Commit Graph

3731 Commits

Author SHA1 Message Date
SkyratBot
e65a48e91f [MIRROR] Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#430)
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)

Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.

Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.

This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.

To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.

Requested by @optimumtact.
Changelog

cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl

* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-08-19 20:17:28 -04:00
SkyratBot
949676c540 [MIRROR] Allows xenos to use ladders properly (#424)
* Allows xenos to use ladders properly (#53044)

* Allows xenos to use ladders properly

Co-authored-by: Ziiro <0@ziiro.net>
2020-08-19 20:11:58 -04:00
SkyratBot
035aebc2a2 [MIRROR] Diagonal macro thingu (#407)
* Diagonal macro thingu (#52927)

* Diagonal macro thingu

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
2020-08-19 04:53:44 +02:00
SkyratBot
72c69368b6 [MIRROR] Opacity refactor (#405)
* Opacity refactor (#52881)

    Moves all opacity var manipulation to a proc which sends a signal.
    light_blocker element for movable opaque atoms made, which tracks its movement and updates the affected turfs for proper lighting updates.
    has_opaque_atom boolean replaced by the opacity_sources lazylist to keep track of the sources, and a directional_opacity which serves a similar function but also allows for future expansion with on-border opaque objects (not yet implemented).
    Some opacity-related sight procs optimized as a result of this.
    Some variables moved to the object's definition.
    A define or two added into the mix for clarity.
    Some code cleaning, like turning booleans into their defines.
    One file renamed for clarity.

Changelog

cl
balance: Mechs no longer block sight. It's a non-trivial cost for the lighting system with little to no gain.
/cl

* Opacity refactor

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-19 04:48:14 +02:00
SkyratBot
f424b7853e [MIRROR] cleanup the corpse file, cleanup stationstuck component, adds stationstuck to the reanimated skeleton (and zombie, why not) (#403)
* cleanup the corpse file, cleanup stationstuck component, adds stationstuck to the reanimated skeleton (and zombie, why not) (#52940)

all living spawners in corpse.dm are now in ghost_role_spawners. I hate having to search two different files to HOPEFULLY find which ghost role I need to edit.

Added a disclaimer about giving guidance or at least stationstuck component to stuff so this doesn't happen again

Cleaned up stationstuck. Man, I know I made this, but damn I did kind of a shit job

* cleanup the corpse file, cleanup stationstuck component, adds stationstuck to the reanimated skeleton (and zombie, why not)

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2020-08-19 04:46:47 +02:00
SkyratBot
2f7e5b762a [MIRROR] refactors resist act to be on atom level (#384)
* refactors resist act to be on atom level (#53016)

* refactors resist act to be on atom level

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-08-19 02:09:09 +02:00
SkyratBot
6cbaecfaf7 [MIRROR] Minor Away Mission Fixes (#367)
* Minor Away Mission Fixes (#52672)

Fixes a few minor issues in the pre-existing away missions as well as removing some bloat from one of them. I also asked for permission to do this.

* Minor Away Mission Fixes

Co-authored-by: ishitbyabullet <deathzombine@outlook.com>
2020-08-17 14:49:42 +02:00
SkyratBot
8c41a7cce6 [MIRROR] Baystruments - I had two tgstation forks for some reason and had to delete one and that nuked the last PR (#350)
* Baystruments - I had two tgstation forks for some reason and had to delete one and that nuked the last PR (#51459)

Instruments and sound channels refactor.

* Baystruments - I had two tgstation forks for some reason and had to delete one and that nuked the last PR

* Fixes dme dupe

* Fixes dme dupe (#52954)

Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2020-08-15 23:04:03 +02:00
SkyratBot
2b820a06d0 [MIRROR] Fixes lattice and operating table smoothing. (#340)
* Merge pull request #52920 from CRITAWAKETS/test-ur-peearrs

Fixes lattice and operating table smoothing.

* Fixes lattice and operating table smoothing.

Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
2020-08-14 01:21:12 +01:00
SkyratBot
289930f2a1 [MIRROR] Icon smooth refactor (#327)
* Icon smooth refactor (#52864)



    bitflag list construct added: an associative list of bitflags for cheap and quick element comparison between two lists using the same system.

    canSmoothWith list turned into a bitflag list.

    smoothing_groups list added to substitute the type path list.

    smoothing procs turned into atom procs, refactored and optimized a bit.

    smooth directions redefined in order to fit in 8 bits for a future smoothing system

    some variable names changed, foreseeing a second smoothing system

    SMOOTH_OBJ flag added, for things that need to scan turfs for smoothing. The old locate() optimization has the risk of returning false negatives by finding a child and returning null while there might be one of the wanted type as well, as it doesn't match the type exactly.

    SMOOTH_TRUE and SMOOTH_MORE condensed into SMOOTH_CORNERS. The old behavior can be replicated using smoothing groups without loss.

    Does very minor code cleanup.

    Processing-wise didn't find a noticeable difference. The system loses on init a bit by setting the bitflag_lists, and by scanning whole turf contents for object smoothing (increasing accuracy), and gains by making less checks per target to smooth, through the same bitflag_lists.

    Memory-wise there should be a small improvement, given that on the old system we had 63512 canSmoothWith lists (a few typelists, most unique), and on this new system canSmoothWith + smoothing_groups are both bitflag_lists from the same pool, totaling 46 in number.

Could be tested a bit to see if I missed any icons not properly smoothing.

* Icon smooth refactor

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-13 05:23:53 +02:00
SkyratBot
e8bfe6eb68 [MIRROR] [Ready] CDN browser assets! (#312)
* [Ready] CDN browser assets! (#52681)

Rewrites the asset_cache system to handle sending assets to a CDN via a webroot.

see https://github.com/MrStonedOne/tgstation/blob/asset-cdn/code/modules/asset_cache/readme.md

Fixed a lot of bugs with assets, removed some dead code.

Changes:
    Moved asset cache code to transport datums, the currently loaded one is located at SSassets.transport, asset cache calls made before the config is loaded use the simple browse_rsc transport.
    Added subsystem call for when the config loads or reloads.
    Added a webroot CDN asset transport. assets are saved to a file in a format based on the file's hash (currently md5).
    Assets that don't use get_asset_url or get_url_mappings (such as browser assets referred to by static html files like changelog.html or static css files) can be saved to browse_rsc even when in cdn asset mode by setting legacy to TRUE on the datum returned by register_assets
    Added a system for saving assets on a cdn in a hash based namespace (folder), assets within the same namespace will always be able to refer to each other by relative names. (used to allow cdn'ing font awesome without having to make something that regenerates it's css files.).
    The simple/namespaced asset cache datum helper will handle generating a namespace composed of the combined md5 of everything in the same datum, as well as registering them properly.
    Moved external resource from a snowflake loaded file to a config entry, added it to resources.txt
    To ensure the system breaks in local testing in any situation that wouldn't work in cdn mode, the simple transport will mutate the filenames of non-legacy and non-namespaced assets and return this with get_asset_url.
    Simple transport's passive send of all roundstart assets to all clients is now a config that defaults to off. this is to break race conditions during local testings from devs accidentally relying on this instead of using send() properly.

cl
refactor: Interface assets (js/css/images) can now be managed using an external webserver instead of byond's one at a time file transfer queue.
admin: Adds admin verb toggle-cdn that allows admins to disable the external webserver asset transport and revert to the old system. Useful if the webserver backing this goes down (thanks cloudflare).
config: New config file, resources.txt, (must be loaded by an $include statement from the main config)
server: The external_rsc_urls.txt config has been moved to the main config system.
/cl
Porting notes:

Interface webpages must refer to their assets (css/js/image/etc) by a generated url, or the asset must register itself as a legacy asset. The system is designed to break in localtest (on simple/legacy mode) in most situations that would break in cdn mode.

Requires latest tgui.

The webserver must set the proper CORS headers for font files or font awesome (and other fonts) won't load.

/tg/'s webserver config: https://gist.github.com/MrStonedOne/523388b2f161af832292d98a8aad0eae

* [Ready] CDN browser assets!

Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2020-08-12 11:32:37 +01:00
SkyratBot
e551ebd990 [MIRROR] Immobilized trait (#280)
* immobilized (#52578)


    Adds an immobilized trait.
    Adds procs for several variable changes so we can respond to their events.
    Adds some signals for said variables changing.

Need to turn the variation in number of usable legs and arms (get_num_legs() and get_num_arms()) into events we can respond to, but they are pretty annoying to do so. Probably for a different PR.

* Immobilized trait

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-11 04:08:31 +01:00
SkyratBot
a237df25c4 [MIRROR] Consistency for station pets. (#277)
* Consistency for station pets. (#52717)

* Station pets!

* Makes Lia and Sgt Araneus actual subtypes.

* Fixes some vars.

* Turns on AI for Cayenne and Lia, makes Lia neutral faction.

* Gives Lamarr a description.

* Pettable status and emotes for HoS and syndicate pet..

* Tom the mouse consistency.

* Comment correction.

* Consistency for station pets.

Co-authored-by: uomo <51800976+uomo91@users.noreply.github.com>
2020-08-10 23:23:42 +01:00
SkyratBot
8ca4a452f8 [MIRROR] Refactors area stuff (#265)
* Refactors area stuff (#52751)

-bitfielded a bunch of bools on /area, I left some untouched cus they get called a lot
-Unused vars
-Fixed a var pretending to be a fake bool
-Probably more

* Refactors area stuff

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
2020-08-10 23:20:00 +01:00
SkyratBot
f875f7c6ce [MIRROR] Lawyer and Courtroom department signs. (#263)
* Lawyer and Courtroom department signs. (#52753)

* Lawyer sign.

* Courtroom sign.

* Lawyer and Courtroom department signs.

Co-authored-by: uomo <51800976+uomo91@users.noreply.github.com>
2020-08-10 23:16:07 +01:00
SkyratBot
c05522f274 [MIRROR] Fixes latejoin AIs not having a circuit board (#233)
* Merge pull request #52726 from ShizCalev/latejoin-ai-circuit-fix

Fixes latejoin AIs not having a circuit board

* Fixes latejoin AIs not having a circuit board

Co-authored-by: skoglol <33292112+kriskog@users.noreply.github.com>
2020-08-07 11:11:35 +02:00
SkyratBot
b5ce584906 [MIRROR] Allows blind people to touch things to examine them (#231)
* Merge pull request #52727 from MrMelbert/touchyfeely

Allows blind people to touch things to examine them

* Allows blind people to touch things to examine them

Co-authored-by: skoglol <33292112+kriskog@users.noreply.github.com>
2020-08-07 11:08:02 +02:00
SkyratBot
2558111cba [MIRROR] RCD Additions + Cyborg RCD Upgrades (#225)
* RCD Additions + Cyborg RCD Upgrades (#52018)

* adds directional window setting for normal grille window mode

adds furnishing upgrading to the rcd for chairs, stools, tables, and glass tables

both of these new introductions have their direction based on where you are facing when the timer for the build finishes

* adds the luxary rcd cargo pack with a loaded rcd, all 4 upgrade disks, and 3 extra compressed matter cartridges

* adds the furnishing upgrade to the techwebs

allows cyborgs to install rcd upgrades except silos

allows loading of metal and matter into the rcd by simply clicking on the thing you want to insert

lowers price of the cargo pack and removes the silo upgrade

adds banned upgrades var to the rcd

* you can now create windoors and deconstruct them as well

you can now deconstruct tables

doubles the price of the cargo pack for rcds

* removed cargo pack

* changes define to bitshift flags

moves matter addition to rcds to a proc on sheets

* matter amount is now a stack variable

* RCD Additions + Cyborg RCD Upgrades

Co-authored-by: Whoneedspacee <yougotreallyowned@gmail.com>
2020-08-07 01:39:32 +01:00
SkyratBot
1f4ee89509 [MIRROR] Contributes more missing belt, back, and otherwise ERRORing sprites. (#220)
* Contributes more missing belt, back, and otherwise ERRORing sprites. (#52670)

* I'm crying over all these beeeeeeelts

* Removes ?

* Provides some close enough substitutes for inhands

* Contributes more missing belt, back, and otherwise ERRORing sprites.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-08-07 01:38:23 +01:00
SkyratBot
f9790d97a9 [MIRROR] Implements job skillchip framework as per hackmd.io design document (#212)
* Implements job skillchip framework as per hackmd.io design document (#52630)

* Shift wire revealing logic to dedicated proc

* Bit of code modification. Framework for roundstart job skillchips.

* Implement roboticist skillchip trait functionality.

* Feex moth feet messup

* Add skill chips to robodrobe inventory

* Code refactor. Add missing skill_stations to Pubby and Delta.

* Implement special flags, changelings inherit skillchip skills

* Additional code refactor. Traitor chameleon skillchip framework.

* Implement traitor skillchip, fix up more code, move job chips to outfit datums

* Modify autosurgeon, create skillchip variant, add to uplink

* Implement chip cooldowns. Add new skillchip for station engineers. Cleanup some code. Add job chips to lockers.

* Feex

* Feex

* Code review implementation

* More feexes, improved chameleon chip code and more.

* Code review and minor refactor

* Additional review fixes, rebuild tgui

* Minor logic fixes

* Final Rohesie review

* Robust code changes, improved slot/complexity system.

* Rebuild tgui

* Code review

* Brain regeneration failsafe

* Lazylist cut fix

* Implements job skillchip framework as per hackmd.io design document

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-08-06 01:03:04 +01:00
SkyratBot
5fd8cb072e [MIRROR] Color standardization, vars moved, and signals (#194)
* Color standardization, vars moved, and signals (#52574)

    Defined all the existing light_color values.
    Moved their definitions to colors.dm
    Made white the default color. It was so already, but that was very obscured.
    Moved the atom light-related variables to the atom definition.
    Wrapped changes to variables such as light_color into procs that report the event through signals.
    Moved the light_on variable to the atom level, also adding a signal for its changing, to represent toggling lights.
    Cleaned up a little bit of code in where new variables were defined before redefinitions.

This is all atomization to reduce changes in #52413
None of this affect gameplay at all, it's all code cleaning and refactoring.

There's more colors to standardize, a search for color = will find lots of targets, and I see little need to have both the LIGHT_COLOR and COLOR patterns, but I don't want to make this PR bigger than it already is.

* Color standardization, vars moved, and signals

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-04 12:20:31 +02:00
SkyratBot
99a084fbd7 [MIRROR] Componentizes Surgery-Initiation Devices (#174)
* Componentizes Surgery-Initiation Devices (#52295)

* meow

* doc moment

* meow

* Componentizes Surgery-Initiation Devices

Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2020-08-03 07:48:34 +01:00
ShizCalev
52afb7d200 Cleans up paicard and aicard code (#52575)
* Cleans up paicard and aicard code

* fix

* more fixes
2020-08-01 05:45:33 -04:00
SkyratBot
dd5c687981 [MIRROR] Gun locker now uses a radial menu (#147)
* Gun locker now uses a radial menu (#52506)

* Gun Locker Radials

* Smaller radius

* Review fixes

* Update code/game/objects/structures/guncase.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Review fixes 2

* Apply suggestions from code review

Co-authored-by: Rohesie <rohesie@gmail.com>

Co-authored-by: Rohesie <rohesie@gmail.com>

* Gun locker now uses a radial menu

Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-31 00:37:21 +02:00
Gandalf
65895fa8e3 Merge pull request #122 from Skyrat-SS13/upstream-merge-52477
[MIRROR] Cleanable cleanup
2020-07-30 00:33:12 +01:00
Gandalf
242f38df81 Merge pull request #121 from Skyrat-SS13/upstream-merge-52427
[MIRROR] Renames smooth var to smoothing_flags
2020-07-30 00:33:02 +01:00
Daniel Hultgren
bae9371da5 Cleanable cleanup (#52477)
* Don't initialize the atom_colours list on atoms until it's actually needed

* Moved bloody_hands var to mob/living/carbon/human instead

* Added COMSIG_COMPONENT_CLEAN_RADIATION signal to reduce moms spaghetti

The shower and suit storage unit now calls this signal instead of either doing it manually or doing it via the washed proc

* Cleaned up carbon washing, renamed washed to wash

* The wash proc now doesn't take the washer as first arg because that wasn't used anywhere
* The wash strength is no longer optional
* Carbons now overrides the wash proc instead of using the signal
* Properly check for obscuredness before washing any equipped items
* Properly wash all items and bloody hands etc
* Added clean_lips proc for humans for cleaning any lipstick

* Cleaned up washing. Washy stuff now calls wash instead of calling the clean signal directly

* Renamed is_cleanable to ismopable, gives this category a more fitting purpose. Many things beyond floor decals are cleanable. It is now also determined using the atom layer instead to make it more generic.
* Properly utilize the is_cleanable define
* Added wash override for turfs where they also wash any mopables on the same tile
* Space cleaner and cleaning element etc now simply washes the mob instead of doing its own manual cleaning on ~some~ equipped items

* Non-component washables now simply override wash instead of registering for the clean signal

* Fixed some left over clean signal registers not returning true

* Added clean_strength var to space cleaner

* Moved human wash proc next to the other washing procs

* Also wash glasses and mask if not obscured when washing face

* Fixed attempting to "scoop up" cleanable decals using a rag

* Fixed plasmaman spacehelm icon not updating when washed

Also removed a duplicated worn_overlays proc

* Fixed head icon not updating when washing lipstick

* Moved radioactive clean signal register to where it should be

* Added atom radiate VV verb for debugging

* Redesigned the CLEAN constants into a more sensible flags setup

This makes it more dynamic, cleaning apparatuses can clean more specific than just a cleaning strength.

* CLEAN_TYPE_* flags indicate a specific cleanable, such as blood, fingerprints or disease
* CLEAN_* consts consist of a combination of cleaning types to make cleaning apparatuses have a consistent behaviour on what they clean

* Fixed broken rad removal logic in showers

* Apply suggestions from code review

Co-authored-by: Rohesie <rohesie@gmail.com>

* Removed unneccesary bool from sink code

* Fixed wrongly named variable in turf wash

* Renamed bloody_hands to blood_in_hands

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-29 08:32:30 -04:00
Rohesie
e7941a25ce Renames smooth var to smoothing_flags (#52427)
* smooth_flags

* SMOOTH_FALSE

* smooth_flags
2020-07-29 04:20:34 -04:00
AnturK
1f5e905c0d Simple skill/skillchip framework (#52314)
* Simple skills framework.

* Map changes.

* Adds skillchips to vendor

* Adds skill stations to the map.

* Circuitboards

* Fix typo

* Some minimal instability

* Fixes,tweaks etc

* Suggest better names or we'll end up with these.

* sharpness thing

* tgui build

* Makes wine from booze synthetizer show to wine tasters.

* Makes wine from dispenser have taste for wine tasters.

* Apply suggestions from code review

Co-authored-by: Rohesie <rohesie@gmail.com>

* Swaps to carbon var.

* wordy helper proc

* While i'm at it, other relaymoves

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-29 04:14:10 -04:00
TemporalOroboros
1ca448ae1f Replaces some zero-delay timers with INVOKE_ASYNC (#52434)
* INVOKE_ASYNC

Replaces a zero-delay timer with INVOKE_ASYNC

* More timers

Switches out some more zero-delay timers for `INVOKE_ASYNC`

* lib_codex_gigas

One last switch
2020-07-26 22:10:38 -04:00
ShizCalev
3fb4f54770 Fixes display cases going invisible when you put shit into them (#52275)
* Fixes display cases going invisible when you put shit into them

* finished
2020-07-23 07:08:32 -04:00
skoglol
f5cd45f7f7 Removes forcesay on attack (#52341) 2020-07-22 04:30:30 -04:00
skoglol
83fde6527a Merge pull request #52294 from Donkie/reinf-wall-plasteel-fix
Added chat warning if you try to finish a reinforced girder with regular metal
2020-07-21 19:29:15 +02:00
AnturK
4e1f0c9664 Smoothing cleanup, variables moved, atom movable three Destroy() merged into one (#51878)
* smooth

* derp

* parent call order

* defined

* merge stuff

* tab

* merge conflicts

* call parent first
2020-07-21 19:28:06 +02:00
ShizCalev
4b6500fb67 Makes all anchored changes use setAnchored(), COMSIG_MOVABLE_SETANCHORED now only sent if an AM's anchored var has changed for more reliable usage. (#52254)
* Converts everything to use setAnchored() + other fixes

* Fixed singulo debug

* singulo again

* forgot to move the vv_edit proc

* caught that this time :)

* changes

* Update code/game/atoms_movable.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-21 02:20:26 -03:00
Daniel Hultgren
792516a521 Added chat warning about using regular metal on a reinforced girder 2020-07-17 18:14:29 +02:00
Daniel Hultgren
78d8c697c6 Converted a if block to properly use else-if 2020-07-17 17:54:55 +02:00
Aleksej Komarov
0cf00a2645 tgui 4.0 (#52085)
* tgui 4.0 hyper squash

* Upgrade dependencies
2020-07-16 20:13:04 +02:00
L
84c44bc03c defined 2020-07-16 11:14:46 -03:00
skoglol
ed9a3ce516 Merge pull request #52241 from ShizCalev/false-wall-fix
Fixes sheets of glass / other materials that don't have a valid false wall type being consumed without doing anything when you try to construct a false wall with them
2020-07-16 08:52:56 +02:00
jdawg1290
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
Jared-Fogle
ee5b005007 Add tests for outfits, fixes families outfits, Syndicate Ship Captain, and armored bounty hunters (#52210)
* Add tests for outfits, fixes families outfits and Syndicate Ship Captain

* Switch out captain uniform from tacticool to combat

* Consistent styling

* My weakness is I'm a pedant

* Check left and right pockets, and fix armored bounty hunter
2020-07-14 20:06:11 -04:00
ShizCalev
aa847113c5 Fixes using sheets of glass / other materials that don't have a valid false wall type consuming your sheets without doing anything when you click on a displaced girder 2020-07-14 15:53:03 -04:00
skoglol
496d4772ec Merge pull request #52179 from ArcaneMusic/fixeroni2
Makes vend-a-trays usable by bartenders, adds them to a technode.
2020-07-13 10:46:02 +02:00
LemonInTheDark
dbdb2d33fe Merge conflict begone 2020-07-12 17:37:14 -07:00
skoglol
a21edadf52 Merge pull request #52011 from ATH1909/patch-46
You can now actually sacrifice people who are strapped to sacrificial altars.
2020-07-12 13:30:17 +02:00
skoglol
06c5a7afdf Merge pull request #51854 from MrDoomBringer/supplyprettypod
Please check out this EPIC OFFICIAL PR TRAILER before reading (very important)
https://youtu.be/4RckVdx20oQ
the video is kinda autistic

dont forget to upvote
About The Pull Request

All sprites and epic meme videos made with love by yours truly
Except for the 2 missile sprites. Those were taken and modified from NSV13 who in turn ported them from TGMC
nupod_all_decals

Anyways, this adds:
New pod, reverse-pod, and target indicator sprites
Pod-ground collision effects (impact craters basically)
Cool looking vapor trails a la the half-life 2 headcrab shells

And also:
Fixes seethrough pods not actually working
Makes reverse-mode a bit more predictable
Has some minor code improvements with how supplypod-reverse-mode works
2020-07-12 13:24:37 +02:00
skoglol
5cb2316c5d Merge pull request #52068 from MrMelbert/railings
Fixes railings
2020-07-12 12:40:03 +02:00
skoglol
742b696f11 Merge pull request #52149 from ShizCalev/headpike-fix
Fixes mapspawned headpikes
2020-07-12 11:35:48 +02:00
ArcaneMusic
b26deb6707 Makes vend-a-trays usable by bartenders, adds them to a technode. 2020-07-12 01:44:40 -04:00