Placing an APC on a wall currently evaluates the area that the wall is in ; as walls often border two areas this may not be the area the user expects. Instead if we evaluate the area of the user we'll be "inside" the target area.
Fixes surpious and inexplicable "This area already has an APC!" errors.
The fact that diagonal placement of frames is prohibited is assumed in this fix.
About The Pull Request
Adds an isitem check so load_item doesn't runtime when it adds a non /item into the cannon which admins can trigger using fill_with_type
Why It's Good For The Game
It probably isn't but let's pretend it lets us do something fun other than making a singularity cannon.
Changelog
cl
tweak: Pneumatic cannons can be used with non /items again.
/cl
About The Pull Request
Adds cancel buttons to input boxes that didn't have them before.
Why It's Good For The Game
Good UX.
Changelog
cl
add: More cancel buttons.
/cl
About The Pull Request
Leaving the forge name text field blank, or it being invalid for another reason, will randomize it.
Why It's Good For The Game
Leave blank to stop the 30 second thinking about what realistic name to give yourself. QoL change.
Changelog
cl
add: Agents cards randomly assign you a name if you leave the name field blank.
/cl
* adds capitalism firing pin for late-stage capitalism
* purchase prompt so you can't bankrupt the captain with a rigged gun
* prompt spam check, cargo crates for pins, extra warning message for accepting payment but not having enough to pay out
* test stuff please ignore
* pay-per-shot system, alert instead of input, minor cleanup
* fuck off clown
* range check to prevent long-range purchasing
* Gets rid of double processing memes.
* fixes the organ box thing
* Makes everything just a tad more performant
* even more performant
* Gets rid of the double processing on SSobj for body eggs
* forgot the brackets
* Also removes double processing memes from the shadowling armblade
* Removes the istype check for MMIs.
* megumin is best girl fucking fight me
* what kind of smoothbrain capizalized these
* uses explosion defines
* more explosion defines
* Removes reagent explosion code for <1 amounts
* Scales explosion knockdown off bomb_armor
* Quarantine module now has teeth
* Quarantine applies to everyone
* typofix and more genericness
* Legal clarification
* Rules lawyering
* Rule 1 friendlier version
* refactor wip
* rerolling and qol
* space not valid
* travis be nice
* comment?
* new tablet sprites
* Start on uplink screen
* new suit sprite
* paper
* merge conflict
* Auto stash before merge of "contract-reroll" and "tgstation/master"
* rebase branch
* Revert "rebase branch"
This reverts commit 72e70fe8ccabfa6c750193a57beeec14b30a2533.
* Updated this old code to fork
* gives the clown hugbox
* Clown gets hugbox back
* Removed new boxes, changed box code
* Sorted line spaces
* Removed sauce
* adds "you" to some combat visible_messages.
* more you-messages and attack verbs to present tense.
* small fixes
* more additions and small fixes
* few message tweaks
* Fixes a typo and few other wordings.
* Adds a GPS component. Megafauna no longer needs gps implants.
* Removes commented out code.
* Removes the last internal radio
* I was already wondering why the diff was so small
* Removes/Moves some weirdly placed variables in martial arts. Splits NO_GUNS and CHUNCKY_FINGERS traits.
* Maybe this should actually compile
* c begone
About The Pull Request
machines and consoles that previously required an inserted ID now check access on worn and inhand ids. They otherwise function identically.
Affected things:
ORM: click claim to claim cash to connected ID (also fixes it)
Mining vendor: uses ID on person or in hand.
medical console: checks worn ID
security records console: checks worn ID
gulag consoles: claim points to worn ID, checks access and point requirements from worn ID
Also some backend refactoring to prisoner management and gulag teleporter consoles
hop console will be next to strip out the shitcode entirely but this at least gets things functional in the mean time, but fully tested this time. It's very late here and I need to sleep. Due to the nature of it it's more elaborate of a rework.
Changelog
cl
tweak: Medical and Security consoles now check access on worn or inhand ID instead of requiring an inserted ID
tweak: mining vendor now reads from ID in hand or on person instead of requiring an inserted ID
fix: ORM is functional again (for real this time)
tweak: ORM claim points button transfers points to worn/inhand ID instead of to an inserted ID, no longer accepts insertions
tweak: Same for gulag consoles
/cl
About The Pull Request
Unique floor tiles now have their own unique inhand sprites. Moved floor tile inhands into their own file.
Why It's Good For The Game
Floor tiles okay.
Changelog
cl
imageadd: inhand floor tile sprites
/cl
About The Pull Request
Fixes#45341 so that blueprints can no longer be used when not in-hand, and turfs now properly compile a list of the blueprint items it should hold by delaying when it retrieves this information, as objects such as manifolds and wires didn't initialize with their proper sprite.
Changelog
cl
fix: The CE's blueprints can no longer be used if not in-hand, and its scanning function has been fixed.
/cl
About The Pull Request
repaths clothing/under to be more sane
Also fixed a couple of bugs relating to pathing being incorrect, and modified a couple of bad descriptions and names
Also adds a map path updating script, which also helps show the full repath.
Why It's Good For The Game
improves maintainability, makes mapping easier, stages for a clothing dmi split
Changelog
cl
refactor: repathed all under clothing, keep an eye out for errors
/cl