* Changing how fast the emergency shuttle arrives now gives a more accurate estimate (#53129)
* Changing how fast the emergency shuttle arrives now gives a more accurate estimate
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Syndicate EMP bomb (#53115)
Adds a version of the syndicate bomb that produces a large EMP effect instead of exploding. costs 7tc with a stock of 2.
* Syndicate EMP bomb
Co-authored-by: GuyonBroadway <guyonbroadway@gmail.com>
* Megafauna teleportion exploit fix (#53093)
Prevents megafauna from being added to a chilling bluespace extract's linked list, removing a way of teleporting all the megafauna from lavaland onto the station at once.
Also prevents regenerative bluespace extracts from instantly teleporting megas to where the extract was made.
* Megafauna teleportion exploit fix
Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
* Kills bonus ore from the ORM. (#53073)
This was a mistake, and I regret doing it.
* Kills bonus ore from the ORM.
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* Overlay lighting component (#52413)
Sparks no longer lag, projectile beams move super smoothly, same with mobs and whatnot. This also allows for easy expansion into directional lights, field-of-view, wee-woo rotating lights or whatever.
It does have a downside: things right-clicked or checked through the alt+click tab will show the light overlay:
This is a BYOND limitation, very well worth it IMO.
🆑
add: Smooth movable lighting system implemented. Projectiles, sparks, thrown flashlights or moving mobs with lights should be much smoother and less laggy.
balance: Light sources no longer stack in range, though they still do in intensity.
/🆑
* Overlay lighting component
Co-authored-by: Rohesie <rohesie@gmail.com>
* Merge pull request #52975 from Jared-Fogle/shake-animation
Add an animation for shaking
* Add an animation for shaking
Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
* You can now activate an away mission's exit gateway regardless of whether or not the station-side gateway is still open (#53058)
* You can now activate an away mission's exit gateway regardless of whether or not the station-side gateway is still open
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
* Adds a chemical reaction to stablize plasma (#53076)
* Adds a chemical reaction to stabilize plasma
Co-authored-by: Radacitus <xrandomxmanx@gmail.com>
* Completely remove the blood contract from the game, including the blood contract antag datum. (#53059)
* Completely remove the blood contract from the game, including the blood contract antag datum.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Food refactor part 1: Bread destruction and processable element (#53047)
* Food refactor part 1: Bread destruction and processable element
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Monkeys are now disarmed like humans (#53036)
Previously, monkey disarming was the old system of RNG stun/lose item. This PR makes disarming monkeys the same as disarming humans.
* Monkeys are now disarmed like humans
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Arconomy Balance Pass 2: Market Tendency (#52974)
Price inflation is now based upon averages, and is now uncapped from 5.
Civilian budget is no longer the worst budget to pay out from.
Medical Civilian bounties are no longer chees-able in seconds.
* I'll pick this up later because it's going to need a UI with keyed lists
* Updated market crash and average inflation values.
* Alright, I'm confident now.
* Make the market crash end at the beginning of the event end
* And on the 2nd day, the lord spoke, "Compile"
* Division by zero protection.
* That should have been a max, smhing my smhead
* Arconomy Balance Pass 2: Market Tendency
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Highlander keeps most races (#53006)
Highlander now only humanizes you if the species you currently are doesn't need an outfit to stay alive.
* Highlander keeps most races
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Voice analyzers will no longer accept any message when not recorded (#53033)
* Voice analyzers will no longer accept any message when nothing is recorded
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Prevent duplicate names for vents and scrubbers in the air alarm (#52398)
It is always a pain adding in a new vent or scrubber to an area and suddenly you have duplicate names.
This prevents duplicate names for vents and scrubbers in an area.
Why It's Good For The Game
Makes engineering's life better, duplicate names are bad.
Changelog
cl
fix: Prevent duplicate vent and scrubber names in the air alarm interface.
/cl
* Prevent duplicate names for vents and scrubbers in the air alarm
Co-authored-by: NightRed <nightred@gmail.com>
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.
Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.
This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.
To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.
Requested by @optimumtact.
Changelog
cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl
* Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Adds nekomimetic, the felinid language (#52958)
Currently felinids are the only roundstart species without a language, this sees to that.
Changelog
cl Skoglol
add: Adds nekomimetic.
/cl
* Adds nekomimetic, the felinid language
Co-authored-by: skoglol <33292112+kriskog@users.noreply.github.com>
* [s] sanitizes nanite extra settings (#53065)
/datum/nanite_extra_setting/text/get_value()
return html_encode(value)
HTML injection bad. Brainwashing and potentially happiness programs are all subject to this, unless code has changed for how objective text is rendered. I don't think there's any case where nanites even need to be able to accept raw html.
* [s] sanitizes nanite extra settings
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
* species now correctly do not include organs they do not use (#53030)
* species now correctly do not include organs they do not use
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Adds Hypernoblium interactions with Plasmamans to stop self combustion. (#52942)
Plasmamen won't interact with O2 if there is also Hypernoblium in the air and if already on fire, will get extinguished.
Adds Hypernoblium as a reagent when inhaled, having Hypernoblium in your system as a Plasmamen will also stop combustion.
* Adds Hypernoblium interactions with Plasmamans to stop self combustion.
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* New breathtaking medical stack: the mourning poultice! (#52968)
New type of medical stack, obtainable from botany: the mourning poultice.
These poultices convert 10 brute and 10 burn into oxy per application, and can be used on corpses as well as the living.
It takes 20u bungotoxin, 20u aloe juice and 20u cellulose to create one stack.
I have split all the existing medical stacks into their own dmi, stacks_medical.dmi.
* New breathtaking medical stack: the mourning poultice!
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
* Chemistry machines drop beakers on floor if you are not beside them (#52922)
When ejecting a beaker it would teleport to your hand.
This checks that you are in range, if not the beaker drops at the machine.
Fixes#52882
* Chemistry machines drop beakers on floor if you are not beside them
Co-authored-by: NightRed <nightred@gmail.com>
* tgui: Yarn Berry (#53026)
This pull request upgrades Yarn to version 2 (also known as Yarn Berry).
* Update build validator
* Provide inferno in the root level package
* Remove type module from package.json
* Powershell build script
* tgui: Yarn Berry
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* Reworks the Hierophant Club as a general utility item and removes attacks. (#52880)
This PR reworks the Hierophant Club into a utility item. Mining? Gone. Attacks? Gone.
In their place? 5-tile range point-and-click instant teleport similar to the ninja. Max charge is 1. Recharge time is 15 seconds.
With the removal of this bloat, the item is now small enough to fit in the average backpack.
The hiero club establishes itself as the entry-level megafauna drop from the entry-level megafauna.
* Reworks the Hierophant Club as a general utility item and removes attacks.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* General nanite nerfs. (#52937)
Nanites have recieved a general nerf, mostly in the healing department. This is probably not enough nerfs, actually.
* General nanite nerfs.
Co-authored-by: CRITAWAKETS <sebastienracicot@hotmail.com>