Commit Graph
18 Commits
Author SHA1 Message Date
VMSolidusandGitHub 886ca9237f Yet Another Mech Quality Of Life PR (#22916)
This was originally just going to be a PR that improves quality of life
for the mining mech, which *STILL* felt worse than mining by hand even
after my last time buffing it. But then I got sidetracked with adding
more sound effects to mechs, and now they have a "bitching betty" as
well as a reactor hum sound loop. Including even more audible feedback
for when the mech takes damage.


https://github.com/user-attachments/assets/5f2020f4-55fd-4e36-8368-471522aad4fa
2026-08-02 01:24:42 +00:00
BatrachophrenoandGitHub 9d6b304ac7 [IDB Ignore] Centralize HUD icon file location (#22464)
Moves all HUD screen object icon files from various scattered locations
to icons/hud. No changes made to any icon_states in this PR, no
player-facing changes. Part of larger icon organization work and in
preparation for action button rework.
2026-05-18 19:19:40 +00:00
VMSolidusandGitHub a436fa65a6 More Mech Damage Feedback (#22118)
This PR adds some new "Damage Feedback" interactions to mechs, which I'm
adding in response to what I think is player perception of mechs being
invincible. Previously mech manipulators and torsos had no actual
mechanics for damage states, and having 0 damage on a mechs arms was
functionally the same thing as having 100 damage, so long as the arm
wasn't completely destroyed.

This PR changes that by making it so that mech manipulators have a
chance to fail (loudly and visibly) on use with a probability that
varies based on how much damage the arms have taken. Additionally,
there's also now a mechanic for mech ejections and hatch opening to fail
if the torso has taken sufficient damage, with chances that also vary
based on how much damage said torso has taken. In both cases, the mech
plays audible and visual effects to indicate to the players involved
that it is being hindered by damage.


https://github.com/user-attachments/assets/934e4561-1fda-4c47-9770-438960834aa9

Yes this does mean that you can smash someone's hatch closed, to a point
you'll need a welder to get them out.

<img width="772" height="181" alt="image"
src="https://github.com/user-attachments/assets/75f98060-7c4c-468b-bd31-e6c4ec4c0be2"
/>
2026-04-04 22:27:01 +00:00
2ea694c5b6 Exosuit Voice Commands: Toggle Power and Maintenance (#20481)
- Toggle maintenance protocol can now be done by anyone if no pilot in
an exosuit and with no link(allowing for species such as bulwarks to be
able to do more with exosuits)
- New command to toggle power (self-explanatory), minor refactor of
toggle power code for exosuit to permit this.

---------

Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
2025-02-20 11:50:47 +00:00
FluffyandGitHub df014f9bc0 Mouse drop refactor (#20256)
Refactored mousedrag procs, added signals, some safeguards, did some
cleanups around, renamed them to make a little more sense. Mostly put in
line with TG's code.
Fast clicking and releasing with a drag, depending on the grace period
and how fast it is done, can be counted as clicks, to aid in combat
scenarios where you spamclick.
2024-12-26 14:26:32 +00:00
dc610520fe Refactor /obj/screen to /atom/movable/screen (#19852)
Part of backend stuff required for #19188. Should probably be test
merged.

---------

Co-authored-by: Cody Brittain <cbrittain10@live.com>
2024-09-21 12:12:07 +00:00
cadd19beac Ports the TG globals controller and converts globals. (#18057)
* SDQL2 update

* fix that verb

* cl

* fix that

* toworld

* this is pointless

* update info

* siiiiick..

* vv edit update

* fix that

* fix editing vars

* fix VV

* Port the /TG/ globals controller.

* part 1

* part 2

* oops

* part 3

* Hollow Purple

* sadas

* bsbsdb

* muda na agaki ta

* ids 1-15

* 16-31

* 41-75

* bring me back to how things used to be before i lost it all

* the strength of mayhem

* final touches

* cl

* protect some vars

* update sdql2 to use glob

* stuff?

* forgot that is not defined there

* whoops

* observ

* but it never gets better

* a

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2023-12-26 01:16:02 +00:00
FluffyGitHubFluffyGhost <FluffyGhost>
7a41849a2f Mechs screen refdrop (#17511)
* Atomization

* sfaasf

---------

Co-authored-by: FluffyGhost <FluffyGhost>
2023-10-05 14:21:41 +00:00
FluffyandGitHub 2e183a7895 Fixed screen mecha Initialize (#16129) 2023-03-27 15:40:53 +00:00
WildkinsandGitHub 2bb8db37b9 Clean up runtime errors, fix VueUIs opening offscreen (#14025)
* Clean up runtime errors, fix VueUIs opening offscreen

* woops

* myazaki is based
2022-05-20 18:36:14 +02:00
Matt AtlasandGitHub d1d8a55f3d Revert "Megaphone Say Signals (#12926)" (#13551) 2022-04-18 11:03:59 +02:00
GeevesandGitHub 532e07b244 Megaphone Say Signals (#12926) 2022-04-16 21:32:00 +02:00
GeevesandGitHub aca0afd177 Exosuit Power States (#11544) 2021-04-10 18:32:33 +02:00
GeevesandGitHub a52f554c77 Mecha Speakers (#11268) 2021-03-10 20:18:09 +01:00
GeevesandGitHub 7ab47aac02 Exosuit Closed HUD Fix (#11258) 2021-02-23 17:19:40 +01:00
GeevesandGitHub 31d05da050 Verbal Exosuit Commands (#10814) 2021-01-02 16:01:55 +01:00
GeevesandGitHub 50e5ca0060 Mech Stuff (#9323)
Mech UIs can no longer be moved via click-drag.
    The lower left mech UI has received a make-over.
    You can now use a cyborg analyzer on a mech to get its diagnostics report.
2020-07-12 15:54:17 +03:00
GeevesandGitHub 942442c866 Mecha Improvements (#9153)
Mecha movement and equipment usage cooldowns have been decoupled. You can now move directly after using your equipment, which makes them MUCH less clunky to use.
    Mecha hardpoint UI elements will now get tinted red during their cooldowns, which will turn back to normal once the equipment can be used again.
    Mecha UI text have been overhauled to look much prettier.
    The charge level for mechs is now displayed as a percentage value, and actually fits on the screen.
2020-06-23 15:18:53 +03:00