* Fixes lighting overlays from an item sometimes showing up on inventory slots / backpack slots instead of from the mob holding them. (#70250)
Fixes lighting overlays sometimes showing in inventory slots / backpack slots instead of the mob holding them
* Fixes lighting overlays from an item sometimes showing up on inventory slots / backpack slots instead of from the mob holding them.
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* TGUI for Techfabs II: The Great Recategorizing (AND ICONS) (AND MECHFABS) (AND AUTOLATHES)
* Still doesn't compile but there's no more conflicts
* [PR PR] Makes #16616 Compile And Work (#16656)
Oh hey, it compiles!
Co-authored-by: scriptis <scriptif@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: RimiNosha <106692773+RimiNosha@users.noreply.github.com>
* Heretics cannot be converted, and are immune to cult stun hands. Instead, the cult is rewarded for sacrificing them with the bloody bastard sword, an oversized SPIN2WIN funblade. + Soul Stealing Fantasy Affix (#69725)
About The Pull Request
Heretics can no longer be converted to a cult, as they follow their own Forgotten Gods.
Instead, Nar'Sie will reward the cult for managing to sacrifice one, with the bastard sword.
The bloody bastard sword has been cleaned up codewise and all that. Because it is a free reward instead of a (removed) progression mechanic of cult, it swings just a bit slower during the spin and doesn't have a jaunt. It's still a !fun! swinging sword of hilarity and death.
BLOODY BASTARD https://www.youtube.com/watch?v=ukznXQ3MgN0
Fantasy weapons can now roll "soul-stealing" weapons. They, on killing something, capture its soul inside the item.
Add fail conditions that instantly end a spin2win, ala how
Mimes can now hold a baguette like a sword by right clicking it #69592 works
Why It's Good For The Game
Bloody bastard sword was fun, it made no sense that heretics were valid converts when they're already worshipping a DIFFERENT evil god granting them powers. Should be in a good spot as a nice little antag to antag special interaction. I fucking love antag to antag special interactions, we should have more of 'em
Fantasy affixes are always a neat thing to throw a new component into
Changelog
cl
add: Heretics can no longer be converted to cult. But sacrificing them is very valuable to Nar'Sie, and she will grant special weapons if you manage to do so.
add: Fantasy affixes can also include soul-stealing items!
/cl
* Heretics cannot be converted, and are immune to cult stun hands. Instead, the cult is rewarded for sacrificing them with the bloody bastard sword, an oversized SPIN2WIN funblade. + Soul Stealing Fantasy Affix
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
* Fixes weather sounds (#69944)
* Fixes weather sounds
Timber changed the args to this signal in cbc6f35f54, and didn't update my code.
Damn you timber.
Thanks to that bro in coderbus who told me about this
* Fixes weather sounds
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Adds seethrough component (#69642)
Adds a seethrough component!
Standing behind a big object with this component will make the object transparent:
https://youtu.be/nnyWMJakVtE
And no one else can see it:
And yes you can click through it thanks to the power of plane masters!
Standing behind a tree is a pretty big meme and people will have to either shift right click or bump into you to ever find you. This makes it so much better to implement big objects, since they no longer obscure the tiles behind them
It's also useful for existing big objects, like billboards and the likes
🆑
qol: You can now see through big trees when you stand behind them!
refactor: Adds a seethrough component to make it easier to add big stationairy objects without reducing visibility
/🆑
Info
This is done by sending an override overlay to the user that obscures the normal object and plays an animation.
It registers an ENTERED signal on specific turfs. Those tiles in which it hides stuff is defined as a list of list coordinates, for which I made a global list with some defines. It's really crappy and I'd appreciate some feedback on that
* Adds seethrough component
Co-authored-by: Time-Green <timkoster1@hotmail.com>
* Teshari cultural food
* reorganized some file paths
* made the jerky a little more appetizing
* removed unnecessary text from the teshari food define
* Removes canuserrotate from simple rotation's screentip (#70002)
Removes canuserrotate from rotation context
Removes the check on whether the user can rotate a chair or not, in the screentip context message.
We shouldn't check to see if a person can or can't rotate a chair or not, they will instead get the feedback when they try to rotate it if they fail, but it's better if the screentip let them know it's a mechanic that exists.
* Removes canuserrotate from simple rotation's screentip
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Fixed USB ports not working (#69920)
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Fixed USB ports not working
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Watermelon914 <3052169-Watermelon914@ users.noreply.gitlab.com>
* Fixes Bread Smite Causing Some Fucked Up Shit (#69853)
* Fixes Bread Smite Causing Some Fucked Up Shit
Hey there,
So basically, when you had the bread smite done on you, you were _just_ added to the contents of the bread. Nothing more. That means that you could pick it up. You couldn't add it to your bag (it would always return back into your hand(?)), but it would create some weird oddities that was just cursed in general. Let's make it so you can't hold the container that you are contained within by giving you HANDS_BLOCKED.
* actually we don't need the named arg
lets get rid of the cursed thing entirely
* removes sanity check
* we do a bit of component trolling
THIS TOOK ME TWO HOURS FUCK YOU
* removes cruft comment
* cleans up code a teeny bit, upgrades to incapacitated
* wait that named arg is still there wtf
* Review Time
Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>
* wrong operator and wrong order of operations
* null out the container
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* checks to see if container is qdeld
* weakref time
Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Fixes Bread Smite Causing Some Fucked Up Shit
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
* Add Alt RMB and Ctrl RMB screentips (used for Simple Rotation) (#69726)
* Add Alt RMB and Ctrl RMB to screentips
* Add Ctrl and Alt RMB screentips to defines
* Add Alt RMB and Ctrl RMB screentips (used for Simple Rotation)
Co-authored-by: Tim <timothymtorres@gmail.com>
* Fixed a bug that causes sliced food to have significantly fewer reagents than intended. (#69733)
* Fixed a bug that causes sliced food to have significantly fewer reagents than intended.
Co-authored-by: lizardqueenlexi <105025397+lizardqueenlexi@users.noreply.github.com>
* medical/security modsuit updates and modules (#69194)
tweaks the colors on the security modsuit to be lighter, i think i did that on the original pr but it got reverted due to merge conflicts
makes the standard quick carry module have nitrile level carrying instead of latex level
environmental bodybags are now always pressurized
adds medical and security hardlight bags, which are environmental bags you can use to move people through space, security ones can be sinched to prevent escape
adds a medical version of the prisoner capture module, for patient transport, prisoner capture and patient transport now use the medical/security holobags, medical one deploying them faster. when you move too far out of range the holobag dissipates
adds a defibrillator module, extends shock paddles
adds a thread ripper module, this module temporarily rips away the matter of clothing, to allow stuff like injections, surgery, defibrillation etc through it
adds a surgery processor module, essentially a portable surgery computer like borgs have
fixes a bug where you can unwield defibrillator paddles just after starting the do_after to defib onehanded
fixes a bug where the modsuit gps would have a broken name when renamed
* medical/security modsuit updates and modules
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Fix combustible flooder temperature param not being parsed. (#69583)
" TEMP" != "TEMP"
Fixes#69579
* Fix combustible flooder temperature param not being parsed.
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
* Micro-optimize RegisterSignal, saving 0.3s of init time (#69638)
About The Pull Request
Caches some vars, merges some statements by abusing x = y returning y. Goes from .53ms per call to .45ms per call, saving over .3s of init time due to its call count.
* Micro-optimize RegisterSignal, saving 0.3s of init time
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Load circuit components from USB ports on demand, saving 0.5s of init time (0.7s on prod) (#69664)
We create 2,383 circuit components (on whatever map I was looking at on Sybil at the time, don't know) from USB ports every round, quite pricey. This makes them initialize once when a USB is first plugged in.
* Load circuit components from USB ports on demand, saving 0.5s of init time (0.7s on prod)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Butchering requires you to be in combat mode. (#69510)
This was an oversight that occurred when intents were replaced with combat mode
if(user.a_intent != INTENT_HARM)
return
was never replaced by its combat mode equivalent.
This is relevant today because it makes it impossible to preform surgeries on dead monkeys (you will just butcher them)
* Butchering requires you to be in combat mode.
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
* Fixes a spurious runtime off the drift component (#69345)
* Fixes a spurious runtime off the drift component
If a loop is made non active, then we end up allowing for double
applications of the component, which throws errors because the old
component (and it's loop) still exist by that point.
This resolves that
* Fixes a spurious runtime off the drift component
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Ports rideable pigs from Aether (With changes to make them basic mobs) (#69248)
Adds rideable pigs from aether(With changes to make them basic mobs)
Pigs now drop pork, and you can cook it into pork chops.
* Ports rideable pigs from Aether (With changes to make them basic mobs)
Co-authored-by: LukasBeedellCodestuff <92578337+LukasBeedellCodestuff@users.noreply.github.com>
* Adds Name to Combustible Turf Flooder Logging (#69346)
* Adds Name to Combustible Flooder Logging
Hey there,
Basically, these logging messsages operated off the name of the parent, which appeared to be a datum of some kind, which caused some null bullshit caused here:
Basically, instead of doing that, let's use the var we create earlier in this proc to actually give us a name. Great!
* actually let's add a period there
* Revert "actually let's add a period there"
This reverts commit 2a5f9e1b990e8105ae6a49ed979977153f6903e9.
* Adds Name to Combustible Turf Flooder Logging
Co-authored-by: san7890 <the@san7890.com>
* Fixes drones being shy of mobs they can't see! (#69385)
fix: Drones will no longer by shy when invisible mobs are around! (eg phased revenants, bloodcrawling slaughter demons, ect)
* Fixes drones being shy of mobs they can't see!
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* AI improvements regarding taming and riding! (#69247)
* Cow AI improvevments and fixes for tamability and riding, no longer allowing you to grab the cow you're riding, and stopping AI cows from moving while being ridden.
* AI improvements regarding taming and riding!
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Adds support for "realistic" public elevators (elevator doors, elevator panel, etc) (#68888)
* Elevators are a bit more friendly part 1
- Emaggable elevator buttons / support for emaggable device assemblies
- Delayed travel between floors
- Elevators can now show a warning sign to areas below while travelling
- Elevators can now optionally wound heavily instead of gibbing
* Adds supoprt for "lift doors"
* Comment tweak
* Splitting these variables
* Functional prototype
* multiz debug
* Elevator button framework
* Unifies these behaviors
* Emergency doors
* Lift button framework
* UI closes on floor change
* Testing changes
* Fix
* UI Tweaks
* Panel works pretty swell
* Minor tweaks
* Move to static
* Bonus tram change
* User experience
* Slight tweak to mapload stuff
* This is silly
* Some UI tweaks, need to update css
* CSS and ui overhaul
* Documentation updates.
* Multi-z lift support
* Multitile lift fix
* Adds support for "realistic" public elevators (elevator doors, elevator panel, etc)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>