* Finally fixed the proximity runtime
Also fixed some misue of Move(d)s and destroys
* Fixed remove_from_proximity_list
* Fine, we'll do it your way
* Should sense/update loc here as well
* Assume deez nuts
* Fixes smoothing when repairing reinforced walls
🆑
add: Girders now offer hints to their deconstruction when examined.
:/cl:
Fixes#22805.
- Removes some unused code in unsorted.dm
- Replaces is_pointed with a global list and a #define
- Removes some trailing returns
- Makes thermite use QDEL_IN rather than spawn()
- Girders (especially reinforced girders) now offer hints to how to
destruct them.
* Moves is_pointed to is_helpers
This affects all false walls, but only plastitanium false walls are
affected because it's initial icon is not named 'wall', it's named
'wall3' which, in the dmi file, is the same as titanium, causing the
false wall to reset to the incorrect icon.
* Allows syringes and droppers to show their reagents when examined.
* rearranges my logic
* replaces SEMIOPENCONTAINER with TRANSPARENT
* Silly spelling error fix.
* Moves the defines from flags to container_type to avoid issues with conflicting flags
* changes it back to obj/item/O
* Moves the OPENCONTAINER and TRANSPARENT defines to the reagents.dm
* Adds key logging to abandoned crate explosions
Adds key logging to abandoned crate explosions in order to determine who
detonated an abandoned crate.
* Moves logging under user check
User logging only occurs if there's a user to log.
* Minor grammer update
The potential for 'has detonated a abandoned crate' bothered me.
* Fixed being able to hold twohanded-required items in one hand
Fixed dualsabers changing their weight_class and hitsound when unsuccessfully wielded
* Fixed ctf flags being unpickupable
* MMI'd clockcultists put in AI cores will properly lose clockcult
* uuuuugh
* fix the core while we're at it
* "
* mrrp
* this will also follow you around
* hmm
Replaces the drone shells on the derelict space station ruin with unique
drone shell spawns, making them detectable via the orbit command, like
most lavaland ghost role spawners currently are.
* Notice boards can use authorization
* stock notice boards for the heads of staff
* Title of the UI uses the notice board's name
* Add notice boards for heads of staff to boxstation
* formatting oversight
* noticeboards use proper examinate behaviour for paper
* You can now put images on the noticeboard
* Made interacting with the noticeboard not annoying
* Revert "Add notice boards for heads of staff to boxstation"
This reverts commit 56a30da0957ac3679bcd84744d54c526543802c1.
* code review
* properly restrict locate()
* Speeds up world init.
* Armor is now new inited for obj and the first level of subpaths.
* Actions is now lazyinited and deleted with empty.
* Actiontypes is now only inited when actually used and deleted once it pre-fills actions with the action buttons.
* Pipes now prefill their node list(s) in new() using new /list/ (count) syntax to speed up the list initaliztions and remove the init proc.
* Pipes no longer store their item version, instead creating it on the fly when deconned
* Walls no longer store their metal stacks, instead creating it on the fly when deconned.
* obj, walls, floor, plating, item, machinery, structure, pipe, pipenet, atom, and movable no longer have an (init) proc. (along with a few other smaller examples)
* Atmos can pass checking is now a var with the ability to have a proc be call in advance cases.
* (as a side effect, I had to fix a few things that were calling atmosCanPass rather then using the pre-calculated list, this should speed up chemfoam and flame effects greatly)
* Reverts upload limit
(remind me one day to defuck this, it could easily be a config thats not editable by vv to make changes easier)
* Makes apc update icon a bit faster.
APC new is some what high on the profile of world init, still not sure why, but this stood out as a waste of cpu so i fixed it.
* Fixes runtime with atmos backpack water tanks.
* Makes smoothing faster (and fixes turfs smoothing twice at init)
* Makes apcs init faster by replacing some spawns with addtimer
* fix transit turfs.