Redoes how geese handle eating shit, it was fucking stupid and caused harddels, and while this method is technically slower in the best case, it's a fucking goose
Fixes action related harddels, I hate how they work but at least this way they won't hold refs.
Fixes the hierophont causing its beacon to harddel
Removes the M variable from megafauna actions, it was used like a typed owner and caused harddels, so I burned it
Fixes target and targets_from harddels, replaces all setters of target with LoseTarget and GiveTarget, which should help maintain behavior. I'm not sure if this breaks anything, but if it does we should fix the assumptions that code makes instead of reverting this change
Fixes more area_senstive_contents related harddels, we need to allow the mob to move before clearing out its list.
Fixes marked object harddels (I'm coming for you admin team)
Fixes a language based human harddel
Fixes managed overlay related harddels (This was just emissive blockers, but I think this is a good safety net to have. If we clear the overlay list we should clear this one as well)
Fixes bot core harddels, I hate the fact that this exists but it has no reason to know who its owner is
Adds a walk(src, 0) to simple_animal destroy, it's the best bang for the buck in terms of stopping spurious harddels. Walk related harddels aren't that expensive in the first place, since byond does the same thing I'm doing here, but this makes finding mob harddels easier, so let's go with it
I fixed another source of part harddels, I hate fullupgrade so much
Fixes all the sound loop harddels
Everything that called turf.assume_air and turf.remove_air was already updating turfs, and all that not tying
the two together did was add more boiler plate, and break things when people forgot about it.
This shouldn't add any overhead outside of hotspots, but I think that's trivial
* FINALLY IT IS DONE FUCK
* tip of the round into ooc
* adds cyopod chat messages to the info chat filter
* last one I promise probably, mob spawner messages to info filter
* holoparasite, round will start in x and keybinding conflict to respective filters
* removed motd from constants, made it infoplain surrounded instead
* changed info to infoplain
* cargobus, start of gloves
* basics of the HAUL gauntlets
* fully mapped in
* almost forgot the gauntlets
* ntnet improvements
* cargo gaunts, tablet cargobus
* excludes body bags
* dmis and map back
* readd icons
This does a variety of improvements to monkey ai that I got drawn into after fixing a relatively simple bug with monkeys and guns. This pr is in support of #58565 so that in the rare chance pun pun gets a gun, they know how to use it. Previously #16630 made it so monkeys could use guns but semi-recently that was broken. Now that's fixed and in addition some other monkey ai capabilities were enhanced, read the changelog for the full list.
Aims to speed up the replacement of broken disposal pipes by making it less demanding on the player. Hopefully this will lead to it happening more often. Does this by:
Allowing the RPD to destroy broken disposal pipes
Automatically destroying broken disposal pipes before trying to secure new ones of the same direction over the top of them
Automatically crowbarring floor tiles while trying to secure disposal pipes over the top of them if a crowbar is held in the offhand
Speeds up the rate at which broken disposal pipes can be replaced.
At the moment to replace a disposal pipe you have to weld each end of the broken pipe. It requires fuel, activation of eye protection and three seconds per end. This becomes time consuming when you have a lot of pipes to replace. It only serves to further disincentivise repair of everything but small breaches.
This PR lessens the requirement to only an RPD and half a second per end. You can also just place a pipe of the same direction over a broken pipe and the ends will be deleted for you. If you place a disposal pipe over a broken pipe that's above a floor tile while holding a crowbar, the floor tile will be removed so the RPD can secure the pipe. All that's left is welding the pipe and replacing the floor tile.
Hopefully this will lead to more people replacing disposals. There's still undesirable difficulty in finding out where pipes went and which ones were used (if you can't figure it out the only solution is making do or looking at the .dmm -- usually it just doesn't get fixed) but that's out of scope for this pull request. Replacing disposal pipes is just one of several jobs involved in repairing hull breaches that players don't want to do. Hopefully this eases the tedium of replacing obvious pipes.
extends the tile reskinning functionality to iron, bronze, plastitanium, carpet and pod floors
makes a bit of tile code better
moves some paths around, like elevator shafts being plating instead of floor
adds rotating as a tile reskinning function available on chapel or side floors for example
lets players customize any rooms they would want much more than it is possible now, allowing for more creativity
This PR fixes issues with the chameleon jumpsuit and sneakers. In addition to that, it properly defines setting for GAGS worn and inhand icons instead of having them be in Initialize() for specific item types. Names for the prisoner jumpsuits and wheelys have also been reverted to how they were before the GAGS PR.
Previously, the menu wouldn't show you the generation steps for icons other than the south dir icons. You can now specify which you want to see. In addition the config type itself can be changed so as to allow previewing of icons that normally are not displayed directly on the map.
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* Makes all uses of atmos_senstive pass in mapload as context
* Converts atmos senstive to connect_loc, does some general cleanup to the element, and makes it check the state of the tile the thing is on assuming creation didn't happen as a part of map loading
* Updates connect loc to match the new arg list
Makes hair (which already was, I think?), underwear, facial hair, and undershirts all available to all genders.
Random character generation is not changed. Eventually, I want to remake random characters to look more believable, but that is out of scope.
Gender-specific preferences are an outdated trope that make the code harder to work with.
This change is also important as a total makeover of the preferences menu and the preference internals are going underway. It is significantly easier to work with when a preference can simply be a list of things you can choose, rather than having to depend on another preference to decide what they can show. While I could make this change at that time, it is also important that the new preferences menu keep parity, and avoid bikeshed on a trifling detail.
* Makes tanks only process when needed, rather then doing it constantly
* Makes portable atmos machines only process when needed, makes adding and removing atmos machinery cheaper, makes the tank processing logic actually work properly
* Makes pipelines only react() when their mix changes, fixes a ton of misuses of update_parents that were causing about 10ms of load for atmos just from reconcile_air()
* Adds in a new reaction framework alongside the old one for profiling related reasons
* whoops
* Cleanup, removes the react profiling code, I've chosen a direction to go here
* Cleans up some code, adds comments describing how to interact with portable atmos machines/tanks and their
mixes, adds a blurb to Atmospherics.md about the topic as a whole, leaves a line of bread for someone to follow
if I get hit by a bus in 2 days (Knock on wood)
* Removes priority from reactions, moves priority groups to the defines file
* whoops
* Converts air_contents to _air_contents, replaces all the out of file things that used it with return_air()
* Replaces the canister air contents uses, converts it back to air_contents, I decided I didn't like the _
* Fixes
For whatever reason, gunboots could immediately shoot the person wearing them when they fired. This obviously isn't ideal, so this fixes that. Once the bullet has ricocheted off something, of course, they're once again fair game to be hit. This also kills the projectile_shooter component because it was pointless
Fixes: #58242 (Bullets fired from gunboots hit the wearer)
As if the trail of people trying to kill you for wearing this isn't bad enough, you don't need the shoes themselves doing you in
* Adds timezone support for regional holidays
Also adds timezones to Waitangi Day, ANZAC Day, US Independence Day and Bastille Day
* Makes holidays span all timezones by default
Changes April Fools, Halloween and Christmas to be the correct dates instead of a range, using three timezones to cover the correct range instead
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Currently, corazargh's the best-in-class weapon for chemical syringes. 0.01u metabolization rate, kills in 6 seconds, easily manufactured.
4u of it with any chem really designed to knock out or stun an enemy leads to them dying of extreme bloodloss. It's hilariously overtuned, and while thalpy/fermi/bramble works on a more permanent solution, this thing's definitely worth pushing out a temporary fix to.
https://cdn.discordapp.com/attachments/625471067900608512/836730021090557973/unknown.png <- the conversation with thalpy about making this change while he works on a unique solution for corazargh.
Mothblocks made a slight oopsie in #58389, reversing the shuttle selection logic for the Shuttle Catastrophe event from selecting only shuttles that can normally be purchased to selecting only shuttles that normally can't be purchased. Combined with the other check that limits it to selecting shuttles with a non-infinite price, this had the hilarious consequence of only being able to select Disco Inferno every single time the event triggered.
So this PR, y'know, reverses that to restore the old intended behavior.
Fixes: #58754 (Shuttle Catastrophe appears to only choose Disco Inferno)
Even if Disco Inferno is the very definition of "Shuttle Catastrophe", it was disabled for a reason
Adds opacity to bottles, beakers, large beakers, and reagent fills so theyre no longer extremely dark. Adds @maxymax13 's resprites of the x-large(plastic) and metamaterial(gold) beakers to match the new beakers. Adds a 1u sprite for reagent fills of all bottles/beakers. Removes unnused vials and melted beaker icons.
fixes#58624 (Metamaterial not having the proper icon)
Consistent beakers good.
Fixes#57757 (being high on lithium while in a mech causes weird shit, like the camera being stuck to the mech while the player moves)
Lithium used step() without regard for the thing you were in
Prevents lithium from glitching in and out of things, (especially useful for objects that take control of your camera).
SDQL spells are spells that execute an SDQL query. This requires a config flag to be enabled in game_options.txt. When enabled, admins with debug verbs have the ability to open a menu allowing them to define all the relevant vars for the spell, including icons and spell requirements.
It also fixes a bug with superuser SDQL queries always runtime if they try to call a proc.
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
Adds a new obj_flag that prevents building on objects that shouldn't be built on.
Adds it to the stasis bed and the sleeper, as well as some machines that become undense when the doors opens (nanite chambers, DNA scanners, suit storage unit, and gulag teleporter).
If I forgot any feel free to lmk.
Fixes#58528 (Operating table + stasis bed memes)
Some objects/machines that aren't dense (or become undense in certain states) shouldn't be able to be built upon, so this flag allows for specifying that you can't build on it.
I realized while playing cook the other day that we did not have risotto as a recipe, I was very disappointed to see we did not have it.
Risotto is good, therefore it is good for the game. Our rice recipes are quite dull so hopefully, this will be a neat new thing to do with it.
Sprites borrowed/stolen from Aurora's Synnono Aurorastation/Aurora.3#2567