* Reworks Brain Damage
* mechanics
* rebalancing
* hulks in wheelchairs
* yup
* bugsquash
* Adds narcolepsy, phobias and agnosia. Not guaranteed 100% bug-free yet, testmerge at your own risk.
* lizard phobia
* Did you know there's a skeleton inside of you RIGHT NOW?
* Fixes for the new stuff
* The issue with those is that in most rounds you won't see them
I'll keep them available so they can be added manually, for example by events and such
* Goof reviews
* Brainloss is based off brain organ integrity
removes brainloss var
* Replaces some getorganslot with defines
* eyes
* put the traumas in the brainnnn
* text
* args
* Adds godwoken, puts split personality in severe, adds brainwashing
* Bluespace prophet special trauma (untested)
* Some minor stuff
* Monophobia, and tweaks
* More fixes
* fix
* a
* new tail
* Discoordination and Muscle Weakness
* thanks for the review!
* [B]oneless
* agnosia fix
* .
* go away agnosia
* pretend it didn't happen
* Shitcode-free-er
* bitwisdom
* psychotic brawling
* i guess this might be important
* latest reviews
* .
* conflict-free
* addresses it
* surgery fix
* a masterpiece
* fix
* fix again
* config
* damage formula reworked
* who needs to test anyway
* fixes some bugs
* fix 2
* proper spookin
* bluespace prophet fixes and improvements
* no bible healing
* .
* normalizes monophobia chances
* nerfs laserpointers, adds cat interaction
* typo'd
* fixes is_helpers
* look at you, coder. panting and typoing as you code through my halls
* addresses minor notes, adds iscatperson to purrbation
* Replaces ON_PURRBATION define, changes to logging in laserpointer.dm
* true
* I forgot that its TRUE not true rest the fuck in peace
* Final tweaks
* Removes Stray else
* wip
* wip2
* makes code actually compile on 511 + fixes
* versioning
* s
* adds python conversion script, schema change and removes 'force ' from item_used_for_combat
* fix to compile
* forgot to actually commit this
* Free codebase churn
* fixes dviewmob
* a commit
* Partial revert "Free codebase churn"
This reverts commit 9dd41b3860c331637bbc85e694dd32dc59768ad5.
* better fix to dviewmob
* renames living_mob_list to alive_mob_list, adds mob_living_list and carbon_list
* make some use out of the shiny carbon list
* make some use out of the shiny new living list
* more things, also make the mobs subsystem (Life) use living list
* bonus
* domo arigato mr. roboto
* compile fixes, also made the drone code less dumb
* better?
* make admin message prettier
* honk
* fixes blobs
* rev fixes
* one small thing
* Wizard datum
* This can go in this one actually
* Old proc
* Delete equipment
* Academy wizard datum
* didn't notice the spawn before
* otufit
* Some special_role removal
* Configuration datum refactor
* More WIP
* New easier on the eyes format
* More WIP
* Finished config.txt
* Fucktons more WIP
* The end of conversion draws near...
* Add all this shit
* Done converting entries finally
* Hunting down compile errors
* More WIP
* MORE CONVERSIONS
* More WIP
* More WIP
* Oh shit only 90 errors this time!
* IT COMPILES!!!
* Fixes world start runtimes
There's a certain issue of people spoofing real byond links to admins. Now all links should come with a generated key that is validated when the Topic is run.
Added DEBUG_ADMIN_HREFS to debug this system while we test it (Allows hrefs without tokens and complains about it in the logs)
Just add [HrefToken()] as a parameter to all admin hrefs. Anything that ends up running through VV or Holder will be verified
* Ports Paradise Job exp system
* changed to use json_decode and json_encode as recommended by oranges
* updates changelog
* Reee cyberboss
* Changes to use a seperate table
* Updates database changelog
Changes to use mediumint
* Back to wip we go.
Changes sql stuff to how mso suggested
Attempts the changes requested in the other pr.
* work on stuff.
* work on stuff.
* Renamed proc for time remaining.
Fixed updating time amounts.
Added delay to fix firing at roundstart
* exp is now stored in a global list, and only updated to the db at round end.
* some stuff
* Added button to toggle exempt status on a player.
Still need to make it update the db
* REEE Jordie.
Undoes delaying exp updating to round end.
Adds the updating filtering to the update_exp_client proc which is used again
* Lowers a bunch of the times needed.
* Makes tracking per job instead of per department.
Department time is now calculated from job time.
* Whoops forgot to update master first. Lemme save this
Reverb should play cheeki breeki to people
* I think I did this right.
Too tired to test atm.
Busy rewatching twintails ni narimasu
* Removes var from proc arguments
Fixes database stuff
* Does some requested changes.
Makes special_role be tracked instead of bundled under special.
* Done, but need to refactor how it handles ghost roles.
* Less false data wew
* Changes
* Updates db version
More changes
* More changes
* More changes
* revision fix
* OOPS
* fix schemas
* Makes SQL error logging handled by Execute
Gang role tracking now strips out the gang name and is generic.
Click catcher now supports mousemove/mousedrag. Basically, mouse location can now be captured even if the user isn't mousing over a visible location
Added procs to allow for projectiles to be fired with just an angle for pixel projectiles, instead of requiring a target turf and pixel x/y
Added procs to get angle of user's mouse from their viewpoint (Time to rework gang machine guns again!)
Beam rifles now have different zoom modes
Free directional zooms out and tracks the angle of your mouse from the center of the screen. However, you can't target with very good accuracy on this (Shots can't be properly aimed on non dense objects/lying down mobs.)
Locked directional zooms like free directional but doesn't automatically turn if your aim changes.
Center view, just increases your view in all directions (2x weaker)
No zoom mode, in which you just retain your normal view.
You can select beam rifle zooming rates to be instant or stepped.
Stepped zooming rates zoom out 5 tiles per second. This will likely help with people not being able to use it without lagging because their computers aren't as beefy!
Beam rifles no longer require zoom to be fired
Beam rifle aiming beams now instantly update instead of on process
Beam rifle aiming beams are now one object instead of 150. This'll help with the lag caused by it during gameplay that I've observed.
Angular penalty reduced by 0.1 for a nice even number.
Instances of client.view = have been replaced with client.change_view() as that'll properly update the click catcher
Hopefully shooting yourself in the face when you hit a blob tile or whatnot is fixed with the new and improved code..
* Begins converting Ninjas into the new antagonist datum system. Does not compile. Work in progress.
* More work towards datumizing ninjas. Still not finished. Now compiles.
* Adds ninja to traitor panel.
* Add objectives now takes an arg for number of objectives.
* Event now actually ninjas the ninja.
* Ninja suit initialization now works.
* Cleans up the suit initialization code some.
* Suit initialization is now action rather than verb based.
* Now properly adds objectives and memories to the mind upon gaining datum.
* Starts to replace ninja verbs with actions.
* Hooks ninja abilities up to action buttons.
* Whoops, missed a verb. Gloves are next.
* Adds toggle ineraction type action button.
* Changes icons as per ChanglingRain's suggestions.
* Second round of changes for ChanglingRain
* Replaces sleeps with addtimers. It's ugly, but more CPU efficient.
* Fixes compile errors.
* Fixes compile error, again.