* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#58015)
* Adds explosion SFX to the blastcannon and explosive compressor
- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.
* Miscellaneous changes
- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments
- Removes a whole bunch of argname = 0 in explosion calls.
* Removes named callback arguments.
* Changes the explosion signals to just use the arguments list
Adds a simple framework to let objects respond to explosions occurring inside of them.
Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.
Makes the explosive compressor and blastcannon actually use the TTVs they are given.
Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments
*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Some explosions code cleanup (#57493)
Clears out two deprecated explosions systems (explosion ids and explosion levels)
Refactors a bunch of contents_explosions procs to be maybe slightly faster.
Cleans up a bunch of ex_act code.
Slightly cleaner code
A few less unused vars on /atom and /turf
* Some explosions code cleanup
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* renames metal sheets to iron sheets
* Merge branch 'master' into upstream-merge-56643
* yay metal
* Update DeltaStation2_skyrat.dmm
* a
* Update CentCom_skyrat_z2.dmm
* a
* a
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
* Fixes a few bugs with greyscale stacks. (#54858)
Fixes greyscale floor tiles merging regardless of their materials.
Fixes greyscale floor tiles voiding materials when splitting the stack.
Fixes greyscale floor tile stacks being created with no mats_per_unit and only enough custom materials for a single unit.
Fixes greyscale tile flooring being created with the wrong amount of materials.
Fixes greyscale tile flooring not producing floor tiles/producing floor tiles with 0 units.
* Fixes a few bugs with greyscale stacks.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Cleanup up all instances of using var/ definitions in proc parameters. (#52728)
* var/list cleanup
* The rest of the owl
* plushvar bad
* Can't follow my own advice.
* Cleanup up all instances of using var/ definitions in proc parameters.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Confusion will no longer continue to confuse after being cured (#52286)
* Confusion will no longer continue to confuse after being cured
* Grammar comment fix
* Move to status effect
* Remove test per request
* Make confusion a status effect, confusion curing now completely neuters the confusion
* set_confusion changes, get_confusion
* Fix confusion going down twice per tick
* Change strength = to proc
* Move procs to status_procs
* Confusion will no longer continue to confuse after being cured
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Part 1: Arcane is challeneged to rewrite all of economy at 4am on a wednesday, accepts
* Miasma? DUNKED
Bounties? CHUNKED
Hotel? TRIVAGO
* End of day... 2? 3? lockdown has ruined me
* Day 3. I cannot unto bogdanoff. Send help.
* So far so good.
* Day 4, in the ghost house. I've resprited a beloved machine with soul in it. There is a chance, I am losing my mind. Sometimes I hear the words, "When is economy done, arcane", and I look over my shoulder, and oranges isn't there, because he lives in New Zeland. Probably.
* We'll throw the technodes and mapchanges in too.
* Okay lets keep this a friendly debug item then
* yeah on second thought lets not make a precision testing instrument on a 50% success ratio.
* Newscaster updates.
* TGUI Rebuild 1 start counting fokes
* Runtime BEGONE FROM ME, fckn typepaths
* Cleans up autodocs, and other areas
* Updates tgui because I feel nothing anymore
* Recompiling tgui for that green check
* dunks the whole mint out of the code, get that hothead outta here.
* Green checkmark daily update.
* Should be decent from here.
* Resolves machine_design conflict
* Rebuilds TGUI again for the epic pogs
* Sweeping changes 2: See additional changelog
* Haunting insurance plus changes the define comment.
* Rounded vending prices, made bounties appear on examine, polish
* Atmos tanks now specify their mole requirements.
* TGUI 4.0 Updated.
* ACTUALLY updates to TGUI 4.0 standards.
* ThE bUiLd DiFfErS fRoM oUrS
* Ah, I didn't see the testmerge get re-upped.
* TGUI Rebuild.
* Shuffles some security-assistant bounties around
* Renames a few variables. Also reorders fallback order again.
Renames item_state to inhand_icon_state
Renames mob_overlay_icon to worn_icon
Renames mob_overlay_state to worn_icon_state
worn_icon_state/mob_overlay_state now never gets used for inhands.
* Fixes some comments
* Fixes map issue
* Restart lints
* Properly resolves conflicts
About The Pull Request
For an item to be two handed just add this handy component.
All existing two handed items have been converted to use this component.
Why It's Good For The Game
It has components and signals, and now you can make items two handed so simply.
/obj/item/shockpaddles/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed)
As-is, random mineral spawning changes the turf to the subtype with that mineral, which results in a lot of turf changes I guess. Now it just changes the mineralType of the turf. Unless it's gibtonite or a cave spawner, because the alternatives are worse and those aren't all that common anyway.
🆑
tweak: Random mineral turfs no longer cause large amounts of turf changes on initialization.
/🆑
* 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.
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can)
this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc.
also applies materials to everything, with fixes, which can close#46299
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
* 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.
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.
* 1/4 done? maybe?
* more
* stuff
* incremental stuff
* stuff
* stuff & things
* mostly done but not yet
* stuffing
* stuffing 2: electric boogaloo
* Git Commit and the Kingdom of the Crystal Skull
* make it actually compile
* found more stuff
* fixes
* fix AI laws appearing out of order
* fix windows
* should be the remaining stuff
* this time for real
* i guess it should compile too
* fix sechuds
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
* Fixes projectiles not hitting mobs, some refactoring too
* some stuff for projectile can hit target to work with not being ontop of an object
* Yeah let's just refactor bullet_act while we're at it.
* Yeah let's just refactor bullet_act while we're at it.
* Yeah let's just refactor bullet_act while we're at it.
* CanPass returns true to projectiles regardless of hit
* snakecase?
* Passes thrownthing to hitby
* Items now also pass thrownthing
* No longer uses default arguments
Also fixes bananium shield
* Adds more arguments to hitby calls
* Standardises throw_impact
* Clears up some loose ends
* Adds back wacky comment
* Reinstates can_push=FALSE on bananium shield
Fixes#39976
A good number of things were missing various parts of the logging (going to GLOB.bombers, not going to client logs, not logging to game, ect), or doing incorrect things like passing admin verbs to saved logs.
Unified all the necessary actions under a single proc log_bomber() which handles everything in most use cases. This way the log isn't all jumbled up with inconsistent messages, everything's one format so you can quickly find what you need to bwoink the right person.