Commit Graph

9281 Commits

Author SHA1 Message Date
spookydonut
8dbf1cf4ec Changes to comply with GitHub TOS
Further changes to comply with the ToS

More ToS cleanup

Bye bye George Melons

Better to be safe than sorry
2020-04-14 21:24:50 +00:00
TiviPlus
8bf449ca67 Ports Not-Uno and changes card stacks (#50357)
* I GOT MINE ON DAY ONE

* I have the oldest xbox known to man

* e

* whee

* shits broke

* lol

* Update code/game/objects/items/toys.dm

Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>

Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
2020-04-06 19:39:04 -04:00
Jordan Brown
833446fd1f Merge pull request #50420 from ArcaneMusic/slowerprocessing
Properly removes the leftovers of the gene modifier from the techtree.
2020-04-06 19:33:35 -04:00
necromanceranne
09831566b2 Bags of Holding: Rarity Edition (#50290)
* Bags of holding require a bluespace anomaly to create.

* now it uses a recipe aw ye
2020-04-06 15:58:47 -04:00
Timberpoes
bf6039215e tgui: DNA Console Overhaul Project (#50225)
* Initial work on tgui conversion for DNA Consoles

* Some initial button logic complete

TODO: Scanner Open button should disable while scanner is locked
TODO: Scramble DNA should disable while on cooldown

* Tabs for the tab God

* Dropdown changes, genetic sequencer modifications

* Mutation and genetic sequencer functionality

Almost complete. Need to implement Advanced Injectors still.

* Mostly done, converted most of genetic makeup code

* Tactical pocket linting

* More changes

* Everything except advanced injectors complete

* First complete alpha version

* Fixed debug/testing change

* Removal of more debugging code

* Fix pulse bug

* Bugbusters

* Fix for accidental changes

* Fix broken genetics disk changes, fix list of lists

* Squash tgui tab-key bugs and clean up attackby

* Code documenting, refactoring, bugfixing, spellcheck

* Documentation and misc bug squashes and runtime error fixes

* Fixes, features and tweaks

* Special check for those who have shuffled off this mortal coil

* New interface concept for console storage

* Mini code refactor

* Massive refactoring of DnaConsole interface (WIP)

- De-spaghettifying of LawyerCode
- Fixed the flex-basis bug, and removed ForcedBox since it's no
longer needed.
- Added a Divider component.

* Implemented requested changes.

Removed list() versions of strings.
Removed used TGUI-exclusive constants from data object. Currently unused ones still remain, can be removed if they're no longer necessary.
Fixed other DM data structures to serialise as JS Arrays instead of Objects.
Minor TGUI logic fixes for various edge cases.
Added some comments in DnaConsole.js outlining some minor notes and TODOs.

* Fixes "Save to X" being disabled.

* Included 2px outline CSS

* Additional minor logic patches

Don't want certain buttons active unless the mutation relation to them is also active

* Makes these transforms use a timer

* Fixed transformation race condition and stuff.

* Mutation source defined in DM. Conditional formatting improvements.

* Custom cache directory with BYOND_CACHE env var

* Fix gene cycler on index of -1

* Framework and TODO for next interface element. Cleared TODO list a bit.

* Fix 1px shift in gene cycle buttons

* Pass raw event with GeneCycler

* More robust combining logic

* Fix some cycler bugs, start working on enzymes

* Conditional highlighting for unsolved mutations and X'd genes.

* Lint for the Lint God

* Enzyme UI and more refactoring incoming

* Finish tgui refactoring, enzymes injectors done

* Whack-a-Bug

* Unlinted. Advanced injectors moved and improved. Implemented disk genetic data readout.

* Partial linting

* Assorted bug fixes

* Remove debugging code

* DNA Consoles are now more conversational. Initial state set.

* Final tweaks, implemented mutation combining, complete?

* Fixes tooltop, re-enables delayed enzyme transfer, cleans up some data params

* 10 Fix a bug, 20 make a bug, 30 goto 10

* The definition of irony

* Don't drink and derive, kids || How I learned to stop coding while drunk and rely on stylemistake to Flex on my formatting.

* uniqBy

* Add support for dropdowns with disabilities.

* Cleanup

* Remove current mutation from combinations

* Dividing

* Document BYOND_CACHE env var

* Outline cleanup

* Declare radiation constants since they were removed in DM

* Combine mutations only after checking for null

* Advanced Injectors actually work now.

* Comment cleanup, DMDOC, stard and end processing at appropriate times

* Pressing Ctrl-S occasionally helps things

* Fix enzyme mutator timeout bug, added injector timeout display.

* Rebuild tgui

* Rebuild tgui

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
Co-authored-by: spookydonut <github@spooksoftware.com>
2020-04-06 19:00:19 +03:00
cacogen
6298203cf0 Material wall/floor and floor tile name/desc changes (#50203)
* Renames material "plating" to floor, changes material wall desc to match regular walls

* floor tile

* Custom descs for walls and floor tiles based on material

* material tile throwforce 1 -> 5

* switch order of material flags on material tile

* Removes material flag and check

- Simplifies floor tile desc throwforce check

* Moves the throwforce message to examine()

* Gives more nuance to tile throwforce examine() messages

* Simplifies tile examine throwforce code

- Fixes problem with radioactive item examine of outputting a single period when too far away
- Adds spans to tile throwforce examine and radioactive item examine

* logic 10

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Adds throwforce message to examine return

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-04-05 21:31:42 -03:00
Ghilker
5d64a90618 Hot ice fix (#50353)
* fixed the burning oh the sheets

* finish touches

* properly fixes the hot ice component

* runtimes are bad

* Update code/game/objects/obj_defense.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-04-05 21:06:45 -03:00
TiviPlus
b6711991f7 I fix a thing noone wants fixed but the orang man (#50384) 2020-04-05 19:13:46 -04:00
ArcaneMusic
624e5ed1c8 Whoops. 2020-04-05 19:07:14 -04:00
Ryll Ryll
49970407fa Buffs the circle game, adds an achievement (#50145)
About The Pull Request

Examining someone holding a circled hand from using the *circle emote while next to them can now alert said person, and if you don't act fast, they'll bop you! You'll have a split second to move away before this happens. Losing the circle game to a hulk will result in a very forceful bop.

Bopping someone will award an achievement, "HA, GOTTEM"

Also adds COMSIG_PARENT_EXAMINE to carbon and human's examines, cause they never had that set, and adds TRAIT_HULK to being hulk since I forgot to actually give it its own trait when I added said trait in another PR
Why It's Good For The Game

Enhances pranking. It's honestly amazing to me that this functionality wasn't built in when this was first made.
Changelog

cl Ryll/Shaps
add: The *circle emote now has additional functionality! Go prank your friends!
/cl
2020-04-06 10:12:08 +12:00
ATH1909
84e24d5872 Makes Clown Ops Great Again (#50105)
* clown op fixes

* description shortening

* fixes the locations of some items

* fuck off, travis

* Update code/modules/uplink/uplink_items.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* removes one comma

* web edit web edit

* removes fun

* reduces the number of checks for user.mind

* clown ops can buy chameleon kits again

* Update code/modules/projectiles/pins.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* accidentally deleted a comment

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-04-05 04:32:23 -03:00
Mickyan
fa1ebfbe11 Fix being unable to store gum in gum boxes (#50385) 2020-04-04 12:39:00 -07:00
Ryll Ryll
5c174800fb Grenades and projectiles can have shrapnel and embed, all carbons can suffer embeds, some bullets can ricochet, sizable refactor of embedding (#49634)
About The Pull Request

It annoyed me that we have a perfectly good frag grenade item, and a perfectly good shrapnel component, but no crossover episode between the two. This remedies that, and does a lot, lot more.

dreamseeker_2020-03-30_05-01-13.png

dreamseeker_2020-03-30_05-01-26.png

Big points:

    Adds new component: pellet_cloud, which can be used by ammo casings, guns, and landmines to spray shrapnel and display aggregate hit messages ("You're hit by 6 buckshot pellets!" vs "You're hit by the buckshot pellet in the X" x6). All gun ammo that shoot multiple pellets now use this component on firing.
    Adds stingbangs, premium less-lethal grenades that shoot off lots of stinger pellets, to cargo. Frag grenades are also reworked to have smaller booms, but shoot off lots of shrapnel shards. You can jump on top of these grenades to absorb a portion of the shrapnel to save those around you! There's an achievement for dying this way, called "Look Out, Sir!"
    Projectiles can now embed items/shrapnel. Adds .38 DumDum ammo to cargo that does less damage and has negative armor pen, but can embed in people. This is the only ammo that currently embeds.
    Bullets can now ricochet off walls, structures, and machinery (harder surfaces are more likely to ricochet). Only standard .38 and Match Grade .38/.357/L6 ammo can ricochet, with Match Grade being much better at ricocheting. You can buy Match Grade .38 from cargo and Match Grade L6 ammo from the nuke uplink, while Match .357 is admin only.
    Armor now protects you from harmful embeds, taking the better of the bullet/bomb armor on the affected limb. Armor penetration can modify this of course, and many blunt embeds like stingbangs and DumDum bullets are significantly worse if you have even 1 armor.

Other misc fixes/changes

    Refactored the embed element a bunch and fixed it creating new elements for every instance rather than expected bespoke behavior. There are new /obj/item helpers for modifying and adding embedding.
    Fixes #49989: Spears can no longer embed in turfs cause their sprite is annoying to me, it's generally harder for most things to embed in turfs
    Fixes #49741: New carbon helpers for removing embedded objects
    Fixes #46416: Handles embedded objects getting qdel'd or moved while embedded
    Renamed the old shrapnel component for RPG loot to MIRV to avoid confusion
    Repathed frag grenades from under minibombs to under base grenades, and added explosion vars to base grenades

Why It's Good For The Game

Fixes a bunch of janky design with embeds, adds lots of new avenues for projectile and grenade variety, ricochets and collateral damage are fun!
Changelog

🆑 Ryll/Shaps
add: Adds stingbangs to cargo (and one in the sec vendor premium), premium less-lethal grenades that shoot off a giant swarm of stingball pellets to help incapacitate swarms of people in tight quarters. You can jump on top of a live one to be a hero and absorb a bunch of shrapnel, same with frag grenades. There's even an achievement for dying to a grenade you jumped on!
add: Projectiles can now embed in people! Or at least grenade shrapnel and the new .38 DumDum ammo, now available in cargo, can. DumDum rounds excel against unarmored targets, but are pricey and do poorly against armored targets.
add: Bullets can now ricochet! Or at least, standard .38 and the new .38/L6 Match Grade ammo can. Match Grade ammo is finely tuned to ricochet easier and seek targets off bounces better, and can be purchased from cargo (for the .38) or nuke ops uplink (for the L6), but standard .38 ammo has a chance to ricochet as well.
tweak: Frag grenades now have smaller explosions but shoot off a bunch of devastating shrapnel, excellent for soft targets!
tweak: Shotguns and other multi-pellet guns now print aggregate messages, so you'll get one "You've been hit by 6 buckshot pellets!" rather than 6 "You've been hit by the buckshot pellet in the X!" messages. Bye bye lag!
balance: Armor can now protect against embedding weapons, taking the best of either the bullet or bomb armor for the limb in question away from the embed chance. Some weapons are better at piercing armor than others!
/🆑
2020-04-03 16:58:38 +13:00
EOBGames
6653315d22 Codename Cheesy Goodness: New Material Datums (#49941)
About The Pull Request

Adds a slew of new material datums. Included are bronze, runed metal, sand (made from sand blocks, made by using sand on a sink), sandstone, snow, paper, cardboard, bone and bamboo. Oh, and pizza. Yes, pizza.
newmats
(from left to right: bronze, sandstone, sand, snow, bamboo, paper, cardboard, runed metal, and bone).

PIZZA
PIZZA!
Pizza is a special case: it's edible, and to craft it, you need pepperoni sheetzzas. These are made by using a rolling pin on a pizza slice.
Why It's Good For The Game

More mats datumised, and pizza is a good meme.
Changelog

🆑 EOBGames (Inept)
add: A whole bunch of materials are now datumised! Check out bronze, runed metal, sand, sandstone, snow, paper, cardboard, bone and bamboo. Oh, and pizza. Yes, pizza.
/🆑
2020-04-03 16:57:31 +13:00
ArcaneMusic
14b7e63415 A bold new era of hydroponics (Large department rework/update) (#50001)
Shoutout to skog for helping me fine tune a lot of the ideas for this as well as convincing me to do it anyway. Feel free to send me your adoration and glory (once this is actually balanced and tested out so I can work out the like 1000 little runtimes and bugs this will surely have.)
About The Pull Request

Lets Start with everything that DIDN'T change.
Plants still have all their unique qualities. That includes chems, traits, all that good stuff.
Plant stats have been unchanged, with an exception I'll bring up later.

Cool. Onto everything else.
Changes to hydroponics trays.

Trays now have a new feature that visually you may be very familiar with. By Ctrl Clicking a tray, it activates Autogrow. Autogrow uses a HEAVY amount of power per tray, but in return it automatically maintains the plant contained within, limited nutrient loss, adding a gradual amount of water per process, and keeps pests and weeds at bay. Ideally you would only be using this on high maintenance plants, or if you need to leave your department for a few minutes. Having all your trays on Autogrow is an excellent way to kill your APC cell in a matter of seconds, even on a robust power setup.

Trays no longer use **Nutrient Points.** Instead, each tray has an internal reagent holder that basically holds a beaker for your plant's nutrients. In exchange, the tray now determines the gradual stat changes of plants based on nutrients within that nutrient tank. That's right, no more dumping chemicals into the tray to reach 100 potency in a matter of minutes. You can, however, use reagent mixes in order to improve plant stats in a satisfying way. Still, with each tray having a default of 10 reagents maximum in the tank, it places a greater impetus on upgrading trays if want to really get the most of a specific chemical composition.

If you realize you need to change the nutrients in the tank, you can Alt Click to empty the whole tank at once.
Seed Changes

All plants now have a new stat, Instability. (It was originally titled stability so I'm changing it here but yes it is now called instability) Contrary to the name, the higher the stability of the plant, the more likely that your plant will see radical changes. Plants with a low stability will not see much difference, but as you go higher and higher you will start seeing the plant automatically mutate with harsher ramifications. At 60 Stability, the plant has a chance to automatically mutate it's species. At 80 Stability, assuming you can prevent the plant from mutating beforehand, the plant has a chance to receive random plant traits similar to strange seeds. That's right! You can now be free from the tyranny of the strange seed market!

Plants are now affected differently by pests and weeds. Instead of outright killing plants, they will instead heavily lower a plant's yield and potency instead. This also allows for plants that have been left for a few minutes to outright die far less than they were before, but at the same time encourage using autogrow when AFK within the department.

When growing a plant however, you have something new to consider. Plants will now pollinate adjacent seeds in trays, which will bleed off adjacent stats to other plants. Primarily, this affects your core stats. like potency, yield, also stability. If you have 2 plant with high and low potency, they'll bleed their stats off into each other as they grow. This allows for interesting mechanical gameplay between nutrient choices, stability, and adjacency. Some plants have naturally high stability that can bleed off of other plants (Corn, Wheat, and Weeds), while others have naturally low stability and can help bring plants back into a maintainable stability threshold if you just want to harvest the plant itself.

Pollination at high levels of stability can also cause the adjacent plants to receive chemical traits from each other. This allows for plants to share chemical traits without having an insane level of control afforded by the DNA manipulator. However, careful manipulation of plant reagents is difficult to do perfectly, and should be done carefully, as well as experimentally.

For a more controlled trait experience however, we have Plant Grafts. Plant grafts are obtained by using the new secateurs, or sheers, that comes with the botanist's default kit. When a plant is ready to harvest, you can cut off a plant graft, which carries several of the plant's stats and qualities with it. When transplanted, you can share the unique traits of several plants into a new host. These traits are mostly the physical traits you're most likely familiar with, like bio-luminescence, slippery skin, liquid contents, the works. You can also store plant grafts if there's a specific trait build you'd like to eventually get to. Since you need to fully grow a plant to graft it, the process of obtaining several unique traits for a plant will result in more types of plants needing to be grown as a result.

Alright, this leads up to what you're probably guessing. DNA manipulator for plants is dead. Even if it's really good, being able to Frankenstein a dozen different plants together without even growing half of them is kinda lame, you have to admit. The new trait and chemical controls are a bit more robust overall to compensate for this.

image
Why It's Good For The Game

Chemical dependence hydroponics is dead.
Genefreak maxed out stats plants are dead.
The Tyranny of Pests and Weeds killing plants for cooperating with the station is dead.
Ambrosia Gaia is now no longer the staple plant of hydroponics, as earthblood trays are dead.
Plant mutations are now easier to come by, and can be achieved within 2 plant generations assuming you're not crossbreeding and using readily available chems.
Chefs, and by extension bartenders, get a wider array of plant's each to work with.
Botanists are no longer required to acquire a chem dispenser at shift-start to acquire mutated plants.
Crosspollination, mutation, and grafting allows for a more interesting dynamic in improving plant stats, as opposed to just clicking buttons. It also rewards planning and developing system for growing plants.
Changelog

🆑
add: Plants can now Cross-Pollinate, via adjacency. This causes plant stats of average into each-other.
add: Plants now have a new stat, Instability. Instability allows for gradual mutations to a plant's stats at certain thresholds, and a chance of mutation, or gaining new random traits at even higher thresholds.
add: Plants can be grafted when ready to harvest, and grafts can be applied to plants in order to share unique traits, or share stat changes.
del: The Plant DNA Manipulator is dead. Long Live the DNA manipulator.
tweak: Hydroponics trays now have their own internal beaker for holding chemical reagents. As such, chemical affects on plants are gradual, and slowly alter seed stats over generations.
balance: Several chemicals are adjusted to match the new system. Experiment!
/🆑
2020-04-03 16:56:25 +13:00
Ryll Ryll
6ece69d358 Adds a minimum drinking/smoking age (#49990)
About The Pull Request

NT is finally cracking down on underage drinking and smoking on its stations, and you must now be at least 20 years old in order to purchase alcohol or tobacco at vendors. Underage ID's will be visible as such when shown or inspected. Bartenders below the age have discreetly had their IDs modified to be the minimum age, though if anyone cross references the station datacore records, they'll be exposed!

dreamseeker_2020-03-31_05-04-22.png

You can adjust the registered age for an ID at the HoP's console, the same way you would adjust the registered name. You can also pulse the age restriction wire on vending machines to disable the age checking system if you want to hack the system. I chose 20 as the legal limit because I don't care to listen to people fighting about 21 vs 18 and America vs the world, and it still will affect a decent amount of people I figure.

2020-03-15_21-40-54.png
Why It's Good For The Game

Makes age a teeny bit relevant, you can now more easily identify and bully 17 year old Heads of Staff.
Changelog

🆑 Ryll/Shaps
add: Due to pressure from various organizations, Nanotrasen is implementing a new ban on the purchase of alcohol and tobacco products for crewmembers under the age of 20 onboard its Spinward space stations. Please remember that providing alcohol or tobacco products to underage crewmembers is against Space Law, and remember to check those cards bartenders!
add: Standard Nanotrasen IDs now display the registered age of the holder, which you can change at the HoP's access console.
/🆑
2020-04-03 16:46:47 +13:00
Mickyan
6417ef2ada Makes storage bags bulky items #50292
No more insane storage limits and carrying around entire departments worth of supplies in your backpack, these remain just as useful for organizing resources within your department and can still be carried in your belt slot

I've made an exception for the mining satchel at this time since I don't know enough about mining to have an educated opinion about it
Changelog

cl
balance: Most storage bags can no longer be stored inside backpacks
/cl
2020-04-03 11:25:11 +13:00
trollbreeder
dfda25ff4f [Please review me] Operation: Funky Nostaligia 2. Changes charliestation medkit icon, and changes heirloom item for MDs to an old medkit. (#50210)
* Operation: Funky Nostaligia 2

the last one failed because i'm a clown

* Fix typo in icon state

Please dont kill me if this causes merge conflix because this happened the last time i tried doing this

* GET THE HELL OUT, MERGE CONFLICTS
2020-04-01 18:06:59 -03:00
RiskySikh
7cc920d324 grammar fix for the description in instruments, misc, clusterbang, and spawnergrenade dm (#50197)
* grammarfix2

* parrotfix

* EOLfix

* EOLfix2

* linefix
2020-04-01 17:55:10 -03:00
Arkatos1
3bb4b326d0 Curse of the Barnyard is now a pointed spell (#50257)
* Initial commit

* Barnyard Curse is not a pointed spell, pointed spell code improvements

* Selection type consistency

* Grammar cleanup

* Cleanup and better mousepointer icon

* Line endings
2020-03-31 16:21:08 +08:00
Ghom
d3d805fa2e The spraycan color input can now be triggered with ctrl-click while it's on your person. (#50300)
* force push

* Update crayons.dm
2020-03-31 16:19:01 +08:00
Akrilla
078d7bebc4 stam crit (#50297) 2020-03-30 17:29:55 -03:00
TiviPlus
663362bfd7 Fixes the blueprints noteleport thing (#50261)
* exploit THIS HAHAAA

* removes a thing I forgot to remove

* bug
2020-03-29 16:25:38 +08:00
Mike Long
4915ead7d9 Fix F.R.A.M.E. cartridge and use attackby rather than afterattack (#50248)
* Fixes the FRAME cart not unlocking the target's PDA as expected.
* Refactor to the ability to insert TCs into the cart.
2020-03-28 21:41:45 -07:00
Ghilker
22cf0dc785 Freon fixes, tweaks and balancing (#50153)
* balancing, fixes, tweaks

* freon specific_heat increase

* fix an issue with negative temperature

* changed HyperNob canister color

* done change request and tweaked more the hardcap limit
2020-03-28 21:31:35 +01:00
Fikou
92acfdcc0e medical jobs now have the sterile mask by default (#50206)
* medical jobs now get a medical mask

* i should put it in here too
2020-03-27 17:14:26 -04:00
trollbreeder
367fb39193 [READY] [FREDDY] [BETTY SPAGHETTI] Adds suicide to toy singularity (#50069)
* Toy singularity suicide

I regret nothing.

* tweaks to grammar

* Changes playsound to be at user, not at src

The suicider is eating the toy, so it comes from the suicider, not the toy

* Changes they and have to pronoun helpers

But he has no mouth!
But she has no mouth!
But it has no mouth!
But they have no mouth!

* I forgot ()

* more updates

fixes missing span
singulo now cavity implants the singulo into you
adds new shame check for if you already have a cavity in you while eating singulo
singulos now provide small amounts of nutrition

* it takes 3 seconds for you to choke to death

* Changes sleep to timer, adds another failstate

A huge workaround just to avoid the demonized sleep() proc. Ah well.
Also if you throw the singulo away you choke to death

There might be issues with the regurgitating part of the suicide and the health scanner hud, but that's out of scope for this PR.

* oops

documentation fail

* this should fix documentation

* update documentation on this internal proc

* Update code/game/objects/items/toys.dm

Co-authored-by: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2020-03-27 17:11:37 -04:00
uomo
027b294a59 Gives the Psychologist some pills. (#50211)
* Creates pill and pill bottle types for the psych, puts them in their backpack.

* Update code/game/objects/items/storage/firstaid.dm

Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>

* Update code/game/objects/items/storage/firstaid.dm

Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>

* Update code/modules/reagents/reagent_containers/pill.dm

Co-Authored-By: trollbreeder <trollbreeder@users.noreply.github.com>

* Update pill.dm

Removes an unneeded blank line.

* Cleans up a needless comma and space.

* wording change for happiness bottle

Co-authored-by: trollbreeder <trollbreeder@users.noreply.github.com>
2020-03-27 16:35:07 -04:00
Arkatos1
7fb478c83b Mind Transfer is now a pointed spell (#50119)
* Mind Swap pointed spell

* Cast safety, cleanup

* Warning messages cleanup

* Autodoc

* Update code/game/objects/items/granters.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Update code/modules/spells/spell_types/mind_transfer.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Review fixes

* Blind range check fix

* Generic range check and cleanup

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-03-26 15:47:29 -03:00
Fikou
a59e4fb1b5 merges civilian and service departments (#50142)
* merges the service and civilian departments

* yee haw
2020-03-26 22:05:28 +08:00
RiskySikh
32b0bda313 Adds Another Bible Sprite (#50156)
* newreligion

* resolvespritemergeconflict

* spacefix

* spacefix2

* spacefix3

* spacefix4

* fix lineendings

Co-authored-by: spookydonut <github@spooksoftware.com>
2020-03-26 01:00:40 +08:00
ShizCalev
53887b9471 Merge pull request #50186 from ArcaneDefence/Vape-firestack-fix
Vape fire stack issue fix
2020-03-24 03:51:46 -04:00
ArcaneDefence
3771a93151 Don't code late at night, you miss dumb shit and make yourself look stupid
you have posted CRINGE now you will lose subscriber
2020-03-24 01:37:34 -06:00
ArcaneDefence
dad1821e3a Adds a plus sign lmao 2020-03-24 01:06:58 -06:00
Fikou
bac5fd01a5 adds bubblegum gum (#50026)
* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* Automatic changelog compile [ci skip]

* adds bubblegum gum

* autodoc

* fixes fuckups

* fixes merge conflict and bad things

* nicer color

* shortens proc name

* Update code/modules/food_and_drinks/food/snacks_other.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

* cringe

Co-authored-by: Changelogs <action@github.com>
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-03-23 14:04:26 -03:00
Capsandi
c04affe83c Adds deconstruction and unanchoring to sheetifier (#50014)
* notsosheetynowareya

* notsorequiringanchorageonbeingbuiltnowareya

* howdidiforgetthat

* Update code/game/machinery/sheetifier.dm

Co-Authored-By: Rohesie <rohesie@gmail.com>

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-03-23 09:07:49 -03:00
gregolego
93622a9120 Adds trumpet sprites + inhands (#50124)
* Added a new sprite for the trumpet

IT'S NO LONGER A FUCKING BUGLE

WHO THE FUCK MADE A BUGLE SPRITE FOR A TRUMPET

* Finished trumpet sprite and trumpet inhands

It's no longer a fucking trombone (why was it a trombone in the first place!??)

* Added spectral trumpet and inhands

It's all animated.

All fucking animated.
2020-03-22 19:45:22 -03:00
Mickyan
aee54c56c5 Adds space carp taming and a new bundle for the curator: the carp hunter (#50020)
* fish friends

* fish pals

* fish pals

* dumb

* hunting knife now is useful

* hunting knife now has a sprite

* FUCK

* inhand

* rohesie reviews

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-03-21 21:11:11 -03:00
Aleksej Komarov
97c90932e1 tgui: ByondUi, Cam Console (#49960)
* ByondUi, Cam Console

* Remove todos

* Rebuild tgui

* Poltergeist fix

* Clean up imports in CameraConsole

* More cleanup

* Rebuild tgui

* Address reviews, optimize camera code

* CRASH instead of stack_trace

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Micro manage that code to death

* Prefer to perform the operations first on Destroy()

Co-Authored-By: Rohesie <rohesie@gmail.com>

* Typecast in get_bbox_of_atoms, skip ismob() check

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-03-21 20:45:21 -03:00
81Denton
45917da07a Merge pull request #49964 from uomo91/psychologist
Psychologist
2020-03-21 21:37:05 +01:00
LemonInTheDark
8746f42759 BoH modifications [headcoder orders] (#50083)
* Adds a sanity check to boh_tear process

* WHYYYYY
2020-03-21 17:09:36 +01:00
ArcaneMusic
b737f267f3 you thought (#50057) 2020-03-21 17:07:30 +01:00
nemvar
f6bb710cc9 renames wet leather to wet hide (#50092) 2020-03-21 09:47:58 -03:00
nemvar
3883f6200d Fixes rolling paper (#50091) 2020-03-21 09:47:24 -03:00
ArcaneDefence
946255412a Adds a suicide to moth plushies (#49878)
* Adds a suicide to moth plushies

The user gets stripped and dusted, adding one to a kill counter

* Adds hellbound check shame state

* Attempts to meet expectations

Adds doc for var/suicide_count, var/divine, removes the shame results, replaces the theme of soul-eating with consuming/killing the user, removes the do_after, and puts the death proc in the dust proc after the unequip so that the plushie doesn't spam the squeak sound for every item the user was wearing.

* Accepting reality for what it is

* Method to prevent squeak spam

* Changes as suggested
2020-03-20 19:08:16 -04:00
Ghilker
e7a22853f7 Addition of Freon (no removal, no fire) (#49821)
* Just freon addition, no removal nor fire. Maybe unbalanced

* fixes

* material properties addition, removed from the object itself

* added admin and game logging to hot ice

* Typos

* made the component more generic

* other typos, some fixes

* typos and balancing

* better code readability

* dunno

* merge error and travis build errors fixes

* asked changes, fixes and balancing
2020-03-20 19:08:50 -03:00
EgorDinamit
8522ac6779 Merge branch 'master' of git://github.com/tgstation/tgstation 2020-03-20 11:51:56 +04:00
Arkatos1
de4b485dd4 Assemblies, TTV and Electropack now require you to hold them i… (#49987)
* Electropack status fix

* Hands check

* Cleanup

* TTV and assemblies hands state
2020-03-20 00:25:41 -07:00
Mickyan
c6b0774b86 [READY]Adds the Smooth-Headed (super bald) quirk (#49932)
* super baldness

* cleanup

* fix

* stuff

* woops

* and done

* docs, changed proc names

Co-authored-by: Unknown <Floydje123@hotmail.com>
2020-03-20 00:15:10 -07:00
Arkatos1
9bf056f7ac New spell type - Pointed spells (#49909)
* Initial commit

* Ranged Blind override version

* Pointed spells category, repath, blind icons and blind pointed spell

* Icon resize, cleanup

* Trigger bugfix

* Code cleanup

* Cast cleanup

* Refactor, easier inheritance, specific intercept checks
2020-03-20 00:12:31 -07:00