Commit Graph

3811 Commits

Author SHA1 Message Date
SkyratBot 6b1e0272bb [MIRROR] Adds a few walls and airlocks to the big derelict space ruin to keep atmos diffs down when entered. (#1614)
* Adds a few walls and airlocks to the big derelict space ruin to keep atmos diffs down when entered. (#54749)

* Oh right the commit

* Removes snowflake pathing for alien resin window.

* Missed one.

* Actually this whole map is just a var-edit hell

* Adds a few walls and airlocks to the big derelict space ruin to keep atmos diffs down when entered.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-11-07 22:05:46 +00:00
SkyratBot 4af1148b13 [MIRROR] Non-human mobs can now benefit from held id cards and economy. (#1603)
* Non-human mobs can now benefit from held id cards and economy. (#54647)

* Non-human mobs can now benefit from held id cards and economy.

* Moved these getters toward the upper end.

* oui?
...
dump eet.

* .tee pump
      ...
     ?iuo

* Non-human mobs can now benefit from held id cards and economy.

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-11-07 05:08:36 +00:00
SkyratBot 5d2c3da593 [MIRROR] Adds record of toilet combat (#1600)
* Adds record of toilet combat (#54836)

Logs a direct method of dealing damage to a person that wasn't logged previously

* Adds record of toilet combat

Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
2020-11-07 05:05:57 +00:00
SkyratBot 4e49fe926c [MIRROR] Fixes catwalks smoothing with lattices (#1596)
* Fixes catwalks smoothing with lattices (#54829)

* Fixes catwalks smoothing with lattices

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-11-07 05:05:15 +00:00
SkyratBot 9b204ff733 [MIRROR] You can now unbuckle others from the toolbox training machine with altclick. (#1593)
* Merge pull request #54798 from Ghommie/Ghommie-tg38

You can now unbuckle others from the toolbox training machine with altclick. (Lemon: Cleans up some issues with remote toolbox removal too)

* You can now unbuckle others from the toolbox training machine with altclick.

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-11-07 00:33:06 +00:00
SkyratBot b7122f2d6e [MIRROR] Converting art component into element. (#1562)
* Converting art component into element. (#54616)

* Only art is now an element. There have been some issues with beauty.

* Typo.

* Update art.dm

* Update art.dm

* Maintainer suggestions. Reversing order of switch(impress) for correct moodlets.

* Fixing some pre-existing oddities with art element.

* stating the right var.

* simplifying the component.

* Update art.dm

* lowercasing pronoun.

* Converting art component into element.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-04 00:35:26 +00:00
SkyratBot 30fc6c78ac [MIRROR] Turns transparency for turfs into an element, and gives it to datum materials. (#1567)
* Turns transparency for turfs into an element, and gives it to datum materials. (#54250)

* Turns transparency for turfs into an element, and gives it to datum materials.

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-11-04 00:33:49 +00:00
Gandalf f9e3b58ecd Aesthetic Overhaul V3.0[SEMI-MODULAR][READY] (#1245)
* Begin

* few fixes

* WINDOWS

* Update airlock.dm

* Update status_display.dm

* Fixes plus rusty walls.

* Update walls.dm

* air alarm, intercom, apc updates, plasma windows, tinted, firealarm(todo)

* Update airlock.dm

* FINALLY FIXES THE DOORS

* Update airlock.dm

* firealarm and fixes.

* fixes

* mining vendor and washing machine

* firedoor

* blastdoor

* firealarm sound, shutters sound, blast door sounds.

* Delete window.dm

* Revert "Delete window.dm"

This reverts commit 4737c539eb9b49a526c784f45161c3189505ac57.

* fixes

* Update 2.0

newscaster DONE
bookshelf DONE
disposals chute DONE
chairs DONE
stools DONE
beds - Will upgrade later.
requests console DONE
light switch DONE
roller bed DONE
nanomed DONE
extinguisher cabnets DONE
extinguishers DONE
buttons
shield generators DONE
space heater DONE
emitter DONE
field generator DONE
rad collector DONE
cameras DONE
morgue units DONE
watercooler
bench Will upgrade later
E-N (corgi) port? Will do later.
plastic flaps Done
Guns - later

* fiox

* l o g i c

* Update extinguisher.dm

* V2.5

* racks and fixws

* computer typing noise

* gun sprite updates

* Update guns.dmi

* air alarm light mask

* better light overlays

* floors!

* gaygun, bench

* lasergun sounds - remove gun balance.

* no decals.

* Update intercom.dmi

* better directionals

* lasercannon, nucgun,

* Update laser.dm

* aaa

* aaa

* some sprite updates

* aaa

* shotgun suppressor+sound

* Update airlock.dm

* Update shieldgen.dmi

* chair fix, tools too.

* Update chairs.dmi
2020-11-01 16:35:39 +01:00
SkyratBot 7abcc2fbac [MIRROR] Fixes table stacking exploit (#1534)
* Fixes table stacking exploit (#54650)

Tables could be placed on top of each other, leading to stacking of glass tables, and infinite sin. This doesn't cover anything close to all of it, but it's a good patch for now.

* Fixes table stacking exploit

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-11-01 11:50:09 +01:00
SkyratBot 6d46c911bb [MIRROR] Corrects the Chisel Description (The Pettiest PR Ever Made) (#1532)
* Corrects the Chisel Description (#54711)

* Corrects the Chisel Description (The Pettiest PR Ever Made)

Co-authored-by: EOBGames <58124831+EOBGames@users.noreply.github.com>
2020-11-01 11:30:21 +01:00
SkyratBot edf22edc9b [MIRROR] [READY] decorations loot crate! +3 new fancy carpets! (#1522)
* [READY] decorations loot crate!  +3 new fancy carpets! (#54612)

* base

* fixes

* crate

* Update code/game/turfs/open/floor/fancy_floor.dm

Co-authored-by: Fikou <piotrbryla@ onet.pl>

* adds the crate to the pool.

* the crate is pretty rare, why not let it drop four items?

* Update lootdrop.dm

Newline phone edit

* ungoofed

Co-authored-by: Fikou <piotrbryla@ onet.pl>

* [READY] decorations loot crate!  +3 new fancy carpets!

Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
Co-authored-by: Fikou <piotrbryla@ onet.pl>
2020-10-31 06:06:12 +00:00
SkyratBot 119dd2ea3d [MIRROR] Basepixels (#1512)
* Basepixels (#54652)

* Basepixels

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-10-30 17:30:11 +00:00
SkyratBot 6e79637004 [MIRROR] Holodeck bedsheets no longer drop cloth when cut (#1492)
* Holodeck bedsheets no longer drop cloth when cut (#54548)

they now check if they have HOLOFLAG_1 and if they do they dont drop cloth

* Holodeck bedsheets no longer drop cloth when cut

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2020-10-27 09:09:37 +00:00
SkyratBot 50f4b009f8 [MIRROR] Adds game logging to welding airlocks, firedoors and lockers. (#1471)
* Adds game logging to welding airlocks, firedoors and lockers (#54593)

* Adds game logging to welding airlocks, firedoors and lockers.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-10-26 09:12:31 +01:00
SkyratBot 1332fd26d1 [MIRROR] Fixes alien resin floors spreading to openspace tiles (#1465)
* no more floating resin (#54558)

Co-authored-by: Denton <d@ ent.on>

* Fixes alien resin floors spreading to openspace tiles

Co-authored-by: 81Denton <32391752+81Denton@users.noreply.github.com>
Co-authored-by: Denton <d@ ent.on>
2020-10-26 09:08:31 +01:00
SkyratBot ed7e7b9cb8 [MIRROR] [READY] Multilayer plumbing machinery (#1440)
* [READY] Multilayer plumbing machinery (#54081)

* multilayer machinery!

* adds layer mode to plungers for changing plumbing layers

* minor fixes

* Adds more feedback to plunger layer mode and places proper checks for layer changing

* [READY] Multilayer plumbing machinery

Co-authored-by: Time-Green <timkoster1@hotmail.com>
2020-10-23 12:50:50 +02:00
SkyratBot ff7ef130dc [MIRROR] Makes dressers not drop wood when they have the NODECONSTRUCT flag (#1435)
* Makes dressers not drop wood when they have the NODECONSTRUCT flag (#54534)

* Makes dressers not drop wood when they have the NODECONSTRUCT flag

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2020-10-23 05:12:55 +01:00
SkyratBot 6ecaa9a994 [MIRROR] Standardizes attack chain signal returns and fixes a tk bug (#1409)
* Standardizes attack chain signal returns and fixes a tk bug (#54475)

The attack chain is a bit of a mess, and the introduction of signals hasn't helped in simplifying it.

In order to take a step into untangling this, I re-ordered the attack signals to no longer be by source type and instead to be grouped more modularly, as they are all members of the attack chain and function similarly. They all share the trait of potentially ending the attack chain via a return, but had several different names for it. I joined it into one.

Additionally, fixed a tk bug reported by @ Timberpoes by adding a signal return check at the base of /mob/proc/RangedAttack

Lastly, removed the async call of /datum/mutation/human/telekinesis/proc/on_ranged_attack, which was added as a lazy patch to appease the linter complaining about a sleep on a signal handler (namely in /obj/singularity/attack_tk). Fixed the problem using timers.

Also cleaned some code here and there.

* Standardizes attack chain signal returns and fixes a tk bug

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-10-21 07:39:32 +02:00
SkyratBot d1315d9474 [MIRROR] Audio falloff re-work, and increased audio range. (#1406)
* Audio falloff re-work, and increased audio range.

* a

* a

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-21 07:36:31 +02:00
SkyratBot f02e30a50e [MIRROR] Implements timed_action_flags for do_after-like procs (#1385)
* Implements timed_action_flags for do_after-like procs (#54409)

Originally I wanted to fix an issue where the `get_up()` `do_after()` would ignore the callback checks, because it was `uninterruptible`, so that made me refactor these procs to allow for higher granularity on checks and standardize behavior a bit more.
There's more work to be done for them, but one thing at a time.

* Removes the `uninterruptible` check in favor of the more granular `timed_action_flags`
* Cleans code on the `do_atom`, `do_after_mob`, `do_mob` and `do_after` procs to standardize them a little better.

* Implements timed_action_flags for do_after-like procs

* Update horror_form.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-21 07:06:03 +02:00
SkyratBot 717c31d40c [MIRROR] Adds the New-and-Improved Training Machine, Training Toolbox! (#1345)
* Adds the New-and-Improved Training Machine, Training Toolbox! (#54133)

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>

* Adds the New-and-Improved Training Machine, Training Toolbox!

Co-authored-by: Emmanuel S <mrdoomboyo@gmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@ gmail.com>
2020-10-17 00:39:34 +01:00
SkyratBot ae61b17587 [MIRROR] Shuttle tweak and fix (#1330)
* Shuttle tweak and fix (#54395)

Fix lavaland podding
Make lavaland pod destinations hidden
Removed unused variables from connect_to_shuttle() proc
Shuttle consoles remove old custom port id from possible destinations when connects to new shuttle
Custom ports keeps clear from unwanted numbers.
Now shuttle machinery property connects to additional loaded shuttles.
Add some docking_port register logging and safety.

* Shuttle tweak and fix

Co-authored-by: Dennok <Deneles@yandex.ru>
2020-10-15 22:09:49 +01:00
SkyratBot 53c2142ba1 [MIRROR] Arcononomy: Personal Departmental Cargo Ordering. (#1327)
* Arcononomy: Personal Departmental Cargo Ordering (#53881)

Alright crew, here's the 4-11. This adds a new Modular Computer app, that works functionally identically to the cargo console. but before we delve into that, lets hit the adjacent aspects first.

Cargo Packs now contain a new variable, access_view, that is only applied to cargo packs viewed in this app. It determines the access level required to be able to see those individual packs, in the same way that you need certain accesses to open certain crates anyway. This means that outside of certain inter-departmental crates that see overlap in who can/should be able to order it, heads can browse and purchase crates based on their department's needs and wants.

The cargo ordering console has been renamed on the DM side. Because now that there's another, similar cargo ordering DM that was going to get confusing fast, as just calling it "Console" gets on my nerves and is harder to spot on VSC for me and everyone going forward forever.

Cool, back to buying stuff. heads of staff can download the cargo ordering app on tablets and laptops only, and it gives them access to purchase cargo using their department funds. These purchases are made against the user's department budget, and enables purchasing supplies with cargo without needing to beg them to use their money on your junk, adding it fully to the cargo shuttle's next load, while still giving cargo the first right to refusal if they wanted to, for some reason.
From there on out, cargo's responsibility is primarily getting the goods you bought to you, which is technically already their job!.

* Arcononomy: Personal Departmental Cargo Ordering.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-10-15 22:07:09 +01:00
Gandalf 2320b39369 Inflatable walls [MODULAR] (#1231)
* inflatable walls

* Code fixes

* Update inflatable.dm

* put it in the box
2020-10-15 02:01:40 +02:00
SkyratBot 4370c8c17b [MIRROR] Fix guillotine buckling (#1299)
* Fix guillotine buckling (#54357)

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>

* Fix guillotine buckling

Co-authored-by: Yenwodyah <yenwodyah@gmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
2020-10-14 12:31:27 +02:00
SkyratBot b8d9874c27 [MIRROR] Converts all A && A.B into A?.B (#1292)
* Converts A && A.B into A?.B (#54342)

Implements the ?. operator, replacing code like A && A.B with A?.B

BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.

* Converts all A && A.B into A?.B

Co-authored-by: ZeWaka <zewakagamer@gmail.com>
2020-10-13 23:19:25 +02:00
SkyratBot 11ca98cbb9 [MIRROR] holosign little refractor (#1263)
* holosign little refractor (#54287)

* holosign little refractor

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
2020-10-12 23:16:23 +02:00
SkyratBot 970a2b03d6 [MIRROR] Mobility refactor: no more update_mobility() (#1233)
* Mobility refactor: no more update_mobility()

* Update robot.dm

Fixes robots.

* megadumb

* Update robot.dm

* weh

* Update gunpoint_datum.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-10 02:31:35 +02:00
SkyratBot 9d26065173 [MIRROR] Added science berets. (#1232)
* Added science berets. (#54255)

* Added science berets.

Co-authored-by: Cimika/Lessie/KathyRyals <65850818+KathyRyals@users.noreply.github.com>
2020-10-10 00:30:30 +01:00
SkyratBot c1c3fb93da [MIRROR] BSbodybags inherit heaviest item weight + Easier to escape the disarm/BSbodybag combo (#1229)
* BSbodybags inherit heaviest item weight + Easier to escape the disarm/BSbodybag combo (#54065)

Bodybags now inherit the weight of their heaviest item. If it doesn't have a weight (people), we assume bulky since things like people can be firecarried or whatever.

It now takes less time to get out of a bag (20 > 12 secs), and the progress bar is unbreakable unless you get incapacitated. This means people interested in using it to kidnap can still do so but it requires considerably more effort that isnt based on a latency difference and a quick disarm. The timer still runs down if you open the bag and try to put them back in but good attempt😏.

This also fixes an issue with the BSB where it was picking up or otherwise doublecalling checks from inheritance.

* BSbodybags inherit heaviest item weight + Easier to escape the disarm/BSbodybag combo

Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2020-10-10 00:30:06 +01:00
SkyratBot dbdcef06f2 [MIRROR] [s]Showers now properly react with 10u per tick instead of 1000u. (#1221)
* [s]Showers now properly react with 10u per tick instead of 1000u. (#54236)

Turns out what I thought was reagent units used per reaction was actually reaction multiplier in #53377, and it flew under the radar until literally 15 minutes ago.

This adjusted the reaction quantity down to 0.05, which with the 200 unit reagent volume of the showers, equates to about a 10u reaction per tick, ya know, rather high but reasonable considering that before it was mistakenly set to *5 instead, which meant you could de-husk a patient in a literal single tick with 1 unit of synthflesh.

* [s]Showers now properly react with 10u per tick instead of 1000u.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-10-09 18:31:24 +02:00
SkyratBot bba021046c [MIRROR] Converts Pizza to use the new food component. (#1205)
* Converts Pizza to use the new food component. (#53641)

pizzas now use processing component

* Converts Pizza to use the new food component.

Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
2020-10-08 17:30:13 +02:00
SkyratBot 3ffe8bbb1f [MIRROR] Allows rotating statues with alt click (#1179)
* Allows rotating statues with alt click (#54179)

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>

* Allows rotating statues with alt click

Co-authored-by: Mickyan <38563876+Mickyan@users.noreply.github.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
2020-10-07 06:26:19 +02:00
SkyratBot e3f8b4c96c [MIRROR] Adds tank holders (#1177)
* Merge pull request #54048 from nicbn/tank-frames

Adds tank holders

* Adds tank holders

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2020-10-07 01:11:16 +02:00
SkyratBot 2f32d70dbb [MIRROR] Nerfs uranium material effects, and changes how effective materials are on sheets and statues (#1172)
* Nerfs uranium material effects, and changes how effective materials are on sheets and statues (#54178)

* Nerfs uranium material effects, and changes how effective materials are on sheets and statues

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-10-06 22:26:41 +01:00
SkyratBot 3b7068de61 [MIRROR] Mobility refactor: UI, pull and lying down edition (#1148)
* Mobility refactor: UI, pull and lying down edition

* Update living.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-04 20:03:31 +02:00
SkyratBot ada67ac929 [MIRROR] Ports soup, snacks, icecream, salads and meat to newfood (#1074)
* Ports soup, snacks, icecream, salads and meat to newfood (#54028)

Ports soup, snacks, icecream, salads and meat to newfood

* Ports soup, snacks, icecream, salads and meat to newfood

* Update true_changeling.dm

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-30 14:37:15 +02:00
SkyratBot 7f16f8abf8 [MIRROR] You can now throw things over raillings. (#1075)
* You can now throw things over raillings. (#54062)

Any movable atom with an attached thrownthing datum can now pass harmlessly over railings, and potentially fall safe down to the z-level below.

* You can now throw things over raillings.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-09-30 14:16:36 +02:00
SkyratBot b96909fb02 [MIRROR] [READY] Refactor icon smoothing to use 8-bit bitmasking (#1053)
* Merge pull request #53906 from Rohesie/smoothing

[READY] Refactor icon smoothing to use 8-bit bitmasking

* [READY] Refactor icon smoothing to use 8-bit bitmasking

Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
2020-09-29 22:55:58 +01:00
SkyratBot 9be3a7b8f6 [MIRROR] Moblity refactor: hands blocked and restrained edition. (#1051)
* Moblity refactor: hands blocked and restrained edition.

* Update carbon_defense.dm

* Update emotes.dm

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-29 13:57:02 +02:00
SkyratBot 8e22b30dd6 [MIRROR] Duplicating statues sanity (#1028)
* Duplicating statues sanity (#54018)

* Duplicating statues sanity

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2020-09-29 00:18:11 +02:00
SkyratBot e738ffa370 [MIRROR] Fixes for Syndicate Forgotten Ship (#1025)
* Fixes for Syndicate Forgotten Ship (#53832)

* Fixes missing implant on Syndicate Ship Captain:
  Syndicate Ship Crew Members have their implants. There are 2 boxes of syndicate firing pins in captains locker, but captain can't use them. This change fixes that. Captain had implant initially, but it was removed accidentally in #50597

Fixes spare magazines spawned in lockers:
  Captain has 2 mags for APS instead of 9mm mags in their locker.
  Crewmembers have 9mm mags instead of 10mm mags.
  10mm ammoboxes replaced with 9mm.
  Why do we even have 10mm mags, if crew spawns with makarov and captain spawns with APS.

* Fixes for Syndicate Forgotten Ship

Co-authored-by: antropod <antropod@gmail.com>
2020-09-28 18:11:08 +02:00
SkyratBot 98568e191a [MIRROR] Enforce preserving parent proc return values across ui_act call stacks (#999)
* Enforce preserving parent proc return values across ui_act call stacks (#53964)

All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.

* Enforce preserving parent proc return values across ui_act call stacks

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-09-26 17:17:59 +02:00
SkyratBot 16835e1e9e [MIRROR] Gives Public Mining on Icebox an Elevator, and just a TON of lift fixes so they're viable to map with. [MULTI-BEE] [:pslime: in the chat] (#986)
* Gives Public Mining on Icebox an Elevator, and just a TON of lift fixes so they're viable to map with. [MULTI-BEE] [:pslime: in the chat] (#53728)

add: Icebox now has an elevator! I just took the trousers of every shaft miner to batter town, word.

* Gives Public Mining on Icebox an Elevator, and just a TON of lift fixes so they're viable to map with. [MULTI-BEE] [:pslime: in the chat]

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2020-09-26 01:25:46 +01:00
SkyratBot b13c375e0b [MIRROR] Balances plastanium window integrity (#980)
* Balances plastanium window integrity (#53918)

Changes plastanium windows integrity to 1200 instead of 200, which leaves it with 200 more integrity than reinforced plasma windows. Also increases damage_deflection to 21 to match reinforced plasma windows

* Balances plastanium window integrity

Co-authored-by: TheBonded <58570888+TheBonded@users.noreply.github.com>
2020-09-25 14:29:08 +02:00
SkyratBot 11a93fbbcd [MIRROR] Paper walls have no duplicate knock sounds anymore, paper doors don't appear rotated, adds glass bashing (#971)
* Merge pull request #53847 from Iatots/paperdoor-fixes-redux

Paper walls have no duplicate knock sounds anymore, paper doors don't appear rotated, adds glass bashing

* Paper walls have no duplicate knock sounds anymore, paper doors don't appear rotated, adds glass bashing

Co-authored-by: skoglol <33292112+kriskog@users.noreply.github.com>
2020-09-25 13:37:05 +02:00
SkyratBot 043fd0affb [MIRROR] Chess, Sofas & Shutters - Furniture Update (#956)
* Chess, Sofas & Shutters - Furniture Update (#53861)

About The Pull Request
A series of changes bulked together to give players and mappers a little more freedom in their builds to make things look nicer.

Chess:
• Introduces a bunch of jumbo chess pieces that are craftable in-game. Sprites are my own.

Shutters
• Defines 100 integrity for the shutters and gives them an armor block so they don't inherit their stats from blast doors. This means shutters will no longer be just a reskinned blast door.
• Redid the sprites for the shutters. They now animate much smoother and look like normal slanted shutters. Their blinking light once animating is also easier to see.
• Added the window shutter; this is a normal shutter with a window so you can always see past it. I've used it in prisons and on armouries in the codebase I'm from to allow officers to see into the areas shutters are protecting, giving the area additional protection of having someone being able to look into it.
• Added radiation shutters. Maintainers feel free to question this. Through extensive experimentation, any rad insulation value between 0 and 1 does pretty much nothing to radiation. Numbers higher than 1 start multiplying it, negative numbers start reducing it. This will stop the radiation from a supermatter irradiating you only if you stand behind it. If you're not covered by the shutters or the shutters are open, they won't protect you at all. They also have their own sprite with a radioactive hazard symbol.
• Added the rad shutters to in-rotation maps on their supermatter engines and the windowed shutters to Metastation armoury.

Sofas
• Introduces the corporate sofa. A sleek grey sofa. The original sprite I ported from Hyperstation's files. I'm not sure where they got the sofa but I was told it was Eris. I didn't see it there but I didn't look super hard. I've updated the sprites on it to work with armrest sprite overlays.
• Ports the sofa sprites from Cit and the armrest sprite overlays. They look nicer than awkwardly floating over the sofa. The sofas are the same, they're just moved a little for the armrest to work.
• Makes the new corporate sofa craftable.

* Chess, Sofas & Shutters - Furniture Update

Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com>
2020-09-24 20:27:56 +02:00
SkyratBot b5b151adcd [MIRROR] Fixes projectile impacts + messages, embedding, adds deployable landmines (#930)
* Fixes projectile impacts + messages, embedding, adds deployable landmines (#53436)

* icon and alert anim

* hmm

* projectile and embed fixes

* cap mine

* clean up, fix some issues with projectile embeds

* light

* doc

* icon

* awkward

* icon again

* Fixes projectile impacts + messages, embedding, adds deployable landmines

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-09-23 14:45:02 +02:00
SkyratBot 243e224167 [MIRROR] Custom statues and sculpting changes. (#927)
* Custom statues and sculpting changes. (#53154)

### Gameplay changes:
- Spacemen lose their ability to sculpt all minerals into statues barehanded, you need a chisel now.
- You can now create carving blocks out of 5 sheets of most materials.
- Using a chisel on the blocks you can designate what to carve in it (including the preset statues from before).
- Chisels can be printed at autolathe, there's also one in art storage.
### Code changes:
- Squeak component now squeaks on attack_hand for structures.
- Radials now accept atom paths automatically extracting the name with initial.
- Base and rigid stack recipes renamed appropriately.
- Statues now use custom materials.

* Custom statues and sculpting changes.

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2020-09-23 14:42:47 +02:00
SkyratBot 7979f4d1b0 [MIRROR] Fully removes devil and affiliated shitcode (#922)
* Fully removes devil and affiliated shitcode (#53612)

Its all over the place, messy, and overall a bad enough gamemode to be removed from rotation.
A rework would have to tear out everything as is so there is no reason to allow the shitcode to live beyond tripping up everything.

* Fully removes devil and affiliated shitcode

* weh

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Azarak <azarak10@gmail.com>
2020-09-23 10:00:29 +01:00