* Ports carbon paper.
* Can't fold stacked carbon paper into paperplane.
* Changes some update_icon()'s into update_icon_state()'s
* Does as Action asked.
* Return is returned to the box from whence it came.
* Initial Commit, Features the Map, Map specific files, changes to a metric ton of icons, etc.
* Fixes merge conflict, actually adds the map
* Spelling is hard Part 1
* Alright, steps are bad. Got it.
* Clean slate, please pretend to compile
* dme issue
* Fixes it for lavaland elites PR
* Removes the last dirty step_x, removes duplicate file, makes treavor happy
* Fixes some newline issues.
* Fixes some types, spawns skeletons in select graves since mob_spawns kept shoving them outside.
* Makes bone statues and shovel actually craftable, cleans up some comments.
* Properly defines muddy paper, updates map, fixes a few more typos.
* Prevents some future turf atmos issues, finally touched up the two skull sprites.
* Refactors strong mineral drops, cleans up some duplicate code, prevents washing hands with OIL
* I swear officer, i'm a native english speaker, fixes remains dropping correctly, un-nests my Ifs further.
* Oil well now covers target in oil when interacting with it.
* Refactors sink deconstruction a bit, oil wells can't be constructed with a wrench.
* Cleans up some atmos, and adds a return
* Adds subtype of remains for use in graves, move their spawn to src, not loc
* Moves around remains spawn, gets rid of untouched var
* Base
* epic
* bandaid begone
* Documentation
* Bugmash
* Replaces bruise packs and ointment in on maps.
* Fixes for testmerge
* new line
* Dirty web
* Nasty webedit
* med suture is now a chemical recipe, adds cellulose reagent
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
This was using a user managed input, and in the case of the input being
html encoded < and > this was breaking goon chat (by appearing to
possibly browse the html to goonchat, instead of it's own window)
Using an md5 encoded version of the name removes any possibility of
exploit and fixes the reported issue
The way stat |= BROKEN was done was a mess, this makes everywhere use obj_break with proper parent calls and adds a signal for when a machine enters the broken state.
Why It's Good For The Game
Better code quality, more signals.
About The Pull Request
The messages alerting people that they were next in line or of a ticket's destruction were only visible when the tickets were on the ground. Not even the holder could see them. This fixes that. I'm not confident in the method though.
This also enables the HoP to delete the latest ticket, instead of having to bin it because he can't delete it until a new ticket is created that he can increment to.
Why It's Good For The Game
Makes the thing work as intended.
Changelog
cl cacogen
tweak: HoP can now delete the latest ticket
fix: HoP ticket messages should now be visible when the ticket is held
/cl
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.
About The Pull Request
Completely removes item_color and the clusterfuck of bad programming it caused.
In places where item_color was used for entirely unique purposes it was split off and renamed to a new var on that typepath only, or refactored so it wasn't needed
In places where item_color was used as a dye color, it was converted to the new dye_color var
In places where item_color was used as the worn overlay it was removed and instead now icon_state is always used as the clothing overlay.
A new mob_overlay_icon var was added for manually setting where the mob overlay icon path is for specific items.
Moved some mob overlay files relating to clothing to their own directory as well for organization purposes.
Totally refactors washing machines, instead of the horrible abortion that was iterating through the typepath it now uses a registry of dye results.
Some bonus functionality to come out of this:
the washing machine now supports arbitrary dye colors.
Why It's Good For The Game
It's been 4 years since the "this should be deprecated soonish" comment was added, and this var is a shitpile of confusion if you just trace the usage of it.
Changelog
cl
add: Washing machines now support arbitrary dye color
add: Washing machines now dye nearly every item.
refactor: lots of backend changes to clothing overlays, report any issues
/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
* One HoP ticket per person, old tickets deleted
* does a lot look at it
* Pleases Travis. Doesn't try to sell the nanite paper thing too hard, who cares if the stupes don't get it
* Update ticketmachine.dm
* it works fine now
* adds cooldown to emag_act
* This turns butchering into something that resembles a component.
* Changes how the recycler works.
It no longer uses butchering in disgusting ways.
* I guess this works? It's not pretty though.
* How the fuck...
* Adds a ticket machine to the HOP's office so you can keep track of unruly hoardes of greyshirts while giving the clown all access.
* Fixes a logic error
* Whoops
* Idiot proofing
* Pt 2.
* Me make code less shit
* Fixes more badcode
About The Pull Request
So organ damage is a thing now associated with general object of organ, meaning all organs inherit a damage variable, failing boolean, healing variable, and maxHealth variable. The proc applyOrganDamage takes in the damage and organ path, applying damage/healing to said organ. While an organ is in use, it heals a small amount over time (granted the organ is not failing), with this fraction being set by the healing variable.
This also reworks preexisting organ damage systems to function more so on the universal organ damage system, the liver specifically. So much code exists in regards to eyes/blindness and ears/deafness that I'll need to go ahead and take a longer time combing through the code to get everything that can reasonably be tied to those two organs and their level of damage reworked to function off of the organ damage system, as opposed to just a trait add/remove system.
Lastly, this slightly reworks scanners, since now you need to check for every organ in the body. Since organs are stored as "the [organ]" with the method I used to get them, the phrasing on the medical scanner was changed to make more sense given it now has to say something along the lines of "severe/minor damage detected within [the organ]". I'll likely add another proc if I cannot find a way to get the organ's max health during this operation, since a static number determining minor/severe damage does not work when an organ's max health is less than the typical 100 points (as is the case with eyes).
Why It's Good For The Game
Every organ can be damaged, though not every damaged organ does anything right now. Damaged livers do the same thing as they did previously, and damaged eyes develop varying levels of vision impairments. The benefits to this PR are more for future coding projects than it is for the game currently, with no foreseeable changes to the way it's played currently.
Changelog
cl
code: Universal Organ Damage variables and procs
/cl
Credits to Europaisch for help finding all the records stuff
Fixes a few issues I was not aware of with my initial PR
* Being agender is now a distinct DNA value (fixes agender spessmen
turning female when having their DNA referenced, like during cloning
and some rudimentary transformations)
* Neatens up preference code, more in line with previous code, fixes
an issue with male underwear not surviving preference loading and
defaulting to female underwear
* Allows agender spessmen to change their facial hair with mirrors
* Change medical, personnel, and security records from sex to gender
and add "Other" option (they currently display "plural" even for
agendered species like ethereals)
* The -san honorific now applies to plural gender instead of just
neuter with the Chinese Cartoons admin secret (highly important)
I have never really played genetics and only tested the DNA code with
cloning and rudimentary transformations while still in a body (which
causes it to reference the old body's DNA, like with cloning). Please
let me know if there's a better way to do this and/or if this is apt
to create issues.
* 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
* changes sleepy pens to be slightly less bad
They have special snowflake chloral hydrate that is literally chloral hydrate but worse. Let's make it chloral hydrate but literally chloral hydrate. Maybe then people will actually use the chems in a sleepy pen instead of emptying it and bitching about how bad it is on discord.
* nerfs the cakehat (not a shitpost)
It's pretty retarded that a single candle on a meme hat is treated as an infinite fuel welder
* Revert "Merge pull request #1 from CrazyClown12/CrazyClown12/cakehat"
This reverts commit 4806c57780a3d6f564b2ec58685b3c9005642892, reversing
changes made to 95b82ed3fd48f7ac7e7ce06fd76afb03860b3e8d.
* remove chloralhydratedelayed
I'm gonna fuck this up again
* delete chloral hydrate delayed from reagents