* Initial Seed Extract Update
Updates the seed extractor to work and the ui
* Damnit, forgot to run webpack
* Removed the logger and fixed toTitleCase
You would think working on a PR for 14 hours you would remember the small stuff
* Fixed the wierd Table.cell spacing.
I have no clue how that got there.
* Trying to fix some webpack issues
Travis is reporing a dffrent webpack id so its failing? did a yarn update and repack
* forgot the lock file
* Clean up the code, final rebuild
* Deleted yarn.lock in the root
Co-authored-by: Style Mistake <stylemistake@gmail.com>
Guns now update their overlays in update_overlays(), removing the lag from mining that was caused by mutable appearances being bugged
cl Qustinnus, AnturK
code: Moved gun overlay updating to update_overlays(), removing lag from objects when you add a flashlight / baynonet to them
/cl
thanks to Antur for pointing out that the bug with priority_overlays was caused by a bug in mutable appearances where mutable appearances directly inherit dir improperly in overlays, causing the ref to be fucked in the priority overlay list and thus being stuck in ghost land until cut_overlays() is called (Antur can probably explain this better)
Fixes#50747
* Oh jesus that took FOREVER. Why is there so much god damn food?
* First pass balance changes for single click crafts
* Yes, I know Qust is going to kill me. I'm aware.
* merge conflict fixed.
* Fuck
* Updates based on dunking element.
* Accidently bundled changes.
* Fixes Silver_spawned variable to work outside of luminescents.
## About The Pull Request
The clown now bleeds colorful reagent on April Fools.
## Why It's Good For The Game
This will increase the party potential of clowns during April Fools.
## Changelog
🆑 Iamgoofball
add: The clown now bleeds Colorful Reagent on April Fools.
/🆑
* overhauls the crap out of a lot of antag guns and their ammo
* Should probably shoot an additional bullet per squeeze at this point
* nyoops
* So travis will stop yelling at me for new lines
* Should be all I need to fix for maps
* Touches up the stechkin sprite again
* Increased the fire rate and spread of the APS and the spread of the m90, added additional magazine types for the APS and added incendiary mags into the Spetznaz bundle to retain the fire theme, added phasic m90 ammo that penetrates through all surfaces but does significantly less damage available to ops for 8 tc, tided up the code for the aps a little more and also it's sprite.
* fixes some stuff
* So travis will cease screaming
* Changed how the phasic bullets work to being closer to xray beams, added additional flags to allow the bullets to pass through structures and machinery
* Update code/game/machinery/_machinery.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/game/machinery/_machinery.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/game/machinery/doors/door.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/modules/projectiles/boxes_magazines/external/pistol.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* Update code/game/objects/structures.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* updated the gun sprites a bit more
* Hopefully this fixes the conflicts?
* Update code/game/machinery/doors/door.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
* More updating, fatter stechkin sprite
Co-authored-by: Rohesie <rohesie@gmail.com>
Asset cache now caches the asset's md5 This should solve the high cpu usage issues with it. line by line profile suggests that the next hotspot is the asset log.
Simplied asset cache code, moved verify functionality to a flush_assets proc that blocks until a client has all currently sending assets. (sidenote: there is an argument for moving most of asset_cache's global procs onto the client, get_asset_datum and register_asset are really the only valid global procs.)
Re-added batched passive sends since it does speed up how quickly the asset cache pre-caches to clients.
* inhand icons
* Adding to the object, forgot to name one icon.
* Fixing some stuff, and creating inhand icons.
* Fixes a thing I broke.
* Fixes things (including ALL posters) that shouldn't be wrenchable being wrenchable. Plaques now transfer icon_state always.
* Picture frames, painting frames, and the monkey portrait are now wooden.
* Fountain pens can now be uncommonly found in maint.
* Uneditable sign types should not become editable when unwrenched.
* Move redefined var above newly defined var.