* Increases the accuracy of the photocopier (#54336)
🆑
add: Increased photocopier accuracy
* Increases the accuracy of the photocopier
Co-authored-by: Rob Bailey <actioninja@gmail.com>
* Cryo now uses proper alpha masking (#53850)
Before, cryo used overlays for humans and snowflake sprites for other animals. Now, it just makes the mob stand up and show it as vis_contents, applying a masking filter so that nothing out of the cryo sprite gets rendered.
Added a trait that forces the user to stand up as well.
* Cryo now uses proper alpha masking
Co-authored-by: nicbn <nicolas.nattis@gmail.com>
* Converts A && A.B into A?.B (#54342)
Implements the ?. operator, replacing code like A && A.B with A?.B
BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
* Converts all A && A.B into A?.B
Co-authored-by: ZeWaka <zewakagamer@gmail.com>
* Adds a living time config to the panic bunker (#54341)
* Adds a living time value to the panic bunker, so you can keep people out based on time spent playing the game
* updates the admin verb, and enables %minutes% as an option
* Makes a proc call more clear
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
* than
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
* Adds a living time config to the panic bunker
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@ users.noreply.github.com>
* Fixes some borg tablet bugs (#54339)
fix: Borg tablets now correctly work when the borg is out of power (though you'll get no networking until you get that power issue sorted out).
fix: Borgs that are synced to AIs can correctly view and print photos once more.
* Fixes the borg tablet being unusable without power, and borgs usually being unable to print pictures
Co-authored-by: zxaber <37497534+zxaber@users.noreply.github.com>
* Fixes broken mobility interactions (#54320)
* Fixes being able to escape pulls while in softcrit
* Fixes broken mobility interactions
Co-authored-by: Rohesie <rohesie@gmail.com>
* Converts some unique and typelists into stringlists (#54237)
* Converts some unique and typelists into stringlists
Co-authored-by: Rohesie <rohesie@gmail.com>
* Rebalances knockdowns due to the getting-up change (#54303)
* Rebalances knockdowns due to the getting-up change
Co-authored-by: Rohesie <rohesie@gmail.com>
* Temporal Scarring is now per-character-slot, changelings now fake scars when disguising (#54311)
* Temporal Scarring is now per-character-slot, changelings now fake scars when disguising
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
* Adds a bunch of looping audio to computers, grav-gen and telecomms. (#54324)
* Adds a bunch of looping audio to computers, gravegen and telecomms.
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
* Chaplains should no longer experience invisible bibles. (#54323)
Latejoin as Chaplain when there's already a Chaplain on the station.
If the OG Chappie hasn't selected a bible skin yet, you'll be given a bible with a broken icon_state as selecting a bible skin is what seeds the relevant GLOBs with values.
After the fix, we only overwrite the bible's icon_state if an existing bible skin has been selected by the station's main Chappie.
* Chaplains should no longer experience invisible bibles.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Teleporter machinery now auto links with each other, removes screwdriver + wirecutter interaction (#54325)
Teleporter machinery will now automatically link with each other. This makes the screwdriver + wirecutter interaction redundant, so it has been removed.
* Teleporter machinery now auto links with each other, removes screwdriver + wirecutter interaction
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* Re-enables ghost role events (#54307)
Basically, a messed-up bitflag check has been stopping all event ghostroles from spawning for the last two months (outside of dynamic mode).
* Re-enables ghost role events
Co-authored-by: Yenwodyah <yenwodyah@gmail.com>
* re-adds slapping action(this one is different from the boring emote) (#53914)
* re-adds slapping action(this one is different from the boring emote)
Co-authored-by: Couls <coul422@gmail.com>
* Fixes being able to shove while standing up (#54296)
* Fixes being able to shove while in the process of standing up
Co-authored-by: Rohesie <rohesie@gmail.com>
* HoS and Captain Laserguns are now normal sized (#54281)
Co-authored-by: PolishUser <fakemail@ fake.com>
* Lasergun resizing
Co-authored-by: PolishUser <55540334+PolishUser@users.noreply.github.com>
Co-authored-by: PolishUser <fakemail@ fake.com>
* Add game logging to abductor gland mind control. (#54266)
* Add game logging to abductor gland mind control.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Adds Alloy Materials (#53623)
Adds and implements alloy materials
Takes several materials that were mostly fluff and converts them into actual usable materials.
Messes with material code a bit to make alloys recycle back into their component materials.
Adds the alloy materials to their in-game stacks.
Materials added:
Plasteel
Plastitanium
Plasmaglass
Titaniumglass
Plastitanium Glass
Alien Alloy
Makes plasteel/plastitanium/plasmaglass and the rest able to have separate properties from their component materials. It doesn't make much sense that the materials used to seal off the supermatter chamber from the rest of the station would be prone to exploding when heated.
Allows for further expansion of materials, possibly including actual functional metallurgy and smelting at some point in the very distant future.
(Lemons note: Adds a regeneration component, used for alien alloy)
* Adds Alloy Materials
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Merge pull request #54098 from Timberpoes/dirty-do-after-fix
Minor tweaks and cleanup to mecha drill equipment's action code
* Minor tweaks and cleanup to mecha drill equipment's action code
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* [s]Showers now properly react with 10u per tick instead of 1000u. (#54236)
Turns out what I thought was reagent units used per reaction was actually reaction multiplier in #53377, and it flew under the radar until literally 15 minutes ago.
This adjusted the reaction quantity down to 0.05, which with the 200 unit reagent volume of the showers, equates to about a 10u reaction per tick, ya know, rather high but reasonable considering that before it was mistakenly set to *5 instead, which meant you could de-husk a patient in a literal single tick with 1 unit of synthflesh.
* [s]Showers now properly react with 10u per tick instead of 1000u.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Adds new accidents to the omen component and makes it an admin smite (#54063)
The omen component now has a 15% chance when walking through an airlock to have it try to crush you and a 15% chance when walking next to an open turf to throw yourself into it alongside the existing 15% chance to get crushed by a vending machine and 50% chance when you trip over to crack your skull open.
It is also an admin smite with an option to make it permanent.
Allows airlocks to override safties for a single close() proc call, forcing a crush.
* Adds new accidents to the omen component and makes it an admin smite
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Fix some potential sleeps as detected by SpacemanDMM improvements (#54230)
overrides weren't detected by should not sleep, i think i've mostly
fixed that with SpaceManiac/SpacemanDMM#214
Some of these are wacky but overall this pr is harmless
signals shouldnt sleep even in weird 1 in a million situations or due
to other people adding bad code
overrides of changeling can_sting() use alert() and input() and that's
just too fucked for me to fix in this pr
* Fixes some potential sleeps as detected by SpacemanDMM improvements
Co-authored-by: spookydonut <github@spooksoftware.com>
* Converts Pizza to use the new food component. (#53641)
pizzas now use processing component
* Converts Pizza to use the new food component.
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
* Yellow slime core nerfs and adjustments. (#54198)
Yellow slime extract can no longer turn into a self-charging yellow slime core. This functionality has been completely removed.
Hypercharged yellow slime cores no longer self-charge.
They now have a capacity of 50,000 (up from their previous 20,000). This is 10,000 more than a bluespace power cell.
Their recharge rate is 2500. This is relatively slow for the power capacity, as hyper and bluespace cells charge at 10% of their capacity respectively and this is 5%.
Motorised wheelchairs have had their power usage reduced to 5% of their previous value since they were basically only usable with rechargable cells before
* Yellow slime core nerfs and adjustments.
* Update special.dm
* Update special.dm
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Azarak <azarak10@gmail.com>
* Fixes the supply console not inheriting contraband and emag status from its circuit (#54177)
Added an abstract proc for circuits intended to be used to allow a circuit to configure a machine.
Overrode this proc for supply console boards (behaviour inherited by express boards)
Call this proc in supply console on_construction (behaviour inherited by express supply consoles)
Allows all supply consoles to inherit their circuit's emag and contraband status.
Doesn't look like any other circuits use this sort of functionality, but if they do I'll fix 'em up too.
* Fixes the supply console not inheriting contraband and emag status from its circuit
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* Adds more cosmetic clothing options for golems (#54100)
Broadens the amount of clothing golems can wear to stuff that is role specific. This includes:
Some mime clothing
Some clown clothing (for bananium golems)
Some service clothing like aprons
science wintercoats (they're already wearing the labcoats after all)
Flipflops
Jeans and shorts (none of these have armor and golems already have all the slots from a jumpsuit anyway)
Fake moustaches
Lawyer suits (the overcoats, not the jumpsuits)
Caution signs
Among a few others.
* Adds more cosmetic clothing options for golems
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
* Cleans up rat related features and makes Regal Ratking a rare spawn from mouse migration event. (#54191)
* Cleans up rat related features and makes Regal Ratking a rare spawn from mouse migration event.
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
* Dronespeak manual is once again infinite use, and can once again only be used on drones or silicons. (#54192)
* Dronespeak manual is once again infinite use, and can once again only be used on drones or silicons.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* RPD unwrench upgrade (#53615)
* Most OP atmos tool. RPD that can unwrench pipes.
Adds reverse wrench mode upgrade to the RPD.
Attention, due to budget cuts, the mode is hard linked to the destroy mode control button.
Now /obj/machinery/atmospherics/deconstruct(disassembled = TRUE) return created obj/item/pipe
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>
* RPD unwrench upgrade
Co-authored-by: Dennok <Deneles@yandex.ru>
Co-authored-by: girl <11748095+ExcessiveUseOfCobblestone@ users.noreply.github.com>