About The Pull Request
All mobs in GLOB.player_list have clients attached and there is in fact a fair amount of code that is working fine without checking client on things in player_list. This pr just removes a bunch of checks for client when iterating over player_list.
About The Pull Request
does what says on title, becomes a securitron that can shoot people
removes ed209 cell because it doesnt do anything why does it even exist
fixes ed209 crafting using dragnets
sadly, removes lasertag mode from ed209, but ive never seen anyone use it and it made everything a lot more confusing
eds now shoot you even if youre lying down because i guess that you could rest before to avoid getting shot but im not 100% sure
Why It's Good For The Game
fixes tons of horrifying copypaste
also fixes some minor things
Changelog
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del: Lasertag EDs have been removed
code: EDs are now not a horrifying mess of copypasted securitron code
balance: EDs now still shoot you if you're lying down
tweak: you no longer need a battery to make an ed209
fix: fixes ed209 crafting using dragnets instead of disablers
/cl
About The Pull Request
Adds cancel buttons to input boxes that didn't have them before.
Why It's Good For The Game
Good UX.
Changelog
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add: More cancel buttons.
/cl
About The Pull Request
The thing other than ruining maps that I was working on
Refactors VV to use a more standard way of doing topic dropdown options rather than a huge if/else chain
Marking datums is now a right click option
Moves a few files around too/few procs
Why It's Good For The Game
Makes it easier to add more VV dropdown options in the future, and moving href list keys to defines make misspelling them harder.
Changelog
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add: Oh yeah also added a "return value of proccall" option for VV var editing.
refactor: View Variables has been refactored. It should now be easier to make VV dropdown options.
/cl
About The Pull Request
Fixes#45341 so that blueprints can no longer be used when not in-hand, and turfs now properly compile a list of the blueprint items it should hold by delaying when it retrieves this information, as objects such as manifolds and wires didn't initialize with their proper sprite.
Changelog
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fix: The CE's blueprints can no longer be used if not in-hand, and its scanning function has been fixed.
/cl
About The Pull Request
repaths clothing/under to be more sane
Also fixed a couple of bugs relating to pathing being incorrect, and modified a couple of bad descriptions and names
Also adds a map path updating script, which also helps show the full repath.
Why It's Good For The Game
improves maintainability, makes mapping easier, stages for a clothing dmi split
Changelog
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refactor: repathed all under clothing, keep an eye out for errors
/cl
* Brain damage works on organ damage procs, some defib reworks
* Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again
* Cleans up reused global
* Organ damage procs on living and living/carbon
* Changes brain damage procs again
* SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects.
* Damage and failure effects for the appendix, ears, and some touchups on the stomach
* Committing changes so I don't lose them
* Organs now cease decaying in the proper containers
* Organ Fridges
* Reverts map changes
* Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime
* Actually fixes merge conflict
* Smartfridge tweaks
* Think I figured out map merger
* Evidently not
* Still runtiming with glass shards even after I remove the map changes?
* Fixes runtime error with brain_item
* Runtime fix on living/carbon/life
* Cleaning up old PR code
* Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were
* Wrong math operation used
* Brains in MMIs no longer decay
* Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts
* Removes misleading comment
* init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss
* Removes random spaces, scanners check brain damage severity now
* Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it
* List change
* Runs off of an index instead of using cut
* Brains can be put into organ fridges
* Fixes minor type, hotfix for cloning problem
* Removes pointless check
* Demon hearts no longer decay
* Nightmare hearts no longer decay
* Removes istype() check on process, sets can_decompose instead
* Condenses organ damage report
* Removes organ failure messages
* Less organ damage spam, implements organ threshold messages instead
* Brain damage messages go to owner, not source
* Self-examine shows damaged organs
* Minor code cleanup, adds autodoc comments to the new procs
* Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments.
* Merged the booleans into a set of flags
* Healthy living improves organ healing rates
* dunno why this didn't update
* my actions have consequences
* Sets ORGAN_SYNTHETIC for overlooked robotics organs
* Doubles heart decay time
* 3 minute heart decay
* Lobectomy/Coronary_Bypass heal more
* removes hivemind spells from the changes
* adds hat throwing on people and borgs
* clothing flags, hats can knock off non-items, borg hat blacklist check
* prevents hats with items in them from being able to land on heads
* removes extra equip, hats can go on the hatless again, tinfoil fix
* if
* bit flag
About The Pull Request
This PR add "Bluespace Navigation Gigabeacon" that shuttles can use as a target for the jump computer.
You can customize locked status by multitool or name of beacons by multitool with unscrewed beacon.
If you, or emp, lock beacon you are still able see it in choice list like a "Locked" destination, but unable to jump to it.
Why It's Good For The Game
Now any spacemen can construct their own Space station on any Z lvl (that not reserved, centcom, away mission) and dock (by custom dock) his ship to it.
Now we actially have some shuttles that have ability to place custom dock.
That one is whiteship, but only if its not UFO, 4 ships in caravan ambush(for 2 need sindycate access), +1 for nuclear ops(sindycate access), but dont forgot that Admins can spawn "navigation computer" to any shuttle.).
Lavaland safari likers now can land anywhere where they can fit a ship, on lava, basalt, and plating turfs, also asteroid.
I drop some bombs to clear spot and land to lavaland.
http://recordit.co/qN10qfuift
Here i create dry dock near station and dock ship into it.
http://recordit.co/R4kXqN8rnt
all walls and other floors are forbidden to prevent you landing on the station
possibly more random gibberish?)
maybe change plating to reinforced (engine) floor.
Navigation computer now use trait blacklist to filter out z levels to where it can't place custom dock.
This make easy to add new z lvls where it can place dock.
Timers, signals, and components need to know when the thing they're
attached to is getting destroyed or bad things happen. Since any datum
can make use of these every destroy needs to call parent.
cl Time-Green
add: Adds plumbing pipes and some hidden plumbing related machines. They're not available in-game yet.
sprites: Geyser and geyser pump sprites created by Mey-Ha-Zah!
/cl
Adds the following objects:
Fluid ducts . Like atmos pipe, but for reagents. They're smart and can be seperated by layer and color
Geysers. They spawn on lavaland and can be harvested with liquid pumps or just beakers.
Liquid pumps. For pumping geysers. They need to be on a wire node and connected to a duct network.
Plumbable reagent dispenser subtype.
New plumbing RPD specific RPD.
Plungers. The reinforced plunger can be used for plunging geysers to activate them. They currently serve no other function and can't be worn as a hat yet.
They're all disabled and admin only.
Adds the following systems:
Ductnet datum. They pretty much say "hey, we're connected"
Plumbing component. You can turn any movable atom into a plumbable thing. Comes with overlays and everything. They're essential for everything that has input and outputs, except pipes. That means you can have machines connected to both atmospheric pipes and fluid ducts. They only connect with layer 3 ducts.
Fluid subsystem that handles the processing on the plumbing machinery and other plumbing related stuff.
Basically atmospherics but with reagents. Reagents are pressurized and thus transferred instantly, to avoid those stupid leftovers in pipes no one likes. I am PRing it now because if I were to add a dozen or so associated machines, it would be too much of a pain to manage/review in one PR. It would also be a massive waste if people didn't even want it in the first place.
Also yes all of this works (as far as I know)
Things I plan to add in later PR's
Layers / colors (maybe) done
Machinery (Stuff like chemical processors, filters, special mixing chambers and factories)
Make geysers more interesting, so chemists/atmostechs/cargotechs/assistants can go to lavaland and get some exotic stuff.
Pipe fractures. Damaged pipes could do the cartooney water soaker beam coming out to shoot at people cause why the fuck not.
Code concerns:
Connecting is handled through pipes only. Not sure if this is the best approach. This means plumbing devices cant directly connect to each other without pipes. I could add some exceptions to handle it. I could also take connecting away from pipes and make it a global proc, with alot of exceptions since it'd be handling both plumbing machinery and the ducts.
Reagent transferring. Basically the transfer is instantaneous from A to B. I did this because stuff getting stuck in pipes could pose some serious mixing problems with chemistry, since it's alot more delicate than atmos. I could understand if people would want it to be like atmos. It wouldn't be difficult to change.
Also for testing I suggest you set the pipe_dispenser to category 3 to print fluid ducts. My tests were done with
/obj/structure/geyser
/obj/structure/reagent_dispensers/plumbed/storage
/obj/item/plunger/reinforced
/obj/machinery/power/liquid_pump
/obj/item/pipe_dispenser/plumbing
that and standard tools for setting things up
If you came here thinking this was some game feature then you are in the wrong place. Here is where I ramble about code.
This adds /datum/element as a sort of sibling to components. Only one of each type gets instanced and they do not get tied directly to any particular thing like a component does. Basically they're a very lightweight component for doing simple functionality that doesn't have much state.
Originally this concept came about as a kind of component that could be shared between many parents to reduce some resource costs. Doing this would allow us to componentize more behaviors that are a part of too many things to be viable to have a whole component for every single one. For example a component on every space turf would be entirely unviable. With elements it's much more reasonable.
This implements a prety bare framework and a couple components are migrated to it. It's ready to be used but I fully expect I'm going to need to refine how it works for all the usecases we'll want it for.
Also: this fixes the qdeleted signal. This signal isn't even possible because after qdel is done there's nothing to receive a signal anyway. I've changed it to a qdeling signal instead. I need it to work for some elements to know when to clean themselves up.
In advance of eventually adding SpacemanDMM's linter to Travis, fix everything it can currently detect.
Some lists, including global lists, are given types so that L[i].foo expressions can be checked.
Some procs are given a new form of return type annotation so that DuplicateObject(O).forceMove()-type invocations can be checked.
Open to syntax suggestions on the return type annotations, and on whether the preprocessor strategy makes sense.
Return type syntax is currently roughly:
<typepath> | <paramname>([_])*(.type)?
Removes the useless split by value lists. Updates savefile after
removing invalid quirks. I'd prefer usual savefile validation but quirk
lists are built pretty late. Other solution would be hooking all prefs
to after quirk SS initializes, this seems less intrusive if ugly but
I'm open to alternative suggestions.
* Notify System
* V2
* Adds a hint
* Stoned fixes round 1
* Use grammar wells I can
* This didnt work
* I wish you could test on TGS without committing
* Jordie fixes round 1
* oops
* This took way longer than it should have taken
* Adds in endnotify for serverops
* Spacing
About The Pull Request
Same premise as #44712 but using a simple regex replace and also on the client side
Closes#44712
I was gonna PR it to #44712 but half way through I realized I had already replaced nearly all of bobbah's changes, and after I was finished the branches shared nothing.
Why It's Good For The Game
The delta is way smaller and simpler
Should solve the DoS concerns without needing a limit on bad chats because it's not a loop it's on the client side
Changelog
cl JJRcop and Bobbahbrown
tweak: When attempting to say a blocked word in character you will be notified which ones were blocked.
/cl
This makes lavaland atmos random per round. You won't get eternally burning hell worlds or vacuums but it's nice for a bit of variety.
Admins can edit the gas mixture for all of lavaland at once if they want to ruin some miners' day.
image
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add: Lavaland atmos is no longer a preset gas mixture and varies per round
tweak: Bonfire minimum oxygen content has been reduced
/cl