Allows blind people to examine things they're directly holding in their hands, so they don't need to swap hands back and forth between empty hands to check their ID or whatever
Slightly lowered the recent examine delay to make it easier to trigger examine_more
attack_hands that waited for input or slept (such as apiaries or airlocks) delayed the examination until after the attack_hand input or sleep was finished, so it is now called async to prevent the weird pause.
Blind people could previously examine things with disabled/detached limbs, that's fixed as well, and replaced a range check with adjacent, cause shoving your arm through windoors is bad.
Adds netherworld critters as a swab. They take primarily maintenance, lavaland, and bartending reagents, they're supplemented by all geyser chems and minorly chemistry, and they are suppressed by any kind of generic growing meat (liquid gibs, nutriment, protein and peptides)
The abberant cells randomly pick a netherworld mob every time they are created. the big jackpot here is migo for the reasonable health and high damage, and the whiff are blank bodies for having good health but awful damage.
Why It's Good For The Game
Players love migos and other netherworld critters are aight. They're fairly strong, and so have a medium amount of reagents. Tried to get funky with it since they're supposed to be odd creatures.
(New swab for netherworld critters! Make sure you put them into a different vat system than your other ones, as they do not react well with normal reagents!)
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Keep tab buttons in view when scrolled down
* Unfocus tab buttons after click so scrollbar keeps working
* Fix some subsystem stat entries
* Improve key passthrough
* Fix runtimes from nulls in AI connected_robot list
* Add missing info in MC tab for global/config/etc.
* Fix#53298 by including turf in alt-click menu
-Mechs are a vehicle subtype
-Mech equipment half-rewritten
-Mech actions completely redone
-Cooldown macros
-New movement macros & replacing all var in GLOB.diagonals with ISDIAGONALDIR(var)
-New lazylist macro
-Support for lavaland only mechs
-Removed the tank because fuck off with that hacky shit
-Documentation
-Fuckton of fixes
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is
Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>
Automatic glide size adjustment based on move delay.
Essentially a port of https://github.com/yogstation13/Yogstation/pull/8132 but that was mostly my code with some fixes.
Why again? well it turns out the recent byond fixes to glide size actually worked and solved the issues that were unsolvable.
https://file.house/0B3u.mp4
Glide size no longer incorrectly scales at fps, so it works as intended at any framerate with the only stuttering being normal byond suck stuttering.
* Adds a succumb action
* Change from action button to alert to stand out more
* CAN_SUCCUMB macro and early return
* Move updating to set_stat
* Bring back new_stat
* Move to new traits
* Observer check
By clicking yourself with grab intent while targeting a limb of yours that's bleeding, you'll "grab" onto it with your free hand to apply pressure. This takes 1.5 seconds to do, takes up a hand while you do so, and applies a slowdown while you're holding it. In return, that limb will bleed 30% less while you're holding it (though it won't clot any faster). This stacks with the 25% reduction in bleeding you get from being horizontal, so laying down clutching your gushing gut while waiting for help is now both thematic and viable!
Other fixes and changes
I also made some other changes to wounds of various importance. Here's a quick list
-Most wound treatments now respect thick clothing/materials, so you can no longer suture slashes through spacesuits.
-Using sutures on slashes and pierces now actually use up sutures, and regen mesh must be opened to treat wounds with
-Infectious zombies (romerol) can now be wounded as intended
-Coagulant has been nerfed again to reduce bleeding less for every wound it's reducing bleeding on. This'll still need more love and attention later, but I need to find a good middle point where medipens are good for bleeding in an emergency without being a way to sidestep any and all bleeding wounds in one go.
-I added a recipe for improvised coagulant in the Wounds 2 PR using baked pulped banana peels and salglu, but then realized that recipe sucked and was overly complicated. You can now drink straight up ground/juiced banana peels to help close up slashes and piercings. Yuckm!
-You can no longer repeatedly disembowel people who have already lost their internal organs
-Whetstones now make things edged sharp rather than pointy sharp, fixing a carryover from when sharpness = 2 used to be accurate sharpness. This'll have the effect of making sharpened weapons less sucky at chopping people apart since slashing is usually more devastating than piercing
I've also made a few tweaks to scars, mostly making them a bit smaller. It now takes twice as much scar severity to reach "absolutely fucked up" when examined, and the other steps have been raised a few points as well. Minor scar examine text is a tad smaller text-wise, and the precise locations for the scars are a bit more procedural as well (more location modifiers like upper/lower/inner/outer wrist/whatever). These changes will hopefully add a bit more variety to the scarring you see on random crew members, since it's pretty easy to hit max examine severity as is.
Unequipping clothing via quickswap now properly calls dropped(), so you lose any traits you get for wearing them. This fixes being able to use the quickswap hotkey to keep traits and other properties like krav maga, sec/med/diagnostic hud's, and whatever else without actually wearing the clothing.
Fixes: #52788Fixes: #50798
Why It's Good For The Game
Honestly for my money, a quickswap hotkey is lame and overly gamey, which is funny because the kind of player who would be into that is exactly the kind of player I'd suspect of quietly abusing a bug like this bug for the last several months, but I digress.
Changelog
cl Ryll/Shaps
fix: Quickswapping clothing now properly unequips the swapped-out clothing, removing any traits they granted while worn
/cl
Componentized the bloody feet feature.
* Hardsuits and other feet-covering clothing can now get bloody feet as well and spread gunk around.
* Bare feet can now get bloody as well and spread gunk around.
* Shoes/feet won't get bloody if something is covering them.
* Improved blood spreading behaviour. Previously, magic numbers were used in the blood pick up and drop off process. Now, when you step in blood, you and the floor share the blood volume. When you step on a non-bloody tile, you give away half of your shoe blood to the tile, and so on. This means the total blood volume always stays constant when moving around. * Blood doesn't appear out of thin air, nor get flushed to bluespace.
* Lowered footprint minimum opacity. Because it looks better, imo.
* Improved footprint exit/enter dirs.
* Improved footprint examine.
* Removed code for cult magic where a spell can suck up blood on your shoes. I'm pretty sure this code didn't work anyway. Implementing that for this new system would require a new signal and I just don't think it's worth it.
How can this game make you spend 20 hours on fucking spaceman footprints
Hardsuits will become "fully bloody" by just stepping in blood. This is a limitation of the current forensics system, as that is what is used to determine if an item is bloody or not. I'm aware of this but I don't think it fits to fix that in this PR.
cl
add: Footprints and bloody shoes major update. Hardsuits and bare feet can now get bloody as well. Improved blood spreading behaviour.
fix: Shoes will no longer get bloody while wearing something that covers them.
/cl
Sparks no longer lag, projectile beams move super smoothly, same with mobs and whatnot. This also allows for easy expansion into directional lights, field-of-view, wee-woo rotating lights or whatever.
It does have a downside: things right-clicked or checked through the alt+click tab will show the light overlay:
This is a BYOND limitation, very well worth it IMO.
🆑
add: Smooth movable lighting system implemented. Projectiles, sparks, thrown flashlights or moving mobs with lights should be much smoother and less laggy.
balance: Light sources no longer stack in range, though they still do in intensity.
/🆑