Commit Graph

4181 Commits

Author SHA1 Message Date
GoldenAlpharex
bdbad2e39e Makes a fireplace's fire last a lot longer (#9423)
* Last longer damnit

* Fuck it go higher
2021-11-14 03:12:41 +00:00
SkyratBot
9a58a61c6c [MIRROR] Change maint crate spawners to be randomized [MDB IGNORE] (#9428)
* Change maint crate spawners to be randomized (#62742)

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Change maint crate spawners to be randomized

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-11-13 09:01:49 -05:00
Azarak
3877f2a70c Pollution changes (#9372)
* Pollution changes

* Define
2021-11-11 11:17:41 -05:00
SkyratBot
71b5f92eda [MIRROR] [MDB IGNORE] dir sanity, primarily on WALLITEMs [MDB IGNORE] (#9315)
* [MDB IGNORE] dir sanity, primarily on WALLITEMs (#62601)

About The Pull Request

Wall items mostly use the direction from the floor to the wall in the named mapping helper. Wall items mostly use the direction from the wall to the floor for the internal dir variable.

This leads to a headache when it comes to working out what conflicts with what, and what needs placing where.

Wall frames provided a member, inverse, which specified whether or not to invert the direction of the item when looking for conflicts. It was also used to specify whether to look for conflicts outside of the wall (cameras and lights appear external to the wall) or inside the wall (most wall items). This flag was set for Intercoms, APCs, and Lights. Since APCs and Lights expect a floor-to-wall direction, and Intercoms expect a wall-to-floor direction, this means that APCs and Lights were getting the correct direction, and Intercoms were getting the wrong direction.

Some implications of this setup were:

    You could build an APC on top of another wall item, provided there was nothing external attached to the wall and the area didn't have an APC.
    You could stack Intercoms indefinitely on top of the same wall, provided you weren't in a one-tile wide corridor with something on the opposite wall.

Or both! Here's twenty Intercoms placed on the wall, and a freshly placed APC frame after placing all Intercoms and deconstructing the old APC:

endless-stack-of-intercoms

Not everything used this inverse variable to adjust to the correct direction. For example, /obj/machinery/defibrillator_mount just used a negative pixel_offset to be visually placed in the correct direction, even though the internal direction was wrong, and never set! This also let you stack an indefinite number of defib mounts on the same wall, provided it wasn't a northern wall... except you could do this to northern walls too, since defibs weren't considered a wall item for the purposes of checking collisions at all!

Ultimately, every constructable interior wall item either used this inverse variable to adjust to the correct placement, set a negative pixel_offset variable to have its offset adjusted to the correct placement, or overrode New or Initialize to run its own checks and assignment to pixel_x and pixel_y!
Inventory: Table of various paths, related paths, and the adjustments they used

Unfortunately, untangling /obj/structure/sign is going to be another major headache, and this has already exploded in scope enough already, so we can't get rid of the get_turf_pixel call just yet. This also doesn't fix problems with the special 2x1 /obj/structure/sign/barsign.

Some non-wall items have been made to use the new MAPPING_DIRECTIONAL_HELPERS as part of the directional cleanup.

tl;dr: All wall mounted items and some directional objects now use the same direction that they were labelled as. More consistent directional types everywhere.
Why It's Good For The Game

fml
Changelog

cl
refactor: Wall mounted and directional objects have undergone major internal simplification. Please report anything unusual!
fix: You can no longer stack an indefinite amount of Intercoms on the same wall.
fix: Defibrillator Mounts, Bluespace Gas Vendors, Turret Controlers, and Ticket Machines are now considered wall items.
fix: Wall mounted items on top of the wall now consistently check against other items on top of the wall, and items coming out of the wall now consistently check against other items coming out of the wall.
fix: The various directional pixel offsets within an APC, Fire Extinguisher Cabinet, Intercom, or Newscaster have been made consistent with each other.
fix: The pixel offsets of Intercoms, Fire Alarms, Fire Extinguisher Cabinets, Flashers, and Newscasters have been made consistent between roundstart and constructed instances.
fix: Constructed Turret Controls will no longer oddly overhang the wall they were placed on.
qol: Defibrillator mounts now better indicate which side of the wall they are on.
fix: Some instances where there were multiple identical lights on the same tile have been fixed to only have one.
/cl

* [MDB IGNORE] dir sanity, primarily on WALLITEMs

* apc directionals

* bluespace vendor fix

* defib fix

Co-authored-by: esainane <esainane+github@gmail.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2021-11-10 17:17:26 -05:00
SkyratBot
4eb10ac1fc [MIRROR] Locker Shoving Re-Reloaded [MDB IGNORE] (#9350)
* Locker Shoving Re-Reloaded (#62618)

* Locker Shoving Re-Reloaded

The signals here were weird, converted them to connect loc. I did my best to make sure behavior matched what
existed pre arcane pr
Unshat shove code considerably, believe it or not it used to be worse.

* Locker Shoving Re-Reloaded

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-11-09 16:44:40 -05:00
SkyratBot
98428cdfb5 [MIRROR] Replaces a portion of C-style for loops with the more commonplace for loops, which are faster. [MDB IGNORE] (#9298)
* Replaces a portion of C-style for loops with the more commonplace for loops, which are faster.

* Update code/modules/projectiles/boxes_magazines/_box_magazine.dm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2021-11-08 10:50:29 -05:00
SkyratBot
816a390f3d [MIRROR] aliens can no longer clear eggs before the hugger bursts out [MDB IGNORE] (#9285)
* aliens can no longer clear eggs before the hugger bursts out (#62597)

* aliens can no longer clear eggs before the hugger bursts out

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2021-11-07 06:02:24 -05:00
SkyratBot
3d123f0c16 [MIRROR] Fixes a few issues with double bedsheets. [MDB IGNORE] (#9281)
* Fixes a few issues with double bedsheets. (#62590)

Fixes the random and dorms spawners for double bed sheets. Fixes the dying_key for double bed sheets.

* Fixes a few issues with double bedsheets.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-11-06 19:30:53 -04:00
SkyratBot
b7b6bd501f [MIRROR] removes double spaces AFTER symbols [MDB IGNORE] (#9226)
* removes double spaces AFTER symbols

* Fixing conflicts

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-05 18:15:12 -04:00
SkyratBot
6a8301da8b [MIRROR] Locker based combat, evolved. [MDB IGNORE] (#9212)
* Locker based combat, evolved. (#60000)

* Locker bullying, reloaded.

* Start work on refactoring the whole gosh damn thing

* I'm stuck.

* Checkpoint

* Restart work: Lets get this scrap to compile

* Workin on it, having to swtich back to walls project

* Revert "Restart work: Lets get this scrap to compile"

This reverts commit baa1814fd1ed2c86f2009a54a90d9306264762fc.

* Compiles (Check), Signals are backwards (Fix)

* 90% complete yet again I have grown powerful

* I HAVE GOT IT WORKING PERFECTLY

* Removes a small part of commented code

* Perfection*

* Locker based combat, evolved.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2021-11-02 23:12:40 +00:00
SkyratBot
0b3f3cc6ad [MIRROR] Adds garment bags to reduce locker clutter [MDB IGNORE] (#9194)
* Adds garment bags to reduce locker clutter

* Fixing merge conflicts (might have some clothing issues because of that later, woo)

Co-authored-by: Horatio22 <69338705+Horatio22@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-02 12:33:25 -04:00
SkyratBot
e90627be0e [MIRROR] Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed [MDB IGNORE] (#9176)
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed

* Fixing conflicts

* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)

* Removing more lingering rad armor (woo)

* Damnit powerarmors

* Bye bye rad collectors!

Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-11-02 10:36:46 -04:00
SkyratBot
a31e4bedfa [MIRROR] Tackles various problems with keyed_list config entries, fixing broken roundstart races and more! [MDB IGNORE] (#9131)
* Tackles various problems with keyed_list config entries, fixing broken roundstart races and more! (#62359)

While helping RaveRadbury debug some issues with enabling Halloween species early via the brute force method of enabling them in the config rather than the gentleman's solution of testmerging a PR that changes the Halloween date, we discovered something dreadful.

Cloth golems cannot be enabled! Infact, any species with a space in the ID cannot be enabled.

It uses the splitter despite VALUE_MODE_FLAG being set. So a key entry like ROUNDSTART_RACES cloth golem would get parsed as cloth = golem, then entered into the config as cloth = TRUE
NEW AND IMPROVED PART HERE

I've re-written how keyed_list config entries are parsed, splitting it into a number of procs to do some discrete block of logic.

Based on feedback from MSO, he expected that VALUE_MODE_FLAG keyed_list entries could have elements overridden. However, this functionality was not present in the code.

I have implemented it. We now support 3 methods of setting VALUE_MODE_FLAGS.

Implicitly enable the config entry: CONFIG_ENTRY config_key_goes_here
Explicitly enable the config entry: CONFIG_ENTRY config_key_goes_here 1
Explicitly disable the config entry: CONFIG_ENTRY config_key_goes_here 0

There have been functionality changes too. Previously, everything before the first splitter was the key and everything after was the value. However, in ambiguous config entries (Such as ROUNDSTART_RACES cloth golem 0) it would be unclear if the intent was (cloth, golem 0) or (cloth golem, 0) or indeed if the intent was (cloth golem 0, 1).

As a result, there is now the following paradigm in place: Everything after the LAST splitter is the value, everything before is the key and a log_config warning is now given explaining the problem and showing how it was resolved.

[2021-10-27 19:48:12.840] WARNING: Multiple splitter characters (" ") found. Using "cloth golem" as config key and "1" as config value.

This warning will trigger if multiple splitters are present for any keyed_list config entry, and will trigger on implicit VALUE_MODE_FLAGS entries that have splitters. The example above is it triggering on ROUNDSTART_RACES cloth golem - It has detected that there is potential ambiguity between (cloth, golem) or (cloth golem, 1), has picked a sensible option for the data type and has warned about it.

The intent is that no config entry should be ambiguous. It should be clear what is key and what is value when dealing with keyed_list config entries.

There's probably more work to do on other config entries to bring them up to this standard, but this is the thing I'm hitting in this PR.

Similarly, I have improved the validation aspect of keyed_list config entries with additional logging in general.
[2021-10-27 19:47:53.135] ERROR: Invalid KEY_MODE_TYPE typepath. Is not a valid typepath: /mob/living/carbon/monkey

I have added a unit test to make sure species IDs do not contain splitters from the two keyed_list subtypes relating to species.

I have added sanity checking to the race config subtypes since we have a big dick global list of all races sorted by ID, so a race not existing will fail validation and output a meaningful config log entry.

I have removed /datum/config_entry/keyed_list/probability from the code as it is unused with the removal of all game modes except Dynamic.

The config change necessitated the renaming of all golem species IDs. Doing so and renaming the clothgolem.ts file to match has fixed the broken cloth golem page too.

* Tackles various problems with keyed_list config entries, fixing broken roundstart races and more!

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2021-10-29 21:07:21 +01:00
SkyratBot
7954d664a8 [MIRROR] removes double spaces before symbols [MDB IGNORE] (#9117)
* removes double spaces before symbols (#62397)

This can apparently cause some bugs on occasions, so I thought I might as well try to kill them all.

* removes double spaces before symbols

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
2021-10-29 04:14:00 +01:00
SkyratBot
519b39d615 [MIRROR] Double bedsheets have the correct worn sprites. [MDB IGNORE] (#9097)
* double bedsheets have the correct worn sprites. (#62372)

Double Bedsheets have a new icon_state, but in doing so, break their worn_icon_states, as their worn_icon_state was set by the icon_state.

This manually sets their worn icons in order to avoid funny broken sprites.

* Double bedsheets have the correct worn sprites.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2021-10-28 12:07:45 -04:00
SkyratBot
6d010126b2 [MIRROR] locker electronics no longer put the electronics inside the locker [MDB IGNORE] (#9099)
* locker electronics no longer put the electronics inside the locker (#62358)

title
because somehow I never actually tested y'know, opening the locker with it on, apparently I just thought I did

* locker electronics no longer put the electronics inside the locker

Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
2021-10-28 12:06:46 -04:00
SkyratBot
b5e889651a [MIRROR] Refactored spawner window, removed HTML artifact [MDB IGNORE] (#9100)
* Refactored spawner window, removed HTML artifact (#62314)

Fixes #61876
I originally went in to edit out the HTML from flavor text. Pulling up the menu, it was just poorly formatted, so I got carried away redoing it.
Issues previously:
HTML artifacts in spawner text were visible, showing opening and closing tags
Spawner menu text was huge, unlabeled, looked very jumbled
Why it's good for the game:
You can now easily read the spawners menu
Having many spawners available should be easy to scroll through
No more HTML randomly
More error cases handled

* Refactored spawner window, removed HTML artifact

Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
2021-10-28 12:06:23 -04:00
AxieTheAxolotl
4a7c09f6c0 Brings back the Captain's SOCOM (#9104)
* wack ass

* Revert "wack ass"

This reverts commit a02089265919e2038533817a4a9b743c87fe2536.

* weh
2021-10-28 15:48:40 +01:00
SkyratBot
883c42c268 [MIRROR] personal lockers will now allow you to actually un/lock them without swiping ID, ie, normal locker locking [MDB IGNORE] (#9077)
* personal lockers will now allow you to actually un/lock them without swiping ID, ie, normal locker locking (#62341)

* personal lockers will now allow you to actually un/lock them without swiping ID, ie, normal locker locking

Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
2021-10-27 17:00:40 +01:00
SkyratBot
16540a0911 [MIRROR] Adds Hydroponic Door Sprites [MDB IGNORE] (#9031)
* Adds Hydroponic Door Sprites (#62249)

Adds sprites for the hydroponic doors

* Adds Hydroponic Door Sprites

Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2021-10-26 17:30:03 +01:00
Iamgoofball
fd577e0227 GoofSec: Departmental Guards, Stamina Crit Fixes, Armory Rework, 3-Hit-Stamcrit Batons, Flashbang fixes (#8524)
* GoofSec: Departmental Guards, Stamina Crit Fixes, Armory Rework, 3-Hit-Stamcrit Batons, Flashbang fixes

* More realism changes to the guns.

* "lmao lets just make bullets do double damage!!!!!"

* maint-fu properly restored

* fixes disabler desc

* sagwfwdqdqa

* Departmental Guard Drip + Fixing Guard Rolling Antags

* adds the trims for the guards

* haha yes i totally forgot the knockdown

* Brute damage hardlight bullets + map fixes!

* afwefqdqwd

* fixes security armor balance lmfao

* NICE FUCKIN MERGE CONFLICT

* Big Security Armor Rework + Fixing cell swapping issues

* Space Police!

* removes 2hand from the guns for now

* Fixes Guard antag rolling.

* Stamina crit filter is back!

* Fixed vendors, 911 overhaul, Re-added sec crates to cargo

* whoops haha

* afwvwsadcwaed

* efWEFwedqadq

* bank error, you have been rewarded 20 thousand credits

Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-26 17:17:20 +01:00
SkyratBot
a937abb309 [MIRROR] Beds and Benches: The Aesthetic Revolution [re-PR'd With EOB's Blessing] [MDB IGNORE] (#9022)
* Beds and Benches: The Aesthetic Revolution [re-PR'd With EOB's Blessing]

* Update code/game/objects/items/stacks/sheets/sheet_types.dm

Co-authored-by: Zytolg <33048583+Zytolg@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-10-26 17:00:31 +01:00
SkyratBot
5a0965a90d [MIRROR] Fixes an issue where people with the doctor phobia were afraid of hydroponics doors. [MDB IGNORE] (#8940)
* Fixes an issue where people with the doctor phobia were afraid of hydroponics doors. (#62089)

## About The Pull Request

 Adds a hydroponics airlock type (same icon as medical airlocks), and edits Hydroponics on several maps to replace the old medical doors with the new ones. Fixes #61000

Also edited sheet_types.dm so a hydroponics door assembly can be built, in case anyone decides to give hydroponics entry way doors their own unique icon at some point.

## Why It's Good For The Game

Fixes #61000

* Fixes an issue where people with the doctor phobia were afraid of hydroponics doors.

Co-authored-by: Coconutwarrior97 <40315842+Coconutwarrior97@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-23 00:30:52 +01:00
SkyratBot
7ea64cb226 [MIRROR] Fixing issues with contents of some coded or mapped closets exceeding their storage capacity [MDB IGNORE] (#8965)
* Fixing issues with contents of some coded or mapped closets exceeding their storage capacity (#62221)

* Fixing issues with contents of some coded or mapped closets exceeding their storage capacity

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-23 00:28:10 +01:00
SkyratBot
404a603dc2 [MIRROR] runtime fix for borgs cryoing with upgrade modules + no more mmi laying around after they cryo, and various other runtime fixes [MDB IGNORE] (#8975)
* runtime fix for borgs cryoing with upgrade modules + no more mmi laying around after they cryo, and various other runtime fixes

* Fixing conflicts

Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-10-23 00:25:25 +01:00
SkyratBot
957e6e8bda [MIRROR] makes it so lockers/crates can have access electronics removed/inserted [MDB IGNORE] (#8968)
* makes it so lockers/crates can have access electronics removed/inserted (#62022)

They can only have electronics inserted if they

are welded shut (if they can be welded)
don't have electronics already and aren't secure
They can only have electronics removed if they

are welded shut (if they can be welded)
are unlocked
are secure (even if they don't have electronics, then it'll create them)

* makes it so lockers/crates can have access electronics removed/inserted

Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
2021-10-23 00:24:29 +01:00
SkyratBot
19a8384360 [MIRROR] Makes the American sausage a sausage subtype & Advanced roasting stick fixes [MDB IGNORE] (#8949)
* Makes the American sausage a sausage subtype & Advanced roasting stick fixes (#62193)

Makes the American sausage a proper subtype of sausage, which makes it actually edible, apparently. It also makes it stick on the advanced roasting stick!
The advanced roasting stick will no longer try to grill itself over a bonfire with a griddle installed, allowing you to use the actual bonfire for your roasting needs.

There was actually a check that was supposed to limit the amount of times you could roast a sausage to a measly 1. It wasn't actually working. This PR removes that in favor of mad cooks creating these:

* Makes the American sausage a sausage subtype & Advanced roasting stick fixes

* fixes

Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2021-10-23 00:23:39 +01:00
SkyratBot
13d38add93 [MIRROR] Repaths knives to not all be children of the kitchen knife. [MDB IGNORE] (#8843)
* Repaths knives to not all be children of the kitchen knife.

* Fix

Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-23 00:07:08 +01:00
Gandalf
d14a03d446 Oversized quirk (#8897)
* hmm this is fucking dumb duboris but you know i love you

* F

* 0

* Update oversized_quirk.dm

* Update oversized_quirk.dm

* Update modular_skyrat/modules/oversized/code/oversized_quirk.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Update modular_skyrat/modules/oversized/code/oversized_quirk.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* Couple of fixes here and there.

* Dehardcodes blood volume.

* Oops

* rattles the brain

* yes

* Update modular_skyrat/modules/oversized/code/oversized_quirk.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* E

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-10-18 13:25:24 +13:00
Iamgoofball
bdd5e1f12f GoofMed: Self-Actualization Device, Stasis Operating Tables! (#8791)
* Adds the Self-Actualization Device!

* Update modular_skyrat/modules/donut_steel_restoration_device/code/oc_donut_steel_restoration_device.dm

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>

* Operating Tables now provide Stasis

* Update modular_skyrat/modules/donut_steel_restoration_device/code/oc_donut_steel_restoration_device.dm

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>

* Fixes Medical Cyborgs + Fixes Pain and Numbing to work correctly

* WHOOPS

* fucking stupid merge conflicts HOLY SHIT

* Update modular_skyrat/modules/donut_steel_restoration_device/code/oc_donut_steel_restoration_device.dm

Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>

* return 2 monke

* whoops

* Admin logging

* loggin

Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
2021-10-18 01:12:26 +01:00
jjpark-kb
b160956217 cargo teleporter (#8492)
* okay

* yea

* yea

* leave some evidence behind

* suggestions 1

* no organics

* oops

* okay

* yea

* should fix the alt click
2021-10-18 01:11:34 +01:00
Gandalf
d095ec38a8 New job! Barber and salon! (#8756)
* Oh hi Mark.

* hand dryer 4000

* E

* fur dyer

* actually makes it work

* Update fur_dyer.dm

* Update fur_dyer.dm

* Final touches!

* Update jobs.txt

* le straight razor

* f

* Update hhmirror.dm

* updoot

* Update IceBoxStation_skyrat.dmm

* E

* No more failure penalties, it's bad.

* logic errors

* actual hairdye

* Update barber.dm

* Rebases to newer map versions

Fixes multiple issues with the original map changes in this PR, which are as follows but not limited to:
• Trapping Lawyers in their office on Blueshift
• Incorrect curtain types
• Awkward atmos
• Broken disposals
• Missing wallmounts
• Missing firelocks

* camera on meta

* Update jobs.dm

* more dyesprays

Co-authored-by: Kat <evesovereign@hotmail.co.uk>
2021-10-18 13:11:11 +13:00
Seris02
fb70059611 [modular] adds the ability for six character hex colours (draft so maintainers know what to do when this gets merged on TG, if it does) (#8692)
* hhhhh

* yes

* yes

* yes

* yes4

* yeet

* yeet number 2

* don't want that conflicting

* yep

* trailing newline
2021-10-17 22:59:19 +13:00
SkyratBot
f0db07b17d [MIRROR] makes it so the sanitize_hexcolors' default is 6 characters rather than 3 and gets rid of color_legacy [MDB IGNORE] (#8840)
* makes it so the sanitize_hexcolors' default is 6 characters rather than 3 and gets rid of color_legacy

* Feex

* Feex some more

* Final feex

* Please no more I'm tired

* <<<<<<< HEAD

Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-10-17 00:30:28 -04:00
SkyratBot
a928f02179 [MIRROR] Roller Beds: Add roll-up examine hint [MDB IGNORE] (#8881)
* Roller Beds: Add roll-up examine hint (#62139)

Adds an examine hint for how to roll up a roller bed.

* Roller Beds: Add roll-up examine hint

Co-authored-by: esainane <esainane+github@gmail.com>
2021-10-16 20:45:40 -04:00
SkyratBot
d5cc576efb [MIRROR] Drowsiness refactor [MDB IGNORE] (#8836)
* Drowsiness refactor (#62104)

Creates two procs in /mob/status_procs for handling drowsiness changes (with check for negative values), and refactors all code to use these procs instead of assigning values to the mob's drowsiness themselves.

* Drowsiness refactor

* Fixing more stuff in our code

Co-authored-by: thatoneplebeian <67017991+thatoneplebeian@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-10-15 13:41:35 -04:00
SkyratBot
230a34588f [MIRROR] modules/atmospherics major cleanup [MDB IGNORE] (#8818)
* modules/atmospherics major cleanup

* E

* E

* 0

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-14 22:44:30 +01:00
SkyratBot
01a41bef0d [MIRROR] Printer Circuit Component [MDB IGNORE] (#8825)
* Printer Circuit Component (#62012)

I'm adding a circuit component that can print text string on a paper object in a variety of colors and font typefaces (currently only web-safe ones are available, maybe i'll add some fancy ones in the future but they'd need to be imported either through @ import of @ font-face in a separate CSS not imported by every tgui UI).
It's important to note that because the UI sanitizes new text inputed by users and not what's already written on the paper (so the pen_color and pen_font don't be purged in the process), we can't safely have these strings "printed" into the info variable directly, because of that these values will be stored in two new list variables, one for the text and one for font color, face and the signature. When the paper sheet UI is opened, these will be sanitized and then parsed into the text, so the next time the paper is edited we can clear these two lists.
Obviously better than a hacky byond proc - parsemarkdown() is outdated af -, albeit a bit messy... like the rest of paper code.

Requires #62033.

* Printer Circuit Component

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2021-10-14 21:20:22 +01:00
SkyratBot
1bedcb0714 [MIRROR] The monkey portrait decoration is now a set of random pictures that also act as persistent photo frames. Every station map gets one. [MDB IGNORE] (#8681)
* The monkey portrait decoration is now a set of random pictures that also act as persistent photo frames. Every station map gets one.

* mirrors changes

* Update mothership_astrum.dmm

* Update BlueShift.dmm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Kat <evesovereign@hotmail.co.uk>
2021-10-14 06:43:45 +01:00
Deek-Za
f470909455 Roleplay Friendly Fireplaces (#8769)
* Updated Fireplaces

* Comment update
2021-10-13 17:53:29 -04:00
SkyratBot
fa519bdde3 [MIRROR] cleanup _HELPERS/_lists.dm and all the necessary files [MDB IGNORE] (#8783)
* cleanup _HELPERS/_lists.dm and all the necessary files

* Epbic

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-13 21:07:35 +01:00
SkyratBot
cfdd4b3907 [MIRROR] Converts the behavior from suit/toggle to component behavior [MDB IGNORE] (#8758)
* Converts the behavior from `suit/toggle` to component behavior

* E

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-13 19:43:18 +01:00
SkyratBot
25d1a5e7a2 [MIRROR] Fixes a few hard deletes and runtimes I either caused, or ran into when trying to fix hard deletes [MDB IGNORE] (#8713)
* Fixes a few hard deletes and runtimes I either caused, or ran into when trying to fix hard deletes (#61953)

Please don't try and send chat messages if you have nothing to say
Fixes a spurious runtime.
Fixes a runtime caused by my lack of understanding of huds. remove_hud_from is intended for hud watchers, remove_from_hud is intended for hud items. Doesn't really make sense most of the time, and just runtimes out the ass
Fixes a runtime in shapeshifting, restore should not run if the object is not restoring, or if it's deleting. it should run if it's not restoring, and it's not deleted. 4head
Fun fact, if there's two turret control boards they'll override each other. Use weakrefs. Oh also removes a var called cp, nothing good will come of that
Today in: Good lord the stacking machine is an afront to god, we discover that the labor claims console was attempting to act as a console, which of course fails when it comes time to clear it's improperly named var. Disgusting
Attempts to fix potential wound ref hangs in surgeries? maybe?
Fixes a runtime in luminescent stuff I created in my big harddel crusade. owner is a mob, not a species
Fixes a runtime related to headspikes deleting themselves twice. Pain
Fixes hard deletes sourced from the prophet trauma. Good fucking lord this is awful
Offhand item is somehow hard deleting. I have no idea how. Here's hoping signals fixes it, because if it doesn't I'm stumped. It's not a common scenario, but it does happen in spurts that suggest repeated usage

* Fixes a few hard deletes and runtimes I either caused, or ran into when trying to fix hard deletes

* Update turret_id_system.dm

* Update turret_id_system.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-10-13 19:23:32 +01:00
SkyratBot
58c7729d88 [MIRROR] Rad collectors gone, tesla coils to generate power [MDB IGNORE] (#8697)
* Rad collectors gone, tesla coils to generate power (#61917)

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Rad collectors gone, tesla coils to generate power

* replaces rad collectors

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Kat <evesovereign@hotmail.co.uk>
2021-10-10 17:13:06 +01:00
SkyratBot
3bd71e0491 [MIRROR] Borgs can close morgue trays now. [MDB IGNORE] (#8712)
* Borgs can close morgue trays now. (#61976)

Cyborgs can open/close a morgue if the click on the main structure but they couldn't interact with the trays if they are open, instead needing to click on the main structure to close it.

* Borgs can close morgue trays now.

Co-authored-by: GuillaumePrata <55374212+GuillaumePrata@users.noreply.github.com>
2021-10-09 09:12:40 -04:00
SkyratBot
95ab2d2efb [MIRROR] Adds SHOULD_NOT_SLEEP to Destroy. Why didn't we do this before. [MDB IGNORE] (#8714)
* Adds SHOULD_NOT_SLEEP to Destroy. Why didn't we do this before. (#61943)

* Adds SHOULD_NOT_SLEEP to Destroy. Why didn't we do this before.

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-10-09 09:11:52 -04:00
SkyratBot
210b17557e [MIRROR] Cytology Adjacent Update #2: Carp scale crafting. [MDB IGNORE] (#8682)
* Cytology Adjacent Update #2: Carp scale crafting.  (#61913)

expansion: Adds carp scales, and carp scale crafting.

* Cytology Adjacent Update #2: Carp scale crafting.

Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
2021-10-08 07:47:10 -04:00
SkyratBot
cc93b11d23 [MIRROR] _HELPERS/unsorted.dm has been sorted [MDB IGNORE] (#8627)
* _HELPERS/unsorted.dm has been sorted

* Feexing conflicts

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2021-10-06 22:07:01 +01:00
CalamaBanana
63b945ff1f Fixes missing color for undershirt/socks (#8548)
* Fixes missing color for undershirt/socks

Added color choice to undershirt and socks selection.

* Added SKYRAT EDITs

Added SKYRAT EDITs

* Moved a file to the masterfiles

Moved a file to the masterfiles
2021-10-03 23:36:28 +01:00
SkyratBot
2b087cb56a [MIRROR] Getting hit by the tram will now smash people through lattice and unplated flooring [MDB IGNORE] (#8560)
* Getting hit by the tram will now smash people through lattice and unplated flooring (#61709)

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Getting hit by the tram will now smash people through lattice and unplated flooring

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-10-02 21:13:58 +01:00