* Re-paths and changes the layer of GAR glasses (#63009)
Re-paths GAR glasses to make them subtypes of each other, where applicable.
Re-names some of the icon states, to make it clearer as to what they are.
Changes the alternate_worn_layer to make them show over hair, rather than under. (Muh reference)
Subtypes good. Being able to see what you're wearing properly also good.
* Re-paths and changes the worn layer of GAR glasses
* Feex
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Abductor Frankenstein edition: How aliens got a limb grower. (#62841)
This PR will completely remove the brain traumas component of being abducted. in its place, there will be a round start limb grower machine to make up for it. All upgrade disks for the machine come in the above locker and I was even nice enough to include 50 units of synthflesh! Wow!
* Abductor Frankenstein edition: How aliens got a limb grower.
* Fixed Skyrat's abductor ships
Co-authored-by: carshalash <carshalash@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fixes tend wounds being inacessible without an operating table + computer (#63079)
* Fixes tend wounds being inacessible without an operating table + computer
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Upgrades the Fission360 app to be more on par to the old pinpointer (#63045)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Upgrades the Fission360 app to be more on par to the old pinpointer
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fixes clown mobs spawning banana peels on turfs they can't reach or while inside closets and other objects. (#62923)
See the title. They previously ignored whether they were on a turf or not and used get_atmos_adjacent_turfs, which also included turfs on above and below z-levels, to get the list of adjacent turfs.
This will fix#62828:
Create one of many eldritch clown demons that passively spawn banana peels below or around them.
Place said clown demon into a bluespace bodybag and walk around the station.
Banana peels will follow you in your wake, with no clear cause. Confuse and annoy everyone.
* Fixes clown mobs spawning banana peels on turfs they can't reach or while inside objects
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Adds timezones to US Thanksgiving so it doesn't pop early (#63046)
* Adds timezones to US Thanksgiving so it doesn't pop early
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
* Catwalk Tiles REVAMP + floorbot buff (#63016)
Requested to bring this upstream, so here we are now. The floorbot stuff is new though.
Adds new catwalk tiles that blend better with other flooring
Also does some improvements to floorbots, specifically:
-Auto-place catwalks in maints (now when they wander in there they'll actually be helpful!)
-Actually patch holes (they used to just lay a tile over space and call it good; crowbarring it up would show a lack of plating)
-Repairing floor tiles actually REPAIRS it, leaving the decals intact
More usable catwalks, rather than what we currently had.
Added new reskins of the Catwalk Tiles, which will blend better with other types of floor! These can be selected via a radial on the base catwalk tile, crafted with iron rods.
Floorbots will automatically place catwalks when they're in a maintenance area, and will repair damaged/burnt tiles rather than fully replacing them.
Floorbots will actually place a plating when repairing a breach with tiles, rather than haphazardly laying a tile that has space below it.
* Catwalk Tiles REVAMP + floorbot buff
Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com>
* The CentCom-ening Part 3: The total sprite makeover (#63029)
imageadd: every Central Command outfit have been either redesigned or reshaded
* The CentCom-ening Part 3: The total sprite makeover
Co-authored-by: Imaginos16 <77556824+Imaginos16@users.noreply.github.com>
* Better emotes and auto-punctuation.
* Making ' and " work, adding ' to the characters that cause the space to get removed
* Making one part use RegEx
* Makes this even better.
* Removing auto-punctuation
* Improving subtler code, again.
* Time to test this out instead
* Properly fixing it, while also making it more efficient, yeet!
* Fixes hydroponics tray icon on spading / changing seeds (#62900)
Fixes#62893
Updates the appearance of a tray after a new seed is set. I didn't include an update_icon argument since I feel that changing the seed should always change the icon, but I can if it's needed.
Why It's Good For The Game
Makes plants you destroy actually go away.
Changelog
cl Melbert
fix: Spading plants correctly updates the tray icon again
/cl
* Fixes hydroponics tray icon on spading / changing seeds
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* shoes (#63025)
* Allows you to tie shoes in your hand again (and stops you from tying shoes without laces)
Co-authored-by: Seth Scherer <supernovaa41@protonmail.com>
* Toy Crossbows can be fired with one hand again (#63021)
* Toy Crossbows can be fired with one hand again
Co-authored-by: Seth Scherer <supernovaa41@protonmail.com>
* Spades can now dig up botany soil plots on right click (#62957)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Spades can now dig up botany soil plots on right click
Co-authored-by: Bond <58570888+TheBonded@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Department orders now include unique circuitboards (#62830)
About The Pull Request
I missed the circuitboards in the original pr, now they have em!
Why It's Good For The Game
Not really even printable right now but they are needed to reconstruct them in case of damage
Changelog
cl
fix: department order consoles include circuitboards
/cl
* Department orders now include unique circuitboards
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Refactor cult dagger rune drawing and null rod rune clearing into components + minor rune / blood magic tweaks (#62918)
The act of inscribing runes, anchoring / unanchoring cult structures, deconstructing cult girders, and purging cultists of holy water have all been moved off of the cult dagger itself and onto a component, cult_ritual_item.
The act of destroying a cult rune or heretic rune with the null rod have been moved off of their respective items and onto the nullrod itself.
Added a signal, COMSIG_ITEM_ATTACK_EFFECT, for the above purposes.
Various cult spells and dagger interactions have had their code improved slightly.
* Refactor cult dagger rune drawing and null rod rune clearing into components + minor rune / blood magic tweaks
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Instant cameras can now be used as circuit shells. (#62810)
A circuit and shell components have been given to instant cameras around the station, so they can now be used for wiremod. There's no new wiremod design here since they can already be printed at any autolathe.
@ Watermelon914 also told me a while ago that items should be given the shell component and not the usb port one.
Outside of the sci department and more specifically the protolathe and component printer, there's currently a lack of objects that can be used as circuit shells, which means wiremod is more or less limited to its own printables and the less versatile, higher end usb ports around the station. This is a small step toward a more inclusive wiremod that can use station devices for circuits building.
* Instant cameras can now be used as circuit shells.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Donuts found in sec vendors and boxes can now be used to make glazed donuts (#62910)
* Donuts found in sec vendors and boxes can now be used to make glazed donuts
* Hopefully fixes CI
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fix dragon rift not healing dragon (#62843)
About The Pull Request
Fixes#62816, caused by the healing aura refactor.
Changelog
cl
fix: Fix the space dragon's rift not healing the dragon.
/cl
* Fix dragon rift not healing dragon
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* de-hardcodes moth antennae preference icons (#62888)
It just makes the preferences actually appear for downstreams who have unique moth preferences.
* de-hardcodes moth antennae preference icons
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Add disabling footstep sounds and parallax to the lag switch panel (#62999)
At the last Toolbox Tournament, @ MrStonedOne pointed out some big performance consumers. Some are disablable through easy means, but others were not. This adds two easy ones to the mix.
* Add disabling footstep sounds and parallax to the lag switch panel
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Move current pick_weight consumers to not pass in zeros (#62940)
About The Pull Request
pick_weight_allow_zero was a backwards compatible hack, so it exists alongside pick_weight.
I would really like to just remove the old proc and just rename it, so I want to log what, if anything, is relying on this behavior, to see if it's a bug or if it needs to be handled especially in that case.
* Move current pick_weight consumers to not pass in zeros
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Makes hypnosis victims more visible to admins (#62745)
Gives hypnotized victims a visible antag hud for admins, puts them in the Check Antags panel, and makes their objectives visible in the Traitor Panel and on the round end report.
Why It's Good For The Game
Right now, victims of hypnosis are very difficult to visually identify as an admin. This not only distinguishes them easily but makes their objective easily visible too.
Changelog
cl
admin: hypnotized players now have a visible antag hud, are visible in the check antag panel, and have objectives visible on the traitor panel
expansion: hypnotized victims and their objectives are now visible on the round end report
/cl
* Makes hypnosis victims more visible to admins
Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
* Makes sure the abandoned crates anti-tamper mechanism is reenabled only when the crate is locked. (#63012)
* Makes sure the abandoned crates anti-tamper mechanism is reenabled only when the crate is actually locked.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Vampire victims no longer receive messages about bloodsucking while unconscious. (#62953)
* Vampire victims no longer receive messages about bloodsucking while unconscious.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Make varedited pumps/pipes keep their varedited part of their names (#62782)
* Make varedited pumps/pipes keep their varedited part of their names
* Make name override system still use initial
* Make varedited pumps/pipes keep their varedited part of their names
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* Replaces Batform with Vampire houses (#62516)
Permissions for species change
image
About The Pull Request
Goodbye batform
Hello, new preference called vampire status. Outcast vampires act just like normal, Inoculated vampires join their department under a unified "vampire house name" everyone shares.
image
image
image
Why It's Good For The Game
I've heard people complain about batform for years now, if vampires aren't gone by next halloween we can at least enjoy making them far less griefy (ruining a lot of the fun of halloween as just a dumb grief holiday) and more roleplay oriented. I don't even know why vampires got a griefy spell when they already have their main mechanic encourage randomly attacking people and stealing their blood to stay alive
Changelog
cl
del: Batform is gone!
add: ...Replaced by vampire houses as a preference. Join your department as a vampire ménage!
/cl
* Replaces Batform with Vampire houses
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Add Etheral lungs to the limbgrower (#62469)
Saturday morning, calm shift.
I spend most of my time staring at CANARY waiting for an atmos alarm to pop up while I sit at the foyer hearing what random craziness Poly is spewing and wondering about the previous and more interesting shifts.
When suddenly, an atmos alarm pops up at the Incinerator.
"Fucks sake, I bet the other atmos are torching the place again..."
I rush there expecting to fix a fire, but instead I find the start of something great...
The madman kidnapped an Ethereal to use as an organic Hydrogen farm, nothing I haven't seen before but... my hands start shaking, a spark of brilliance and potential in my eyes as I mumbled the words:
"I always hear that organic things are healthier... so what if we throw the Electrolyzer away and instead, print Etheral lungs in the limbgrower and implant them on monkeys..."
To our sadness, Ethereal lungs weren't added to the Ethereal disk design, this fixes that!
* Add Ethereal lungs to the limbgrower
Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
* Fixes some issues and an exploit with abandoned crates. (#62949)
* Fixes some issues and an exploit with abandoned crates.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>