Commit Graph

3933 Commits

Author SHA1 Message Date
cacogen
6fdefe3e73 Fixes tags on ordered pizza (#56369)
Box tags

    Fixes bug where box tags weren't updating correctly on creation
    Adds box tag flavours for the pizzas without them (i.e. Donk Pocket -> Bangin' Donk, Dank -> Fresh Herb, Sassysage -> Sausage Lovers, Arnold -> 9mm Pepperoni)

Randomised pizza crates

    Pizza crates can now come with any five pizzas, weighted by disruptiveness
    Small chance of getting one pizza bomb in a pizza crate (either armed or not) per shift

Armed pizza bomb

    Adds an armed variant of the bomb pizza box, which has the boxtag "Meat Explosion", contains a meat pizza and explodes 5 seconds after opening
    Makes the pizza party spawner use the armed bomb pizza box, instead of giving whoever a free syndicate pizza bomb they probably aren't allowed to use anyway

Secure kitchen crate

    Adds the secure kitchen crate from my previous PR
    Adds a secure pizza crate variant to KiloStation's cargo warehouse where the freezer crate was, which contains the pizza party and is locked with kitchen access

Ghost examines

    Adds ghost examine messages for pizza boxes with bombs or the nanomachine pizza in them
2021-02-13 03:35:37 -03:00
LemonInTheDark
f4160f26db Converts all uses of modifiers to lazy access to avoid memes in future (#56846) 2021-02-12 15:25:31 -08:00
Tom
5b9d42c289 Winter coats (#56854)
add: Thirteen more winter coats covering all departments and most jobs.
2021-02-12 08:30:33 -05:00
Thalpy
56f7ac0c0a Reaction rates, pH, purity and more! Brings a heavily improved, less explosive and optimised fermichem to tg. (#56019)
Brings a heavily improved, rewritten, and optimised fermichem to tg. I saw that tg seemed receptive to it, so I thought I’d do it myself. If you know of fermichem – there’s a lot changed and improved, so looking at other documents regarding it will not be accurate.

Revamps the main chemistry reaction handler to allow for over time reactions instead of instant reactions. This revamp allows for simultaneous reactions, exo/endothermic reactions and pH consuming/producing behaviours. Most of the reactions in game will now inherit an easy one size fits all reaction.

Temperature mechanics

    Temperature affects reaction rate
    The higher it is, the faster it is, but be careful, as chem reactions will perform special functions when overheated (presently it DOESN’T explode)
    Temperature will increase or decrease depending on the exo/endothermic nature of the reaction

pH mechanics

    Each reaction requires the pH of a beaker to be within a certain range.
    If you are outside of the optimal, you'll incur impurity, which has a negative effect on the resultant chem
    pH of a beaker will change during a reaction
    Reacting Impure chem effects can vary from chem to chem, but for default will reduce the purity of other reagents in the beaker
    Consuming an impure chem will either cause liver or tox damage dependant on how impure it is as well as reducing consumed volume
    Purity can (presently) only be seen with a chemical analyser
    Impure chems can purposely be made by making the reagent with a low, but not explosive, purity.
    A chem made under the PurityMin will convert into the reagent’s failed chem in the beaker.

Optional catalysts

    Reactions can use an optional catalyst to influence the reaction - at the more framework exists from tmeprature, reaction rate and pH changes as a result of a catalyst. Catalysts can be set to only work on a specific reagent subtype. It is preferable to those building upon this code that optional catalysts only affect a subsection of reagents.
    Presently the only catalyst that uses this is Palladium synthate catalyst - a catalyst that increases the reaction speed of medicines.

Reaction agents

    These are reagents that will consume themselves when added to a beaker - even a full one, and apply effects to the total solution. One example being Tempomyocin which will speed up a reaction, or the buffer reagents which change the pH.

Competitive reactions

These reactions will go towards a certain product depending on the conditions of the holder. The example one given is a little tricky and requires a lot of temperature to push it towards one end.
New and charged reactions

(see the wiki for details)

Acidic /basic buffer - These reagents will adjust the pH of a beaker/solution when added to one. If the beaker is empty it will fill it instead.

Tempomyocin - This will instantly speed up any reaction added it is added to, giving it a short burst of speed. Adding this reagent to a reaction will give it a suddent speed boost up to 3x times - with the output purity of the boost modified by the Tempomyocin's purity.5u per 100u will give you 2x, 10 u per 100u will give you 3x. IIt caps at 3x for a single addition, but there is nothing preventing you from adding multiple doses for multiple boosts.

Purit tester - this will fizzle if the solution it is added to has an inverse purity reagent present.

A few other reactions have been tweaked to make sure they work too. An example being meth - see the wikipage linked above.
A note on all reactions

    The one size fits all reaction for all chems generally won’t create impure chems – it is very forgiving. The only thing to remember is to avoid heating reactions over 900 or you’ll reduce your yield, and try to keep your pH between 5 -9.

This PR doesn’t have specific example chems included (except for the buffers) – they will be atomised out and they use the mechanics in more depth
A note on plumbing

I reached out to Time Green and we worked together to make sure plumbing was fine. Time Green did some of his own tests too, and surprisingly it doesn't look like much needs to be changed.
2021-02-11 17:09:07 -03:00
Fikou
66b243b867 Add the ability to climb on ladders for all mobs (#56812) 2021-02-11 11:58:41 +00:00
Timberpoes
6d38b88e9e Windows are now less fussy and will let more things exit a shared turf. (#56788)
I recently changed it so that windows don't use their direction to decide if they're fulltile or not. I missed a check in CheckExit and as a result, you couldn't exit a fulltile window you were stood on from the South, their default facing direction.

Fulltile windows no longer do this check to block movement off their turf. Directional windows now only block movement off the turf they're on if you're attempting to walk the direction they're facing (i.e. walking through them) and they're not dense.

Finally, windows also check pass_flags_self instead of hardcoded passflags.
2021-02-10 22:53:10 -05:00
CRITAWAKETS
9e0ba6c384 Updates Bronze to be a lot better, fixes bugs and allows it to be used on grilles. (#56696) 2021-02-10 02:12:40 -08:00
coiax
b0f7381aa2 Refactor ventcrawling flag into traits (#56620)
Instead of using var/ventcrawling on `/mob/living`, it is now instead
two traits. It functions in exactly the same way.

This now ensures that manipulation of ventcrawling will not clash with
any other manipulation, such as a proposed genetics ability to give
people ventcrawling, versus abductor organs.

---

Intended to be a pure refactor, no functionality should change.
2021-02-07 14:12:50 -05:00
Fikou
f6dfc68360 repaths plasteel tiles to iron (#56644)
Repaths plasteel tiles and turfs to iron. We're in too deep to back out now
2021-02-06 13:53:08 -08:00
Fikou
8d586a7cb0 Rename metal sheets to iron sheets (#56643)
It's a specific type of metal, it shouldnt just be called generic "metal".
The reagent, ore and material datum are already called iron.
2021-02-05 15:48:00 +00:00
LemonInTheDark
2ce4b265c5 Makes reinforced plasma windows block heatspreading, mostly so the sm delams properly, and partially so mappers have a tool for this sort of thing (#56545) 2021-02-05 01:18:21 -08:00
Qustinnus
d4550b8bca You can no longer kidnap ghosts with a moving table (#56614) 2021-02-05 01:13:58 -08:00
Qustinnus
707fc287b4 Replaces intents with combat mode (#56601)
About The Pull Request

This PR removes intents and replaces them with a combat mode. An explanation of what this means can be found below
Major changes:

    Disarm and Grab intents have been removed.
    Harm/Help is now combat mode, toggled by F or 4 by default
    The context/verb/popup menu now only works when you do shift+right-click
    Right click is now disarm, both in and out of combat mode.
    Grabbing is now on ctrl-click.
    If you're in combat mode, and are currently grabbing/pulling someone, and ctrl-click somewhere else, it will not release the grab (To prevent misclicks)

Minor interaction changes:

Right click to dissasemble tables, racks, filing cabinets (When holding the right tool to do so)
Left click to stunbaton, right click to harmbaton
Right click to tip cows
Right click to malpractice surgery
Right click to hold people at gunpoint (if youre holding a gun)
Why It's Good For The Game

Intents heavily cripple both the code and the UI design of interactions. While I understand that a lot of people will dislike this PR as they are used to intents, they are one of our weakest links in terms of explaining to players how to do specific things, and require a lot more keypresses to do compared to this.

As an example, martial arts can now be done without having to juggle 1 2 3 and 4 to switch intents quickly.

As some of you who saw the first combat mode PR, the context menu used to be disabled in combat mode. In this version it is instead on shift-right click ensuring that you can always use it in the same way.

In this version, combat mode also no longer prevents you from attacking with items when you would so before, as this was something that was commonly complained about.

The full intention of this shift in control scheme is that right click will become "secondary interaction" for items, which prevents some of the awkward juggling we have now with item modes etcetera.
Changelog

cl Qustinnus
add: Intents have been replaced with a combat mode. For more info find the PR here: #56601
/cl
2021-02-04 16:37:32 +13:00
Kylerace
4802c43165 Fixes Several Holodeck Infinite Materials Exploits (#56587) 2021-02-03 15:43:54 -08:00
necromanceranne
98642bfe97 Changes fireman carrying from a trait on gloves to a skillchip (#56593) 2021-02-03 13:31:01 -08:00
LemonInTheDark
20d2fb6787 reverts Adds Neon Carpet (#55782), it appears to have been causing massive amounts of maptick (#56496)
It appears to have been causing massive amounts of maptick, this'll need a testmerge so we can test my hypothesis
2021-02-03 06:27:53 +00:00
Qustinnus
032c5c0f96 Adds tactical chairs (#56549) 2021-02-02 12:37:22 -05:00
ATH1909
7f1b876ba1 You can now make damp rags by dipping a bolt of cloth in a sink (#56337)
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-01 22:49:58 -08:00
necromanceranne
0d97087d38 Fixes up the crate climbing element being incorrectly removed when opened (#56518) 2021-02-01 21:08:20 +01:00
ArcaneMusic
a5576c0101 Vend-A-Trays can be moved onto tables (#56503)
Vend a trays are mapped onto kitchen tables and bar counters. They can't be moved back onto the table with deconstructing the table. This gives them the table passflag, allowing them to be just moved back onto the tabletop.
2021-01-30 22:17:25 -03:00
Tristrian
a4a7cf03bf Adds missing duffelbags for some jobs and update their respective vendors and closets. (#56505)
add: Added duffelbags for Science, Botany, Virology, Genetics, Mining and Chemistry.
2021-01-30 19:36:00 -05:00
Kylerace
98f58208c8 Refactors Holodeck to Use Map Templates, Again! Black Magic OOM Crashing No Longer Included (#55645)
Refactors the holodeck to use map templates instead of copy_contents_to, which every maintainer seems to have complaints about.

Fixes #41485 because the matches become part of the spawned list created by ssatoms
Fixes #54789 because the holodeck area no longer has the NO_TELEPORT flag
Fixes #55676 because the map templates cant be changed midround unlike the program copies in the centcom z level
Fixes #49318 because the holodeck no longer creates new areas like the original did

This pr also changes initTemplateBounds to be a /datum/map_template proc instead of a parsed_map proc. This was mainly so I wouldn't have to duplicate vars between map_template and parsed_map. It's also nice because there's no longer a parsed_map proc inside the map_template file, especially when it didn't need to be a parsed_map proc.

The holodeck sims wont take up space in the centcom z level any more (which allows for more possible programs in the future), and map templates are more heavily tested. This is also a chance to future proof the holodeck against bugs. Holodeck also seems more responsive. This should allow for a second custom holodeck in some future ruin as well, although that of course will not be in play for the near future because of the offstation content ban. Also I documented the fuck out of the holodeck
2021-01-30 11:56:29 -03:00
TemporalOroboros
1f1b58bb26 Adds Neon Carpet (#55782)
* Adds emissive carpet, adds plane support to decal element

- Adds a basic abstract/debugging emissive carpet
- Makes decals capable of supporting plane
- Adds auto-smoothing decals

* Adds simple neon carpet variations

* Adds neon carpet reagents and recipes

* Refactors emissive blockers to allow multiple layers of emissive / emissive blocking objects

- Splits the emissive and emissive blocker plane masters into several plane masters which handle different layers of emissiveness.

* Makes neon carpet tile stacks emissive

* Rearranges and docs some emissive plane masters

- Folds the overlay lighting plane master into the emissive planes since it is also used to mask the lighting plane

* Fixes null mats_per_unit stack recombining after splitting

- I think I broke this a while ago when I reworked how stacks handle materials. Whoops.
- This basically only effects carpet at the moment. Good thing I did this when I did!

* Adds neon carpets to cargo

- Adds a cargo supply crate containing a _lot_ of neon carpets for 3000 credits

* Fixes neon carpet highlights leaking through vending machines and such

- Turns out vending machines axed their own emissive blockers whenever they updated their icon because they cleared their managed_vis_overlays...
- Generic emissive blocking has been elementized and some update_overlays procs have been straightened out.

* Fixes id_arg_index for the emissive blocker element

* Commits @Rohsie's suggestions
2021-01-25 01:55:04 -08:00
cacogen
c1af6eb1bd Painting Exhibit tweaks (#56349)
* Painting Exhibit tweaks

- Replaces use of C variable with named variables (e.g. crayon, canvas, current_canvas) in artstuff.dm for readability
- Simplifies painting structure's descriptions and moves wirecutting and persistence tutoring to a notice shown on Examine()
- Adds autodoc for two painting structure vars
- Adds a new desc_with_canvas var to painting structure that's used to set its description when it has a canvas
- Adds a new update_name_and_desc() proc to painting structure called when a canvas is added or removed
- Makes it so painting structures are named based off the painting rather than keeping their generic name

* Changes default names to refer to the "exhibits" as exhibit mountings

- Changes "Secure Painting Exhibit" to "Curated Painting Exhibit" as it's more intuitive
2021-01-25 00:37:25 -08:00
Qustinnus
a6a334285a refactors climbing into an element (#55978)
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Jared-Fogle@users.noreply.github.com>
2021-01-24 13:56:16 -08:00
coiax
5ea2c1dfb4 Reworks skittish quirk to be automatic (#56048)
* Reworks skittish quirk to be automatic

🆑 coiax
tweak: The Skittish quirk will now cause you to automatically dive into
a locker/crate if you move into it while it is closed. Walk to avoid
this behaviour.
/🆑

This makes the quirk more useful, while also making it more thematic,
since the "diving into" behaviour can't be disabled, only supressed by
walking.

The cost is unchanged, as the quirk in its current form is overcosted at
2 points.

The emergent effect of skittish people diving into closets when caught
into explosions is definitely a feature, and not a bug.

* Reworks skittish into a element

Skittish is now an element attached to mobs, when the TRAIT_SKITTISH is
added, rather than code that runs on every single Bump of a closet.

Some crates that don't function like normal crates, like the "loot
mastermind" crate, or the wooden crate than can only be deconstructed,
are not divable into.
2021-01-23 02:28:38 -08:00
Timberpoes
1989497576 Frame stacking fix and unit test addition. (#56287)
* Reverts #56205

* Allow things without density to bypass checks

* The rest of the owl

* The rest of the owl

* Doc and tweak

* More feex

* RCD machine frame unit test

* I suck

* AAAAA

* Bad at unit tests

* Revert unit tests (for including in another PR)

* Fix windoor_assembly return logic

* Comment /mob/living/proc/PushAM logic

* Windoor assembley logic tweak

* Fix frame stacking

* Unit test

* Better wording from macros?
2021-01-22 21:18:05 +08:00
Jack LeCroy
928b5b8b32 Monkey Martial Arts (#55583)
Moves martial arts to mob/living and lets monkeys use them.

Monkeys have got arms so they should be able to do cool martial arts.
2021-01-20 21:30:21 +02:00
TemporalOroboros
b3d66908a8 Fixes showers overexposing washed targets (#55894)
Makes showers consistently expose washed atoms to 5u of their internal reagents
Makes showers effectively double the reagents targets are exposed to as per a comment by ArcaneMusic

Apparently there were balance concerns over synthflesh showers capable of instantly healing and de-husking anyone you put under them.
2021-01-16 00:25:00 -08:00
TemporalOroboros
976c1fcb8c [READY] Bespoke Datum Mats (#55296)
* Bespoke Material Backend

- Adds support for bespoke materials:
  - Reimplements [/datum/material/var/id]
  - Ports GetIdFromArguments from SSdcs
  - Adds a wrapper define for GetMaterialRef
  - Adds [MATERIAL_INIT_BESPOKE]
  - Adds [/datum/material/proc/Initialize]
- Does not actually add any bespoke materials

- [ ] TODO: Code docs
- [ ] TODO: Actually adding bespoke materials

* Some has_material procs and cleaning up some spaghetti

- Adds a pair of has_material procs for use in checking whether a given atom has a given material

* Adds meat

- Adds bespoke meat variants
  - Does not make them accessible
- Shuts up the linter

* Implements bespoke meat

- Makes the material container preserve bespoke materials
- Makes the sheetifier accept bespoke materials
- Makes the autolathe accept bespoke materials
- Makes the gibber produce bespoke meats

* Makes butchering produce bespoke meats

This is jank and really needs to be folded into a unified butchering and gibbing system

* Material documentation

- Adds, fixes, and touches up some documentation

* Material container insertion callback

- Changes the proc used to expand the material container's material list ot a proc used to check whether a material fits into a material container
- Instantiating new materials is no longer O(n) relative to the number of autolathes in existence.

* Makes processing meat conserve materials

- Makes bespoke meat carry over into meatballs

* Makes preserving custom materials an option

- Implements the ability to turn preserving custom materials _off_ for processor recipes

* Fixes all bespoke materials of the same type using the same singleton

- We use ids now, not just types.

* Makes the fat sucker produce bespoke meats

- Because consistency is good.

* Fixes autolathes merging bespoke stacks into normal stacks.

* Makes the callback to test materials for holdibility optional

- @Floyd

* GetMaterialRef -> GET_MATERIAL_REF

- We capitalize macros.

* Removes an extraneous callback

- Makes the sheetifier use functionality I didn't notice I implemented a few commits ago.

* Makes mob and species meat null compatible

* Fixes the ore silo

- The ore silo had really snowflake material handling that has been brought in line with the rest.
- The materials should show up in the correct order.

* Fixes minor lathe bugs

- Fixes stack_traces caused when lathes tried to fetch materials using reagent typepaths
- Fixed the selective reagent disposal topic. I have no idea how long this has been broken.

* Various documentation fixes

- Clarified a couple comments
- Removes an extraneous ?. operator
- Fixed mat floor tiles having bugged reagent temperatures

* More fixes

-/datum/material/meat/mob -> /datum/material/meat/mob_meat
- Adds atom typecheck to material containers.

* Fixes old typepaths
2021-01-15 23:39:58 -08:00
TemporalOroboros
032cb8c6de Adds toggling shower's refills (#55895)
Adds the ability to toggle showers water reclaimers with a multitool
Adds some delta_time handling to showers.
2021-01-15 22:30:31 -08:00
Manybones
0db301f905 Wooden tables now obey The Law of Conservation of Mass (#56156)
## About The Pull Request
Fixes Issue https://github.com/tgstation/tgstation/issues/56152 making wood tables deconstruct at they should be.

Bug vivisection:
Okay, see here? This is the proc for creating a table, we can introduce three arguments. One of them is _buildstack. _buildstack overrides Buildstack on initialize, a variable used for storing the type of raw "ore" that the table is supposed to drop in deconstruction. Here is supposed to be null unless we want to override the buildstack with another ore.

```DM
/obj/structure/table_frame/proc/make_new_table(table_type, custom_materials, _buildstack) 
	var/obj/structure/table/T = new table_type(loc, _buildstack)
	T.frame = type
	T.framestack = framestack
	T.framestackamount = framestackamount
	if(custom_materials)
		T.set_custom_materials(custom_materials)
	qdel(src)
```

What happened? The proc for building a wood table from a wooden frame, shown below, passed the "type" variable, used for storing the type of table_frame, as a _buildstack argument to the make_new_table proc. This overrides the buildstack variable of the final wooden table, causing it to drop a wooden frame as it was an ore on deconstruction. 

```DM
/obj/structure/table_frame/wood/attackby(obj/item/I, mob/user, params)
[...]
		if (toConstruct)
			if(material.get_amount() < 1)
				to_chat(user, "<span class='warning'>You need one [material.name] sheet to do this!</span>")
				return
			to_chat(user, "<span class='notice'>You start adding [material] to [src]...</span>")
			if(do_after(user, 20, target = src) && material.use(1))
				make_new_table(toConstruct, null, type)
```
This is funnier (not very much, to be honest) when we consider that deconstructing with a screwdriver would drop a frame normally, causing it to drop two frames. We could repeat this ad nauseam, essentially cloning wood frames in place as we pleased.

So TL;DR: this is another of those simple but hard to hunt bugs that would be prevented with testing and a null on its right place.
2021-01-15 15:41:21 -05:00
Coffee
5278d01a88 Fixes null-named painting issue (#56113)
There was an issue where you could name paintings nothing, which would cause issues with persistency. This was because the stripped_input didn't actually check that you put something in, so the PR adds that check. It now ensures, both when saved and loaded, that there is a title. If not, it sets them to the default 'Untitled Artwork'
2021-01-13 12:15:33 -05:00
Coffee
653d75e429 Flesh to stone no longer makes you immune to bleeding, refactors bleedsuppress into a trait (#56078)
Being hit by the Flesh to Stone makes you bleed immune to prevent you from getting petrified while bleeding, and bleeding out while turned into stone. However, it doesn't make you vulnerable when you get unpetrified. This is a bug. This also makes bleedsuppress into a trait, as both is broken and should be a trait.
2021-01-11 14:59:48 -03:00
spessbro
857c2823ed what did he mean by this (#56042)
Potato goofed 7 months ago so here's a fix (Fridges were defaulting to a force of true, which was... jank)
2021-01-09 21:09:30 -08:00
spessbro
1772943a2c improves cardboard box and supplypod code (#56043)
Doesn't let force default to TRUE just in case someone tries to open when they're not supposed to.
2021-01-10 00:07:08 -03:00
Krysonism
0ec12f8ae8 Vend-a-trays can sell anything! (#56018)
Vend-a-trays can now accept any item, not just food and drinks.
2021-01-08 22:32:54 -05:00
Krysonism
e092eb7427 [READY]Da small cytology update. Banana glutton and proper clown mob reagents. (#55694)
* HONK!

* HENK!

* HUNK!

* HJONK!
2021-01-08 22:29:00 +01:00
LemonInTheDark
6d1cb94ffb LINDA Reforged (#55604)
Speeds up gas movement significantly
Documents the intent and finer details of the atmos system (Thanks dunc)
Fixes excited groups constantly rebuilding, this broke 4 years ago
Fixes superconductors just straight up not working
Allows turfs to sleep while inside an excited group
Adds a new subprocess to SSAir to support rebuilding in this state
Most heat based behavior no longer relies on being inside a fire
Adds a new element to support doing this cleanly
Adds a new subprocess to SSAir to support doing this while a turf is asleep
Refactors air_update_turf to allow for finer control
Makes apcs take damage in heat to prevent infinite plasma fire diffs
Cleans up immutable gas mixtures to make them work properly when the mix has gas in it
Planetary turfs no longer create a new copy of themselves each time they process. We instead use a global
immutable mix
Cleans up a typed for loop in reactions
Canisters will take damage from outside heat now
Speeds up excited group dismantle
Increases the superconductor threshold by 200k
Cleans up some roundstart ATs on some ruins
Uses /turf/open/var/excited to track if a turf is actively processing, preventing a |=
Prevents openspace from trying to melt
Tweaks a canister examine line
Makes planetary turfs reset to base when broken down as part of an excited group
Makes it impossible for planetary turfs to rebuild, just like space tiles
Fixes closed turfs not activating their replacement when destroyed by moving closed -> open turf activation to
the adjacent air subsystem. They were activating and then going back to sleep before adjacent air got a chance
to tick.
Fire alarms will trigger when the area gets too cold for humans
2021-01-08 08:14:08 +01:00
TiviPlus
b4a93a3cdf Optimized Getallcontents (#55964)
Optimized Getallcontents, split up it's component procs
2021-01-07 14:36:16 -08:00
zxaber
e016ea8a02 Fixes AI laws being eaten by the garbage collector in certain conditions (#55984)
Extra AIs created by players will no longer lose their laws shortly after they are created.
2021-01-07 12:36:57 +00:00
MrMelbert
4b9869b97d Allows you to tuck the nuclear authentication disk (and plushes) into bed. (#55940)
Adds an element, the tuckable element. Objects with this element can be tucked into bed by hitting a bed with it.

You can now make beds by hitting them with a blanket.
You can now tuck plushes into bed.
You can now tuck the disk into bed, too.
2021-01-05 17:57:11 -05:00
小月猫
fc73fe2b3c Mechanical Curtains (#55751)
good for better mapping, I have seen some mappers wish to utilize fancy curtains on their rooms windows (for example, a psychologist office) but wanted to be able to have privacy when with a patient, which curtains can be opened from either side of the window, and shutters just dont fit the theme, this way mappers can add in curtains which are button operated and cant be opened manually, basically, it functions like a shutter, only it looks and acts like curtains (can be destroyed like one, etc... it is literally a curtain subtype)
2021-01-02 17:38:10 -08:00
Ryll Ryll
91a8cf6cf7 You can now mount things from the side (#55741) 2021-01-01 12:29:57 -08:00
AnturK
adcd4af1ff Meat statue fixes (#55790)
Fixes few statue bugs with textured materials.
Makes materials use managed filters. This can have side effects on things that already had unmanaged filters on.
2020-12-30 11:47:57 -05:00
Qustinnus
f66ca34626 Refactors monkeys into a species (#55614)
Changes monkeys from carbon subtype to species.
2020-12-30 16:30:15 +01:00
Azarak
14031d6daa Fixes mapping processes not clearing up all flora (#55785)
Such as spawning ruins or generating terrain. This also makes so cleaned rocks properly dont drop ash, but have to be mined
2020-12-29 20:44:08 -05:00
Ghom
7bc81e5831 Refactors how movetypes are added and removed, No timers this time. (#55444) 2020-12-28 17:57:51 -08:00
Fikou
2020341ef4 removes a / 2020-12-26 11:53:01 +01:00
Dex
ea55f4247d Fix falsewall (#55704) 2020-12-25 13:09:49 -08:00