* Highlander changes
* Prevents losing your claymore F O R E V E R
* Adds partial bloodthirst sating from attacking
* Reworks bloodthirst
* Forgot to push this
* Adds a disk-capture mechanic
* Changes based on feedback
* Bugfixes
* Makes the pinpointer functional
A few fixes on crates.
The crates now inform players that all the digits in the code must be unique rather than forcing them to dive into code comments to know this rather important thing about cracking them, and perform a sanity-check on the input to reject any guess with repeating digits without wasting an attempt.
The multitool will return the last attempt along with the cows and bulls, purely to save players having to use an external notepad or whatever to keep track of what they've entered.
Gets rid of the z in the list of possible digits, and rewrote the cows-and-bulls check so the original bug that caused 0 to return a cow shouldn't happen any more.
Added a Experimental Limb Grower to the medbay department, now medical stuff can grow synthetic limbs using Synthflesh to help crew that suffer any work related accidents.
Significantly reworked bubblegum's attacks, it now has the following attacks;
Attacks through blood, done occasionally and at the end of every charge.
Spray blood if it failed to attack through blood during its normal attack sequence.
Warp through blood if it failed to attack through blood during its normal attack sequence.
Spawn up to 6 slaughterlings, which block enemies but not it.
Charge at a target. May be prefaced by a blood warp or done up to 3 times if below half health.
* Properly guard removing air from empty tiles in some atmos machines
Scrubbers had the guard, but were trying to access gases before
checking, leading to a lot of needless runtimes. dp vents did not seem
to check at all
* remove stray bracket
* Only holy water will clean blood runes
* macro!
* holy no longer required
* i am far too unethical and spite driven half the time
* it appears code done in the middle of the night in the hope that oranges hasn't merged my pr isn't always that good
* Bringing computers to the light side
Bringing computers to the light side
* Lighter and lighter
Lighter and lighter
* Missed some lists
Missed some lists
* Text to defines
Text to defines
* Last commit
Last commit
* How did this even get here
How did this even get here
* Removing bad stuff
Removing bad stuff
* Fixes verb adding and idle check
Fixes verb adding and idle check
* Adds semi-transparent colored fullscreen overlays which are used by glasses with tint_color.
Currently only red, blue, and green are available. And only nightvision glasses currently have a tint_color when worn (green).
* Completely rewrites how I did color tinting. We now use datum/client_colour and the client's color var.
I fixed items in our inventory UI being colored when using client.color.
I added an altclick() option on all glasses to toggle a new pref regarding the use of glass coloring your view.
I made a lot more glasses use vision coloring.
I fixed Thermal HUD Scanner not having its action button to switch hud type.
* Observer huds now only trigger for mobs
getpois can return items that are not mobs, such as the capture the flag
machinery, so we avoid trying to set the hud for these items
* add missing bracket
Teslium is now easier to make, and as with most electronics, no longer mixes with water.
tesla_act and tesla_zap both now have arguments to specify whether they explode machinery. By default only the tesla engine will explode machinery. This means that Tesla Revolvers will no longer cause a large area to implode if there is no one nearby the target of it to shock. This also means that tesla-grill bolts will no longer blow things up.
Changes documentation to an md
Changes some santize on inputs to reject_bad_text
Adds handling for the downloader to abort the download if the program is killed
This means stuff like bubblegum charging at you through rock, colossus throwing blasts through rock, hierophant doing anything if you're behind a wall, etc.
Also fixes targets_from var of hostile animal not being cleared when mob is deleted.
Finally, the automatic forced mob unbuckling when the mob is gibbed is moved to living/Destroy() so that it covers all possible deletions.