Why It's Good For The Game
No crashes
Changelog
cl
fix: A universal issue was detected with the interactions of cyborgs and ore redemption machines and we had to block it out with bluespace technology. It was only with claiming points all other functions remain available.
/cl
adamantine and mythril are now datum mats (mythril still admin only), adamantine has 1.5 strength buff to whatever is made out of it, mythril adds rpg loot elements to whatever is made out of it
you can now put plastic, adamantine and mythril in the autolathe and coin mint
you can now put titanium in coin mint
switches a bunch of stuff in cargo exports, including mythril and plastic being worth cash money
coin code has been changed to datum mats, the custom sprites have been lost except for antag token
About The Pull Request
Similar to #46485
Now all relevant uses of power_change() call parent, theres a signal sent when a machine changes the NOPOWER flag, all remaining machines that were using power_change() instead of update_icon() have been fixed.
Why It's Good For The Game
code quality, eventually signal stuff. and signal stuff
* Reverts italics-span back to no color.
* Cleans up many extra spaces and indents.
* Adds 'hear' span class.
* Replaces all 'italics' used in heard messages with 'hear'.
About The Pull Request
Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls
This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE
I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game
Code usability
About The Pull Request
Adds 'notice' span class to all visible_messages which had no span class, making all those black messages blue.
Why It's Good For The Game
This should help differentiate action-messages from talking-messages in the chat. More actions will be blue, thus black talking-messages should pop out more.
About The Pull Request
Completely removes item_color and the clusterfuck of bad programming it caused.
In places where item_color was used for entirely unique purposes it was split off and renamed to a new var on that typepath only, or refactored so it wasn't needed
In places where item_color was used as a dye color, it was converted to the new dye_color var
In places where item_color was used as the worn overlay it was removed and instead now icon_state is always used as the clothing overlay.
A new mob_overlay_icon var was added for manually setting where the mob overlay icon path is for specific items.
Moved some mob overlay files relating to clothing to their own directory as well for organization purposes.
Totally refactors washing machines, instead of the horrible abortion that was iterating through the typepath it now uses a registry of dye results.
Some bonus functionality to come out of this:
the washing machine now supports arbitrary dye colors.
Why It's Good For The Game
It's been 4 years since the "this should be deprecated soonish" comment was added, and this var is a shitpile of confusion if you just trace the usage of it.
Changelog
cl
add: Washing machines now support arbitrary dye color
add: Washing machines now dye nearly every item.
refactor: lots of backend changes to clothing overlays, report any issues
/cl
* HEY RACISM GOT A SPRITE ACCESSORY FOR YA
* angel + dragonborn > givespeciesflight
* more review stuff
* last of the review stuff
* compile
* readds my fix
* Boolean numero uno
* Boolean numero dos
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
cl
add: More cancel buttons.
/cl
* Adds a GPS component. Megafauna no longer needs gps implants.
* Removes commented out code.
* Removes the last internal radio
* I was already wondering why the diff was so small
About The Pull Request
machines and consoles that previously required an inserted ID now check access on worn and inhand ids. They otherwise function identically.
Affected things:
ORM: click claim to claim cash to connected ID (also fixes it)
Mining vendor: uses ID on person or in hand.
medical console: checks worn ID
security records console: checks worn ID
gulag consoles: claim points to worn ID, checks access and point requirements from worn ID
Also some backend refactoring to prisoner management and gulag teleporter consoles
hop console will be next to strip out the shitcode entirely but this at least gets things functional in the mean time, but fully tested this time. It's very late here and I need to sleep. Due to the nature of it it's more elaborate of a rework.
Changelog
cl
tweak: Medical and Security consoles now check access on worn or inhand ID instead of requiring an inserted ID
tweak: mining vendor now reads from ID in hand or on person instead of requiring an inserted ID
fix: ORM is functional again (for real this time)
tweak: ORM claim points button transfers points to worn/inhand ID instead of to an inserted ID, no longer accepts insertions
tweak: Same for gulag consoles
/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
cl
refactor: repathed all under clothing, keep an eye out for errors
/cl
* * reworked consoles so you can:
* use attackby to insert id
* use alt-click to eject id
* examine to see if alt-click is available
* moved eject_id and insert_id procs to _computer.dm
* added some sound effects
* * prisoner management console new features: insert id with attackby and eject with altclick
* * prisoner management console can't have multiple prisoner id's inserted
* removed unnecessary src. and changed usr --> user
* made gulag teleporter consistent with attackby, altclick and examine.
simplified attackby on card.dm
* equipment reclaimer station consistent with id attackby, altclick-eject and examine.
point claim console consistent with id attackby, altclick-eject and examine.
* ore redemption machine and mining equipment vendor made consistent with id attackby, altclick-eject and examine.
* * reworked all eject/insert ID copypastacodes into procs in _machinery.dm
* * 0's to FALSE
* hopefully i didnt mess up any more things in the resolve
* everything now uses id_insert-proc and doesn't work.
* compiles but doesn't work
* works
Stack recipie now relies upon 'glass ores' to craft, which when the tile is dug returns 2 sand, the same amount to craft one fake volcanic tile, ending the exploit.
* mostly fixes in this commit
* removes old_god from the dme
* russian shuttle improvements
* TODO: fix the hook gun
* shotgun finished, next commit shuttle
* bounty hunting shuttle
* back up to speed on the dmis
* readds poster 46 and adds the shuttle finally
* dmi fixes
* traps need fixing, work out whatever is happening with synths
* super final touches, see desc
map ports + proper spawners, pinpointer and traps functional. other misc changes
* removes verb stuff from non verb stuff
* review (see desc)
antimagic checks and it now the two objects move inside each other instead
* dmi conflicts
* PLUNGERS. BEGONE.
* Medipen and regen cores can now be activated in hand.
* Autodoc
* Old regen core description.
* Cyborg proc begone
* cleanup, no tk shenanigans.
* Removed unusable pen.
* better return.
* magic numbers in saw_bleed moved to class definition
* more saw bleed abstraction
refactors p2
various stacking effect refactors
saw bleed refactors again
moves stacking status class to status_effect.dm
misc stacking changes and documentation
reverts saw_bleed functionality to original
better var names, var name fix
removes extra proc
more sane handling of application
removes unused define
changes saw bleed back to original form
* another proc that can be ovverriden for falling stacks
* fixes path
* simpifies some checks
* feedback fixes
* spelling