RISE UP
* fix that?
* harry's suggestions xoxo
* runtime fix pt2
* You are the only thing that I still care about
* adds build workflow
* Update update_tgui.yml
* adds some needed steps
* ATM
* misc fixes and tweaks
* fixes 2
* make newscasters usable and fix use power on freezers
* turret control is clearer
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Co-authored-by: John Wildkins <john.wildkins@gmail.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: harryob <55142896+harryob@users.noreply.github.com>
Co-authored-by: Werner <Arrow768@users.noreply.github.com>
Co-authored-by: Geeves <ggrobler447@gmail.com>
Co-authored-by: harryob <me@harryob.live>
* Made several improvements to flashlights, and added a sprite for device cells
* CL
* Added lathe recipes, and made eCigs use device power cells
* Add another entry to CL
* Fix nested cell
* Added `desc_info` to all flashlights, to teach the player about removing the cells and turning them on.
* Update code/game/objects/items/devices/lighting/lamp.dm
* More cleanup
* Allow Flashlights to use rechargers
* Apply suggestions from code review
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
* Update flare.dm
* Update flashlight.dm
Fix broken code review suggestion
* Update flare.dm
Ditto
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Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>