* Adds sorting to most input() lists.
* Sorted some global lists, added more input sorting
* Should now use correct sort everywhere.
* compiles
* Last fixes.
* Having none skill whatsoever will now give you the worst possible skill modifier.
Viewing your skills is now formatted correctly.
Skill names are now capitalized. Looks slightly better.
* fileendings
* Needs to check for null this one.
* Newline
* REWROTE EVERYTHING
* And these too
* Mapmerger as usual
* Qust changed some datum mat stuff, fixed
* Updated the rune sprite to be in-line with blood cult style runes.
* Uses a less degenerate sprite for the rune
Several of the greps were missing the `-P` switch which caused them to
fail to match things. The EOL grep also wasn't working right so I
replaced it with the one I added to TGMC.
Fixes the problem that the splitter does not switch back to sending
chemicals straight. This resulted in the splitter sending chemicals
straight exactly once, then forever sending them to the side.
* Refactors screen object update_icon to call parent
And makes update_icon an /atom proc
* Cleans up some missed null checks
The student teaches the master
* Radioactive contamination stays on object if less than 9
When the process dies and the radiation contamination tick is less than 9, it will kill the radiation process but maintain the contamination level. The geiger counter will then count up all the values and still maintain a high contamination total even though you aren't getting hurt by it.
* Update code/datums/components/radioactive.dm
Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>
* bra
* ME GRAMMAR GOOD?
* asbestos in your lung
* Merge branch 'master' into CARPET
* Merge branch 'master' into CARPET
* bruh
* Revert "bruh"
This reverts commit 186de868197ee5904ae2e72060736dc3a505f66d.
* Revert "Revert "bruh""
This reverts commit a855f2b838f02b852fb16f4a15123ca5a26b858f.
* orange man, reasonable
* Update code/modules/reagents/chemistry/reagents/other_reagents.dm
Co-Authored-By: Fel <fludd121@gmail.com>
* Update code/modules/reagents/chemistry/reagents/other_reagents.dm
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* cobby is a good amnitni
* e
* Removes the absolute istype fest from footsteps
* Slightly switches some stuff around. No need for a special xeno proc
* Adds error catcher. Also adds footstep to dark wizzies
* Adds footsteps to sloths
* Brutally murders the initialize footstep proc.
* Footsteps to paperwizard
* Better yet?
* fixes fucky wucky
* Fixes the return value. Makes it easier to follow what's going on.
* flips around conditions
* Now supports strings.
* Moves autodoc
cl
add: Plumbing equipment is now available through the medical protolathe. It's under medical machinery boards
add: Add's a new chemistry area on metastation for chemical factories. It's located left of main surgery.
tweak: Chemistry has been turned into the Apothecary. It's basically normal chemistry, but Medical Doctors have acces aswell.
tweak: The smoke machine is now plumbing compatible. Put this knowledge to good use.
sprite: Thanks to @CRITAWAKETS for the plumbing RCD sprite!
/cl
Finally adds plumbing to the game!
Chemistry has been turned into the apothecary. For all intents and purposes it's old chem, but doctors have acces.
West of main surgery is now the new chemistry factory area.
I've also had to move stuff around alot, because you can't just add a big new room without having stuff in the way.
Currently only on metastation. I'm completely drained from adding it to meta alone and doing all maps right now will burn me out.
* Initial tgui-next commit
* Improve dev server, slight changes to layout.
* Add more components, fix dragging, finalize scrubber list
* Complete an air alarm interface.
* Multiple improvements based on feedback
- LabeledList now has a "buttons" prop, where you can put buttons.
- Improved Box and Flex components
- Whole UI is now dimmable if non-interactive
- Basic documentation of components (Box and Flex so far).
- Icon and Box now accept a "color" prop.
- Routing improved in "Layout" component, you can now specify whether an interface is scrollable.
* Less harsh dimming
* Redux, Toasts
- Fixed inconsistent backend updates with Redux.
- Added Toasts which are currently unused, but are functional.
* acclimator + ai airlock ui
* Add a progress bar component, implement resizing
* Fix a zero in title bar
* Add a linter to keep shit tidy, fix danger level mapping, add some more docs
* better ai door interact ui
* final ai airlock interface
* Fix issues with code, enforce hard 120 line length cap, automerge binaries
* Implement hot module reloading
* Fix progress bar, add color support
* Fix ProgressBar baseline alignment issues
* Remove unwanted padding on the bottom of the LabeledList.
* Component improvements
- Fix baseline issues with Button and ProgressBar components
- Box how inherits props from Box
- Atomic colors and Button colors are now auto-generated, all range of colors supported
* Chem Dispenser UI, animated numbers, more style fixes
* Add an IE8 polyfill
* Intermediate state of fixing IE8
* Lots of shimming and general misery
* Fully working old TGUI chainloader for IE8, more pipeline improvements
* Support title-less Sections
* Delete Yarn, use Lerna for workspace management
* Improve maths and animated numbers
* Fix loss of focus for scrollable content, activate buttons with keyboard
* Attempt to bust the cache, grab focus on keyboard presses too
* Fix hot module replacement by manually pulling replaced modules.
* backend logging
un-nuke line endings
changes without insane line endings
* helper procs + href support
* slight optimization
* compiles
* Redux, Hotkeys, Kitchen Sink (for UI testing), Tabs component
* Push logs to backend, small kitchen sink changes, tab fixes
* Update component reference in README
* Small fixes
* Next bunch of IE8 fixes, PureComponent optimization for Inferno
* Delete old tgui html
* Log the event of loading the old tgui
* Enable tgui logging on server by default
* Final solution
* Extract routes into a separate file, fix ChemDispenser bug
- Chem dispenser was needlessly disabling transfer amount buttons
* Disable baseline alignment for vertical tabs
* Fix tabs and box units
- Tab content was not taking full page width
- Box can now accepts strings as units, which will be treated as raw style values.
* Fix tgui on Terry
* Fix sending all logs with an "error" flag
* Some macro UI component changes and improvements
- Refer to README.md diff to see what's new
* Tooltip component
* Add support for themes, nanotrasen logo is back
* Clockwork theme hotfix
* Slight adjustment to logo positioning
* Actually proper solution for logo positioning
* Fix color maps
* tgui-next thermomachine interface
* tgui-next canister interface
* Add icon_class_name proc to asset cache
* Lots of stuff backported from actioninja's repo
* Cleanup oopsies
* Cargo UI adjustments
* Nuke lodash
* Minor fixes and cleanup
- Remove local Inferno package in favor of upstream Inferno
- Fix "initial" prop on AnimatedNumber
- Force fancy=0 for IE8
- Click-through dimmer
* Add a bat file for dummies
* podlauncher interface fix
* Update README, assert code dominance
* Clarify usage of event handlers in Inferno
* Document LabeledList.Divider
* Fukken grammar
* fixes cellular emporium readapt button not working
* fixes incorrect action on button in atmos control interface
* remove unneeded data from airlock electronics ui
* Set +x mode on bin/tgui
* Fix filename cases
- They were untracked by git on windows
* Ignore package lock, make batch more robust
- package-lock.json is very random and unreliable as fuck. Yarn was better.
* Build tgui-next in travis
* bruh
- fixes tgui error reporting
* logging cleanup + always log
* Nanotrasen fires the Wave Motion Gun at the Clock Cult
* Fixes a random changelog appearing from the reebe void.
* Fixes a wrong type reference regarding the bronze sheets in the Lavaland Ruin for it.
* Fixes redundant cells after CC removal in ruin by populating them with varied ore chunks, or destruction clutter.
* why is it /obj/item/stack/sheet/metal but not /obj/item/stack/sheet/iron
* Fixes the lavaland ratvar ruin to have fluff variant structures of deleted shit it referenced instead what I thought was reasonable.
About The Pull Request
This PR allows people with the split personality trauma to communicate with the stranger and vice versa through an action button. I also considered adding an option for the active player to release control but I felt that would be breaking the spirit of brain traumas a bit much.
Why It's Good For The Game
Split personality has always been a situation where the second player's only real option is "How many times can I shout "I'm Gay"/WGW over radio and try and avoid surgery until I inevitably get removed?" Don't get me wrong, you can still do that, but I aim in this PR to give players another option to get some of that sweet RP in. The main argument I can see coming up against this change is that traumas are supposed to be negatives, but how I see it, this doesn't make Split Personality a positive trauma so much as it allows roleplay similar to how you can roleplay as a paraplegic war veteran or as an ex-security officer who developed a phobia following an 'incident'. I'm happy to add a cooldown to the action if it proves to be an issue.
Changelog
cl
add: Split personalities can now communicate with an action button
/cl
About The Pull Request
fixes#46572 (I think)
Why It's Good For The Game
Changelog
cl
fix: shades now heal properly upon re-entering a soulstone (previously they would temporarily heal, then take back all the damage next time they were hit)
fix: shades summoned from a soulstone are no longer invincible
/cl
About The Pull Request
This PR fixes a bug where you could receive positive effects of hearing good music even if you did not hear any actual music due to being deaf, for example.
Fixes#43720
Why It's Good For The Game
Less bugs.
Changelog
cl Arkatos
fix: You will now only receive positive effects of hearing good music if you can actually hear the music.
/cl