Commit Graph

41 Commits

Author SHA1 Message Date
Alexis 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

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2026-05-16 00:56:00 +02:00
MrMelbert da10322dc1 Fix modsuits and defibs (#93373)
## About The Pull Request

Fixes #93359

Caused by #93165

Inventory screen elements were no longer considered reachable, which
broke mousedrop handing on objects that check "is dragging into
inventory slot"

I don't know the best way to fix this yet but I figured the next best
thing would be to make all of these use the `drag_pickup` element, which
skips this reach-ability check

Thus I refactored it slightly to accommodate for items which should
contextually not be drag-pick-up-abble and bam, works like a charm

## Changelog

🆑 Melbert
fix: Dragging defibs and modsuits off your back works again
/🆑

---------

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
2025-10-11 18:17:23 -04:00
SmArtKar 16d80d9be0 Fixes speed potions behaving super inconsistently on magboots, duffelbags and laptops (#91415)
## About The Pull Request

The issue was threefold, first speed potions sent the comsig before
actually applying which could be abused to make items not have a
slowdown without spending it or coloring them by using it on them in a
state when they don't have a slowdown (i.e. disabled magboots). Magboots
``initial()``'d their slowdown which could break them if they somehow
got it negative, but I believe that didn't happen in actual gameplay.
And I've made duffelbags and laptops have their open slowdown set to 0
similarly to magboots when a speed potion is applied to them. Last one
may be a balance change, depending on the original intent, but I'm going
off their pre-rework behavior here (and it generally feels weird to be
the case when they get unslowdowned and then it gets reapplied when you
close and open them)

- Closes #91381

## Changelog
🆑
fix: Fixed speed potions behaving super inconsistently on magboots,
duffelbags and laptops
/🆑
2025-06-01 22:30:32 +00:00
Gaxeer cdda52aba9 add laptop interact on RMB click, screentips (#88612)
## About The Pull Request

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

Modular computer laptops can now be interacted with RMB when open, or
opened with RMB when closed.
Also screentips for  this added.
It was inteded for laptops to be interactable when open. but didn't work
because old code was not adjusted for attack chains.


## Why It's Good For The Game

Laptop usage is more user friendly :D

<details>
<summary>Demonstration :D</summary>


![image](https://github.com/user-attachments/assets/59b125af-2c2a-4948-a0ba-1289005a03fa)

</details>

## Changelog

🆑
fix: modular computer laptops can now be interacted with RMB, instead of
picked up
qol: modular computer laptops can now be interacted with RMB when open,
or opened with RMB when closed. Also screentips for this added
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2024-12-21 22:32:57 +01:00
SyncIt21 b6369a47b4 Mouse drag & drop refactored attack chain (#83690)
## About The Pull Request
Mouse drag & drop has been refactored into its own attack chain. The
flowchart below summarizes it

![Flowchart](https://github.com/tgstation/tgstation/assets/110812394/d92047ff-d94c-44a6-9e87-354c3d525021)

Brief summary of each proc is as follows

**1. `atom/MouseDrop()`**
- It is now non overridable. No subtype should ever touch this proc
because it performs 2 basic checks
  
a) Measures the time between mouse down & mouse release. If its less
than `LENIENCY_TIME`(0.1 seconds) then the operation is not considered a
drag but a simple click

b) Measures the distance squared between the drag start & end point. If
its less than `LENIENCY_DISTANCE`(16 pixels screen space) then the drag
is considered too small and is discarded

- These 2 sanity checks for drag & drop are applied across all
operations without fail
  
**2. `atom/base_mouse_drop_handler()`**
- This is where atoms handle mouse drag & drop inside the world. Ideally
it is non overridable in most cases because it also performs 2 checks
- Is the dragged object & the drop target adjacent to the player?.
Screen elements always return true for this case
  
- Additional checks can be enforced by `can_perform_action()` done only
on the dragged object. It uses the combined flags of
`interaction_flags_mouse_drop` for both the dragged object & drop target
to determine if the operation is feasible.
     
We do this only on the dragged object because if both the dragged object
& drop target are adjacent to the player then `can_perform_action()`
will return the same results when done on either object so it makes no
difference.

Checks can be bypassed via the `IGNORE_MOUSE_DROP_CHECKS` which is used
by huds & screen elements or in case you want to implement your own
unique checks

**3. `atom/mouse_drop_dragged()`**
- Called on the object that is being dragged, drop target passed here as
well, subtypes do their stuff here
- `COMSIG_MOUSEDROP_ONTO` is sent afterwards. It does not require
subtypes to call their parent proc

**4. `atom/mouse_drop_receive()`**
- Called on the drop target that is receiving the dragged object,
subtypes do their stuff here
- `COMSIG_MOUSEDROPPED_ONTO` is sent afterwards. It does not require
subtypes to call their parent proc

## Why It's Good For The Game
Implements basic sanity checks across all drag & drop operations. Allows
us to reduce code like this


https://github.com/tgstation/tgstation/blob/8c8311e624271a6f6decba8cd643b33b9904534a/code/game/machinery/dna_scanner.dm#L144-L145

Into this

```
if(!iscarbon(target))
	return
```

I'm tired of seeing this code pattern `!Adjacent(user) ||
!user.Adjacent(target)` copy pasted all over the place. Let's just write
that at the atom level & be done with it

## Changelog
🆑
refactor: Mouse drag & drop attack chain has been refactored. Report any
bugs on GitHub
fix: You cannot close the cryo tube on yourself with Alt click like
before
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2024-06-13 13:28:41 -07:00
YesterdaysPromise 8eb3b51ad9 /icons/ folder cleansing crusade part 3 (#83420)
## About The Pull Request

In my effort to make the /icons/ folder cleaner and more intuitive
instead of having to rely on recalling names of stuff and looking them
up in code to find them for poor sods such as myself, plus in spurt of
complusion to organize stuff, here goes. I've tracked all changes in
commit descriptions. A lot still to be done, but I know these waves go
over dozens of files making things slow, so went lighter on it.
Destroyed useless impostor files taking up space and cleaned a stray
pixel on my way.

## Why It's Good For The Game

Cleaner /icons/ file means saner spriters, less time spent. Stray pixels
and impostor files (ones which are copies of actually used ones
elsewhere) are not good.

## Changelog

🆑
image: Cleaned a single stray pixel in a single frame of a bite
telegraphing accidentaly found while re-organizing the files.
/🆑
2024-05-25 21:08:08 -07:00
Jeremiah 8e3f635b98 Alt click refactor (#82656)
## About The Pull Request
Rewrites how alt click works. 
Based heavily on #82625. What a cool concept, it flows nicely with
#82533.

Fixes #81242 
(tm bugs fixed)
Fixes #82668

<details><summary>More info for devs</summary>

Handy regex used for alt click s&r:
`AltClick\((.*).*\)(\n\t.*\.\.\(\))?`
`click_alt($1)` (yes I am aware this only copies the first arg. there
are no other args!)

### Obj reskins
No reason for obj reskin to check on every single alt click for every
object. It applies to only a few items.
- Moved to obj/item
- Made into signal
- Added screentips

### Ventcrawling
Every single atmospherics machine checked for ventcrawling capability on
alt click despite only 3 objects needing that functionality. This has
been moved down to those individual items.
</details>

## Why It's Good For The Game
For players: 
- Alt clicking should work more logically, not causing double actions
like eject disk and open item window
- Added context menus for reskinnable items
- Removed adjacency restriction on loot panel

For devs:
- Makes alt click interactions easier to work with, no more click chain
nonsense and redundant guard clauses.
- OOP hell reduced
- Pascal Case reduced
- Glorious snake case

## Changelog
🆑
add: The lootpanel now works at range.
add: Screentips for reskinnable items.
fix: Alt click interactions have been refactored, which may lead to
unintentional changes to gameplay. Report any issues, please.
/🆑
2024-04-16 17:48:03 -06:00
MrMelbert 0dc6b71a87 Change setting item weight class to a setter to patch some weight class related shenanigans (#82494)
## About The Pull Request

Fixes #81052 
Fixes #58008

Setting weight class of items is now done via `update_weight_class`.

I updated as many occurrences of manually setting `w_class` as I could
find but I may have missed some. Let me know if you know of any I
missed.

This is done to allow datums to react to an item having its weight class
changed.

Humans and atom storage are two such datums which now react to having an
item in its contents change weight class, to allow it to expel items
that grow to a weight class beyond what is normally allowed.

## Changelog

🆑 Melbert
fix: You can't fit items which are normally too large for a storage by
fitting it in the storage when it is small, then growing it to a larger
size.
/🆑
2024-04-08 19:01:30 -06:00
John Willard e55c077b8c Clear PDAs now specify they are a crystal PDA in messenger (#76675)
## About The Pull Request

When you say "sent from my PDA" in messenger, if it's through a clear
PDA, it will instead say "Sent from my Crystal PDA". This is so the
recipient knows they are in the presence of a crystal pda.

## Why It's Good For The Game

Bragging rights for having a crystal PDA. Minor interaction I think
would be funny.

## Changelog

🆑
add: The 'Sent from my PDA' message is different for Clear PDAs now
(specifying they are crystal).
/🆑
2023-07-16 01:14:28 +01:00
GuillaumePrata cdc32fed9c Laptops give a slowdown when dragged (#75809)
## About The Pull Request
Laptops have a slowdown when held in hand that could easily be bypassed
by just dragging the laptop instead so you can interact with it with no
slowdown.

It is the same slowdown from dragging lockers with 1.5, and by tests,
looks like the same slowdown given to laptop when held even if I
couldn't easily find the value properly defined anywhere...
## Why It's Good For The Game
If we designed Laptops to be better PDAs but with a bulkyness side
effect, kinda silly to let it be easily bypassed like this...
## Changelog
🆑 Guillaume Prata
fix: Laptops now give a slowdown when dragged, patching the easy trick
of dragging a laptop to bypass the slowdown for carrying it on hand.
/🆑
2023-06-09 12:36:17 +12:00
Tim a1ada2c9ef Refactor, improve, and rename canUseTopic to be can_perform_action (#73434)
This builds on what #69790 did and improved the code even further.
Notable things:
- `Topic()` is a deprecated proc in our codebase (replaced with
Javascript tgui) so it makes sense to rename `canUseTopic` to
`can_perform_action` which is more straightforward in what it does.
- Positional and named arguments have been converted into a easier to
use `action_bitflag`
- The bitflags adds some new checks you can use like: `NEED_GRAVITY |
NEED_LITERACY | NEED_LIGHT` when you want to perform an action.
- Redundant, duplicate, or dead code has been removed.
- Fixes several runtimes where `canUseTopic` was being called without a
proper target (IV drips, gibber, food processor)
- Better documentation for the proc and bitflags with examples
2023-02-16 20:22:14 -05:00
John Willard 2425531eb2 Removes tablets (not PDAs) entirely. (#71507)
## About The Pull Request

**Comes with an UpdatePaths!**

Removes the tablet subtype, PDAs now replaces them entirely.

Nukie and Silicon tablets are now subtypes of the PDA instead, while
contractor ones were removed entirely as they didn't do anything and
were unused (though it wouldn't be hard to re-add).

Nukie PDAs are now the only type of PDA that uses modular_tablets.dmi,
which is just larger icons of modular_pda. Each application requires an
icon state in both of these, for 2 different sizes, which makes it
annoying to make new applications, especially if it can also run on
computers/laptops.

### Icons

Because Silicon tablets are now a subtype of PDA, they use PDA icons
instead of tablet ones. Luckily for us, they already exist in code.

![image](https://user-images.githubusercontent.com/53777086/203876575-56eb1593-774c-47c6-8e7d-491a7805f28c.png)

AI's don't use a tablet icon though, so they aren't affected.

## Why It's Good For The Game

There's very little difference between tablets and PDAs, PDAs overshadow
them in every single way, so at this point I don't see why we should
have both of these, and if you compare the two in usefulness and actual
in-game use by players, it's a no-brainer than the item all players get
roundstart and comes with a messenger should be the one we go with.

Also as said in the about section, when making an app you would need to
make icon states for the program running for all hardware it can run on,
which is Computer, Laptop, PDA, and Tablet.

Laptop is just a smaller computer icon
PDA is just a smaller tablet icon

However, you can't simply shrink the size of the icon, instead you have
to completely resprite the same app icon FOUR TIMES for it to not
bluescreen on all these different devices.

<details>
<summary>
Here's examples of it
</summary>
Computer (NOTE: *They share the same icon file as regular computers*)
<img
src="https://user-images.githubusercontent.com/53777086/203876801-486a8054-489a-4983-bdad-a2599b4dc379.png"/>
Laptop
<img
src="https://user-images.githubusercontent.com/53777086/203876333-58e5d135-f4c6-4a02-8948-1df771e294a4.png"/>
Tablet
<img
src="https://user-images.githubusercontent.com/53777086/203876352-816c7fb1-c681-40b9-99e0-052f49632c7f.png"/>
PDA
<img
src="https://user-images.githubusercontent.com/53777086/203876358-1cf7253d-3c6a-456a-8133-ebf7f0351637.png"/>
</details>

If we wish to help in simplifying this, we should remove tablet icons
entirely, which means 1 less icon to worry about. To do this, we'd need
to resprite nukie PDAs, however I am very much not a spriter and never
tried GAGS, so I'll leave it to someone else to do.

## Changelog

🆑
del: Tablets are now removed, PDAs are now the base 'tablet'. Silicon
and nukie tablets are now PDAs.
/🆑
2022-12-02 00:15:14 -08:00
John Willard b8d86849c8 Removes ID computer parts (Removes computer hardware) (#71320)
## About The Pull Request

Removes the last computer part in the game: ID parts
Because this is removed, I also removed all computer hardware in the
game, and removed mentions of it in the game.
There is still 'hardware', as in Computer, Tablet, or Laptop.

Computers now all hold one ID slot by default, the only time a second ID
was needed was to use the access of both at once, and for the ID
modification application. This was now replaced with a new UI that only
has one tab, one ID slot:


https://user-images.githubusercontent.com/53777086/202801939-151b783f-75c8-46bf-a6c5-1b57b0d0da8e.mp4

## Why It's Good For The Game

Computer hardware is finally dead 🦀 

## Changelog

🆑
balance: All modular computers now only have one ID slot, and cannot be
upgraded.
qol: The HoP's access application now only has one app, logging in will
directly modify the ID that's in it, making it less confusing to swap
back and forth.
/🆑
2022-11-20 23:04:45 -08:00
John Willard 91f02f2a6b canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE (#69790)
* canUseTopic now uses TRUE/FALSE instead of defines that just say TRUE

The most idiotic thing I've seen is canUseTopic's defines, they literally just define TRUE, you can use it however you want, it doesn't matter, it just means TRUE. You can mix and match the args and it will set that arg to true, despite the name.

It's so idiotic I decided to remove it, so now I can reclaim a little bit of my sanity.
2022-10-01 09:47:52 -07:00
John Willard c61d6dc3cb Removes CPU, Sensors and Identify ModPC parts. (#66924)
Removes CPU, Sensors and Identify parts from modulra computers.
This is in effort to simplify how tablets and tablet apps are, while removing barriers to download specific apps. Limiting apps needed for your job, through hardware, is a terrible idea, and just limits departmental stuff to being there roundstart/latejoin, punishing people who job change through the in-game HoP system, devaluing the job as a whole.
2022-05-13 14:50:35 -04:00
tralezab 6c01cc2c01 every case of initialize that should have mapload, does (#61623)
## About The Pull Request

stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it

for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload

![](https://media.discordapp.net/attachments/823293417186000909/875122648605147146/image0.gif)

## Regex used:

procs without args, not even regex

`/Initialize()`

procs with args
`\/Initialize\((?!mapload)((.)*\w)?`

cleanup of things i didn't want to mapload:
`\/datum\/(.)*\/Initialize\(mapload`
2021-09-24 17:56:50 -04:00
小月猫 62cf2ef21b small refactor to can_interact() so that borg range is fully respected (#60693)
Its a relatively small refactor that changes the previous machinery "can_interact()" proc that literally did a full override despite half of their checks already existing in not one, but TWO parent procs, so i removed the redundant checks, added callbacks to its parents and then added the cyborg range check on the can_interact_with() itself. in doing so i also moved the interaction range var from silicons only, to mobs as a whole and defaulted it to a single tile, silicons override it to 7 (so pAIs and borgs like before) but then set AI and AI.eye to "null", because i have a check in can_interact that if there is no range set, then the range is effectively unlimited. and i even added code for when AI is carded and their wireless transmission is disabled it sets their range to "0" aka, it has no range to do anything even if it could

this was really complicated for me so despite my extensive testing it probably would be a bad thing if any of you want to test my code yourself to ensure there isnt a bug with this (theres no runtimes ive come across)

note: i did a lot of searching and going through machinery to ensure i caught all the little snowflake overrides and added can_interact() checks to them, but i may have missed one or two things, especially maybe a altclick or ctrlclick somewhere, however i believe i caught most of them

one nice side effect of this refactor is that you can actually set another mobs range to something other than 1 tile and they can interact at range, rather than only silicons getting this ability, an admin could VV a human to have a 3 tile arm reach as a meme if they want
2021-08-31 13:59:39 -04:00
Watermelon914 375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00
TemporalOroboros e4079c87b8 update_appearance (#55468)
Creates update_name and update_desc
Creates the wrapper proc update_appearance to batch update_name, update_desc, and update_icon together
Less non-icon handling code in update_icon and friends
Signal hooks for things that want to change names and descriptions
99%+ of the changes in this are just from switching everything over to update_appearance from update_icon
2021-02-19 12:06:18 -03:00
LemonInTheDark 5c22a0cfc1 Converts many proc overrides to properly use list/modifiers, lots of other smaller things (#56847)
Converts many proc overrides to properly use list/modifiers, fixes some spots where modifiers should have been passed, calls modifiers what it is, a lazy list, and cleans up some improper arg names like L, M, C, and N. Oh and I think there was a spot where someone was trying to pass M.name in as a string, but forgot to wrap it in []. I fixed that too.
2021-02-16 09:18:46 -05:00
Mothblocks 0f435d5dff Remove hideous inline tab indentation, and bans it in contributing guidelines (#56912)
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm

We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.

There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.

Hi codeowners!

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-14 16:53:29 -08:00
TemporalOroboros edd6500d78 /obj/screen --> /atom/movable/screen (#54403)
Repaths screen objects to /atom/movable
2020-11-08 23:07:15 -03:00
Rohesie 3cc7733f34 Moblity refactor: hands blocked and restrained edition. (#53981)
Splits the restrained() proc into component traits: TRAIT_HANDS_BLOCKED for the general inability to use hands and TRAIT_RESTRAINED for the more specific condition that permits arrests.
    Code moved away from the update_mobility() proc so it doesn't have to wait for an update, instead changing based on events. The idea is to eventually kill that proc.
    Wrapper proc added for setting the handcuffed value so we can react to the event of it changing.
    Kills the RestrainedClickOn() proc. That is now just an UnarmedAttack(), in where the ability to use hands can be checked. Monkeys keep their bite attack and humans their self-examine.
2020-09-29 11:23:43 +01:00
TiviPlus ca366c3ea1 Bools and returns super-pr (#53221)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is

Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>
2020-08-28 14:26:37 -07:00
zxaber 94c4367ede Support for expansion-class modPC hardware (#52644)
* Support for expansion-class modPC hardware

* end of the line

* As requested

Did anyone know that the tablet vendor was attaching the wrong ModPC printer? I bet no one knew that.

* update
2020-08-11 13:40:05 +03:00
spookydonut 319ca52545 removing unnecesary double parent proc calls (#49694)
* removing unnecesary double parent proc calls

* i made an oopsie
2020-03-05 18:51:37 +08:00
MrPerson 26093e5ac2 Further update_icon splitup (#48784)
* Further update_icon splitup

After this there'll be just under 100 old update_icon() calls that need fixing.

* Thanks Travis
2020-01-22 10:18:05 -05:00
vuonojenmustaturska 8ddc9677c7 examine-code refactor (#44636)
* 1/4 done? maybe?

* more

* stuff

* incremental stuff

* stuff

* stuff & things

* mostly done but not yet

* stuffing

* stuffing 2: electric boogaloo

* Git Commit and the Kingdom of the Crystal Skull

* make it actually compile

* found more stuff

* fixes

* fix AI laws appearing out of order

* fix windows

* should be the remaining stuff

* this time for real

* i guess it should compile too

* fix sechuds
2019-06-19 22:07:57 +02:00
skoglol 5316926510 Fixes some missing adjancency checks. (#44020) 2019-05-21 11:43:35 +02:00
vuonojenmustaturska ccf8fc5bc5 Kills off three more flags from flags_2 (#37529)
code: More flags have been moved to their appropriate places
SLOWS_WHILE_IN_HAND
FROZEN
NO_MAT_REDEMPTION

all moved to item_flags
2018-04-30 10:32:23 +12:00
Fox McCloud 057aa31cda Kills off /obj/item/device (#37297)
* Kills off /obj/item/device

* whoops

* whoops

* Fix
2018-04-23 15:00:23 +02:00
kevinz000 f300a5c155 Interaction/Attack Hand Refactor (#36405) 2018-03-23 11:20:54 +01:00
kingofkosmos 086d636b17 Alt-clicking descriptions when examining (#30988)
* Adds what alt-clicking does into examine-messages.

* whoops fix

* AI holopad examine remove

* Fixed cigarette pack alt-clicking.

* Spear alt-click-message set to show only if explosive lance.
2017-09-29 15:51:31 +13:00
Ian Turk 371f1ba4f0 Replace all secondary flags with bitflags stored in the flags_2 var 2017-08-15 16:01:35 -06:00
ShizCalev 59ef81245b Changes some 1s and 0s to TRUE and FALSE (#29144) 2017-07-10 10:31:34 -04:00
Joan Lung dc0e007a23 A bunch of Initialize()s now have return values (#26464) 2017-04-25 10:51:40 +02:00
coiax f1d1e6f5e9 Demotes HANDSLOW to secondary flag (#24878)
It's used in literally four places, it doesn't need a high speed
bitflag slot.
2017-03-13 21:59:48 +13:00
Lzimann 5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
Mervill 09ea5ad2e5 w_class now uses defines 2016-12-01 21:33:14 -08:00
Remie Richards 00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
Core0verload 91e5b35707 Modular PCs rewrite (#20003)
* Modular computers rework, part A

* tweaks&fixes

* Adds component-side compatibility checks

* Moves computers to SSobj

* Fixes stationary computers not using power usage vars

* Changes icon generation a bit, adds icons to broken computers

* Moves UI into it's own file

* Laptop refactor + sprite replacement

* Modular console's keyboard now lights up when powered

* minor fixes

* fixes

* bonus: wired connector, new type of recharger

* Modular computers are now devices

* code quality ocd
2016-08-25 10:28:33 +12:00