As an engineering main that had to make use of the fireaxe to deal with biohazards, it got old fast when someone entered your range while you were swinging and you decapitate them with the might of Zeus. That can still happen, but, if you know you're gonna be swinging when people are around, you can do it with only one hand to prevent multi-decapitation.
Besides, how well can you drive a fireaxe through multiple bodies if you're only using one arm?
Sidenote: I wanted to do this with other weapons as well, but my brain is simply too small to comprehend what the hell's going on with half of them, so, I'm just sticking with the fireaxe for now.
Autopunctuation will no longer autopunctuate if markup (* or /) is present at the end of the sentence.
It will also no longer input an empty period if you put nothing in the chat box.
Fixes#6536
Update details
-Stealth suit is half as expensive to maintain, but costs 750 power to activate, to encourage it being used for actual stealth instead of cheesing by attacking and repeatedly re-cloaking.
-Power sink draws power twice as fast now. It is possible to use this while stealthed and have positive energy gain (about 100 every couple seconds, kind of like the reverse of the speed stealth used to drain power). This makes it better for use with the stealth module than the emergency power module, because using it doesn't decloak you. However, it still does make a lot of noise and sparks. There is a tradeoff for everything.
-Deactivating stealth is now a lot quieter, and should not be nearly as audible over long distances, reducing meta.
-Interacting with mobs deactivates the stealth field.
-Leg actuators no longer are disruptive and do not deactivate stealth.
This reduces the time it takes to hop onto a table by half, I think it's 3 seconds now, down from 6. I can't read code, man. I just made big number smol number.
No longer are you a leper that can't scoot onto a waist-high table in a reasonable time, yay!
Removed the ability to examine people and see that they are "severely malnourished" or "severely thirsty". I figured it would be odd to, one, see that someone hasn't eaten in two hours, and two, have someone become visibly malnourished and visibly thirst-ridden in only two hours.
Reverts #6547
This introduces an HTML-injection attack. You can inject arbitrary HTML code into character names and have it be executed upon examining someone.
Fixes#5650.
Fixes an asymptomatic accidental oversight caused by kevinz000's pixel projectile refactor a year ago, which doesn't come up if people do their jobs properly anyway. Whoops. My bad.
See title. Shouldn't interfere with most if not all cases, however I've no way of testing bolding as it just doesn't work locally - theoretically, should be fine.
Refactors objects.dmi and items.dmi
Adds some more uses to glass jar - now you can use it as a tip jar AND a reagent container!
you can also see reagents inside like a beaker
also improves sprites for wrapping paper and the pocketwatch
This basically makes it easier for future sprite improvements
Typical synthetic laws state that an intelligence should guard itself against unauthorized tampering, which means a station intelligence might try to wipe itself e.g. after a Syndicate shuttle takes off. From a gameplay perspective, this could rob antagonists of a hard-earned victory!
Lore-wise it also makes sense to limit this: "wipe core" returns the SI to Station Intelligence storage. You wouldn't be able to do this from an Intellicard, only from a core.
Under this pull, admins may still wipe the cores of players who need to leave the round, ahelp it.