-adds some skrell items to the loadout
-adds an unique jumpsuit to the jargon consular officer
-adds some new skrell markings
-adds a new sprite for a skrell holy book
-adds a new skrell plant
-adds some new skrell related drinks
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.
Made it so items get their pixel x/y reset on pickup.
Thrown items now also get their pixel placement slightly randomized.
Tweaked the center of mass on a boatload of items to be more accurate to their sprite art.
Replaced a bunch of randomized pixel placement code into a unifying proc; randpixel_xy() that uses an item's randpixel var.
-adds the honorary party member card to the loadout
-adds mata'ke priest clothing to the loadout
-removed siiktau
-removed some unused clothing
-added some extra description_fluff
Fixes a myriad of issues with circuits:
Fixes scanners not working with circuit clothing.
Fixes buttons etc. not working with circuit clothing.
Fixes circuit sensors not working, period.
Fixes my accidental deletion of the temperature sensor aspect of the reagent sensor circuit. :'(
Fixes circuit gloves and glasses not triggering properly.
Makes it so that anchored items cannot be picked up. (Risky? Maybe!)
As reported here #6909 there were a few Requests Consoles that didn't have correct Department names.
This pull request fixes that, sets proper Department Types for a few Request Consoles and also makes the Requests Consoles' names more consistent in general by adding the 's' to 'Requests' everywhere.
Fixes#6909
* Cleans up the Database.
Changes the charset to utf8mb4
Changes the collation to utf8mb4_unicode_ci
Adds foreign keys to various tables that use the ckey
Cleans up various inconsistencies (key used in a ckey field, wrong dates, ...)
Changes the columns in ss13_cargo_items that hold json to JSON
* Corrects Migration Number
* Only drop tables if they exist.
* Attempts to please travis
* Moves another comment
* Moves the sol swords out of energy and into misc
Ports a buuuuunch of circuits from Polaris.
Allows metabolic siphons and internal energy siphons to consume power to feed their host.
Ports /tg/ circuits too while I'm at it.
Increases base size and complexity for circuits. You're all adults. Hopefully. Don't abuse it.
Ports the integrated circuit detailer.
this resprites some weapons,
namely the butterfly knife and switchblade to not be comically oversized
(you know, they're...concealable.)
tweaks some other sprites too, like the handles of polearms and the stunbaton
this doesn't change how they look from afar, they're practically the same in glance value
riot shield taken from Eris (and tactical shield is a modified version of that)
made ebarrier use same colors as eshield (this makes more sense, honestly)
This PR makes buttons leave a message in chat. Really. That's all. I don't know what else to say here. Putting out a PR without a description feels dumb. But I can't give a better one.
refactor: "Traps have been refectored code-wise to work like chairs/beds. Hence eliminating craptons of bugs." Fixes#6667
spellcheck: "Fixed spelling in messages from traps."
The evil will finally be defeated.
This takes security borgs out of the game entirely. They bring pretty much nothing to the table, in terms of either roleplay or positive influence to the station.
Also, combat and syndicate modules now have cuffs.
This pr adds some depth to the citizenship and religion choices at the character setup.
Citizenship will now affect your loadout and mission as a consular officer.
Religion will now affect your chaplain's religion name, bible name and sprite.
Selecting any option will bring a small lore pop up for citizenship and religion choices.
Allows Idris and Hephaestus QMs
Allows Zeng-Hu roboticists and xenobiologists (as was always intended, but never made it into the final PR)
Allows Idris detectives and Necropolis forensic technicians
Adds bloat.
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.
Makes it much harder to welder bomb maliciously, gives people a prompt confirming they understand what they are doing, ensuring that it keeps those who are doing so maliciously from those on accident
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.
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)