mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-02-04 05:18:12 +00:00
4dbeca2ae45c72a84e8a00dbdfad7e59bf708cf6
1498 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
ddfc30c89c |
[MIRROR] Adds Moth Fashion [MDB IGNORE] (#11612)
* Adds Moth Fashion * skyrat fix Co-authored-by: Mickyan <38563876+Mickyan@users.noreply.github.com> Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com> |
||
|
|
a101539bdd |
[MIRROR] fixes arm implants breaking the drop key [MDB IGNORE] (#11621)
* fixes arm implants breaking the drop key (#65002) fixes #65001 (Surgical Toolset Implants (possibly integrated toolset implants too?) cause the drop hotkey to stop working properly) The dropkey signal always gets called, even when the item isnt extended. Comsig_kb_activated cancels the key from being sent We were doing our check inside retract, but we always assumed the dropped item was us. bad * fixes arm implants breaking the drop key Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> |
||
|
|
b8a09b4f73 |
[MIRROR] Pepper spray module for sec modsuits, Atmos resin module and nukie pyro bundle flamethrower made into module [MDB IGNORE] (#11543)
* Pepper spray module for sec modsuits, Atmos resin module and nukie pyro bundle flamethrower made into module (#64934) Pyro bundle was broken as when you brought it you would get modsuit and pyro backpack forcing you to either use armor or use backpack without fire protection(which modsuit has). Thanks to Fikou work it became a module Anti-Tider on the other hand is rarely used(i have never seen it used when i was playing sec or observing) and needed a little buff so now it will also became a module while i will make normal Anti-Tider stream wider(still working on it). * Pepper spray module for sec modsuits, Atmos resin module and nukie pyro bundle flamethrower made into module Co-authored-by: Cursed <47064429+Amrabol@users.noreply.github.com> |
||
|
|
29ba371cef |
[partially modular] advanced handcuff stuff (#10833)
* Squashed commit of the following: commit a3b37c04871a4452d9e4fe31e2926ccf7a245885 Author: Katherine Kiefer <sterlite2902@gmail.com> Date: Thu Jan 20 09:52:11 2022 +1100 argh commit da4e0d1b70baa81b24b434fd05c230e1dfd1c70d Merge: 22d5ff8c6b |
||
|
|
85fed784da |
[Semi-Modular] Synthetic Rebalance III: A Rope of Sand (#10821)
* upgradespeopleupgrades * yeah * weldingmoment * Apply suggestions from code review Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> * love death and robots * modularity i guess who knows * Apply suggestions from code review Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * wew * literally just kill me * satisfaction * i hate synths * Fixing the commented code * Update code/modules/surgery/healing.dm Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * whew * Update modular_skyrat/master_files/code/modules/power/cable.dm Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * Update modular_skyrat/master_files/code/game/objects/items/tools/weldingtool.dm Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * wew * Update code/__DEFINES/~skyrat_defines/mobs.dm Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> * Should hopefully actually fix the logic for the synth revival surgery * Update modular_skyrat/modules/customization/modules/mob/living/carbon/human/human_defense.dm Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * uwu Co-authored-by: Snakebittenn <12636964+Snakebittenn@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
||
|
|
d1cfb4338e |
[MIRROR] Contextual screentips -- Screentips now show you what items/objects can do [MDB IGNORE] (#11529)
* Contextual screentips -- Screentips now show you what items/objects can do (#64502) Adds the foundational system for contextual screentips, which will show you what you can do with objects/items, including through context, such as what you are holding. Provides several helper elements for most use cases, and applies it to a handful of common objects in order to show the full breadth of the system. Changes screentips preference from on/off to on/off/only with context. Players who originally had it on off will have it migrated to only with context, though can re-disable it. * Contextual screentips -- Screentips now show you what items/objects can do Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
||
|
|
88e86cf1a0 |
[MIRROR] Fixes issues found by new switch lints [MDB IGNORE] (#11454)
* Fixes issues found by new switch lints (#64766) Very nice addition to sdmm. * Fixes issues found by new switch lints Co-authored-by: AnturK <AnturK@users.noreply.github.com> |
||
|
|
0d76bf8ea4 |
[MIRROR] Fixes ashwalker lung runtimes on runtimestation [MDB IGNORE] (#11373)
* Fixes ashwalker lung runtimes on runtimestation (#64707) I've been getting this error every time I launch a local server on runtimestation with LOWMEMORYMODE for months and months now from one of the ashwalker dummies. I'm now finally getting around to fixing it so I don't have to see this same damn error all the time. * Fixes ashwalker lung runtimes on runtimestation Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com> |
||
|
|
34798c8ff7 |
[MIRROR] Hooch no longer heals assistants. [MDB IGNORE] (#11369)
* Hooch no longer heals assistants. (#64693) * Hooch no longer heals assistants. Co-authored-by: Iamgoofball <iamgoofball@gmail.com> |
||
|
|
07c88ffb0a |
[MIRROR] Add new surgery tgui that provides a built in body zone selector and doesn't let you start surgeries if their body is covered. Replaces some stuff with balloon alerts [MDB IGNORE] (#11322)
* Add new surgery tgui (#64579) * Move element to component, start UI, move assets into their own directory * Complete UI * Stop when another surgery is started * Set your real zone since I forgot you actually need to start the surgery too * Bring this back since I was just removing it as part of a cleanup for asset cache, but I can't prove it's not used anymore * Remove unnecessary constructor I was using for something else * Fix signal override * Add new surgery tgui that provides a built in body zone selector and doesn't let you start surgeries if their body is covered. Replaces some stuff with balloon alerts Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
||
|
|
26de81a8c1 |
[MIRROR] Removes useless status effect path defines. [MDB IGNORE] (#11143)
* Removes useless status effect path defines. * Removes useless status effect path defines. Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
||
|
|
abf7e98baa |
[MIRROR] Removes useless defines for mutation paths [MDB IGNORE] (#11138)
* Removes useless defines for mutation paths (#64512) * Removes useless defines for mutation paths * Update cortical_borer_abilities.dm * Update cqcplus.dm * Update clown.dm Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
||
|
|
274b2a7075 |
[MIRROR] Actually inserts the implant when using an autosurgeon on someone else [MDB IGNORE] (#11144)
* Actually inserts the implant when using an autosurgeon on someone else (#64528) * Actually inserts the implant when using an autosurgeon on someone else Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> |
||
|
|
4ee3921eb6 |
[MIRROR] Autosurgeons can now be used on other people [MDB IGNORE] (#11054)
* Autosurgeons can now be used on other people (#64440) Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> * Autosurgeons can now be used on other people Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com> |
||
|
|
14dd5d72be |
[MIRROR] Allows visual organs to be visible on mechanical limbs (android wings work) [MDB IGNORE] (#10717)
* Allows visual organs to be visible on mechanical limbs (android wings work) * we already have this lol Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
||
|
|
ec6ddbe758 |
[MIRROR] Remove code/__DEFINES/misc.dm [MDB IGNORE] (#10945)
* Remove code/__DEFINES/misc.dm * agagagagagaga Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
||
|
|
0acc853c91 |
[MIRROR] Adds a movement looping system, replaces inbuild procs and spacedrift with it [MDB IGNORE] (#10749)
* Adds a movement looping system, replaces inbuild procs and spacedrift with it (#62567) * Adds a subsystem to handle automated directional movement, replaces all instances of walk_towards with it. Makes meteors and immovable rods not drift in space, and makes immovable rods more destructive. Note, I've opted not to use byond's method of moving towards something, which is effectively Move(src, get_step(src, get_dir(src, target))) as it's cringe and doesn't make a smooth line. I've replaced it with a autoupdating rise over run setup, read the code for more details * woop forgot the subsystem * Documentation, contributing.md entry, and some cleanup * Makes the moveloop datum more oop friendly, sets us up for a lot of conversions * Converts the curseblob and walk_away() to the subsystem * Changes the default for override from FALSE to TRUE * converts walk() over, still need to add a replacement proc for it, but we didn't actually have anything that used the raw proc * converts the rest of walk_to() over, nearing the end now * cleans up some errors * Fully documents everything, fills in some missing movement types, uses the power of oop to make things cleaner, and typepaths longer * Finishes the contributing.md stuff * Done * Fefaults -> Defaults, can you tell I wrote this at 1AM? * resolves bubblegum issues * Roh's suggestions Co-authored-by: Rohesie <rohesie@ gmail.com> * Cleanup * Hey lemon, did you know that Destroy() lives on datums? ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh * Converts over the discrepencies created in my absense * HAHA FUCK YOU I PAY MY DUES * Whoops lost some stuff in the merge * Converts the system from seconds to deciseconds to make dealing with the api more sane * Some stuff I missed * Makes movement an inheritable subsystem type, splits the moveloop file into two, one for the subsystem, and one for the datums * Makes a subsystem that handles directing movers out to other subsystems. It's a bit bad right now, but it's a good first step. I think I'll move the move loop datum to a lazy var on mobs instead of an assoc list, don't like lists. Also makes the movement procs global, I'll move em to the /movement subsystem at some point or something like that * Converts the existing uses of the procs over to the new format * Adds support for subsystem precedence, so a type of A can override type B. General cleanup, still kinda in debug mode but it's getting better * I'll admit I'm not too familiar with this, but I think it will work * Adds starting logic so movement types "pausing" makes any sense Redoes how waiting is handled to make it based on world.time directly. I don't remember why. I think it's better this way. Adds a drifting movement type, moves space drift over to it. Needs severe work before it's ready, too much info stored and modified on the moving object, see comment Starts work on making drifting smooth * Moves almost all space drifting vars over to signals on the movement datum Properly implements glide size stuff for both the subsystem and the loops. Space drift will be smoother now. It's not perfect, but it'll work just fine for now Adds a way to override a client'd mob's glide size mid move, uses it to make entering a spacedrift look right Adds a way to delay a client move outside of just move_delay, meant to be used for long periods, and setup such that it doesn't make inputs persist Adds flags to movement loops, alongside MOVELOOP_OVERRIDE_CLIENT_CONTROL, which blocks client movements while the loop is firing, and for it's visual delay after This means you can't exit a space drift until you hit the actual wall. This feels a lot better Some general logic stuff, move() will return true/false if it succeeded or failed Adds a stop_loop() proc that's called when a move loop is no longer active Suck my nuts * Moves precedence to the loop instead of the subsystem * Moves drifting into a component, this lets me explictly block input after the move loop ends, so people can't move the moment they functionally move onto a new tile This is a bit underdeveloped currently, but that's a problem for another day Cleans up some uses of move procs, fixes runtimes in metoer and curseblob code Adds signals for stopping/starting a move loop, sending one for destroy is redundant. Moves existing event signals from the movable being acted on to the loop itself, makes more sense this way Makes the move handler return the created loop up the chain so we can register to it Fixes a logic error in loop contesting code that lead to loops never actually being removed from subsystems because they didn't know they should be. Properly changes lifetime from a time to stop, to functionally an amount of moves to complete before stopping Adds some new signals for pre/post loop process. This is to better tie into components. I decided I didn't like the idea of tying all functionality to the loops themselves The loop decides functionally how to move, components or just tied in signals can decide when/when not to move and can modify properties of the loop Making a new loop for things like atmos drift, something I'm interested in tackling in the future, seemed silly * Moves movement procs directly to the subsystem for better namespacing or whatever * Moves movement packets onto /atom/movable, no longer need the debugging I've decided to not just put their contents fully onto atom movable, since it makes debugging on live much harder, can't sdql for them anymore. Fixes a runtime in meteor code, properly this time Fixes a logic error in stop_looping Makes move manager NO_INIT, because well, it doesn't init * Commits human sin, makes Recover() work properly for movement subsystems * Fixes immovable rod orbits not always working, they were returning too early in moved and fucking up the var we use to track move count, and thus not sending a signal properly * Reworks the curseblob to use signals more, and to not use override * Missed this in the movement ss commit * Removes override, makes having a higher or equal precedence take its place * Updates documentation * Cleans up some unused defines * Nukes the unused flags option * Whoops forgot to qdel check * Removes an unused var I had for client move prevention before I started using a component * Let's do this properly * Modernizes meteor code to better match how explosions actually work currently * Some more cleanup * Cleans up effect code a little bit Nukes the effect system's sleep loop, we use movement loops instead As a part of that, instead of 1 timer per effect spawned, we react to loop failure and make it 1 timer per effect system This should reduce the amoumt of slowdown we see after mass lighting break It's not everything, we're still making a timer per spark effect, but it cuts things down significantly * Updates explosions to not sleep * Adds support for modifying a loops delay post process, makes extinguisher code suck less then it does currently, nukes some more sleeps and timer loops * Converts water tank resin over to move loops rather then sleeps, minor behavior change mind, the cooldown starts on fire rather then on land, but I think that makes more sense anyway * compile and runtime fix * Fixes some runtimes, cleans up some code, ensures feature parity when it comes to logging * Prevents resin foam from space drifting * Adds support for flags back into the system, I need it for reasons * Updates move_towards to fix some bugs and resolve some inconsistent behavior, implements a flag that makes a loop's first move start instantly * Fixes extinguishers not actually transfering any reagents * Converts sprays to the new system. This does actually minorly change behavior, in that I've changed the order of spray actions from step -> sleep -> wash to step -> wash -> sleep, but I'm not terribly torn up about it because frankly I think it feels better * Converts grav catapults over to the new system * Converts trays over to moveloops * Converts robot streaking to move loops, the other two coming soon * Compile you won't. Also fixes a behavior issue with oil streaks * Does directional step_to properly, cleans up the other two streaking types * Converts step_trigger over, not that it's actually used anywhere. Changes how stoping a move works, you need to explicitly qdel, other the step is just considered to be ignored. This will make life easier later * Adds a jps movement loop. It's a bit bloaty, id is stupid, but it'll work just fine * Makes the system support passing in a datum that's just used as extra context for the move. The hope is this makes signalizing things less of an absolute headache * Begins the conversion of ai movement datums to movement loops * These two are reasonably simple, only weird thing I'm doing is A: Not allowing target hotswapping, which I hope none is doing, and B: passing the controller into the move loop as extra context so things work properly * JPS is a bit more complex, partially because the old implementation was a bit weird. 2 major things. 1: I'm dropping what I think was a redundant behavior minimum distance check from the premove bit of logic, since I'm pretty sure it didn't do anything. 2, instead of just stoping the step in an error state like being pulled, we count it against our max move total * Audit * Moves most forced movement to the framework, adds some components to make things nicer * Implements a flag that makes the loop always operate, regardless of precedence and without impacting any other loops * Moves movement subsystems into the right folder * Hey potato what if you had two procs that did the same thing and one called the other? Wow it's useless * Merges slipping and force movement * Converys conveyors over to the system. It's a bit fragile, but I think it's totally worth it to save the sleep loop * Precedence -> Priority, cleans up some logic errors, makes priority highest to lowest instead of lowest to highest, straight cleans some code up * Makes poly and bubbles ignore spacedrift, now that precedence actually functions properly. I'm likely missing cases of this, will deal with it later * Depression, thy name is linter * Fixes linter, and hopefully fixes the runtimes in ci too * Wew * Sets sprays and extinguishers back to legacy, since people do actually seem to have noticed * Spelling errors my beloved Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com> * More detail, moves return descriptions * Converts transit tubes to the system? * Adds the glide size modifier. Not honestly sure that this should be default, considering how crummy it makes things look for normal walking, but it's useful as hell here * Adds a force move in dir template, actual support for fast initial steps (wtf old me) and a helper proc for setting delay * Cleans up displosal code a bit, I thought about adding it to the system but it would functionally be just 'disposal loops'. Maybe I'll make a template subtype? not sure how I want to handle stuff like this * Cleans up mob movement a bit * Let's use the controller's visual delay * Makes the resin thrower nicer, cries * Cleans up some comments, replaces an implicit world.icon_size with an explicit one, fixes up a typecheck * typecache instead of double istype. Can't do much about the !atom/movable, list would be too big I feel * hhh * bro wtf * Documents the why of SS_TICKER * Puts SSmovement on SS_TICKER. Lets us support tick steps * Cleans up the charge action. Makes it use moveloops * Fixes CI? kinda worried that this just got dropped * Converts disposal pipes to move loops. They stutter a bit more then usual as of now, hoping that's a me thing, if it's not I'ma look at uping the priority of the base subsystem * Moves the move subsystems off background, puts some on ssticker * Prevents some things that shouldn't move in space from moving in space * Documents the general form and usage of the system * Virgin one vs chad once Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com> * Removes unneeded check * Moves appropriate movement subsystems into SS_BACKGROUND. Removes redundant SS_KEEP_TIMINGs I do want the behavior of SS_TICKER, which at this point is tick based waits, and ignoring overtime when calculating next fire. Since honestly, these subsystems should ignore overtime in regards to next fire, the cost of moving A may be nothing compared to the cost of moving B. * Makes the MODULUS macro use floor. I knew our coders would never let me down, glad this exists, thanks ninja Fixes teleporting caused by shitty round() behavior, adds a "you hit your target" case to homing loops * Converts blood splatters to move loops, that'll do it Co-authored-by: Rohesie <rohesie@ gmail.com> Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com> * Adds a movement looping system, replaces inbuild procs and spacedrift with it Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Rohesie <rohesie@ gmail.com> Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com> |
||
|
|
b11b087a7e |
[MIRROR] Ports flying bloodsplatters from Hippie for Wounds [MDB IGNORE] (#10713)
* Ports flying bloodsplatters from Hippie for Wounds * Feex * Okay now linter, shut up * Forgot two :( Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
||
|
|
5910fd9649 |
[MIRROR] MOD update: Modular Cores [MDB IGNORE] (#10710)
* MOD update: Modular Cores * Fixing all dem conflicts * Okay now it's going to compile too * Fixing some Trigger() (they triggered me) Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
||
|
|
65b8082678 |
[MIRROR] Harddel Fix Pack #42 + Better Live Reftracking Support [MDB IGNORE] (#10639)
* Harddel Fix Pack #42 + Better Live Reftracking Support * awooga Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
||
|
|
c33061765b |
[MIRROR] [MDB IGNORE] BIDDLE TRAITORS - Adds progression traitors. Refactors uplink code in its entirety [MDB IGNORE] (#10620)
* [MDB IGNORE] BIDDLE TRAITORS - Adds progression traitors. Refactors uplink code in its entirety * updates and fixes * ffff Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
||
|
|
9df563cb76 |
[MIRROR] Dullahan Partial Refactor: They Work Again Edition [MDB IGNORE] (#10491)
* Dullahan Partial Refactor: They Work Again Edition (#63696) So, a few months ago I was like "hmm there's something weird going on with party pods...", which got me looking into important_recursive_hearers or something like that. I spoke about it in the coding channel and Kyler actually fixed it before I did. But I also caught a similar glitch with Dullahans, so I decided to investigate... Two months later... I present to you a partial unfuckening of the Dullahans, in that I made them fully functional once again: They only hear speech through their head (not sounds, sadly, someone else would have to tell me how to do that because I otherwise really wouldn't know how to do it in a sane way), they speak through their head, runechat-included. When you spawn a Dullahan, you're set to look through the Dullahan's eyes (so from their head), and that doesn't reset when you log off and back in, or admin-ghost and come back in your body. When you're looking through your head, your view will no longer be reset to your body upon entering a locker, which is nice to avoid not being blind while looking through your body. Dullahan heads no longer look completely lifeless and without organs. They have eyes that don't look dead and that even match the player's intended eye color. Dullahan can now properly examine things from their head, which was intended and 100% not functional. Dullahan heads now speak with the proper name of their owner, instead of having a random name attached to it at round-start. Dullahan heads are also now properly named too. Dullahans can now properly whisper, sing and do all these funny things that they were unable to do before. Dullahan whispers will now properly respect the range of the whisper. Dullahans can now succumb in hardcrit by whispering, as intended. This potentially fixes other species that worked similarly not being able to succumb, like abductors, although I didn't test if they normally could, I just know they absolutely will be able to now. When switching from Dullahans to a different species, your old head will no longer stay behind. I also added a proc for species to do some code when we get a ckey login in our mob, which could potentially be useful for other stuff in the future, but it was necessary here as the view is reliant on the client, which we want to ensure doesn't get weird view glitches like having their head's vision overlay while actually being centered on their body. I also made it so say() now takes a range argument, which is 7 by default, just so things that aren't humans can also whisper and do all those kinds of things. Going with that, there's probably a few more things that will be able to be done better thanks to this, although I haven't tested every edge case with this, but I doubt it will make much of a difference in the future. * Dullahan Partial Refactor: They Work Again Edition Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> |
||
|
|
092e534e75 |
[MIRROR] TGUI list conversions + bug fixes [MDB IGNORE] (#10355)
* TGUI list conversions + bug fixes * Fixing conflicts * Maintaining a few modular files while we're at it... Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
||
|
|
96c4b2efc0 |
MODsuit Digitigrade and Muzzled Variants! (#10273)
* Fixing modsuits * Bringing in the digi and muzzled MODsuit sprites! * Fixed the muzzled helmet and removed a duplicate icon_state in head_muzzled.dmi * Finally adds Digi and Muzzled MODsuit variants, courtesy of Halcyon! Co-authored-by: Gandalf2k15 <9026500+Gandalf2k15@users.noreply.github.com> |
||
|
|
58f82b5161 |
[MIRROR] [Ready] MODsuits [MDB IGNORE] (#10244)
* [Ready] MODsuits * we dont need to add these people as codeowners, goodness gracious * have to remove this because upstream * part 1 of these fixes * EEEE * Update peacekeeper_clothing.dm * E * E * Auto stash before merge of "upstream-merge-59109" and "origin/upstream-merge-59109" * E * Update expeditionary_trooper.dm * more removal * nice * modsuti modstui modusuti * fixes * E * ITS MODsuit not HARDSUIT * more hardsuit references * MODSUIT NOT HARSUITEDSA * Maps * More ,map * oop * e * oo aa * 0 * ting tang * Update modsuit_tailsprites.dm * hi fikou * bs tech update Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com> Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com> |
||
|
|
c51fd7f907 |
[MIRROR] You can no longer continue a surgery if the organ in question is somehow removed whilst mid operation [MDB IGNORE] (#10224)
* You can no longer continue a surgery if the organ in question is somehow removed whilst mid operation (#63459) * You can no longer continue a surgery if the organ in question is somehow removed whilst mid operation Co-authored-by: Seth Scherer <supernovaa41@gmx.com> |
||
|
|
647b408d01 |
[MIRROR] Fixes typos in span, other html elements [MDB IGNORE] (#10222)
* Fixes typos in span, other html elements (#63510) Atomizes a much larger PR for another time... There are typos in span and other html messages that causes them to not render correctly or at all. Bug fixes Converts those instances of span to use the macro * Fixes typos in span, other html elements Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> |
||
|
|
9122e54e5b |
Stasis now preserves numbing and extends unconsciousness as sleeping while under. (#10088)
Mood penalties for varying levels of surgery anesthesia. Co-authored-by: Gandalf <jzo123@hotmail.com> |
||
|
|
d561d5634d |
[MIRROR] Fixes cat ears only showing every second dummy render [MDB IGNORE] (#10100)
* Fixes cat ears only showing every second dummy render (#63384)
Someone made cat butcher mobs remove the butcher'd cat's actual dna for ears, shiz moved this behavior to the
ear removal itself later, and in the year of our lord 2021 it's fucking up preference renders because we remove
the cat ear before we add it. Kill me
Issue was triggered by
|
||
|
|
624c7d6d55 |
[MIRROR] TGUI input box conversions 1 [MDB IGNORE] (#10020)
* TGUI input box conversions 1 * Fixing conflicts! * Whoops Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> |
||
|
|
b7164873d4 |
[MIRROR] Speeds up the preference menu, significantly. Adds object pooling, other stuff too [MDB IGNORE] (#9962)
* Speeds up the preference menu, significantly. Adds object pooling, other stuff too * First fixes * Feex * Quick fix for the unit test to shut up * Fixing the runtime with randomly-colored jumpsuits * Fixes that one hard del Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
||
|
|
aa67153ed6 |
[MIRROR] Fix replaced_by surgeries (fixing showing all tend wounds when upgraded) [MDB IGNORE] (#9849)
* Fix replaced_by surgeries (fixing showing all tend wounds when upgraded) (#63111) * Fix replaced_by surgeries (fixing showing all tend wounds when upgraded) Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
||
|
|
6666060904 |
[MIRROR] Adds the ventriloquism behavior to disembodied heads. [MDB IGNORE] (#9790)
* Adds the ventriloquism behavior to disembodied heads. (#63143) What is says on the tin. Same behaviour as a mime's dummy, except with more bodily injury. The only thing this PR's missing is proper in-hands for heads but that's a much larger undertaking out of scope for this coder. * Adds the ventriloquism behavior to disembodied heads. Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com> |
||
|
|
56db213b50 |
[MIRROR] DNA code now supports unique identity and features blocks of different size. [MDB IGNORE] (#9635)
* DNA code now supports unique identity and features blocks of different size. * E Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com> |
||
|
|
28f8bc0c4b |
[MIRROR] Fixes tend wounds being inacessible without an operating table + computer [MDB IGNORE] (#9743)
* Fixes tend wounds being inacessible without an operating table + computer (#63079) * Fixes tend wounds being inacessible without an operating table + computer Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
||
|
|
2113f5a749 |
[MIRROR] Replace slime extract experiments, required for biotech, with dissection surgery [MDB IGNORE] (#9713)
* Replace slime extract experiments, required for biotech, with dissection surgery * Fix Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> |
||
|
|
0ab81fe466 |
[MIRROR] Refactors Sign Language & Fixes Inconsistency [MDB IGNORE] (#9596)
* Refactors Sign Language & Fixes Inconsistency (#62836) Refactors Sign Language code so instead of copy-pasting the same giant wall of checks we can just use a proc. Also now checks to see if your limb is disabled, which fixes people with disabled robotic limbs being able to sign still. Finally, the tongue only has ORGAN_UNREMOVABLE if you attained it from the trait. I've been told that the tongue could be attained from meateors and I think that's funny as hell so I swapped that over. * Refactors Sign Language & Fixes Inconsistency Co-authored-by: Wallem <66052067+Wallemations@users.noreply.github.com> |
||
|
|
054b4d9739 |
[MIRROR] nitryl and stimulum merge in nitrium [MDB IGNORE] (#9514)
* nitryl and stimulum merge in nitrium (#62061) This PR is the first of a few were i'll be merging similar working gases into one. This time is Nitryl and Stimulum. They'll be merged into Nitrium , a brown gas with both features of the two gases The main scope is to add dept to atmos by removing bloated content and/or repeated content that has never seen the lights of the day (how many times have you seen both gases made and used at the same time?) The PR so far: -removed nitryl -removed stimulum -merged them into Nitrium (Nitrium is now made with trit, nitrogen and bz from a minimum temperature of 1500 K) -made Nitrium have both gases features such as fast movements and sleep and stun immunity but increased damage taken -Nitrium can make crystals that spread the chemicals with a cloud (is still far more efficient to just breathe the gas) Less rare gases, going towards a better atmos gameplay loop * nitryl and stimulum merge in nitrium * Fixing blackmesa Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
||
|
|
625dfb5c1c |
[MIRROR] Wings negate fall damage from short falls (remake) [MDB IGNORE] (#9468)
* Wings negate fall damage from short falls (remake) * Feeeeex * Alright now we're good. Co-authored-by: Mickyan <38563876+Mickyan@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
||
|
|
1b2f7182f8 |
[MIRROR] Fixes "Choking (No N2)" not being cleared correctly [MDB IGNORE] (#9360)
* Fixes n2 alert not clearing correctly, if lungs have a safe_nitro_min, air is cut off, and then they get air again. (#62684) * Fixes "Choking (No N2)" not being cleared correctly Co-authored-by: Tastyfish <crazychris32@gmail.com> |
||
|
|
99a6fe31f2 |
[SEMI-MODULAR?][TESTMERGE FIRST] Glow in the dark markings/bodyparts/eyes (#8960)
* FUCKIN WOOO * much better * yesssssss * yeetus deletus the merge conflictus dies * fug that was an oops * better * linters are weird * woops I erased tesh tails * better * wingfix Co-authored-by: Gandalf <jzo123@hotmail.com> |
||
|
|
31fd72e231 |
High luminosity eyes now keep the eye colour they are set to (#9186)
* E * Better eye sprites * Update eyes.dm * Update human_face.dmi |
||
|
|
b7b6bd501f |
[MIRROR] removes double spaces AFTER symbols [MDB IGNORE] (#9226)
* removes double spaces AFTER symbols * Fixing conflicts Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
||
|
|
e90627be0e |
[MIRROR] Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed [MDB IGNORE] (#9176)
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed * Fixing conflicts * Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!) * Removing more lingering rad armor (woo) * Damnit powerarmors * Bye bye rad collectors! Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
||
|
|
401b09e207 |
[MIRROR] Changes Plasmamen belt tanks volume and the rate that their lungs consume plasma to 1/4 of the previous value. [MDB IGNORE] (#9197)
* Changes Plasmamen belt tanks volume and the rate that their lungs consume plasma to 1/4 of the previous value. (#62081) Plasmamen belt tank volume is 24, the extended engineering one is 6 and the emergency internals are 3. The issue balance wise is that all of those have the same pocket size and can be printed at the same Research tier, this results on smart atmos/engineers printing a plasmamen belt tank and filling it with O2 so their internals can last for almost 2 hours instead of the 24 minutes of the extended O2. Now they have the same volume but plasmamen lungs were rebalanced to consume plasma at a lower rate. To be clear, it will have no effect on how long the internal last for a plasmamen. Removes a no skill trick that gives you internals that will last for all shift, you can still make those but it will take a tiny bit of effort now. Also a small step to make internals balanced. * Changes Plasmamen belt tanks volume and the rate that their lungs consume plasma to 1/4 of the previous value. Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com> |
||
|
|
7954d664a8 |
[MIRROR] removes double spaces before symbols [MDB IGNORE] (#9117)
* removes double spaces before symbols (#62397) This can apparently cause some bugs on occasions, so I thought I might as well try to kill them all. * removes double spaces before symbols Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
||
|
|
36283fe8fd |
[MIRROR] Ethereals now have their own lungs and electrolyze breathed water vapor [MDB IGNORE] (#9068)
* Ethereals now have their own lungs and electrolyze breathed water vapor (#62197) * Ethereals now have their own lungs and electrolyze breathed water vapor Co-authored-by: Capsandi <38051413+Capsandi@users.noreply.github.com> |
||
|
|
143dea00eb |
[Semi-modular] Adds Teshari (#8663)
* Initial commit, first PR added, small sprite tweaks done myself * hardsuit tail sprite and more modifications * Language and stuff, most of second PR * idk what I did here because I slept between commits but probably a lot * Adds many many matrix coloured earsprites fuck me this was a lot of work * Species page, body markings and final cosmetic changes * Small tail tweak * Small clothing sprite tweak * Linter: trailing newline * schechi icon made, code clothing moved to modular/master file * Some suggestions implemented * Comments etc * snake_case * Changes var names, rejects body size modification * again but properly this time * Moves clothing pixel stuff into defines * Quirks can be restricted for some species now * And now it actually works * Move to modular file * removes species quirk stuff * Fixed Schechi * Fixes 0 damage punch, made a husk sprite * improves clothing sprites, fixes offsets of 'certain' bodyparts... :/ * Nevermind, it just doesn't work, no dicks for you Co-authored-by: Ranged <nickvanderkroon@gmail.com> |
||
|
|
fd577e0227 |
GoofSec: Departmental Guards, Stamina Crit Fixes, Armory Rework, 3-Hit-Stamcrit Batons, Flashbang fixes (#8524)
* GoofSec: Departmental Guards, Stamina Crit Fixes, Armory Rework, 3-Hit-Stamcrit Batons, Flashbang fixes * More realism changes to the guns. * "lmao lets just make bullets do double damage!!!!!" * maint-fu properly restored * fixes disabler desc * sagwfwdqdqa * Departmental Guard Drip + Fixing Guard Rolling Antags * adds the trims for the guards * haha yes i totally forgot the knockdown * Brute damage hardlight bullets + map fixes! * afwefqdqwd * fixes security armor balance lmfao * NICE FUCKIN MERGE CONFLICT * Big Security Armor Rework + Fixing cell swapping issues * Space Police! * removes 2hand from the guns for now * Fixes Guard antag rolling. * Stamina crit filter is back! * Fixed vendors, 911 overhaul, Re-added sec crates to cargo * whoops haha * afwvwsadcwaed * efWEFwedqadq * bank error, you have been rewarded 20 thousand credits Co-authored-by: Funce <funce.973@gmail.com> Co-authored-by: Gandalf <jzo123@hotmail.com> |
||
|
|
b749f88ffa |
white women (#8996)
Co-authored-by: louiseedwardstuart <bonniefluff> |