Ports (and adjusts) Baystation12/Baystation12#12521 et al. Essentially brings our visualnet code up to the standard of three years ago, rather than five.
Side effects of merging may include but are not limited to loss of AI vision, helmet camera failure, garbage collection implosion, infinite turf loops, and unintended layer shenanigans.
High-level changes:
Overall, visualnet/chunk procs have been renamed and refactored to be clear as to their function.
Fix some layering issues related to magic numbers, these have been set to constants.
Visualnets now track source movement rather than overriding individual mob/obj procs.
Adds obfuscation underlay to complicate memory fudging to remove camera static.
Cameras now only add themselves to the cameranet if they're on open (non-restricted) networks.
Helmet cameras now use cameras themselves rather than network defines.
Adds a sorted object list insertion helper.
The Camera MIU (presently unused) should now function properly.
Unused cultnet / cult mask deleted because refactoring that would likely kill the few brain cells I have left
Adds more bedsheet inhands, because immersion.
Penlight has an inhand now.
Lanterns have new inhands.
Ashtray cigarette extinguish now properly plays the sound.
You can put cigarette butts in cigarette packets
also some more stupid drop sounds
Crayons finally have crayon dust in them. Use a grinder to get it (syringes won't work).
Removed the "uses" var for crayons and made the number of times a crayon can be used (or chewed on) based on the amount of crayon dust remaining.
Normal crayons contain 10 units of crayon dust. One drawing consumes 0.5 dust (for 20 effective uses. Down from 30). Taking a bite transfer 2 units to you (For five bites). So where before you could bite a crayon 4 times and still use it 30 times, now if you bite a crayon 4 times (8 units) you can only use the nub to draw 4 times (2 units) before it's gone.
Mime crayons have 15 units of dust, rainbow crayons have 20.
Biogenerator can produce crayon boxes now. It can already produce wax and cardboard, so this isn't a stretch. People will have to interact with hydro or cargo to get a good amount of a specific color of dust.
Gave crayon dust colors unique flavors because why not. It's fun.
Fixes#6284
Tweaks:
With the gripper, hitting the drop hotkey (Q) now drops the held item. If no item is held, the grabber is put away as normal.
The scientific gripper can now hold slime steroids.
The chemistry gripper can now hold paper.
Bugfixes:
Using the drop hotkey (Q) to put away a module now correctly updates the module list interface. Fixes#4343.
Modules relying on cyborg synthesizers (nanopaste, et al.) now cannot be used when their synthesizer charge is depleted. Fixes#1288.
Injecting a monkey cube held in a gripper no longer places the monkey inside the gripper's internal contents. Fixes#1097.
Cyborgs can now re-lock secured crates. Fixes#4833.
Service borgs can no longer open a portal to infinite grass tiles. Fixes#3814.
Clerical borgs can now browse through paper bundles held in their gripper, and can pick up taped paper. Fixes#4479. Fixes#6501.
Part 1 in the "why my impact wrench no wrench bolt" saga
tl;dr for end users: combitools / impact wrenches now work on everything their non-powered versions do (except mechs and RIGs, tune in next time on dragon ball Z for that)
essentially all this PR does is murder every istype() check possible that could use a helper function instead, most notably many pen checks with ispen(). it also repaths combitools and powerdrills to /obj/item/weapon so they aren't instantly taken out of contention by half of the known attackby() prompts
I already squashed a couple runtimes here and there from the pen changes and it's possible I missed another because pencode is another scourge upon our lives
Resolves#2836, resolves#4226, resolves#4266, and resolves#4366.
Race condition between copying and printing solved, no longer does the photocopier print half the requested copies.
You can no longer infinitely tear off copies of carbon copies. Additionally, copies have their remove-copy verb removed.
Copying paper bundles in the photocopier now works at the correct speed. Additionally, the bug mentioned in #4266 has been removed.
You can now write to papers inside paper bundles once again.
Most of this section could honestly do with a revamp, but I'm not exactly the person to do that, and we are talking about paperwork of all things. This just gets the functionality working again, more or less.
How to build machine blueprints!
Use steel sheets like normal, then rotate the frame how you like it using the directional arrow. From here use a Multitool to finalize it and then wire it up like you would before.
This PR is depending on #4868 for it's ui framework. This PR mostly makes new SSrecords subsystem responsible for storing records. This should replace old datacore.
Make new SSrecords.
Make things use SSrecords and whole code compile
Made VueUi button <vui-button> to push parameters as JSON, preserving client side data stricture.
Add new records console and admin record management.
I am mostly looking for feedback regarding SSrecords and it's data storage mechanism criticism (It's using lists for storage)
As title says this PR adds extra 6 logos to penwriting.
Added new paper logos for:
[logo_nt] - Regular NT logo
[logo_nt_small] - Small size NT logo
[log_zh] - Zeng-Hu, [logo_idris] - Idris
[logo_eridani] - Eridani
[logo_necro] - Necropolis
[logo_hp] - Hephaestus Industries.
[logo_be] - Beisel
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
Added some handy things to the Autolathe, with material costs for some objects.
Following items were added: cable coil, hand labeller, basic stock parts, engineering debugger, and the implanter when it's hacked.
This pr adds the is_clumsy check, that checks if the mob has the mutation or if they are drunk enough. This fixes a bug where mobs would still have the clumsy mutation due to drinking.
tweak: "Tweaks some bureaucracy sprites."
tweak: "Reverts pen sprite with some improvements."
soundadd: "boxes filing cabinets and paper make noises"
also put all the bureaucracy in a nice file
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;
All << is converted into to_chat().
*Changes sprites for pens, papers, books, scanners, cabinets and the whole lot.
*needs help with the code cause i cant code a simple animation flick for shit
* Base work for the unathi robot subspecies.
* Adds metabolism species, kidney vars, and the robot unathi organs.
* Moves some action buttons to organs, pretty much a bay port right now. Todo: the unathi and alien stuff should also go here.
* First autakh implant power.
* Fixes the organs action button this time.
* Finishes more implants, and interactions with flashs and vaurca.
* Prepare for great changes.
* Drops the real bomb, boss.
* He who fights with monsters.
* Far more work into augments and limb removing powers.
* Limb verbs should be good now.
* A LOT of work into the assited organ, allowing it to bleed and etc, as well adding a new chem that will stop bleeding in their case.
* Probably the last work on implants.
* Some extra touches.
* Some tweaks to the species.
* More fixes and adds kyre's sprites.
* More runtime fixes.
* Fixes the species name too.
* Fixes travis.
* Updates this file too to work with the new tools procs.
* Adds changelog
* Fixed changelog.
* Unathi hair and lore description.
* Some tweaks to this too.
* Locks away them for now, they will be released after we got all the events and etc done.
* Changes this chemical.
* Fixes an airlock runtime.
* Adds the non scan flag to the autakh, mostly due to some bizzare interactions with changelings and cloning.
* Organs removal changes; can't take out the organ if it is too damage.
* Restricts them back again.
* Robotic organs now have the proper icons and names.
* Adds sprites for their organs and some extra tweaks.
* Fixes this missing icon.
* emp should also now hurt assited organs.
* Tweaks more organ related things.
* Fixes the head not being properly set as well.
* Fixes their flags.
* fixes the flag for real this time.
* Poze's review.
* Changes the au'takh organ buttons to don't be animated.
* Helps with adminbus or something.
* Fowl's requested changes.
* Fixes a typo.
* Robotic limb's brute and burn mods are now controlled by the limb model.
* Fowl's changes once more.
* Stops some spam.
* More grammar.
* No eal.
* Skull's review.
Overview
This is the github WIP PR for the reagent system project. This is for other developers and users to track progress of the code if they're curious about it, as well as to show that it actually works.
This UI is going to be more integrated with BYOND host objects. It's update principal is very different from nanoui's. It is based around state that is being synchronized with server and client (browser). Such synchronization has it's problems, like it can't handle rapid changes, what could cause client and server to become out of sync and client state to be discard.
This pr ports some sounds effects from baystation12, it has sounds for:
-using medical items
-using hyposprays
-opening some storages, like briefcases and toolboxes
-lighting matches
-magboot activation sounds
-holster sounds
-tape sounds
-pen and stamp sounds
Complete remap of the Medical main level. Expect bugs and missing
equipment.
Added a new isolation wing to Medical.
Changed the nuke's position, to a much safer, new location.
Added an alternative exit to the Bunker.
Added a new store that only the HoP can grant access into.
-Detective and CSI's offices have been moved to a level above Security.
New Security training area, for cadets and other uses you may find to
it.
New transfer/escape shuttle. Not the final version, probably. Test of
acceptance from the community in progress. Not entirely convince by the
design.
New Research-coloured folders (Sprite recolouring by Fire and Glory).
Slightly remapped Kitchen. Tighter on space, big on table surface
area.
New Research Office by Xenobiology, after a lot of requests.
Vault entrance has been redesigned to fit a bit more with its purpose.
A lot of bugfixes, missing stuff, and minor suggestions.
Fixes#4311.
Fixes#4225.
* Repaths eyes, observers, dview, and new_players to /mob/abstract subtypes.
* Adds /mob/abstract, a base type for 'abstract' mobs that aren't meant to be directly affected by the game world.
Adds rings, ported from baystation12. You can make them out of most materials and etc. Also, it adds support for wearing rings under gloves, like magboots.