* Adds Skill Tracker app for tablets (#63013)
Adds a skill tracker app for tablets.
I allowed all tablets to install it, but it is currently not pre-installed by default.
It is only available to tablets, with the conceptual compromise that it requires no extra hardware components, but uses sensors through your hands or something.
* Adds Skill Tracker app for tablets
Co-authored-by: Tastyfish <crazychris32@gmail.com>
* Make screwdrivers able to be inserted into the destructive analyzer through left-click (#63085)
* Make screwdrivers able to be inserted into the destructive analyzer through left-click
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* Department Order Consoles now have fallback areas, if the first area doesn't exist on a map (plus map logging) (#63214)
Maploaded department order consoles will now check if they have a valid destination, and set a generic one if they don't while throwing a mapping log.
* Department Order Consoles now have fallback areas, if the first area doesn't exist on a map (plus map logging)
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* BCI implanters no longer drop their BCI on the floor when opened (#63204)
Exactly what it says in the title. Implanters used to drop the BCI they contained when opened up. Now they don't. For good measure I made them drop their contained BCIs when deconstructed as well in case they already did that as a consequence of the BCI being located inside the implanter, which was the cause of the issue in the first place.
* BCI implanters no longer drop their BCI on the floor when opened
Co-authored-by: Y0SH1M4S73R <legoboyo@earthlink.net>
* Revert "[MIRROR] Ethereals no longer get the "he" pronoun accidentally [MDB IGNORE] (#9880)"
This reverts commit f42200feef.
* Properly reverts it, the Skyrat way
* Make USB cables attached to locked circuits unable to be modified (#63084)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Make USB cables attached to locked circuits unable to be modified
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Removes References to Radiation From Engine Goggle Description (#63230)
Removes the line "and the Radiation Scanner mode lets you see objects contaminated by radiation" from the scanner goggle description.
Scanner goggles can no longer detect radiation as of 0f3c4e51f7, the old examine text was misleading.
* Removes References to Radiation From Engine Goggle Description
Co-authored-by: Tiresoup <94724497+Tiresoup@users.noreply.github.com>
* Ethereals no longer get the "he" pronoun accidentally (#63221)
Character preferences now disregards the gender value if the species you're playing as is sexless
fixes#61491 (Ethereals being "He" instead of "They")
* Ethereals no longer get the "he" pronoun accidentally
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Verify that those clicking on admin statclicks are admins (#63226)
Also removes some unused statclick.
Statclicks need to get removed someday, they're a pain in the ass, but this is good enough for now.
* Verify that those clicking on admin statclicks are admins
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Makes the edible component not runtime due to connect_loc_behalf when applied to turfs (#63232)
This makes it so it stops trying to use connect_loc_behalf if the parent of the edible component is a turf, just registering the signal normally instead, which should hopefully be the same functionality.
Runtimes are bad, and even if there's not really any relevant use of that proc in most cases, this is to future-proof things anyway.
* Makes the edible component not runtime due to connect_loc_behalf when applied to turfs
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* replaces "iron ass" trait with "personal space"
* ass-slapping with the personalspace trait now also checks for combat mode
* re-adds Iron Ass for Player ChoiceTM
* minor punctuation fix + added to trait description
* fixes ironass value
* add checks for counterattacks
* Update code/modules/mob/living/carbon/carbon_defense.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Update modular_skyrat/master_files/code/datums/traits/neutral.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Update code/__DEFINES/~skyrat_defines/traits.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Update modular_skyrat/master_files/code/datums/traits/neutral.dm
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* reremoves Iron Ass
* replaces magic numbers with defs
* remove TRAIT_IRONASS
* removes IRON_ASS check from carbon_defense
* Let's get this over with
* Of course I had to forget some of them...
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Wethide now dries into leather after burning and grilling (#63198)
You can now dry wet hide (obtainable by skinning and wetting goliath plates or other animal hides) into leather by lighting it on fire (with a bonfire grill especially, though the heat of being on fire will dry it regardless of the origin of the fire)
This also means that ashwalkers will be able to obtain leather without getting power, since drying racks require power, which, as shown in #63195, is apparenly intended and not a bug.
* Wethide now dries into leather after burning
Co-authored-by: Bond <58570888+TheBonded@users.noreply.github.com>
* Fixed spelling of possession, separate, and cemetery (#63203)
Just fixes some spelling for gangs. I also fixed misspellings for "posession" to "possession". Fixed "seperate " to "Separate" Fixed "Cemetary" to "Cemetery"
* Fixed spelling of possession, Separate, and Cemetery
Co-authored-by: Doctor Pope <84367152+Dr-Pope@users.noreply.github.com>
* Added an examine message to wired glass tiles (#63175)
I thought that not being able to place those tiles were a bug. Seems like it's a feature.
* Added an examine message to wired glass tiles
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
* the goat plushie can be run over (#63148)
You can now run over the plushie with the tram, splatting it into the ground
Non-joke reason: The tram now sends a signal to the destination turf, which can be used by objects to have unique interactions with the tram when being ran over.
* adds the ability to splat the goat
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
* Changes message when looking up at max-z (#63212)
Changed the message you get when you're at the highest z-level and try to look up to a more generic one that doesn't assume we're inside the station
* Deletes the ceiling
Co-authored-by: Mickyan <38563876+Mickyan@users.noreply.github.com>
* TGUI pAI Hotfix 1 (#63160)
Adds a new ui state so that players can access the paicard tgui while it's slotted in their PDA (inside the pda wasn't technically in the user's close inventory).
Adds some documentation for the pAI candidate file
Users now get notifications if they can't save files (guest keys).
pAIs previously had NO on screen indicator of hack progress, so I've given them a progressbar over the door
More visual output for pAIs
More output for edge cases
More documentation
Fixes#63161
* TGUI pAI Hotfix 1
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Ghosts can have colorful hair again! (#63129)
The PR that updated the codebase to no longer use legacy colors didn't check this specific proc, which is to my knowledge only used by ghosts lightening their hair color. That's it.
* Ghosts can have colorful hair again!
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Fixes forged agent id cards breaking wallets (#63069)
Forged agent ids no longer prevent access from being combines from cards in a wallet
* Fixes forged agent id cards breaking wallets
Co-authored-by: HarseTheef <74737391+HarseTheef@users.noreply.github.com>
* Fix AI eye not being recreated if it was qdel'd, but not nulled (#63131)
As an error recovery point, if the eye somehow gets qdel'd, it is recreated when you try to move to the core.
However, this error recovery doesn't work if the AI eye is qdel'd without being nulled, as create_eye() checks if eyeobj exists (NOT if it's qdel'd).
Of course the real bug is in whatever is qdel'ing the eye, but considering this is an existing error recovery system, it should still work!
* Fix AI eye not being recreated if it was qdel'd, but not nulled
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Allows players to affix bayonets to their pipe guns, for defense against ruffians invading your department (#63137)
* Allows players to affix bayonets to their pipe guns, for defense against ruffians invading your department
Co-authored-by: Paxilmaniac <82386923+Paxilmaniac@users.noreply.github.com>
* Fix sec hailer oversight with tint changes (#63211)
About The Pull Request
Sec hailers should've been changed to not have a tint but also to not have eye protection and so pepper immunity.
Why It's Good For The Game
Fix an oversight on the original PR #62947
Changelog
cl
fix: fix an oversight where sec hailer shouldn't have the tint changes, the eye protection and the pepper immunity. All other sec masks (the swat and spacepol) are unchanged
/cl
* Fix sec hailer oversight with tint changes
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* makes the gradient color options not show if no gradient is selected (#63169)
* makes the gradient color options not show if no gradient is selected
Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
* Adds a confirmation prompt for admins resetting the station name (#63197)
* Adds a confirmation prompt for admins resetting the station name
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Gives blind people a chat message when someone tries to handcuff them (#63192)
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Gives blind people a chat message when someone tries to handcuff them
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com>
* Cleans up unnecessary transformation options in admin player panel (#62832)
I got tired of having to walk new admin candidates through the admin buttons and telling them about all of the antiquated buttons they'd never use, so I'm doing my part and removing a bunch of the transformation bloat from the player panel. Below is the current menu
The only button admins I know ever actually use is the human rudimentary transformation one, and literally nothing else. Judging by how the options are a random choice of some of the station pets, these options probably haven't been updated since like 2012. In addition, the non-rudimentary transformations only work if you're a human, so not sure why they show up for non human player panels.
Here's the new pared down selection, I figured these would be the only useful ones from the bunch. They work no matter what mob the target was previously, whether it be another living mob or a ghost. In addition, I also cut out the transformation equivalents from the VV dropdown, because lord knows that menu keeps getting longer and longer. Lastly, I refactored stuff where possible without getting too trapped in cursed pre-MSO era admincode.
* Cleans up unnecessary transformation options in admin player panel
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Nerf Irish Car Bomb clown car effect (#63141)
About The Pull Request
Frankly this is what I had in my head for the original PR but didn't spend too much time on it
Why It's Good For The Game
Currently gibs everyone inside the clown car, which sucks considering this is always non-antagonists doing it, also not what I expected it to be when I merged it
Changelog
cl
balance: The Irish Car Bomb + clown car interaction has been nerfed from a big gibbing explosion to throwing out all the mobs (with the usual chance of spilling out slipping foam)
/cl
* Nerf Irish Car Bomb clown car effect to throwing out all the mobs, without a big explosion
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* big borg code improvements and fixes
* I missed a modular comment
* fuck you linters
* yis
* converts skyrat versions to better
* annnnnd that should fix it
* Nerfs HoP's access (#63165)
About The Pull Request
Removes HoP's access to security office.
Removes HoP's mech access entirely (except mining)
Why It's Good For The Game
HoP already has a TON of access for what their job is about, managing job changes and service/cargo. There's no reason why they would need such things as access to mechs, science, medical, ect. But for now, I just want to focus on removing Security Office:
HoP, on all maps, has a gun recharger in their office, and they will still remain access to departmental offices, so security office access is irrelevant for charging their gun. I personally don't think that HoP, a non-sec role, should have aceess to security lockers. They are a Service/Cargo job, they shouldn't have access to just walk in and take SecHUDs.
If HoP really needs access to security office, they can give themselves the access, but thanks to ID trimming, that cost isn't free anymore. Though it technically is, because they only need to give themselves 1 access edit, which isn't gonna affect a Silver ID, so I personally think they should have more access removed but that's not the point right now.
Changelog
cl
balance: the Head of Personnel no longer has access to Security Office nor Mechs (outside of mining ones).
/cl
* Nerfs HoP's access
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Fixed nyctophobia being triggered even if you have mesons (#63145)
About The Pull Request
Having meson scanners equipped will still make you scared of the dark when you have nyctophobia. This PR fixes that.
Why It's Good For The Game
Being able to see in the dark should not make you scared.
Changelog
cl
fix: Fixed being scared of the dark even if you have mesons.
/cl
* Fixed nyctophobia being triggered even if you have mesons
Co-authored-by: Aerden <27950824+Aerden@users.noreply.github.com>
* Gasmaks tint and tint calculation update (Oranges approved edition) (#62947)
About The Pull Request
Gasmaks apply a darkening overlay similar to the welding one but much lighter and open.
Without mask
nomask
With mask
covid
With mask and sunglasses
image
Note that other items that apply tint haven't been changed if worn on their own (sunglasses don't darken the vision) but will increase the darkening effect if staked (mask + sunglasses will give an even darker overlay).
Oranges' approval
dad2
Why It's Good For The Game
All upside and no downside are no fun.
Changelog
cl
balance: gasmasks give a slightly darkening overlay, effect will stack with other items that have tint.
code: tint code has been updated to properly work.
/cl
* Gasmaks tint and tint calculation update (Oranges approved edition)
Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
* Synthesizers and headphones can now have circuits! (#62825)
About The Pull Request
A circuit and shell components have been added to Synthesizers (headphones and spacepods included, though with a reduced capacity because of their size), so they can now be used for wiremod. Just like for instant cameras, no shell design here. They are meant to be found in dorms or maybe ordered from cargo.
Why It's Good For The Game
The station outside the sci department has plenty of USB ports stuff but is lacking when it comes to circuits shell. This is another small step toward a better and more applicable wiremod.
Changelog
cl
expansion: Synthesizers and headphones can now have circuits installed.
/cl
* Synthesizers and headphones can now have circuits!
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>