* Save 0.6-0.7s of init time by splitting registering lists of signals into its own proc, and optimizing QDELETED
* modular RegisterSignals
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Fixes grilles dropping a stack of 0 iron rods (#71501)
## About The Pull Request
Fixes a bug where grilles drop a stack of 0 iron rods on partial
destruction. They now drop one iron rod. Also removes a variable called
rods_broken which is useless.
## Why It's Good For The Game
The stack of 0 rods acts the same as a normal iron rod except its icon
is invisible, meaning it can be snuck past security, this is bad and
could be used for cheese. It also meant grilles dropped less iron rods
than it takes to build a grille, which makes no sense.
Fixes#71203
## Changelog
🆑
fix: fixes grilles dropping stack of 0 iron rods
/🆑
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* Fixes grilles dropping a stack of 0 iron rods
Co-authored-by: supergrog2 <118997813+supergrog2@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@ users.noreply.github.com>
* JPS Optimization (Light Botcode) (#70623)
## About The Pull Request
Alright. So.
Right now, JPS works like this:
```
code requests path
we enter the actual pathfinding
pathfinding sleeps when it overruns a tick
if it sleeps, it'll then wake up before the mc starts
continue
```
This has annoying side effects. Primarily that we have no real control
over JPS, we just sorta have to eat its cost.
So if there's like 10 different things pathfinding at once, the mc will
have no time to do anything. Hell we might even end up eating into
maptick's time if the jps work is expensive enough (note the cost of
sleeping is not accounted for, and that has overhead)
This has happen before, usually when someone makes a lot of bots, and
it's really annoying.
So then, lets put JPS on a subsystem. That way the MC has control over
it.
But wait, existing code expects to yield and get back a path list, and
that's a sane request.
This is solvable, but requires abusing pass by reference lists, and the
ability to make callbacks into partials (preinsert arguments into them
before they're called, and accept other args later)
Because of this, we can now pass callbacks into pathfinders, allowing
for async use, rather then JUST yielding.
Of note: I've removed the 10 pathfinding datums limit, since
ratelimiting like that is handled nicely by the MC.
I've also removed the 15 second timeout, since mc yielding would trigger
it too often. I'm unsure if this means we don't have exit conditions for
pathfinding, need to talk to ryll. (@ Ryll-Ryll what happens if jps just
like, fails to find a path?)
Also of note: I think bots will fire off more then one pathfinding
attempt at a time if their first takes too long to complete. This is
dumb, why do we do this?
Optimizes JPS by more then 40% by removing redundant for(thing in turf)
loops, and avoiding making proc calls if objects are non dense.
This makes things slightly more fragile, but saves a LOT of time. I
think it's worth it, tho talking to mso it might be possible to do
better. Maybe I should do a LINDA system style thing. (I did a linda
system style thing I fixed it)
Optimizes botscanning, fixes bots not seeing things adjacent to them
The list of types could be a cached typecache
We could inline both checkscan and check_bot
check_bot SHOULD NOT BE CALLED ON EVERY OBJECT IN VIEW HOLY SHIT WHY
We don't need to process adjacent and the shuffled view separately, it's
in fact easier to process them in one block
Renames a var
Moves bot's pathing images to above most floor objects, so they're
visible in maint
## Why It's Good For The Game
Speed. Also manuel will stop killing their server by placing 20000
medibots (fucking icebox man every time)
## Changelog
🆑
fix: Bots will now "notice" you if you're standing right next to them
fix: Bot paths will now draw above things like pipes, rather then below
them
refactor: Changed how pathfinding paths get generated
refactor: Made pathfinding and bot searching significantly faster
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* JPS Optimization (Light Botcode)
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Coffee Shop DLC - done right this time edition (#70991)
## About The Pull Request
this is a re-attempt at PR #70725 that was practically ready but was
ruined in the course of my hardships with git. Mistakes were made.
In this re-edition I also addressed a few suggestions from the comments
of the original pr. There is a shaker added in the meta station cafe and
the pill bottle is moved out of sight to the fridge (I still left it
cause it contained antidepressants for the especially overworked NT
employees). Additionally, the naming of `/cup/glass/coffee` has been
handled differently this time to minimize the need of changing the code
in multiple places.
Please refer to the original PR for all details concerning the content,
below I add just a rough line-out for the sake of coherency.

The content of the pr extends to:
- a new coffee bean driven coffeemaker
- syrup bottles
- a coffee condiment display box
- almost complete make-over of the meta station cafe
- adding the new coffeemaker in a few break rooms on delta and tram (2
machines per station)
## Why It's Good For The Game
Please refer to #70725
## Changelog
🆑
add: After a massive success of the Modello 3 series, Piccionaia Home
Appliances rolls out a completely new coffeemaker model and renovates
the meta station cafe for free in a promotional campaign!
add: Syrup bottles, condiment displays, and more, to make the spess
coffee experience even better
/🆑
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@ gmail.com>
* Coffee Shop DLC - done right this time edition
Co-authored-by: disappointedButNotSuprised <57324037+disappointedButNotSuprised@users.noreply.github.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@ gmail.com>
* Particle editor (#71110)
## About The Pull Request
Demo: https://streamable.com/wnj3mf
Features:
- Full support for most gradients/vectors/numbers/generators/transforms
( I might have forgotten some of the more esoteric ones)
- A "tutorial" section that explains the different rand/generation types
and how physics works with pictures
- Button for viewing what each var does
- Selecting a particle type to set immediately
- The generator types use defines now
Not included:
Color matrix support for color generators (I'm sorry but hell no)
Special thanks to @ jlsnow301 for explaining js things to me
## Why It's Good For The Game
Making cool stuf
## Changelog
🆑
refactor: Added a particle editor to VV dropdown which can be used by
coders and admins to edit particle values on the fly easily.
/🆑
Co-authored-by: TiviPlus <572233640+TiviPlus@ users.noreply.com>
* Particle editor
Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: TiviPlus <572233640+TiviPlus@ users.noreply.com>
* Moves flick_overlay to atom instead of being global (#71045)
## About The Pull Request
Moves flick_overlay and flick_overlay_view to atom instead of being a
global proc
## Why It's Good For The Game
General performance and syntaxical improvements, makes it easier to
retrieve iconstates
## Changelog
🆑
fix: flick_overlay is an atom proc
/🆑
Co-authored-by: etherware-novice <candy@ notarealaddr.com>
Co-authored-by: Candycaneannihalator <candycane@ thisisnotarealaddr.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Moves flick_overlay to atom instead of being global
* modular flick
Co-authored-by: texan-down-under <73374039+etherware-novice@users.noreply.github.com>
Co-authored-by: etherware-novice <candy@ notarealaddr.com>
Co-authored-by: Candycaneannihalator <candycane@ thisisnotarealaddr.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Makes some use of `CONDUCT_1` in grille and door attackby. (#71286)
## About The Pull Request
- Airlock attackby now uses `CONDUCT_1` to check if the mob should be
shocked on attack
- Grille attackby now uses `CONDUCT_1` to check if the mob should be
shocked on attack
- You don't leave a fingerprint on grilles you attack (?)
- Fire axe is now conductive (it's made of steel?)
## Why It's Good For The Game
- Consistency is nice.
- If you have an item you don't expect to shock you, it shouldn't
randomly zap you anyways.
- Grilles are especially bad for this: It hard checked _glass shards_
when attacking, and _glass shards_ only. That's lame and nonsensical.
All non-conductive weapons should resist a spark.
## Changelog
🆑 Melbert
balance: Attacking a shocked door with an item that isn't conductive
will not shock you.
balance: Attacking a shocked grille with any item that isn't conductive
(not just glass shards) will not shock you.
balance: Attacking grilles with items no longer leaves behind a
fingerprint on the grille (?).
balance: Fire axe is now conductive.
/🆑
* Makes some use of `CONDUCT_1` in grille and door attackby.
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Tram QoL Improvements (#70774)
<!-- 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
- Tram destination sign is expanded, so it can say 'Central' and 'Not In
Service', fits in better sprite wise anyways
- Engineers now have access to control the tram doors
- The tram now has its own set of door icons, matching the rest of the
tram. It makes it a titanium windoor instead of the standard windoor
icon
- Tram doors are now their own subtype, because it was backwards for
some reason
- Tram doors are now faster opening, because nobody wants to wait 3
seconds for the doors to open. Nice on arrivals, or make your daring
escape mid travel!
- Tram doors are responsive and let you jump out mid travel, for those
daring escapes
- The tram now has a coherent visual look of silver and grey
- The tram now has a touchscreen display instead of an atmos computer,
reflecting the TGUI panel
- Adds a new tram floor sprite reflecting the propulsion of the tram
- Tram has its own holobarriers instead of using firelocks

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
Improving the tram based on feedback from players, and making it look
better too.
<!-- 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. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
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🆑 LT3
qol: Tram destination sign is expanded and now properly says Central and
Not In Service.
qol: Tram doors now open faster on arrival and mid travel, so you don't
have to wait, and can also make a daring high speed escape from a tram
in motion.
fix: Improved tram door logic so they don't end up open/closed at the
wrong place.
fix: Tram doors are now their own subtype, it was backwards for some
reason.
fix: Tram doors while idle at a station can only be interacted with by
Engineering staff.
add: Tram controls are now a responsive touchscreen.
add: Tram crossings have their own holobarrier instead of using the
generic atmos fire barrier.
add: Tram now has a new set of doors in shiny titanium glass.
add: Tram is now powered by linear induction motors.
fix: Deltastation's EVA windoor for magboots are no longer tram doors.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
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Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Tram QoL Improvements
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fix holodeck material exploits (#71140)
## About The Pull Request
Makes hologram trees unable to be harvested or uprooted (no free wood)
Makes hologram chess pieces unable to be deconstructed with a wrench (no
free metal)
## Why It's Good For The Game
Fixes#71019Fixes#70942
## Changelog
🆑
fix: You can no longer deconstruct the chess pieces or cut the trees in
the holodeck for free mats
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fix holodeck material exploits
Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* 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
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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
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
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.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
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<!-- You can use multiple of the same prefix (they're only used for the
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* mech bustin update 2022
* vr for the love of god
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
* Adds a tram collision indicator board (#70812)
<!-- 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
Based off the delamination counter, adds a tram hit counter sign. Every
time the tram hits someone, a signal is sent and the sign increments.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
Showing how many people have been hit by the tram is an amusing
statistic to display.
<!-- 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. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
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the bat. -->
🆑 LT3
add: A tram collision counter has been added, hopefully encouraging
employees to be more careful. Don't become a statistic!
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
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the changes rather than a summary of the PR's contents. -->
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds a tram collision indicator board
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Bedsheet Improvements (#70576)
<!-- 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! -->
This is a remake of #68602 that does:
- Adds context screentips for bedsheets
- Lets you attack other mobs that are lying down to cover them in a
bedsheet
- Removes deprecated bedsheet code
- Fixes tucked in items (plushies, nuke disk, bedsheets) to use proper
direction and rotation for beds
- Fixes bedsheets covering mobs in the wrong direction
- Changes bedsheets to only cover mobs that are lying down
- Bedsheets can now be rotated with AltClick
## 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. -->
Easier to use and looks nice.
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
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the bat. -->
🆑
qol: Bedsheets now have context screentips and will cover up mobs if
they are attacked and lying down. Bedsheet can also be rotated with
AltClick.
fix: Fix rotation and offsets to work properly on mobs, nuke disk,
plushies, and bedsheets when placing something on a bed.
/🆑
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
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Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Bedsheet Improvements
Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Excercise Equipment is now craftable (#71190)
## About The Pull Request
Imagine if you will a humble chaplain who wants nothing more than for
all of the spiritual folk on the station to get as massive gains as they
can, after finding that they can not just make more exercise equipment
and that the station does not have any in public places, they go annoy
security enough to get into permabrig only to find out that they cant
even unwrench the equipment and move it to the church!!!
NOT ANYMORE!!!

crafting recipies

demonstrating unwrenching and wrenching equipment

crafting a punching bag and punching it
Now you can craft as much exercise equipment as you want! May everyone
on the station get as strong as possible and not just prisoners.
Also I changed the message that plays when you try to use exercise
equipment someone else is using into a balloon alert.

## Why It's Good For The Game
Access to exercise equipment on some maps is limited to static positions
and is currently mostly only for prisoners as every map does not have
public exercise equipment. Expanding the access means that you can have
a Drill Sargent Head of Security or Captain who commands people use
these or allows a psychologist to prescribe healthy exercise habits to
their patients.
I think having the potential for exercise equipment on every map is more
fun and also if prisoners get their hands on tools they should be
allowed to mess with these to annoy security or aid in their escape.
## Changelog
🆑
add: the punching bag, bench press, and chest press are all able to be
crafted and unanchored.
add: crafting recipes for the above
qol: changed a chat message into a balloon alert
qol: adds screentips to equipment (thanks for suggesting i do this
mothblocks!)
/🆑
* Excercise Equipment is now craftable
Co-authored-by: Sol N <116288367+flowercuco@users.noreply.github.com>
* giant chains now go above mobs (#71259)
## About The Pull Request
giant chains used to go under mobs
they no longer do that
## Why It's Good For The Game
tall vertical objects look garbage when going under mobs
## Changelog
🆑
qol: giant chains now go above mobs
/🆑
* giant chains now go above mobs
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Easy's Super Omega "unarmed strike based species var moved to limbs" refractor, unarmed strike striking with specific body parts rather than it just being flavor, and brain based attacking limb selection extra chunky edition. And also bodypart traits.
* Removed all the conflicts, and started converting all the arms and legs to the proper typepaths
* Actually makes the game compile :)
* Makes the maps compile too!
* Early mirror of #71143 because it's more relevant to us
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Glass inconsistency fixes (#70961)
## About The Pull Request
Some glass types strangely had no radiation blocking abilities like
normal plasma glass, which doesn't make any sense, though reinforced
glass was able to block almost all. This also fixes fulltile plasma
glass to have twice as much integrity as the normal amount, like with
all the other glass types.
## Why It's Good For The Game
Inconsistency fixes
## Changelog
🆑
fix: Fixes radiation blocking properties of glass types.
/🆑
* Glass inconsistency fixes
Co-authored-by: Comxy <tijntensen@gmail.com>
* Refactors some signal misuse with the stationloving component (#70496)
* Refactors secluded locs
* Tweak
* Use traits instead of signals
* Review
* Type error
* Refactors some signal misuse with the stationloving component
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Small Seconds Define Cleanup for Spawners (#70719)
Hey there,
I was doing some codediving, and I stumbled upon this spawn_time silliness in mob spawner code, so I just swapped everything to use SECONDS defines (since units are very epic).
* Small Seconds Define Cleanup for Spawners
Co-authored-by: san7890 <the@san7890.com>
* Head pikes now drop their mounted heads upon destruction (#70720)
* wow this doesnt look right
* better idea
* Head pikes now drop their mounted heads upon destruction
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Janicart refactor (#70591)
Showing this oldie a bit of love with some minor modernization.
cl ShizCalev
refactor: Modernized the janicart!
fix: Fixed janicart examine message not mentioning how to dump it when it was almost empty, but not completely empty.
fix: Fixed varedited janicarts having no caution signs visible when they went over 4 signs.
/cl
* Janicart refactor
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Chairs now get placed in the direction you are facing (#70641)
chair direction fix
* Chairs now get placed in the direction you are facing
Co-authored-by: Ebb-Real <95765134+Ebb-Real@users.noreply.github.com>
* Sign with slime mutation map for xenobio (#70539)
* Sign with slime mutation map for xenobio
Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* Fix training toolboxes not setting vis_flags correctly (#70618)
Fix training machines not setting vis_flags correctly
* Fix training toolboxes not setting vis_flags correctly
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Makes the railings drop the same amount of rods as used (#70588)
About The Pull Request
Fixes a bug where constructing a railing would take 6 rods, but deconstructing would only give 3.
Why It's Good For The Game
Fixes#70570
* Makes the railings drop the same amount of rods as used
Co-authored-by: JoeNamath <36791242+Darknesshaz@users.noreply.github.com>
* Stairs DLC: Buildable stairs, material datum staircases, fall up a staircase (#70504)
Adds a few new types of stairs, and makes stairs buildable within rounds.
Also removes the terminator sprite variation for stairs, because its basically unused and really not needed with plane cube multiz.
* Stairs DLC: Buildable stairs, material datum staircases, fall up a staircase
Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
* Fixes showcase microwave's missing sprite (#70392)
#70203 changed the microwave's dmi path but did not replace the showcase variant's icon with the new dmi.
* Fixes showcase microwave's missing sprite
* Microwave Aesthetics
Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>