* Easy's Super Omega "unarmed strike based species var moved to limbs" refractor, unarmed strike striking with specific body parts rather than it just being flavor, and brain based attacking limb selection extra chunky edition. And also bodypart traits.
* Removed all the conflicts, and started converting all the arms and legs to the proper typepaths
* Actually makes the game compile :)
* Makes the maps compile too!
* Early mirror of #71143 because it's more relevant to us
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* [MDB IGNORE] Shuttle engines part 2: Engines are now machines (#69793)
* Makes engines machines instead of structures
* Updates the maps
* Fixes boards and anchoring
* Removes 2 unused engine types
Router was actually used a total of once, so I just replaced it with propulsion.
I think cutting down on these useless engine types that make no difference in-game would be a nice first step to adding more functionalities to them.
* Don't use power (since shuttles dont have)
Shuttles don't have APCs, instead they just have infinite power, so I'm removing their power usage for now. I'm hoping this can be removed when unique mechanics are added to engines, because I would like them to make use of power like other machines.
* re-organizes vars
* deletes deleted dm file
* Slightly improves cargo selling code
* Renames the updatepaths
* Removes in_wall engines
I hate this stupid engine it sucks it's useless it's used solely for the tram it provides nothing of benefit to the server
replaces them with regular engines
* [MDB IGNORE] Shuttle engines part 2: Engines are now machines
* should fix that
* THEY. REMOVED IN WALL ENGINES. THE BASTARDS.
* common mining shuttle
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* Police hats are now hats instead of helmets. (#69643)
* Fixes police hats covering your hair.
Makes police hats a subtype of Warden's hats, so they still are security-level armor, without covering your hair like helmets do.
This was gone unnoticed because the item is very limited in-game.
I also renamed the gravity generator updatepaths because it's been inconsistent with the rest of the updatepaths for a while now.
* renames updatepaths
* Update tools/UpdatePaths/Scripts/69643_police_hat.txt
Co-authored-by: san7890 <the@ san7890.com>
* moves the hat to warden's, removes icon state
Turns out the icon state is shared between both hats, so the only real difference is name and description...
Co-authored-by: san7890 <the@ san7890.com>
* Police hats are now hats instead of helmets.
* Update head.dm
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* [MDB IGNORE] APC controller and Power Monitor/AmpCheck fixes, aka How do I write PR titles (#69146)
About The Pull Request
bgug fix stuff
APC controller UI has its elements section'ed off. The backend has been redone to make the behaviour of the APC controller a bit less janky. The console should be more stable, and all the soul has been removed from the code and the UI.
before this PR stales out from nobody wanting to review my pr, I should probably outline what exactly changed:
APC controller consoles have had their APC code almost entirely reworked. They no longer have to hold a reference to the person using the controller currently, and APCs themselves no longer hold a reference to the controller, instead to the person directly. A lot of code was moved to APC themselves to make it a lot more stable.
APC controller used to call toggle_breaker without passing args, causing a runtime. Fixed in
Fixes the power flow control console not actually being able to toggle breakers #69343
APC controller UI has had the Window.Content tags moved up to the top component, and a lot has been sectioned off to make the UI more sane.
AmpCheck used to look for a wire on it's turf, or as a fallback look for the Area APC. A check to see if the APC has a terminal did so on a weakref, causing a runtime and preventing the program from ever finding a valid APC in it's area, making it show nothing. This has been fixed. On the other hand, the power monitor console did not store the ground wire or APC terminal as a weakref, this has been updated. As a fallback, if there are still no APCs in the powernet, the UI will show a dimmer popup.
There was a "secret" power monitor variation in code so PDAs could not access monitors in hidden places. With the removal of PDAs, this control console is useless.
Why It's Good For The Game
Tiny bit of (much needed) polish on some useful tools in the engineering department.
Changelog
cl
fix: Fixed runtime when using AmpCheck without connecting the console with a wire.
fix: Fixed a few runtimes that could occur when using APC controller consoles.
qol: Sucked soul out of APC controller code and UI.
del: Removed "secret" power monitor console.
/cl
* [MDB IGNORE] APC controller and Power Monitor/AmpCheck fixes, aka How do I write PR titles
* update paths
Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Merges ordnance data disks (#68376)
JohnFulpWillard
Member
JohnFulpWillard commented 23 days ago
About The Pull Request
Merges ordnance data disk and frontier data disk, since the ordnance data disk's description says it is for ordnance-related stuff, yet doesnt have the main app people need to do Ordnance, which I found weird.
I additionally moved the NT Frontier app to the rest of the programs folder, and renamed it Frontier so it is easier to find.
Why It's Good For The Game
This allows the semi-public ordnance data disk (as they are found in vending machines) to actually contain the ordnance app it claims it provides, making it easier for an Atmospherics Technician (or anyone, really) to get the app needed to upload gasses they make, as experiments for their nodes.
This makes it easier for Engineering to do Engineering-related experiments to get Engineering-related tech nodes, much like Medical can by doing Dissection surgeries, while also giving more use to the Frontier's ability to put authors, since now Science and Atmospherics can see eachother completing experiments and maybe even try to outdo the other.
Changelog
cl
balance: Ordnance data disks now have the Frontier app on them, and has entirely replaced Frontier data disks.
/cl
* Merges ordnance data disks
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* The GAGening: Clothesmate edition
* ThisShouldWork
* hgnbhg
* would probably help to have the right .dmi
* fixed?
* Fuck you
Co-authored-by: Twaticus <46540570+Twaticus@users.noreply.github.com>
* Completely removes `proc_holders` from existence. Refactors all wizard, xeno, spider, and genetics powers to be actions. Also refactors and sorts ton of accompanying code.
* our changes
* yes
* 0
* Update blackmesa.dmm
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
* [MDB Ignore] Shifts all (sane) varedited signs to directionals (#68004)
* [MDB Ignore] Shifts all (sane) varedited signs to directionals
Hey there,
So we have these cool new sign directionals now, but we still have all of the old pixel-shifted pre-fabrications lying around. So, I added an UpdatePaths (as well as Updated the Paths) to be a bit better at using directionals, because directionals are pretty neato.
This should update every single var_edit that used the proper 32 pixelshift (some of them used 28, and I'm unable to account for that automatically with current tooling) into a proper subtype. Mappers tend to learn by looking at well established maps, so it's always important to ensure that the well-established maps use the most recent tooling (i.e.: bring them up to the surface) and avoid needless excess lines in maps.
* The Commit With All The Maps
OH GOD OH FUCK
* Renames the UpdatePaths
* [MDB Ignore] Shifts all (sane) varedited signs to directionals
* updates all our maps
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>