Loads custom synths from json or SQL as opposed to a txt file. Adds support for multiple borg sprites, ai chassis and custom ai hologram sprites as opposed to one sprite per player. Adds the ability to use custom pai sprites
Makes initial size bigger
Removes 0's from non admin panel
Adds VV button back
Makes all the buttons not so crammed in basic themes
Makes search field autofocus
Per Lohikar:
as a heads up, it looks like the rev of Z-Mimic on aurora might be making openturfs darker than it's supposed to
specifically, it's creating two shadower objects when it should create one
which is probably fucking up lighting copy
https://github.com/Aurorastation/Aurora.3/blob/master/code/modules/multiz/turfs/open_space.dm#L137
^ this line and the if below it should be deleted
Issue:
A previous exploit by me was haphazardly implemented. I had assumed that the IE printer could only print items of the two types. Turns out, not the case. Result: printer can't print half the shit is should.
Solution:
Implement proper sanitazation. I found out that all printable items are in the SSelectronics list. So I implemented /obj/item/device/integrated_circuit_printer/proc/can_print(build_type) to check if the build_type is represented in the list of items of the current category.
Currently, DISABLE_DEAD_OOC is used as a singular toggle for determining whether or not ghosts can talk on both OOC and LOOC. This is undesireable, should we wish to only disable their access to LOOC via config.
This PR implements a DISABLE_DEAD_LOOC config flag, which explicitly restricts the access of dead people to LOOC. While leaving DISABLE_DEAD_OOC as its own flag for when we want to exclusively restrict global OOC.
Falling base damage was reduced from 60 to 40. Also you no longer take remaining damage from limbs to the chest.
Changed falling limb priority damage from head > arms > leg to legs > arms> head
Added new Malf ability to Malfunction gravity. it costs 2500 to research and 300 CPU to use. The ability will disable station gravity for 3 seconds and push them back on the ground with force as if they fell from 1 Z level.
What:
The mind/memory variable is a variable that is used to store IC notes. Players can add to it at will, using the Add Note verb. The problem, is that they can add to this infinitely. This can be weaponized with macros to generate an infinitely long string. Well, infinite in theory, in reality, this will cause DD to OOM and crash.
Solution:
Capped the length of mind/memory to MAX_PAPER_MESSAGE_LEN (3072) characters. This length is checked when the user attempts to input, and also when the notes are actually edited. The former produces an error for the user, the latter will simply shift the memory contents forward, potentially causing HTML break. But this limit is not likely to be reached via other means.
What it says in the title. I tested it out on my server and it felt pretty good, definitely a step up from the pickaxe. If any of the mining players want to give me feedback or more stuff to add, hit me up at Geeves#8863 on discord.
Thanks a lot to MoondancerPony.
Adds a psionic ping ability to Skrell and Armalis, which allows them to detect nearby lifeforms (except machines, vaurca, and diona) in a non-specific fashion.
Removed cash and lottery tickets from the mining vendors.
Added 5 deployable ladders and 5 deployable hoist kits to the mining vendor for 200 mining points each.
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)
Depends on #6743
Adds Lance fatigues, male and female dresses to the game.
Select equipment verb additions:
Adds Lancer
Adds Lance Medic
Adds Lance Engineer
Adds Lance Operative
Misc changes:
Reworks outfit datum API to allow for belt, accessory contents similar to backpack API. Adds ability to add holstered weapon
Refactors bottle API, cleans it up removing redundancy and duplicated code. Adds ability to define multiple reagents and their volume for the bottle.
Adds Dexalin Plus bottle, Epinephrine bottle, Spaceacilin bottle.
Xenomorphs are pretty much badly done and don't really fit at all. This pr fully removes the human type ones, alongside with the infection, eggs and facehuggers.
-replaces the sprites of the guns that were pretty much justreferences to guns in real life, like the uzi and the dragunov, with new future sprites made by kyres
-adds the hand cannon
-makes some guns cheaper at the merchant
-fixes a broken message with the prank guns
-added a small animation when someone is hit by a blaster projectile
Goal of this PR to change flat 10 minutes timer to a progress thing.
Instead of flat timer Diona will have regeneration progress. Hence X amount of stuff required to regenerate.
Energy(light) contributes low amount pert tick towards limb regeneration progress.
Biomass(nutrition) contributes medium amount toward limb regeneration.
Radiation contributes high amount towards limb regeneration.
Diona will take around 10 minutes to regenerate with Just light. 3-6 minutes with Light + biomass.
1-2 minutes with light + biomass + radiation
Status tab now shows stats like stored Biomass, and light out of max. And limb regeneration progress
Small mobs such as rats can now bite cables.
Small mobs that can ventcrawl now interact with atmospheric machines that contain pumps
Small mobs can no longer block airlocks by standing in them.
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
When to_chat gets converted to a proc, then the construct of to_chat(some, link(url)) will no longer work. Or will produce odd results.
As a result, the send_link macro is now created. Replaced existent instances of the previous construct and added a simple grep check for this as well. It won't catch all, probably, but it'll catch the most common instances.
Bug:
Select a faction that's not NT. Wait for round to start. Proceed to join as any job (even locked ones) through the mid round join menu.
Fix:
Add a relevant check to /mob/abstract/new_player/proc/IsJobAvailable(). This is checked both when generating the menu and when actually joining, so href exploiting isn't an issue either.
Title says it all.
This needed some changes to offhand (which is now a subtype of weapon, not /weapon/gun), but otherwise it seems to work well in testing.
Diona Gestalt no longer has stump left after it has regenerated lost limb.
Diona nymph can now be attacked by any weapons. By deleting duplicated override of attackby()
Detached limb nymph now gets all verbs of regular nymph, and no longer ignores damage.
Detached nymph that merges back together now moves inside of Gestalt, thus preventing Gestalt from regenerating another nymph and wasting energy.
view duty log verb and changes the way their recorder works.
CCIA recordings are now written to the database once the interview is complete (if enabled) and printed out.