Commit Graph

133 Commits

Author SHA1 Message Date
Paxilmaniac
fdc05066a6 Adds falling hazard element, beware of falling tools, wear your hardhat, comically timed piano falling on the clown (#70970)
## About The Pull Request


https://user-images.githubusercontent.com/82386923/199180691-6605c8cc-e8aa-490e-ab65-909d45d12ca0.mp4

Do note that the damage in this video is extremely exaggerated compared
to what the normal value is.
## Why It's Good For The Game

All these signs about engineers needing to wear their hardhat, and for
what? For the assistant dropping toolboxes onto them from above, that's
what! Also allows people to do as god intended by allowing them to drop
pianos on people.
## Changelog
🆑
add: A variety of items, mainly tools, around the station might hurt if
they fall on your head, remember to wear your hardhat and to avoid
standing under large red X marks on the ground with a piano hanging
above them.
/🆑

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2022-11-17 18:51:27 +00:00
Fikou
43bf6e2665 mech bustin update 2022 (#70891)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## 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! -->
Adds a huge ass crowbar to robotics (the mech removal tool), it deals 5
damage unwielded, or 19 wielded. (should be fine, considering robotics
also has the easiest access to the materials needed for a chainsaw)
You can use it while wielded on mechs to break the occupants out. This
takes 5 seconds (or 3 in an unenclosed mech like a ripley)
When you die in a mech you no longer automatically get ejected.
refactors fire axe cabinets to support more items than the fireaxe
makes some vehicle code better
closes #70845 (you can still enter a mech without limbs, i think thats
fine because you can use it to protect yourself from death in a
dangerous situation or something until someone breaks you out with the
really large crowbar)
video: https://streamable.com/x4gom2

## Why It's Good For The Game

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
robotics having a giant ass crowbar to break people out of mechs seems
like a fun idea
you currently cant exit a mech if youre incapacitated inside it unless
you DIE

## Changelog

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observed by players or admins you should add a changelog. If your change
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mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->

🆑 Fikou, sprites by Halcyon
refactor: fire axe cabinets support items that aren't fire axes
balance: mechs no longer eject you when you die in them
add: Adds a giant crowbar to robotics, it can break open mechs to eject
their pilots.
/🆑

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your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
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icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->
2022-11-16 08:36:35 +00:00
AnturK
4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00
tattle
ad5debaaa1 Add investigate_deaths (#71112)
## About The Pull Request
Adds INVESTIGATE_DEATHS, an investigate category intended to better show
causes of death.


![image](https://user-images.githubusercontent.com/66640614/200142461-c17b5e51-1116-4eef-bbfb-49bc024c0953.png)


![image](https://user-images.githubusercontent.com/66640614/200147306-09bef76e-68c6-4f0a-bdf9-0211eb274e66.png)

Also makes suicide_act take a `mob/living` as an argument instead of a
`mob`, and some minor style improvements since apparently I hate
atomicity.

## Why It's Good For The Game
Inspired by a mysterious death and dusting. More logging and leads for
admins investigating deaths.

Also fixes #59028

## Changelog
🆑 Tattle
admin: added investigate deaths to shed some more light on unusual
demises, dustings, and gibbings
/🆑

Co-authored-by: tattle <article.disaster@gmail.com>
2022-11-07 16:22:37 -08:00
san7890
1a536ed000 Fixes Type Mismatch Causing Infinite Irrevocable Welding (#70670)
* Fixes Type Mismatch Causing Infinite Irrevocable Welding

(and plasma cutters too, because that seemed to be broken as well).

Hey there,

Behavior introduced in #70235 caused this shit to break, causing infinite welding that you could never undo, with an overlay that could never be removed. This was due to a type_mismatch runtime that plagued servers for a bit, I just stole the pattern from Lemon and used LAZYADD/LAZYREMOVE and that seemed to have fixed the issue.

* fixes plasmacutter since it had the same broken pattern
2022-10-19 23:35:26 -04:00
LemonInTheDark
a625fc8038 Cleans up the fallout from plane cube (#70235)
* Cleans up the fallout from plane cube

Alright.
Makes cleaning bubbles respect planes
Adds support for updating overlays on move, fixing an issue with pointing at items
Adds better error messages for failing to provide args for mutable_appearance()
Fixes a bug where string overlays were not respecting insertion order

* Adds documentation for offset spokesman and offset_const

* Better stack trace

* Removes some redundant uses of cached MAs

At this scale, attempting to cache MAs like this has 0 impact on anything
And just makes things more messy then they need to be

* ensures fullscreen objects START offset, so things are always proper

* ensures chatmessages always have the right offset

* fixes compile

* whoops, the above lighting plane should actually be ABOVE the lighting plane

* fixes compile, also cleans up the fire overlay a tad

* Adds a unit test for plane masters that are shrunk by multiz being double shrunk

This is slightly hacky because of how I'm handing the plane master
group, but it's not THAT bad, and gives me some real good coverage

* Properly targets the seethrough plane at the game world plate. This fixes unit tests, and also just makes more sense

* whoops

* oh

* adds datum support for allocate(), cleans up a harddel from testing

* Makes camera chunks index at 1, and also makes them support non powers of two sizes, since that was unneeded

* fixes runtime in allocate
2022-10-20 09:00:02 +13:00
san7890
2878345ebb Swaps sleep() to use SECONDS define, changes some sleep(1) to sleep(1 TICKS) (#70452) 2022-10-18 21:25:23 -07:00
ShizCalev
1a32f60cf4 [ready] adds unit test for missing inhand icons. fixes a bunch of missing inhand icons (#70037)
fix: Fixed a bunch of missing inhand icons.
fix: Fixed cables in electrical toolboxes not randomizing their colors.
fix: Fixed the wrong colored icon showing when trying to make cable cuffs out of cables.
fix: The collectable SWAT helmet is now using the proper icon again!
refactor: Pipecleaners and power cables now share a unified color system, so they're once again available in ALL the same colors.
imageadd: Updated the screwdriver belt overlay to represent the newer sprite.
imageadd: Added a bunch of new inhand icons. Special thanks to Twaticus for doing the helmets! <3
fix: Wirecutters now have an icon when inside a belt again!
admin: Added a new omnitool subtype that allows you to spawn all items in a typepath!
fix: Explorer gaskmasks now properly reflect their adjusted state when held.
fix: Fixed balaclavas having the wrong icon when pulled up.
fix: Fixed the base energy sword (admin spawn only) being invisible.
fix: The rainbow energy sword is now a little bit more rainbowy!
fix: Fixed an tk exploit with orange handcuffed shoes.
fix: The traitor outfit in the select equipment panel is now actually functional!
2022-10-04 10:20:24 -07:00
Kapu1178
2eccf3cea0 Cleans up update_icons, makes the update_icon_updates_onmob element bespoke, updates CODEOWNERS (#69179)
* I just realised this is all one commit.

* hail marry

* fix.

* FIXES IT FOR REAL

* Update code/datums/elements/update_icon_updates_onmob.dm
2022-08-16 13:50:21 -04:00
John Willard
952c3ee0d3 Removes ComponentInitialize() (#69118)
* Removes ComponentInitialize()

Completely removes ComponentInitialize() as a proc, which was called on every single atom in the game, twice in some instances (like new players), over something that can already be done with Initialize().
This is the second attempt at doing this, after the first attempt fell apart for some reason. This time it was way easier though, since storages are no longer a Component.

* update icon blocker added before calling parent

* Update code/game/machinery/porta_turret/portable_turret.dm

Co-authored-by: san7890 <the@san7890.com>

* adds a mapload while I'm here

* moves human mood

* Does some UNRELATED thing to the PR

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-08-11 19:01:32 -04:00
MrMelbert
92dc954ab5 Fixes 118(give or take) cases of mapload not being passed to initilaize (#69107)
fixes 114 cases of mapload not being passed to initilaize
2022-08-11 10:22:33 -04:00
Mooshimi
a3121f15c4 [GBP No Update] Perish, individual logging runtime (#69024)
missed 2 or 3(lol it was more when I look back at the files), LOG_GAME tags on the log_message line, and did some cleaning up since i was looking through every log_message again

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>

Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
2022-08-10 07:56:40 -07:00
Mooshimi
b09f3868f8 individual LOG_GAME (#68683)
About The Pull Request

    replaces a ton of log_game with user.log_message so the log is added to individual and global logs.
    adds a few logs for individual LOG_VICTIM, LOG_ATTACK etc logging.
    adds logging for bluespace launchpad's tele coords being changed.
    took the word "has" out of log_combat, as it's extra and just lengthens the log.

Why It's Good For The Admins

It's extremely laggy to open game.txt so an alternative is individual game logs
Changelog

cl
admin: A lot of game logs will now also be in individual game logs, for convenience in log diving.
admin: Added logging for bluespace launchpad x and y offset changes, which go to individual game logs.
admin: Attack logs will now be slightly shorter, one useless word was removed.
/cl
2022-08-05 09:32:02 +12:00
Fikou
71835a7c1c Nukie Rework Part 2: Nuclear Operative starting gear rework (#68401)
Replaces the nuke op Makarov with the Ansem, a clandestine pistol firing 10mm rounds which do more damage. Ammo costs more.
Replaces the nuke op survival knife with the energy dagger, as well as giving it a soft light, light armor penetration and a light wound bonus.
Replaces the diamond drill in their closet with an entrenching tool, which swaps between crowbar, pickaxe and shovel modes.
Gives the nuke op survival box the syndie box design, as well as a crowbar, screwdriver and mini welder.
Removes the nuke op leader's Krav Maga gloves.
Updates the esword and edagger sprites with ones i had lying around from 2019, they are more consistent.
Moves pistol sprites a bit up to center them.
2022-07-16 19:25:52 -04:00
OrionTheFox
de59b5affe Removes the only Null toolspeed (#67890)
all items have a toolspeed this could cause an error somewhere
2022-06-23 17:35:29 -05:00
GuillaumePrata
d1ca6e58a1 Balloonify welders and extinguishers (and more later) (#67818) 2022-06-18 17:08:04 -07:00
dragomagol
689f7ff37c Ports Tau Ceti's welding animation! (#67725)
add: welding now has an animation!
2022-06-14 08:02:29 -04:00
itseasytosee
878e3b8d37 Implements a Demolition Modifier variable to items, affects damage vs structures and robots. (#66967)
Adds a modifier variable which can be used to increase or decrease a given items damage to structures, machinery, vehicles, and robots (including cyborgs, simple-bots, and anything else with the MOB_ROBOTIC biotype)
2022-06-06 15:29:57 -05:00
ATH1909
619d272d79 adds crowbars to fire-safety closets without gutting red toolboxes (#67484)
* l a r g e

* reduces confusion in the description
2022-06-05 23:57:56 -04:00
GuillaumePrata
04ecd0ab72 Advanced tools are medium sized, toolboxes can carry medium sized items. (#66900)
* Advanced tools are medium sized now.

* Moves `w_class` 1 line down

* Moves `w_class` MORE DOWN

* Syndie Jaw pocket edition.

* Toolboxes can carry medium items, pocket syndie jaw in desc.
2022-05-13 12:34:26 -04:00
MrMelbert
a020e28305 Removes "strandling" status effect from a bunch of random places / refactors it (#66711)
Refactors /datum/status_effect/strandling to utilize signals so that it's not present in a bunch of random places via hard checks and traits.
2022-05-09 09:58:00 -07:00
SmArtKar
442ef897bc Refactors firestacks into status effects (#66573)
This PR refactors firestacks into two status effects: fire_stacks, which behave like normal firestacks you have right now, and wet_stacks, which are your negative fire stacks right now. This allows for custom fires with custom behaviors and icons to be made.

Some fire related is moved away from species(what the fuck was it even doing there) into these as well.
Oh and I fixed the bug where monkeys on fire had a human fire overlay, why wasn't this fixed already, it's like ancient.

Also changed some related proc names to be snake_case like everything should be.

This allows for custom fire types with custom behaviours, like freezing freon fire or radioactive tritium fire. Removing vars from living and moving them to status effects for modularity is also good.
Nothing to argue about since there's nothing player-facing
2022-05-04 23:52:07 -07:00
magatsuchi
e40d1f035c adds (and improves existing) documentation for weldingtool.dm (#66500)
* add welding tool docs

* fuck

* SHIT

* kylerace is making me do work for my gbp

* fuck
2022-04-26 22:52:36 -07:00
Kapu1178
1d0eadcb12 Kapulimbs (#65523)
* i wanna go to bed so im pushing this

* It compiles but doesn't work yet

* It works!

* I WANT TO DIE

* Appease linters

* some CI fixes

* Address reviews + oversight

* Limb grower fix

* more icon fixes

* forgot to hit save

* I'm a dumbass

* Removes bodypart parent from unit test

* Fixes monkeys and CI

* Grammar pass

* I hate zombie code so much

* General code cleanup

* THE SHITCODERS ARE COMING FOR MY VARS

* THE UNIT TESTS ARE COMING FOR MY SHITCODE

* Reviews + skirts

* Removes an unused DMI

* Why didn't I do this in the first place?

* HAIR REFACTOR

* Haha whoops

* How did I miss this

* Admin spawned creatures now have their features

* Optimize me harder

* minor fix i need to push to merge master

* Fixes hair (maybe) and a runtime

* Maybe fixes mirrors

* Attempts to fix women

* Fixes hair on dismembered heads and a grammar change

* Caps lock did me dirty

* address reviews

* icon failures fix + missed reviews

* Fixes: Facehuggers and Regenerate_limb

* Fixes ethereal color pref appearance

* How the fuck did this not break everything else horribly?

* JESUS FUCKING CHRIST IM A MORON

* Fixes compile

* I'm not high I swear

* Im a dipshiiiit

* grumble grumble

* Fixes a visual bug with digitigrade legs. Adds \improper to roundstart species names. Added two new clothing-related helper procs. Renamed a couple procs to be more accurate. Adds SHOULD_CALL_PARENT(TRUE) to examine_more. Addresses reviews.

* Forgot this little readability thing.

* Updates CODEOWNERS

* Me when I forget how github works

* mapload me harder

* Last second fixes
2022-04-01 21:07:46 -04:00
Tim
d2e76e82e5 Fix welders using fuel when clicking on tiles (#65762)
Fixes #49664

Welders now conserve fuel when you accidentally click on tiles.
2022-03-30 13:29:36 +01:00
Ebb-Real
9784d04d99 Belt sprites for the syndie screwdriver and alien tools (#65400)
* update

* makes the alien toolbelt use the sprites

* Revert "makes the alien toolbelt use the sprites"

This reverts commit caea9f52741e4f1553f3b3812336b3a4a235b6aa.

* Revert "Revert "makes the alien toolbelt use the sprites""

This reverts commit c60276e7aac93169a036bfe0bc42fb9c736d1d99.

* please check gods

* check pass?

* forgot that

* tabs
2022-03-14 22:03:08 +11:00
Gandalf
684eab3d31 Converts SFX keys into DEFINES (#65146)
About The Pull Request

Simply converts all instances of soundkeys that use get_sfx from strings into defines.

E.g. "sparks" is now SFX_SPARKS
Why It's Good For The Game

It makes life a lot easier when you're looking for a sound effect. You just type SFX_ and you get suggestions in VSC. Plus, it looks better.

image
Changelog

Not player facing.
2022-03-11 10:09:18 +13:00
Luc
afc1e44ee2 Tool act superpack 2 (#64428)
About The Pull Request

Continuation of #64375, extracting tool behavior from attackby() and moving it into discrete _act procs. This is about as many files as I had in the last version, as I still want this to be reviewable.

As before, I've tested everything in game and it works as it previously did.
Why It's Good For The Game

The more code moved out of attackby, the more modular things become.
Changelog

cl
refactor: Moves more tool behavior out of attackby().
/cl
2022-03-08 11:43:22 +13:00
Ghom
b84ad2dde8 Removes useless status effect path defines. (#64490) 2022-01-30 01:26:04 -08:00
MrMelbert
72d1fd030c nerf da crowbar (#64317) 2022-01-23 11:26:24 -07:00
John Willard
6c0aba5da4 removes double spaces AFTER symbols (#62515)
* removes double spaces AFTER symbols

* found more
2021-11-03 21:09:35 -04:00
Mothblocks
0f3c4e51f7 Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed (#62265)
Implements the Modernizing radiation design document ( https://hackmd.io/@tgstation/rJNIyeBHt ) and replaces the current radiation sources with the new system, as well as replacing/removing a bunch of old consumers of radiation that either had no reason to exist, or could be replaced by something else.

Diverges from the doc in that items radiation don't go up like explained. I was going to, but items get irradiated so easily that it just feels pretty lame. Items still get irradiated, but it's mostly just so that radiation sources look cooler (wow, lots of stuff around going green), and for things like the geiger counter.

Instead of the complicated radiation_wave system, radiation now just checks everything between the radiation source and the potential target, losing power along the way based on the radiation insulation of whats in between. If this reaches too low a point (specified by radiation_pulse consumers), then the radiation will not pass. Otherwise, will roll a chance to irradiate. Uranium structures allow a delay before irradiating, so stay away!
2021-11-01 04:20:39 -03:00
Sealed101
1eaaa68c4b Brings recycling results of advanced tools up to their printing costs (#62092)
Advanced tools have either been using their parent basic tools' custom_materials or their custom_materials were lowered for what I presume was destructive experimentor work. This counts for recycling these items in an autolathe as well. In the first case, alien tools were made out of the same material amount as their basic counterparts, and in the second case - the recycling results were heavily lowered.
Also kills off some single-letter vars since I'm here.
2021-10-17 16:45:28 -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
Timberpoes
d14b6cc849 Radically improves explosion logging. (#61419)
Adds some extra vars and logic to explosion code to make powerful logging entries that should help admins narrow down when explosives get misused.

Records this new info in the feedback database and bumps the explosion version +1 as a result of this.
2021-09-18 18:13:16 +01:00
MrMelbert
b3e8eebdc9 Kills /obj/item/melee/transforming, replaces it with a transforming weapon component (#60761)
This PR kills off the transforming subtype of /obj/item/melee and replaces it with a component to handle the transforming behavior, /datum/component/transforming.

The transforming component handles updating the variables of an item when it's transformed. Things like force, sharpness, whetstone force bonus, and attack verbs. Similar to the two-handed component, but instead of transforming into a two-hander it remains a one handed weapon.

The "nemesis" behavior (dealing addition damage to certain factions) of the transforming subtype was moved to the cleaving saw only, since it was the only transforming item that used it. In the future, this can be made into a bespoke element/component as well.

The following weapons and items have been updated to use this component:

    Energy Swords / Sabers / Bananium Energy Sword
    Energy Circular Saw
    Energy Dagger
    Energy Axe
    Toy Energy Sword
    Holographic Energy Sword
    Switchblade
    Advanced Medical Tools (Laser scalpel, Mechanical Pinches, Searing Tool)
    Advanced Engineering Tools (Hand Drill, Jaws of Life / Syndicate Jaws of Life)
    Combat Wrench
    Cleaving Saw
    Telescopic Batons / Contractor Batons
    Roasting Stick
    Telescopic Riot Shield
    Energy Shield / Bananium Energy Shield

This PR also touches up the code around the various above items.
2021-08-23 11:45:54 -07:00
ArcaneMusic
2f9c9986b9 Fixes wirecutters worn belt-state (#60683) 2021-08-05 20:56:11 -07:00
GoldenAlpharex
ced603614d That's it. *GAGS'ifies your berets* (#59536)
Converts berets to greyscale config
2021-07-23 21:37:23 +02:00
InsaneRed
31c2c4a862 convert some adv tool actions into balloon alerts (#60278)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-07-18 01:47:03 -07:00
Matthew J
5a5cf6933e Rust Component / Wirebrush Rust Remover (#59977)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-07-07 03:45:57 -07:00
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
RandomGamer123
9484440727 Durathread Strangling Bug Fix and Better Feedback (#59572)
* Makes durathread strangling show up on examine

* Better and grammatically accurate feedback

* more grammar fixes

* Makes it work on jaws of life as well

* Make it check tool behavior as well

* Fixes some compile errors
2021-06-10 09:57:21 +02:00
Emmett Gaines
9e0ddfb21b Standardizes greyscale belt overlays (#59362) 2021-05-30 14:00:50 -07:00
Emmett Gaines
9e9327d128 Adds a unit test for icon states on GAGS items and fixes some inhand sprites (#59330)
This adds a unit test which goes through all items and makes sure all the icon states needed are in the greyscale configurations, if it has one.
2021-05-28 10:06:37 -04:00
Emmett Gaines
c8822b59ab Makes washing machines support GAGS recoloration (#59292) 2021-05-25 21:17:59 +02:00
Emmett Gaines
c448104b30 Adds greyscale color selection to vending machines (#58901)
Yes this is blatant bait to get more things converted.

While working on this I fixed item greyscale updates to include their held and worn states, the vending machine ui is now tsx instead of js, icons generated by gags are created with an error state by default, the greyscale color menu defaults to not show you the full debug preview, and the wording in the debug menu is a bit more in-character friendly.
Changelog

cl
add: Greyscale items using GAGS in vending machines can have their colors chosen before vending. Not many things are capable of this yet but expect more to come.
/cl
2021-05-20 22:39:14 +12:00
TemporalOroboros
9f598a9662 Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#58015)
* Adds explosion SFX to the blastcannon and explosive compressor

- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.

* Miscellaneous changes

- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments

- Removes a whole bunch of argname = 0 in explosion calls.

* Removes named callback arguments.

* Changes the explosion signals to just use the arguments list

Adds a simple framework to let objects respond to explosions occurring inside of them.

Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.

Makes the explosive compressor and blastcannon actually use the TTVs they are given.

Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments

*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.
2021-04-26 17:31:25 -07:00
Fikou
2d36888405 screwdrivers no longer randomize their pixel_y on initialize (#58707)
removes the 75% chance on screwdrivers initialize to have a random pixel_y between 0 and 16

it looks bad now that the screwdriver is centered on the tile
2021-04-26 15:44:15 -07:00
Kokonut
f07f847706 Tool Resprite (#58616) 2021-04-24 14:04:47 -07:00
dragomagol
4b531c9d3e Changes reinforced window deconstruction to right click (#58523) 2021-04-22 22:22:30 -07:00