Commit Graph

2297 Commits

Author SHA1 Message Date
SkyratBot
5daec6d80d [MIRROR] Vatbeast growing now requires enriched liquid electricity (#5618)
* Vatbeast growing now requires enriched liquid electricity (#58990)

* Vatbeasts now require enriched liquid electricity

* Vatbeast growing now requires enriched liquid electricity

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2021-05-12 18:58:34 +01:00
SkyratBot
01a2d62e9e [MIRROR] Kills BOTH /poison paths by turning poisonous into an element. (+fantasty prefix, sanity on attackingtarget signal, and more) (#5586)
* Kills BOTH /poison paths by turning poisonous into an element. (+fantasty prefix, sanity on attackingtarget signal, and more) (#58882)

* Kills BOTH /poison paths by turning poisonous into an element. (+fantasty prefix, sanity on attackingtarget signal, and more)

* AAAAAAAA

* Update spellbook.dm

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-05-10 15:12:34 +01:00
SkyratBot
084ae0b62f [MIRROR] Documents BEPIS.dm code. (#5556)
* Documents BEPIS.dm code. (#58934)

* Documents BEPIS.dm code.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2021-05-08 13:44:33 +01:00
SkyratBot
b818ea9a32 [MIRROR] Fixes bitwise flag negation errors (#5466)
* Fixes bitwise flag negation errors. (#58870)

These have been in the codebase for many years. Love, ZeWaka

* Fixes bitwise flag negation errors

Co-authored-by: ZeWaka <zewakagamer@gmail.com>
2021-05-05 09:59:02 +01:00
Matthew J
37f6a72c7b Fixes one of the experiments needing a disabled material (#5454)
Co-authored-by: Matthew <matthew@tfaluc.com>
2021-05-05 12:31:31 +12:00
SkyratBot
0f11fb398b [MIRROR] Love potion grammar fix (#5446)
* Love potion grammar fix (#58851)

* Update _potions.dm

* Update _potions.dm

* Love potion grammar fix

Co-authored-by: YakumoChen <king_yoshi42@yahoo.com>
2021-05-04 18:20:23 +01:00
DuffCreeper
8504837727 owo whats this? (#5448) 2021-05-04 12:56:06 +01:00
SkyratBot
f14367c433 [MIRROR] Lighter Grammar Fix (#5430)
* Lighter Grammar Fix (#58813)

* Sing -> Singe Replacement

Self explanatory. Replaces sing with singe

* Removes Scorch, Just In Case

* Lighter Grammar Fix

Co-authored-by: Beatrice <83368538+SpaceDragon00@users.noreply.github.com>
2021-05-03 15:19:49 +01:00
SkyratBot
966873beb4 [MIRROR] [READY] Tile Reskinning 2: Epic Winaloo (#5384)
* [READY] Tile Reskinning 2: Epic Winaloo

* AAA

Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-05-01 14:25:42 +01:00
SkyratBot
6e2f02c300 [MIRROR] Fix anomaly research (#5357)
* Readded anomaly research (#58790)

* Fix anomaly research

Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
2021-04-30 13:10:10 +01:00
SpaceVampire
77df1a8af4 Revert "Sepia/lightpink (#3689)" (#5123)
This reverts commit f57876ff61.
2021-04-28 23:28:17 +01:00
SkyratBot
d7c91d7c94 Removes Crystal Invasion (#5276)
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2021-04-28 21:41:37 +01:00
Swiftfeather
b952df51af [SEMI-MODULAR] Replaces Oztek boomerangs with peacekeeper boomerangs (#5153)
* Let's get fucking stgarted

* almost done

* r
2021-04-28 16:33:28 +12:00
SkyratBot
a96d769804 [MIRROR] Adds a new obj_flag that prevents building on objects that shouldn't be built on. (#5272)
* Adds a new obj_flag that prevents building on objects that shouldn't be built on. (#58719)

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.

* Adds a new obj_flag that prevents building on objects that shouldn't be built on.

Co-authored-by: Seth Scherer <supernovaa41@protonmail.com>
2021-04-28 02:17:58 +01:00
SkyratBot
5b8a38af3a [MIRROR] Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#5244)
* 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>
2021-04-27 01:53:17 +01:00
SkyratBot
01af3694ce [MIRROR] Emissive system refactor (#5234)
* Emissive system refactor (#58130)

The emissives system is the system that both lets computer screens and vendors glow in the dark and lets mobs and items block those glows. The current implementation relies on using filters to let mobs and items mask out the glow in the dark overlays on some structures. This is difficult to extend properly without massively increasing maptick. This PR changes the emissives system to use BYONDs native image layering to mask emissive overlays. This should prove to be a more extensible option.

tldr; There exists a system that lets computer screens glow on the dark and lets mobs and items block the glow. It isn't very extensible and this PR attempts to make it more extensible.

How emissive overlays used to work

Currently emissive overlays and the emissive blockers that mask those overlays are handled using a system of inter-masking planes. The emissive overlays and the emissive blockers are placed on separate, hidden plane masters. These are essentially rendering layers and groups. The emissive blocker plane is then used to mask the emissive overlay plane which effectively allows the emissive blockers to block the emissive overlays from being seen. After is has been masked the emissive overlay plane is used to mask the lighting plane, essentially creating holes in the shadows wherever an unblocked glowing thing exists.

Why this is a potential problem

This system works fine. In fact it works great! The computer screens glow, any person or item that winds up on a computer blocks the glow, and everything just works. However, this system runs into some issues when you try to extend it to work on things other than structures. Namely, the current system only supports emissive overlays on structures and emissive overlays that are completely unblockable by any means. As a result, several interesting uses to the system require extending the system.

As a result, if you want to apply emissive overlays to items (which exist between structures and mobs) or emissive overlays to turfs (which exist below structures) you must extend the emissives system to get the emissive overlays and emissive blockers to properly function. Doing this naively, by adding extra emissive overlay and emissive blocker planes and applying all of the relevant masking filters, is not exactly performant.

Maptick is a major contributor to lag and the higher the maptick the more free lag you, the player, get delivered fresh to your client. Trying the naive method resulted in #55782 (1f1b58bb26), an attempt to add glowing carpet to the game. Since the PR revolved around adding glowing carpet it had to extend the emissives system to allow for emissive turfs and emissive blocking structures. Extending the system was done naively as described above and you can see the results. 1.5 times the maptick across the board. Ouch.

So, we know that extending the system in it's current form is impractical. At least if done naively. Thus we are stuck.

tldr; The emissive system currently uses inter-plane masking to allow for emissive blockers to function. This is difficult to reasonably extend without murdering maptick. See #56496 (1f1b58bb26) for the results of naively extending this system.

How emissive overlays are going to work

Alright, so we know that the current system of using planes to let the emissive blockers mask the emissive overlays is difficult to extend in it's current form. The solution is to change how the system works so that it can be extended in a more efficient manner. What we want is a system that allows one set of images to be out masked by another set of images and for the first set of images to be capable of masking the light plane. Preferably, we would also like the ability to interleave the masking effect between emissives and emissive blockers with almost arbitrary layering.

Conveniently, this layering and masking is something BYOND already does to normal items and objects. If we put the emissive overlays and the emissive blockers on the same plane we can use their layers to interleave them almost arbitrarily like any normal structures and items! All we need is a way to mask away the emissive blockers from the resulting rendered plane and we can mask the lighting plane with the remaining emissive overlays.

Luckily, BYOND has provided a single filter that is capable of this task. The color matrix filter. This filter can be used to apply a color matrix to an image! Provided that the emissive overlays and the emissive blockers are different colors we can use a color matrix filter to effectively mask out the emissive blockers from the plane! The resulting emissive plane can be applied as an alpha mask to the lighting plane as it used to, to the same effect. The best part is, we get layering practically for free!

This is exactly what this PR does. It converts the emissives system from the old plane and masking based blocking to a new layer-based system which uses BYONDs native layer handling to mask the emissive overlays.

* Emissive system refactor

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2021-04-27 00:03:46 +01:00
SkyratBot
2ab15aecb5 [MIRROR] Remove all gamemodes except Dynamic (#5173)
* Remove all gamemodes except Dynamic

* qaaaaaaaa

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-04-25 21:20:30 +01:00
SkyratBot
084921405b [MIRROR] Full Auto Update: no crit firing, no spamclicking, more autofire, more balance (#5099)
* Full Auto Update: no crit firing, no spamclicking, more autofire, more balance

* aaa

* Update fullauto.dm

* aaaaa

Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-04-23 22:21:53 +01:00
FlamingLily
6dc2a67768 Disables the electrical welder and brings back OG e-welder, pending fixes. (#5045)
* Update tool_designs.dm

* Update electric_welder.dm

* Update belt.dm

* fuck
2021-04-23 21:49:37 +01:00
SkyratBot
566490bfef [MIRROR] Stabilized light pink extract makes you a pacifist while active (#5117)
* Stabilized light pink extract makes you a pacifist while active (#58498)

* Stabilized light pink extract makes you a pacifist while active

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2021-04-23 13:49:11 +01:00
SkyratBot
2c97173fd1 [MIRROR] Fixes incorrect description for the mitosis nanite program. (#5077)
* Fixes inaccurate description for mitosis nanites program. (#58510)

* Fixes incorrect description for the mitosis nanite program.

Co-authored-by: Cimika/Lessie/KathyRyals <65850818+KathyRyals@users.noreply.github.com>
2021-04-22 00:40:38 +01:00
Gandalf
6b8a912840 Item use power and cell component refactor (#4900)
* aaaaaaa

* Update cell_component.dm

* Update cell_component.dm

* Update cell_component.dm

* aaaaa

* aaaaaaaaaaaaaaaaaaaaa

* Update flashlight.dm

* Update flashlight.dm

* aaaaaaaaaaaaaaaaaaaaaaaaaaaa

* AAAAAAAAAA

* Update _wires.dm

* aaaa

* AAAAAAAAAAAAAAAAA

* aaa

* Update cell_component.dm

* aaaa

* AAAAAAAAAAAAAAA

* AAAAAAAAAA

* AAAAAAAA

* Update youtool.dm

* aaaaaaaa

* aaaa

* aaaa

* asaa

* HOLY FUCK YOU GUYS ARE ALL SO LAZY JESUS FUCKING CHRIST

* aaaaa

* Update cell_component.dm

* Update cell_component.dm

* Update cell_component.dm

* Update cell_component.dm

* Update cell_component.dm

* Update traitordevices.dm

* aaa

* Update traitordevices.dm

* Update traitordevices.dm

* aaa

* Update cell_component.dm

* POWER CELLS VERSION 2

* OH YEAH BABY

* A

* Update cell_component.dm

* Update flashlight.dm

* AAAAAA

* Update flashlight.dm

* Update atoms.dm

* aa

* AAAAAAAAAAAAA

* aa

* Update multi_cell_charger.dm

* Update flashlight.dm

* Update flashlight.dm

* Update multi_cell_charger.dm

* aaa

* Update _wires.dm

* Update electric_welder.dm

* aaaaa

* Update tools.dmi
2021-04-18 15:09:13 +02:00
Matthew J
4ecc380414 [NON-MODULAR] Fixes an inconsistency where the nanite chamber couldn't interact on MOB_HUMANOID (#4985)
* Allows the Nanite Chamber to work on the same entities as the public chamber

* explaining what exactly was changed in the if statement wouldn't be a bad idea

Co-authored-by: Matthew <matthew@tfaluc.com>
2021-04-17 18:18:29 +01:00
SkyratBot
a08d398675 [MIRROR] Renews Maintenance Drones (#4868)
* Renews Maintenance Drones

* And these have conflicts too, but you can't see them

* Skyrat Map Updates (Adding Supermatter Room Area)

Co-authored-by: Jonathan Rubenstein <jrubcop@gmail.com>
Co-authored-by: Funce <funce.973@gmail.com>
2021-04-16 13:04:21 +02:00
SkyratBot
7b823360c0 [MIRROR] Removes Ethereal blood's shocking properties (#4912)
* Removes Ethereal blood's shocking properties (#58408)

Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>

* Removes Ethereal blood's shocking properties

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: ATH1909 <42606352+ATH1909@ users.noreply.github.com>
2021-04-15 16:21:43 +01:00
Gandalf
900b0019ad Monke magnification helmet(added to R&D) + fixes (#4892)
* monke

* Update helmet.dm

* Update helmet.dm

* aaa

* aaa

* aaa

* Update monkey_magnification_helmet.dm
2021-04-13 17:17:27 +01:00
Gandalf
e342f4b170 [CELL QOL] Multi-cell charger (#4867)
* aaa

* aaaa

* Update multi_cell_charger.dm

* Update multi_cell_charger.dm
2021-04-13 11:56:04 +01:00
SkyratBot
2aa9585124 [MIRROR] Fixes grammatical error in the "computer hardware" techweb node (#4838)
* Fixes grammatical error in the "computer hardware" techweb node (#58304)

* Fixes grammatical error in the "computer hardware" techweb node

Co-authored-by: BootlegBow <69032410+BootlegBow@users.noreply.github.com>
2021-04-12 04:43:22 +01:00
SkyratBot
b71efc6a0a [MIRROR] Fixes material amounts not updating when affected by stabilized metal extracts (#4824)
* Fixes material amounts not updating when affected by stabilized metal extracts (#58277)

Co-authored-by: TemporalOroboros <TemporalOroboros@ gmail.com>

* Fixes material amounts not updating when affected by stabilized metal extracts

Co-authored-by: TheVekter <TheVekter@users.noreply.github.com>
Co-authored-by: TemporalOroboros <TemporalOroboros@ gmail.com>
2021-04-11 14:12:37 +01:00
SkyratBot
86fea27813 [MIRROR] You can now print cable coils and welding helmets from scilathes and engilathes (#4606)
* You can now print cable coils and welding helmets from scilathes and engilathes

* Update all_nodes.dm

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-04-03 16:53:18 +01:00
SkyratBot
1ae11b8877 [MIRROR] TGUI Limbgrower + Limbgrower refactoring and design expansion (#4593)
* TGUI Limbgrower + Limbgrower refactoring and design expansion (#57955)

Refactors the limbgrower to modernize the code. Now, the limbgrower can accept any type of reagent in limbgrower designs.

Adds simple plumbing demand to the limbgrower, so you can pipe synthflesh into it.

Adds monkey tails, felinid ears and tails, lizard digitigrade legs, lizard tongues, fake lizard tails (unusable in lizard-wine and similar recipes), plasmaman organs, and ethereal organs (minus the heart) to the limbgrower via limbgrower design disks. These disks can be printed from the medical lathe once the required technology has been researched.

Adds a technology node to unlock the limbgrower design disks after advanced biotech, xenoorgan biology. In the future, this could have an experiment requirement - maybe to scan multiple types of species.

Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>

* TGUI Limbgrower + Limbgrower refactoring and design expansion

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@ gmail.com>
2021-04-02 18:47:26 +01:00
SkyratBot
1736440cc0 [MIRROR] changes most uses of SSvis_overlays.add_vis_overlay() inside of update_overlays() to true overlays (#4569)
* changes most uses of SSvis_overlays.add_vis_overlay() inside of update_overlays() to true overlays (#57985)

* changes most uses of SSvis_overlays.add_vis_overlay() inside of update_overlays() to true overlays

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2021-04-01 02:04:42 +01:00
Gandalf
d14f4ea7c9 Revert "Revert "[MIRROR] Layer overhaul (#4503)" (#4509)" (#4536)
This reverts commit b27ede689e.
2021-03-31 02:08:56 +01:00
Useroth
b27ede689e Revert "[MIRROR] Layer overhaul (#4503)" (#4509)
This reverts commit 8ac892d340.
2021-03-30 23:45:08 +01:00
SkyratBot
8ac892d340 [MIRROR] Layer overhaul (#4503)
* Layer overhaul (#57915)

## About The Pull Request
Changes up some layer and plane defines for no particular reason lol

## Why It's Good For The Game
Planes actually override layers, and layers control ordering within planes. A lot of the usage of plane and layer was wholly unnecessary. This refactor helps future maintainability while also being needed staging for _future features._

* Layer overhaul

* aaaaaaaaa

a

Co-authored-by: Rob Bailey <actioninja@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-03-29 16:36:36 +01:00
Gandalf
641ab80135 Nightstick batong upgrade + stunsticks(in cargo) (#4403)
* Now that batongs have been debatonged it's time to rebatong the new batong

* aaa

* aaaaaaaaaaa

* Update packs.dm

* RMOV BANTONG

* Update peacekeeper_baton.dm

* Update peacekeeper_baton.dm

* Update peacekeeper_items.dmi
2021-03-28 23:31:13 +01:00
Gandalf
e1c2262add Civil Dispute Officers (#4205)
* FIURST

* a

* a

* Update gunsets.dm

* a

* Update gunsets.dm

* Update jobs.dm

* Update junior_officer.dm

* Update junior_officer.dm

* aaaa

* Update KiloStation_skyrat.dmm

* YASSSS

* aaaaaaaaa

* aaa

* CALIBER MASON

* aaaaa

* Revert "aaaaa"

This reverts commit 3044abf2a4c2dcee66f1ec4f996d50ea2e2a7f7f.

* aaaa

* Update guns.dm

* aaaa

* aaaaaaaaaaaa

* aaaaaaa

* aaa

* Update tramstation_skyrat.dmm

* aaaaaaaaaaa

* Update pepperball_gun.dm

* Update DeltaStation2_skyrat.dmm
2021-03-28 22:35:56 +01:00
SkyratBot
49836e4fac [MIRROR] Adds explorer drones / adventures. (#4424)
* Adds explorer drones / adventures.

* Update persistence.dm

* Update asset_list_items.dm

* MAP RESET

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-03-26 15:49:44 +00:00
DuffCreeper
a338ad8207 [SEMI-MODULAR] Mediborg Advanced Surgical Tool Upgrade (#4269)
* more borg powercreep????

jk its an upgrade *dab

* hm yes i forgot to do the readme

* Moth can't spell
2021-03-21 15:27:25 +00:00
SkyratBot
e043a3a1f7 [MIRROR] Desnowflakes tank integrity (#4286)
* Desnowflakes tank integrity (#56443)

Makes tanks use obj_integrity instead of their own snowflaked version.
Makes tanks check for exploding when they are destroyed, rather than once every process.
Makes tanks always leak their gases when they are deconstructed.
Removes the ability for tanks to seal themselves back up over time.
Makes the bomb spawner actually produce functional bombs.
Removes the extraneous syndicate bomb spawner subtype.
Miscellaneous code improvements to tanks, bomb spawners, and the blastcannon.
Fixes the explosives compressor doubling the power of any bomb you put in it.

The changes to tank rupturing behavior shouldn't effect most tritium fueled TTVs including the 50K recipe. Toxins players don't need to worry about suddenly being incapable of getting points or refining anomaly cores. They should only really effect singlecaps, but I don't know enough about singlecaps to know what recipes I should test. I have confirmation that at least one mix is not effected by this.

The self-sealing properties of tanks have been removed. I'm not sure what the purpose of it was, I have heard that it was used to enable hand-portable plasmaflooding, but I'm not familiar with the practice.

As it turns out, the basic bomb spawners were broken on master! I have made the bombs they produce maxcap instead of just spring a leak. Since they maxcap by default now I have removed the syndicate subtype used to spawn the TTV produced by the cuban pete arcade game and replaced it with the normal timer subtype. Since none of the bomb spawner subtypes were used for anything else this shouldn't have any effect on the game.

On a similar note, I have discovered that the maxcap recipe on the wiki stopped working at some point since it was written. I will replace it with a functioning set of instructions.

Less snowflake code.
Bomb spawners are actually functional now.
Slightly better code.
The explosives compressor accurately reflects the power of the bomb you put into it.

* Desnowflakes tank integrity

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2021-03-21 13:58:18 +00:00
SkyratBot
9ffdf58259 [MIRROR] Some explosions code cleanup (#4276)
* 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>
2021-03-21 01:03:36 +00:00
SkyratBot
5c00d0a56a [MIRROR] Prevents abuse of the BEPIS to syphon cash from cargo. (#4224)
* Prevents abuse of the BEPIS to syphon cash from cargo. (#57610)

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Prevents abuse of the BEPIS to syphon cash from cargo.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-03-18 00:50:14 +00:00
SkyratBot
85c5edb794 [MIRROR] Cleans up relic code a bit (#4210)
* Cleans up relic code a bit.(#57731)

* Cleans up relic code a bit

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-03-17 02:37:31 +00:00
KathrinBailey
f3c8a6919b Renames 9mm and 10mm to specific cartridges. (#4054) 2021-03-12 15:02:48 +00:00
SkyratBot
74d13aafce [MIRROR] changes the filepath of "nanomachines" to "cyborg_mutation_nanomachines" (#4075)
* changes the filepath of "nanomachines" to "cyborg_mutation_nanomachines" (#57539)

* changes the filepath of "nanomachines" to "cyborg_mutation_nanomachines"

Co-authored-by: Clyde-Thunderpants <80003925+Clyde-Thunderpants@users.noreply.github.com>
2021-03-11 13:34:16 +00:00
SkyratBot
e85f8a4486 [MIRROR] Replace some turf in range() with RANGETURFS and fix(?) bspace trauma (#4070)
* Replace some turf in range() with RANGETURFS and fix(?) bspace trauma (#57566)

* Replace some turf in range() with RANGETURFS and fix(?) bspace trauma

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
2021-03-11 13:44:28 +01:00
Swiftfeather
d2e219d74d [NONMODULAR] Removes Xray and Thermal eyes from research tree (#3974)
* No xray or thermal eyes free for crew.

* azarak I snug you and pet you and cuddle you.
2021-03-08 05:12:09 +00:00
SkyratBot
fae556d50b [MIRROR] Add Restaurant and Bar Holosigns to the Protolathe (#3838)
* Add Restaurant and Bar Holosigns to the Protolathe (#57339)

* Add Restaurant and Bar Holosigns to the Protolathe

Co-authored-by: Funce <funce.973@gmail.com>
2021-03-04 01:04:22 +00:00
SkyratBot
e0f514671e [MIRROR] Creates offstation variants of the protolathe and circuit imprinter for offstation and ghost roles. (#3825)
* Creates offstation variants of the protolathe and circuit imprinter for offstation and ghost roles. (#57367)

* Creates offstation variants of the protolathe and circuit imprinter for offstation and ghost roles.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2021-03-04 01:02:30 +00:00
SkyratBot
a05f7e863a [MIRROR] Fully implements the ID Card design document (#3729)
* Fully implements the ID Card design document

* Oh fuck that hurt.

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-03-03 01:54:25 +00:00