* Werewolves rejoice! (removes silver from the dispenser). (#54327)
* Werewolves rejoice! (removes silver from the dispenser).
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
* Enforce preserving parent proc return values across ui_act call stacks (#53964)
All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.
* Enforce preserving parent proc return values across ui_act call stacks
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)
* Process procs now properly use deltatime when implementing rates, timers and probabilities
* Review fixes
* Geiger counters cleanup
Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now
* Moved SS*_DT defines to subsystems.dm
* Rebase fix
* Redefined the SS*_DT defines to use the subsystem wait vars
* Implemented suggested changes by @AnturK
* Commented /datum/proc/process about the deltatime stuff
* Send delta_time as a process parameter instead of the defines
Also DTfied acid_processing
* Dtfied new acid component
* Process procs now properly utilize deltatime when implementing rates, timers and probabilities
Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
* Converts everything to use setAnchored() + other fixes
* Fixed singulo debug
* singulo again
* forgot to move the vv_edit proc
* caught that this time :)
* changes
* Update code/game/atoms_movable.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
🆑
tweak: Ducts can now be hidden under tiles
code: tile hiding is now an element and way cooler and sexier
/🆑
Ducts can now be hidden under tiles
Plumbing machinery connects can now be hidden aswell
Plumbing can now also be properly mapped in without breaking anything
Plumbing component now uses the normal overlay systeem instead of being a weird exception
You can now add the /datum/element/undertile element to instantly make something hidable under tiles when appropriate.
Implements the geysers and pumps I originally added along with the first draft of plumbing.
Geysers
A geyser can be plungered with a reinforced plunger to activate. At wich point, it'll either produce clf3, hollow water, protozine or rarely wittel.
Pumps
Adds the liquid pump to the plumbing RCD. Place on an active geyser and wrench it to start pumping the geyser of its delicious juicess. I also changed it to not use power, because it would be awful drawing kilometer long wires along with the ducts.
Chems
Hollow water works basically like blood and mutage, where you can mix it with 1 unit of holy water for more holy water.
Protozine has a .2 healing, down from omnizine's .5. The healing is just kind of a side thing and not really what this chem was implemented for.
If it wasn't obvious, this allows chemists to industrialize strange reagent creation, with hollow water being able to create limitless holy water alongside protozine being a valid replacement for omnizine. Getting 2 geysers with those chems and on lavaland is quite the hassle, and you still need to get some holy water from the chaplain as kickstarter. I honestly think this is fine, and otherwise I could add a unique botany catalyst, so they don't become useless in the process.
Wittel
Adds wittel, wich is rare. Does nothing, but can be processed into two fun/regrettable chems.
Adds gravitum. Metabolizes very slowly. Drinking it makes you weightless, and spraying it makes that object temporarily weightless. Make 10u by mixing 1 wittel with 10 sorium
Adds metalgen. Created by mixing it with mutagen and bluespace powder. Must then be mixed with 40u of a powedered material and 1u of liquid dark matter.
The material used becomes imprinted on the chem. It can then be applied to anything, except mobs, to turn it into that material. Radiation is bad, and no you can't turn the nuke into plasma to blow it up.
The chem is difficult to get and use, but it can turn the escape shuttle into solid gold wich looks really cool. You could also turn it into plasma and vaporize everything. It can be used to, with some effort, duplicate materials.
🆑
add: Adds geysers to lavaland! They can be activated by using a reinforced plunger found in the medical vendor. They can be harvested by using a new plumbing device, magically powered liquid pumps!
add: Adds Hollow Water to geysers, wich can be combined with Holy Water as catalyst for more Holy Water
add: Adds Protozine to geyers, a very weak version of Omnizine. Can be used in Strange Reagent mixing
add: Adds Wittel, a very rare geyser chem. Can be processed into gravitum, wich removes gravity. Can also be processed into metalgen, wich has a strange tendency to transform objects into the imprinted material.
/🆑
Why:
This is what I originally wanted to do. The idea was to have a lot more chems, but I can't focus on one thing for that long. Hopefully this'll empower the bored chemist and make the rounds just that more interesting. Hopefully this'll spark the creation of some other geyser chems aswell.
That and makes shaft miners not the only ones hunting on lavaland.
Living and machine stat vars are pretty different, one uses flags and other number-defines.
This should make some other mass-replacements and searches a bit easier.
* Makes all CanPass procs call parent
* Makes CanPass more extendable and gives the mover a say in the matter
* Replace CanPass with CanAllowThrough to use the new system
Regex replace `(?<!proc)/CanPass\(` => `/CanAllowThrough(`
* Simple optimization pass
* No more double mats
* this isn't even a stack. I have been bambozeeled.
* Turns out the src. was important
* Alright this should work better.
* Alright this does work.
cl
add: plumbing machine to grind/juice objects and put it on duct net
/cl
!! it doesnt move shit you need to add belts to feed it!!
sprite by arcanemagician
* bra
* ME GRAMMAR GOOD?
* asbestos in your lung
* Merge branch 'master' into CARPET
* Merge branch 'master' into CARPET
* bruh
* Revert "bruh"
This reverts commit 186de868197ee5904ae2e72060736dc3a505f66d.
* Revert "Revert "bruh""
This reverts commit a855f2b838f02b852fb16f4a15123ca5a26b858f.
* orange man, reasonable
* Update code/modules/reagents/chemistry/reagents/other_reagents.dm
Co-Authored-By: Fel <fludd121@gmail.com>
* Update code/modules/reagents/chemistry/reagents/other_reagents.dm
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* cobby is a good amnitni
* e
cl
add: Plumbing equipment is now available through the medical protolathe. It's under medical machinery boards
add: Add's a new chemistry area on metastation for chemical factories. It's located left of main surgery.
tweak: Chemistry has been turned into the Apothecary. It's basically normal chemistry, but Medical Doctors have acces aswell.
tweak: The smoke machine is now plumbing compatible. Put this knowledge to good use.
sprite: Thanks to @CRITAWAKETS for the plumbing RCD sprite!
/cl
Finally adds plumbing to the game!
Chemistry has been turned into the apothecary. For all intents and purposes it's old chem, but doctors have acces.
West of main surgery is now the new chemistry factory area.
I've also had to move stuff around alot, because you can't just add a big new room without having stuff in the way.
Currently only on metastation. I'm completely drained from adding it to meta alone and doing all maps right now will burn me out.
* Initial tgui-next commit
* Improve dev server, slight changes to layout.
* Add more components, fix dragging, finalize scrubber list
* Complete an air alarm interface.
* Multiple improvements based on feedback
- LabeledList now has a "buttons" prop, where you can put buttons.
- Improved Box and Flex components
- Whole UI is now dimmable if non-interactive
- Basic documentation of components (Box and Flex so far).
- Icon and Box now accept a "color" prop.
- Routing improved in "Layout" component, you can now specify whether an interface is scrollable.
* Less harsh dimming
* Redux, Toasts
- Fixed inconsistent backend updates with Redux.
- Added Toasts which are currently unused, but are functional.
* acclimator + ai airlock ui
* Add a progress bar component, implement resizing
* Fix a zero in title bar
* Add a linter to keep shit tidy, fix danger level mapping, add some more docs
* better ai door interact ui
* final ai airlock interface
* Fix issues with code, enforce hard 120 line length cap, automerge binaries
* Implement hot module reloading
* Fix progress bar, add color support
* Fix ProgressBar baseline alignment issues
* Remove unwanted padding on the bottom of the LabeledList.
* Component improvements
- Fix baseline issues with Button and ProgressBar components
- Box how inherits props from Box
- Atomic colors and Button colors are now auto-generated, all range of colors supported
* Chem Dispenser UI, animated numbers, more style fixes
* Add an IE8 polyfill
* Intermediate state of fixing IE8
* Lots of shimming and general misery
* Fully working old TGUI chainloader for IE8, more pipeline improvements
* Support title-less Sections
* Delete Yarn, use Lerna for workspace management
* Improve maths and animated numbers
* Fix loss of focus for scrollable content, activate buttons with keyboard
* Attempt to bust the cache, grab focus on keyboard presses too
* Fix hot module replacement by manually pulling replaced modules.
* backend logging
un-nuke line endings
changes without insane line endings
* helper procs + href support
* slight optimization
* compiles
* Redux, Hotkeys, Kitchen Sink (for UI testing), Tabs component
* Push logs to backend, small kitchen sink changes, tab fixes
* Update component reference in README
* Small fixes
* Next bunch of IE8 fixes, PureComponent optimization for Inferno
* Delete old tgui html
* Log the event of loading the old tgui
* Enable tgui logging on server by default
* Final solution
* Extract routes into a separate file, fix ChemDispenser bug
- Chem dispenser was needlessly disabling transfer amount buttons
* Disable baseline alignment for vertical tabs
* Fix tabs and box units
- Tab content was not taking full page width
- Box can now accepts strings as units, which will be treated as raw style values.
* Fix tgui on Terry
* Fix sending all logs with an "error" flag
* Some macro UI component changes and improvements
- Refer to README.md diff to see what's new
* Tooltip component
* Add support for themes, nanotrasen logo is back
* Clockwork theme hotfix
* Slight adjustment to logo positioning
* Actually proper solution for logo positioning
* Fix color maps
* tgui-next thermomachine interface
* tgui-next canister interface
* Add icon_class_name proc to asset cache
* Lots of stuff backported from actioninja's repo
* Cleanup oopsies
* Cargo UI adjustments
* Nuke lodash
* Minor fixes and cleanup
- Remove local Inferno package in favor of upstream Inferno
- Fix "initial" prop on AnimatedNumber
- Force fancy=0 for IE8
- Click-through dimmer
* Add a bat file for dummies
* podlauncher interface fix
* Update README, assert code dominance
* Clarify usage of event handlers in Inferno
* Document LabeledList.Divider
* Fukken grammar
* fixes cellular emporium readapt button not working
* fixes incorrect action on button in atmos control interface
* remove unneeded data from airlock electronics ui
* Set +x mode on bin/tgui
* Fix filename cases
- They were untracked by git on windows
* Ignore package lock, make batch more robust
- package-lock.json is very random and unreliable as fuck. Yarn was better.
* Build tgui-next in travis
* bruh
- fixes tgui error reporting
* logging cleanup + always log
* fixes floating point error and get_chem_id
* Fixes excessive floating point errors in plumbing
* unfucko wokie my disgusting attempt at conflict solving
* 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'.
* chemical splitters
* adds the pill press
also removes a debug variable from the splitter used for getting the perfect ui size
* chem disposer
* half a reaction chamber
i forgot to fucking merge upstream so I cant do anything without making ungodly conflicts
* wip
* more work on the reaction chamber
* fixes big brain maths
* removes one / because travis is throwing a shitfit
Adds chemical filters to the plumbing arsenal
They have one input, and three outputs. The left and right outputs can be given filters. It's basically the exact same as atmos filters but it has TWO filter sides.
It doesn't have an enormous list of chems to select from, you just enter a chem and it's added if it's valid.
cl
add: Adds chemical filters to plumbing
/cl
I was planning to do a bunch at once, but europe is on fire and im delirious
I also moved the existing unique plumbing datums into their own folder, wich was only chemical acclimators
* Finishes pump and fixes visual bug with disconnecting plumbing objects
* More bugfixes, finishes liquid pump
* Chemical synthesizer, wrench signal to handle unwrenching
* adds input and output pipes and changes ob into obj
* dmdocs all of plumbing through proper means
* adds sprites by meyhaza
also added wrenching interaction and fixed a dumb dumb with me fucking up an object path
* brightens the sprites a little by me
* removes big select from synthesizer ui
* update tgui.js thing
* unfuck pump color
apparently the replace all of spriting has downsides
* chemical acclimator
only heats and cools but i gotta commit and do other stuff
* finishes chemical acclimators
* uodates .dme
* updates .dme again
forgot plumbing component
Removes dumb visual bugs.
Put the copy pasted wrench stuff for disabling and enabling the component, in the component using a new signal from default_unfasten_wrench.
Add a general plumbing machinery subtype. Right now it's mainly for cataloging.
Adds the chemical synthesizer. You can select a single chemical and an amount between 0 and 5. It will produce it every tick. Should be combined with other synthesizers to create meth factories.
Makes the liquid pump a fully functioning machine.
cl
add: The station comes one step closer to plumbing with the introduction of the chemical synthesizer.
sprite: sprites for the synthesizer, input and output commissioned by @Meyhazah
/cl
I wanted to do all the plumbing basic equipment at once, but stuff like plumbing heaters is gonna be ugly if I don't rework them completely and I don't wanna scare the maintainers away.
There is slight copypasting from the chem_dispenser and with the chem synthesizer, but having it be inhereted would be a worse clusterfuck IMO.