* Adds some contextual screentips to botany related things (#64954)
* Adds some contextual screentips to botany related things
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* The CRAB-17 is now indestructible, but it's waaaaaay easier to swipe your ID card (#64973)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* The CRAB-17 is now indestructible, but it's waaaaaay easier to swipe your ID card
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fixed progression traitor uplinks suddenly changing owners (#64928)
They could change if someone implanted themselves with an uplink from an uplink that didn't belong to them.
* Fixed progression traitor uplinks suddenly changing owners
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
* Makes extinguisher sprays look nicer (#64949)
Rather then sticking around till their 7 second delay, they dissipate
once they finish their movement. This dissipation comes with a fading
and such to make things look nicer.
I've applied the fading behavior to sprays too, since they could also
use the help.
I really hate how things look currently, makes me break out in hives
* Makes extinguisher sprays look nicer
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Pepper spray module for sec modsuits, Atmos resin module and nukie pyro bundle flamethrower made into module (#64934)
Pyro bundle was broken as when you brought it you would get modsuit and pyro backpack forcing you to either use armor or use backpack without fire protection(which modsuit has). Thanks to Fikou work it became a module
Anti-Tider on the other hand is rarely used(i have never seen it used when i was playing sec or observing) and needed a little buff so now it will also became a module while i will make normal Anti-Tider stream wider(still working on it).
* Pepper spray module for sec modsuits, Atmos resin module and nukie pyro bundle flamethrower made into module
Co-authored-by: Cursed <47064429+Amrabol@users.noreply.github.com>
* Initial
* You can't expand Tallborgs
* Better upgrade code
* Med module didn't loop
* windows+G enable xbox gamebar: Cargo-Module
* fix Meka ninja
* correct hat_offset
* update chat offset when they rest/raise
* fix the death state of mekamed
* temporarily disable MekaNIKA (lifted by the 31st)
* doesnt temporarily disable MekaNIKA and just makes the coder cry instead
* step sound (will get its own one day maybe)
* adjusts the typing indicator, and stealth fixes the OG cyborg indicator
* update it on resting too please
* small adjust of bubble indicator
* fix hanging speechbubble
* aahhh i broke speech bubbles!!
* move hat offset 1 px
* lower hat offset yet another pixel...
* Updated medical model!
* default meka facelift
* jani/service facelift + alternative service (maid skirt)
* unique tipped preparation
* unique iconstates for tipping
* a pixel
* robot_smoke component, preparation for mining meka
* no smoke when dead or chilling
* a quick interlude to fix resting borgs escaping tipping
* linter moment?
Co-authored-by: ghost sheep <donniescatch@gmail.com>
* Contextual screentips -- Screentips now show you what items/objects can do (#64502)
Adds the foundational system for contextual screentips, which will show you what you can do with objects/items, including through context, such as what you are holding.
Provides several helper elements for most use cases, and applies it to a handful of common objects in order to show the full breadth of the system.
Changes screentips preference from on/off to on/off/only with context. Players who originally had it on off will have it migrated to only with context, though can re-disable it.
* Contextual screentips -- Screentips now show you what items/objects can do
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Add's food processor function to spider eggs and carp filet. Yaki imo recipe change (#64704)
At the moment carp meat kind of has no use at all for the chef, the meat is poisonous which is just kind of a drag. The only practical use for carp at the moment is rezadone.
Also uh, we have ovens now so yaki imo should be made in the oven.
* Add's food processor function to spider eggs and carp filet. Yaki imo recipe change
Co-authored-by: carshalash <carshalash@gmail.com>
* Fixes janiborg soap (#64803)
Fixes issue #64682 (Janiborg Soap module runs out and disappears, causing odd behavior)
Instead of the janiborg's soap despawning, it will remain in their inventory but useless until they recharge
* Fixes janiborg soap
Co-authored-by: SMOSMOSMOSMOSMO <95004236+SmoSmoSmoSmok@users.noreply.github.com>
* Makes holopays and their associated IDs a direct ref (#64767)
I was told to make these weakrefs and apparently they needn't be
Tested and it's working fine.
* Makes holopays and their associated IDs a direct ref
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Adds new food tag and felinid taste preference modification. (#64841)
I have chosen to give one of the fruits we have in-game to have its own unique food tag while still maintaining its current fruit tag, we can modify this later for things involving scurvy and such.
image
* Adds new food tag and felinid taste preference modification.
Co-authored-by: carshalash <carshalash@gmail.com>
* Reimplements food exports. (#64207)
This PR reimplements food exports using the obj/item/food path, as was originally intended, extended through the venue_value variable that tourists use with restaurant portals. While my original PR implemented 6 tiers of food defines based on value, that would be a rather massive undertaking right now that I can't exactly afford, so I'm limiting it down to what's currently used in restaurants as those were all previously defined by food exports anyway (Nothing new).
* Reimplements food exports.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Fixes bug with headsets unsetting channels after moving them (#64763)
Readds them to the global radio channels they belong to as opposed to setting what they belong to on equipped.
* fixes bug with headsets unsetting channels after moving them
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Adds a sprite for rubbershot and the rubbershot box (#64562)
Gives rubbershot and rubbershot boxes a new sprite to differentiate them from beanbags.
* Adds a sprite for rubbershot and the rubbershot box
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Makes wired rods bulky, and fixes an exploit allowing players to bypass crafting times on spears and cattleprods. (#64711)
Fixes an exploit allowing players to bypass crafting times on spears and cattleprods.
Wired Rods are now bulky.
* Makes wired rods bulky, and fixes an exploit allowing players to bypass crafting times on spears and cattleprods.
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
* Adds an intercom interference malf ai module (#64670)
* Adds a radio interference malf ai module
* uses on/listening getters
* Adds an intercom interference malf ai module
Co-authored-by: ArcaneDefence <51932756+ArcaneDefence@users.noreply.github.com>
* Fixes grenades being unable to be reset (#64730)
* Fixes grenades being unable to be reset
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* [s] Makes used grenades slightly more obvious. Also prevents DOSing admins. (#64643)
* Makes used grenades slightly more obvious.
Adds a variable to tell whether a grenade can't detonate properly.
Examining can be used to tell if the grenade has already been used.
A flag on it is set when the grenade detonates so that used grenades can't be reused until it's reset.
It also prevents spamming admins with grenade primed messages since there's no point if the grenade won't work.
* Changes dud var to dud flags.
Changes the name of the dud var to dud_flags to clarify that it is a set of bitfields.
Changes the default value of the dud var to NONE also to clarify that it is a set of bitfields.
Changes the documentation for the dud var to clarify that it is a set of bitfields.
* Fixes eternally armed dud grenades.
Makes the grenades reset their appearance if they reach the end of their fuse while a dud.
Prevents chemical grenades from staying in the 'i am armed' visual state forever.
* [s] Makes used grenades slightly more obvious. Also prevents DOSing admins.
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Refactors Reverse Bear Traps (#64660)
* Refactors Reverse Bear Traps
Went to fix an issue, saw really old and gross code. Cleans it up a bit
using modern cooldown defines, and changes around the logic a bit to
make this 1. actually able to be removed from your head, and 2. better
code
* stop the cooldown
* Refactors Reverse Bear Traps
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Adds an extra signaler check to compare frequencies with the incoming signal (#64666)
Fixes setting signallers frequency.
* Adds an extra signaler check to compare frequencies with the incoming signal
Co-authored-by: Jackraxxus <60418544+Jackraxxus@users.noreply.github.com>
* Refactors pay stands + custom vendors (#63889)
I am disgruntled by the way pay stations work. They're not intuitive, they're a pain to build and have no interface. Basically: They don't get made, and the potential is lost.
Pay stands => Holopay
Summoned by right clicking your ID
Disappears if the card is out of range.
New TGUI window that offers more customization
Other bundled fixes:
Custom vendors become more user friendly
Code improvement
Lots of documentation + refactoring
New bundled number input will likely take place of animated number in tgui input number
Why It's Good For The Game
More RP opportunity for players, plus bug fixes. It's now much easier for players to start their own in game business selling substances clown shoes.
Changelog
cl
code: Created a new input component that accepts only integers. More usage to come.
refactor: Pay stands are now holographic. It's 2562! Create one by right-clicking your ID.
del: Circuit boards for pay stands.
refactor: Pay stands now have their own TGUI.
fix: Custom vendors now alert you when someone makes a purchase.
fix: Custom vendors now place items in your hand when you make a purchase.
/cl
* Refactors pay stands + custom vendors
* I edited these maps in a text editor
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Refactors and fixes sound_player (#64443)
idk if this is considered a refactor since its not creating a new component, so remove my refactor label if you believe so.
Overhauls how sound_player works, and makes it actually work.
* Refactors and fixes sound_player
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>