* abstract movement now checks for cordon turfs + cordons have NOJAUNT (#65327)
* abstract movement now checks for cordon turfs
* cordons cant be jaunted through
* abstract movement now checks for cordon turfs + cordons have NOJAUNT
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Prevents harddels when maps are loaded after SSatoms init (#65299)
Hard dels won't occur if an admin loads a template in after SSatoms is initialized
* Prevents harddels from stealing items when maps are loaded after SSatoms init
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
* production/fishing skills, forge/ceramics/glassblow cleanup
* forgot this, more benefits
* idk why this fails ci, even though it says it defaults to type
* some changes
* the fix
* right clicking hammer anvil works now
* Vibebot code improvement + QoL (#65196)
Continuing my bot code improvement, I've done vibebots now.
I also added an action button for sentient vibebots since they had no way to change their color
And lastly I added a "vibebot" icon state, meaning they actually have an icon state in maps.
* Vibebot code improvement + QoL
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* 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
* Tool act superpack 2
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
* Buffs the Silverscale pirates (and their species slightly), and tweaks their shuttle (#65079)
* Buffs the Silverscale pirates (and their species slightly), and tweaks their shuttle
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* #64812 typo fixes (#65227)
I accidentally typed the wrong value to one of the drinks (Should be the total of all used reagents) and a c in caramel.
Typoes are embarrassing and them being fixed is good.
* #64812 typo fixes
Co-authored-by: carshalash <carshalash@gmail.com>
* Resprites The Detective, Blueshift and Constable Outfits (#65190)
imageadd: The detective outfits, the blueshift uniform and the constable outfits have been redone!
* Resprites The Detective, Blueshift and Constable Outfits
Co-authored-by: Imaginos16 <77556824+Imaginos16@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Can use BSRPED to add components to machine frames from afar (#64890)
- Also that "[part] applied." message that looks a little shit is now consistent with the other messages for adding parts
* Can use BSRPED to add components to machine frames at a distance
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
* fixes an oversight with heretic influence generation (#65184)
I initially limited it to station z so admins can mess with heretics in the thunderdome.
Unfortunately, latejoins don't gain antag datums on the station z, They gain it in hyperspace.
Closes#64955 (Influence not being gained by latejoins)
* Fixes an oversight with heretic influence generation
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fit Viewport cleanup (#65225)
* Fit Viewport cleanup
Changes how Fit Viewport works slightly.
From what I understand, the verb was created with the goal of
eliminating the pixel hunting required to get rid of letterboxing.
This works fine for stretch to fit, but ever since the command bar got
nuked it's ended up creating a lot of blackspace for targeted zoom
modes.
I've changed how it decides on its optimal width slightly, if the client
has a non stretch to fit zoom mode, we use it, the world icon size and
the clients view size to figure out the exact width we want.
The bars on the left and right have been bugging me forever. Want them
gone.
In light of this, I'm also making changing your zoom amount attempt to
fit the viewport, if you have the pref enabled.
Oh and I'm trying something with auto fit viewport stuff.
It currently waits a second between view change and fitting. The comment
implies this is to avoid winget strangeness from Login calls. When I
blamed it, I found a commit from antruk talking about client dropping,
and this being a potential fix.
Unfortunately none wrote down what dropping means, and anturk's
forgotten.
I'm making the assumption that it's related to attempting the related
winsets before an inital login is over.
I might be wrong about this, if I am we'll know what went wrong I
suppose.
* Whoops, this needs to be invoke async
* Ensures client safety, autodocs code, adds proper cleanup
* Fit Viewport cleanup
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Fixes the inputs for the linear and exponential sustain options of the song editor. (#65008)
* Fixes the inputs for the linear and exponential sustain settings of the song editor.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Improves spelling for Wheelys' procs to take into account its subtypes (#65207)
Hold ski shoes in your hand, try to deploy them, game tells you you must be wearing Wheelys to do that. This PR fixes that and replaces the span warning with a balloon alert.
* Improves spelling for Wheelys' procs to take into account its subtypes
Co-authored-by: Pepsilawn <reisenrui@gmail.com>
* The Science Hub app for research is now available for science employees in addition to heads of staff. (#65035)
* The Science Hub app for research is now available for science employees in addition to heads of staff.
Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
* Adds some more options for female outfit cropping (#65256)
Added a few more options for woman clothing auto-cropping, hopefully to help making certain outfits look less scuffed.
* Adds some more options for female outfit cropping
* Fixing the issues caused by my PR
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Medical Revamp: Resprites and Jumpsuit/Under Changes (#65236)
New sprites for the CMO's turtleneck/skirtleneck, paramedic jumpsuit/jumpskirt, virologist jumpsuit/jumpskirt, and chemist jumpsuit/jumpskirt
* Medical Revamp: Resprites and Jumpsuit/Under Changes
* fix
Co-authored-by: axietheaxolotl <86872535+axietheaxolotl@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
* Lesbian & Intersex Pins, and General Resprite (#65242)
Adds Brand-new Lesbian and Intersex pins, resprites all pins as well.
* Lesbian & Intersex Pins, and General Resprite
Co-authored-by: axietheaxolotl <86872535+axietheaxolotl@users.noreply.github.com>
* Overhauls heretic rituals slightly for better user feedback (and to help locate a bug) (#65223)
* Overhauls heretic rituals slightly for better user feedback (and to help locate a bug)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Sentient elites falling in chasms will no longer spam chests. + code improv. (#65125)
Boosted (Sentient) Lavaland elites had a bit of code where they would spawn certain items
Except if they fall in a chasm first, then mychild would null, causing the code above, spawning the chest, to runtime, and not qdel the elite tumor
This was likely caused by #62540 (dac07b5264)
The fix was easy, I just made it falling in a chasm, call the fight over
Closes#65048
* lavaland elite fix + code improvement
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Restores AI controller for wisdom cow (#65229)
When wisdom cows were swapped to a basic mob, it looks like whoever coded them forgot to give the wisdom cows their AI controller. I fixed that up so now they should spout their bullshit again.
Why It's Good For The Game
Spams the chat like it's suppposed to
Changelog
cl Wallem
fix: We gave the wisdom cow its tongue back. We're sorry.
/cl
* Fixes the wisdom cow not talking
Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com>
* Podpeople inherit their blood chemical from the most abundant chemical trait in their seeds (#65215)
Makes podperson clones have their blood reagent set as the largest chemical gene present in the seeds (defaults to water).
* Podpeople inherit their blood chemical from the most abundant chemical trait in their seeds
Co-authored-by: Bond <58570888+TheBonded@users.noreply.github.com>
* Fixes a minor code styling issue with atmos. (#65214)
"var varname" bad, "var/varname" good
* Fixes a minor code styling issue with atmos.
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* Makes deadchat control inputs bypass automute. (#65195)
* Makes deadchat control inputs bypass automute.
It's slightly annoying when you get muted because you spent a minute trying to get the supermatter to move down.
* Makes deadchat control inputs bypass automute.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Fixes pathing mistakes for a few food things (#65102)
- Lets people know they're supposed to use plain bread slices rather than a parent item
- Also avoids an error sprite showing up
* Fixes pathing mistakes for a few food things
Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
* Prevents instant summons from recalling anchored objects (#64862)
Small bug fix that prevents anchored objects from being taken, without sacrificing the rest of its intended features.
Why It's Good For The Game
Closes an issue from 2017 - #22837
Changelog
cl
fix: Instant recall spell no longer recalls anchored objects, such as microwaves, if the marked item is placed inside of one.
/cl
* Prevents instant summons from recalling anchored objects
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>