Commit Graph

32292 Commits

Author SHA1 Message Date
SkyratBot
c6dc3d575c [MIRROR] Add pressure valve atmos device (#575)
* Add pressure valve atmos device (#53281)

New item the pressure valve
its a device that allow gas flow in a pipenet if the input pressure is higher than the set pressure

adds: Pressure Valve (a device that allow gas flow in a pipenet if the input pressure is higher than the set pressure)

* Add pressure valve atmos device

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
2020-08-30 05:18:51 +02:00
SkyratBot
656ee54f39 [MIRROR] Refactors burgers to use components & auto-eating (#569)
* Refactors burgers to use components & auto-eating (#53224)

* Refactors burgers to use components & auto-eating

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-08-30 05:13:44 +02:00
SkyratBot
ec09510459 Bools and returns super-pr (#53221) (#565)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is

Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
2020-08-30 05:12:59 +02:00
SkyratBot
3046d8127a [MIRROR] Fixes minor view exploit (#567)
* Fix ghost role spawners keeping the expanded view range (#53198)

Fixes minor dumb shit with view_size not resetting.

* Fixes minor view exploit

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-08-29 20:37:09 +01:00
SkyratBot
749944fbc6 [MIRROR] Bump DMAPI to 5.2.4 (#564)
* Bump DMAPI to 5.2.4 (#53222)

Runtime patches

* Bump DMAPI to 5.2.4

Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
2020-08-29 20:35:09 +01:00
SkyratBot
a35183463d [MIRROR] Waterworks: Plumbing enabled sinks, tanks, plant trays, and showers. (#562)
* Waterworks: Plumbing enabled sinks, tanks, plant trays, and showers. (#52865)

https://cdn.discordapp.com/attachments/326831214667235328/740812723956482118/2020-08-06_02-04-14.mp4
For everything in this PR working at the same time, watch this video!

Alright, from the top:
Sinks now need plumbing to pump out liquids.

All sinks now has a demand-only plumbing pipe face the opposite direction of the sink itself. A standard iron sink will hold 100 units of water, and must be constructed from a sink frame. To complete the frame, a new stock part, the water recycler must be applied to the frame. Once the sink is constructed, it will only hold those 100 units of water until new water is piped in.
This however doesn't extend just to water, as a result. Any reagent can be piped into the sink, and will be used 5 units at a time per use. This means water isn't just an infinite resource, and will need to be resupplied to the station if, somehow, you're using a metric ton of water somehow.
image
A basic sink setup with water being plumbed in.
Showers now need plumbing to wash you off.

Want to dispense reagents faster on your Patients Victims Friends Coworkers? Well, you may also construct a shower frame, in a similar fashion to a sink frame, and pipe in your own reagents into the loop. The shower drains reagents much faster than the shower, and also preforms vapor and touch reagent reactions, resulting in a constant stream of chemicals being processed. This can lead to horrible situations, like a chemical heater hooked up to a vat of cooking oil being pumped into a shower.
Additionally, showers will display the reagents they're pumping out visually based on the color of their chemical contents. As a result, dangerous or unique showers are going to look noticeably different if their contents are dangerous looking.
image
A safe shower.
image
A very unsafe shower.
Wait what was that bit about cooking oil?

So, reagent dispensers, like water/fuel tanks, Virus Food, Cooking Oil Vats, Pepperspray, and the like, can now be converted into a stationary tank of reagents by using a sheet of metal on it, allowing it to behave as a simple supply of their respective contents, and can be pumped into a plumbing network. This means rolling water tanks can be used to resupply sinks and showers, as well as allow for inventive uses of otherwise unused chemicals located all around the station. Pump welding fuel into a resupply line to fight a blob! Pump pepper spray into the dorms showers! Create a deep fryer shower! The possibilities are LIMITED (Because we have very few reagent dispensers)! Still, this will prevent sinks and showers from being completely unfix-able should all the water run out, as cargo can purchase many of these chemical tanks at will.
Hydroponics is now also plumbing enabled.

So there I was, thinking, have I gone mad? Is the barking I hear in my noggin my own dogs rattling and raging against the eternal ocean tide, or are these the hounds of tindalos come to finally rip me to shreds within the sea of causality?
The answer to this is quite simple: I added plumbing simple-demand components to hydroponics.
Now, the trays will accept a pumping input, which can provide the plants themselves a reagent input for their nutrients, and SHOULD (current not fixed yet) also contribute to refilling the trays water. As a check to this horrible decision, there are very few plumbing chems that don't suffer from some kind of downside if exclusively pumped into the trays, so this should be done delicately and with forethought applied, or you'll have a row of plants with dead stats because they OD'd on ammonia.
image
Holy damn why are you doing this

I'm thinking this pr is probably in need of some serious trimming and will probably be closed as a result of the need to atomize this down, but this way I can start to get some feedback and ideas on which aspects would be better suited towards the current design direction of plumbing/bio-chem/reagent heavy jobs. As far as I'm aware, this is all in accordance with the relevant design docs, but this way I'll know for sure 🤷‍♂️
To-do before being 100% sparkly and clean

Fix hydroponics trays adding water to the nutrient reagents slot (NOT A TRUE FIX, SEE COMMENTS BELOW PLEASE)
Make disconnected sinks/showers slowly regenerate water so that a stationwide plumbing net isn't required so Anturk doesn't snap my kneecaps off
Make water/fuel tanks use their snowflaked stationary tank sprites instead of the custom overlay version

    Yeet out the existing psudo-plumbing from hydroponics

Why It's Good For The Game

We've discussed adding plumbing into the game for forever now, and with all the new and tangentally related plumbing content we have, almost everything we have now perfectly enables servers to properly create a station-wide plumbing network.

Sinks and showers provide an infinite supply of water all shift long, and since they can be produced with any material, anywhere, practically for free, that was the first and foremost reason why I made this PR, to make water slightly more precious on station, to justify the 20+ water tanks mapped across every station. Plus, no more meatsink spam in the middle of the hallways.

Hydroponics has a built in feature that was intended to work similar to plumbing, before we had plumbing, for sharing resources/water, but it was pretty rough and is still exceptionally difficult to make look very pretty on live servers. By integrating them with actual plumbing pipes, this enables one step closer to integrating chemistry and botany to merge going forward, and give them an incentive to include each other in their supply chains each shift.

On the reagent tank conversion, That's just an interesting feature I felt the need for while testing everything else, and found pretty great success in. Being able to pipe in large supplies of a single reagent that ordinarily would just sit on a wall or in mait somewhere proved extra useful, and would be beneficial for refilling plumbing heavy areas like bathrooms/medbay, etc.

* Waterworks: Plumbing enabled sinks, tanks, plant trays, and showers.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-08-29 20:34:23 +01:00
SkyratBot
f3a0fd3231 [MIRROR] Componentizes Food Storage (#561)
* Componentizes Food Storage (#53116)

Moves the food storage behavior on (formerly) bread, cheese wheels, and cakes from /food/snacks/store/ to a component.
This lets just about any food/edible thing be used for storing fun things like glass shards, which is pretty neat. Also helps work towards the food refactor.

* Componentizes Food Storage

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2020-08-29 20:32:58 +01:00
SkyratBot
d36c3eb8cc [MIRROR] Adds bread smite and transformation animation helper. (#560)
* Merge pull request #53180 from AnturK/bread

Adds bread smite and transformation animation helper.

* Adds bread smite and transformation animation helper.

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-08-29 20:32:26 +01:00
SkyratBot
b7b4b48eca [MIRROR] Fix grammar on random vent names (#558)
* Merge pull request #53230 from AutomaticFrenzy/patch/vent-names

Fix grammar on random vent names

Iteration upon #52398.

Before, inconsistent:

    That's a hZ2l6 Atmospherics Hallway Vent Pump.
    That's RJkb5 Departure Lounge Air Scrubber.

After, consistent:

    That's Atmospherics Hallway vent pump hZ2l6.
    That's Departure Lounge air scrubber 29m5z.

* Fix grammar on random vent names

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-08-29 20:31:18 +01:00
SkyratBot
bc1cf3a0f9 [MIRROR] AI core is now Abductor-proof. Part 2: This time they really can't get in, promise. (#556)
* Merge pull request #53005 from Wayland-Smithy/ayy_send_self_AI

Duplicates the "turret_protected/ai" area type check found on the alien abductors camera console Send To command so it also applies to the Send Self command.

Getting snatched by abductors as AI Post #52718 is bad.

This is not an IDED because it was caused by a glitch. I was playing as AI and found myself carded by some ayylines. It turns out while they can not send their agent to do the deed they were more than capable of sending self as I suspected and confirmed with some local testing.

* AI core is now Abductor-proof. Part 2: This time they really can't get in, promise.

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-08-29 20:30:07 +01:00
SkyratBot
82a83b3e03 [MIRROR] Removes an unused variable (#555)
* no colors anymore, I want it painted reeeeed (#53214)

* Removes an unused variable

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-08-29 20:29:45 +01:00
SkyratBot
ce6870882d [MIRROR] Blob spore tweaks (#554)
* Blob spore tweaks (#53188)

This PR removes default blob spores from the gold slime core spawning pool, but adds independent blob spores to the gold slime core spawning pool in their place.

Independent blob spores and blobbernauts can now speak over blob chat like overmind-dependent blob mobs do. This also means that, like overmind-dependent blob mobs, they can't speak out loud (trying to speak will just send your message out over blob chat). They should still be able to emote, though.

Blob spores can no longer harm objects/structures before they become blob zombies (once they possess a corpse, though, they'll start damaging stuff again).

Default blob spores can't drag stuff, but independent ones can (independent ones can't walk through blob tiles freely, however). Also, independent blobbernauts are in the gold slime core pool, but normal blobbernauts are not, so it seems pretty clear that the independent blob creatures are the ones that're supposed to be in the gold slime core pool, not the overmind-dependent ones.

Independent blob spores and blobbernauts could hear blob chat before this PR, but couldn't speak over it. Now, if a xenobiologist amasses an army of blob mobs, they can all metacomm with each other, making blobbernauts slightly more unique in comparison to the other available "unga dunga me smash" mobs.

Finally, the blobs spore structure damage thing is in here because #52998 mentioned it in its "About The Pull Request" section and its changelog, but then forgot to actually, well, implement it. Since that PR's merged and I'm editing the blob spore file anwyay, I figured that I might as well fix that so that Indieana doesn't have to make another PR and so that my vat-grown blob spores won't destroy my vats and delicate plumbing machinery.

* Blob spore tweaks

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2020-08-29 20:29:02 +01:00
SkyratBot
e44870a3ce [MIRROR] Sentience potion now also tames the mob (#553)
* sentience potion (#53167)

Sentience potion now calls tame on the mob.
Since some mobs add their ridable component when tamed, this lets you ride sentience potion mobs without first feeding them.
It makes sense a sentient loyal creature should be able to be ridden without first being bribed with food.

* Sentience potion now also tames the mob

Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
2020-08-29 20:28:39 +01:00
SkyratBot
61b105a002 [MIRROR] Fixes Plasmaman Supply Kit description (#552)
* Fixes Plasmaman Supply Kit description. (#53178)

Fixes Plasmaman Supply Kit description so it properly lists the envirosuit gloves it contains.

* Fixes Plasmaman Supply Kit description

Co-authored-by: msgerbs <msgerbs@users.noreply.github.com>
2020-08-29 20:28:22 +01:00
SkyratBot
0a2d016002 [MIRROR] Smooth Movement: Resurrection: Resurgence: Revengeance 4: The Return of Smooth Movement: Smooth Edition Director's Cut (#550)
* Smooth Movement: Resurrection: Resurgence: Revengeance 4: The Return of Smooth Movement: Smooth Edition Director's Cut (#52515)

Automatic glide size adjustment based on move delay.
Essentially a port of https://github.com/yogstation13/Yogstation/pull/8132 but that was mostly my code with some fixes.

Why again? well it turns out the recent byond fixes to glide size actually worked and solved the issues that were unsolvable.
https://file.house/0B3u.mp4
Glide size no longer incorrectly scales at fps, so it works as intended at any framerate with the only stuttering being normal byond suck stuttering.

* Smooth Movement: Resurrection: Resurgence: Revengeance 4: The Return of Smooth Movement: Smooth Edition Director's Cut

Co-authored-by: Rob Bailey <actioninja@gmail.com>
2020-08-29 20:27:18 +01:00
SkyratBot
77d314d373 [MIRROR] [Ready]Optimalizes rust_spread loop (#549)
* [Ready]Optimalizes rust_spread loop (#52680)

Makes edge_turfs not rebuild literally every process, but every few ticks, depending on the size of the list.
Also changes a few flavour texts.
Also fixes a bug i left acidentaly in rustbringers oath. oops

* [Ready]Optimalizes rust_spread loop

Co-authored-by: EdgeLordExe <42111655+EdgeLordExe@users.noreply.github.com>
2020-08-29 20:26:51 +01:00
SkyratBot
1c1ce7b055 [MIRROR] Browser Status Panel (#548)
* Browser Status Panel (#53112)

* Browser Status Panel

Co-authored-by: Couls <coul422@gmail.com>
2020-08-29 20:26:27 +01:00
SkyratBot
344d9bf17d [MIRROR] Remove rats from total count on death (#547)
* Remove rats from total count on death (#53209)

* remove rats on death

* revival add back to the list

* Remove rats from total count on death

Co-authored-by: NightRed <nightred@gmail.com>
2020-08-27 22:17:37 +02:00
SkyratBot
7540337c7a [MIRROR] Adds a succumb alert prompt (#545)
* Adds a succumb alert prompt (#52892)

* Adds a succumb action

* Change from action button to alert to stand out more

* CAN_SUCCUMB macro and early return

* Move updating to set_stat

* Bring back new_stat

* Move to new traits

* Observer check

* Adds a succumb alert prompt

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-08-27 22:10:25 +02:00
SkyratBot
76efc3d305 [MIRROR] Grabbing Yourself + Wound Fixes: Take 2 (+Minor Scar Changes) (#544)
* Grabbing Yourself + Wound Fixes: Take 2 (+Minor Scar Changes) (#52951)

By clicking yourself with grab intent while targeting a limb of yours that's bleeding, you'll "grab" onto it with your free hand to apply pressure. This takes 1.5 seconds to do, takes up a hand while you do so, and applies a slowdown while you're holding it. In return, that limb will bleed 30% less while you're holding it (though it won't clot any faster). This stacks with the 25% reduction in bleeding you get from being horizontal, so laying down clutching your gushing gut while waiting for help is now both thematic and viable!
Other fixes and changes

I also made some other changes to wounds of various importance. Here's a quick list

-Most wound treatments now respect thick clothing/materials, so you can no longer suture slashes through spacesuits.
-Using sutures on slashes and pierces now actually use up sutures, and regen mesh must be opened to treat wounds with
-Infectious zombies (romerol) can now be wounded as intended
-Coagulant has been nerfed again to reduce bleeding less for every wound it's reducing bleeding on. This'll still need more love and attention later, but I need to find a good middle point where medipens are good for bleeding in an emergency without being a way to sidestep any and all bleeding wounds in one go.
-I added a recipe for improvised coagulant in the Wounds 2 PR using baked pulped banana peels and salglu, but then realized that recipe sucked and was overly complicated. You can now drink straight up ground/juiced banana peels to help close up slashes and piercings. Yuckm!
-You can no longer repeatedly disembowel people who have already lost their internal organs
-Whetstones now make things edged sharp rather than pointy sharp, fixing a carryover from when sharpness = 2 used to be accurate sharpness. This'll have the effect of making sharpened weapons less sucky at chopping people apart since slashing is usually more devastating than piercing

I've also made a few tweaks to scars, mostly making them a bit smaller. It now takes twice as much scar severity to reach "absolutely fucked up" when examined, and the other steps have been raised a few points as well. Minor scar examine text is a tad smaller text-wise, and the precise locations for the scars are a bit more procedural as well (more location modifiers like upper/lower/inner/outer wrist/whatever). These changes will hopefully add a bit more variety to the scarring you see on random crew members, since it's pretty easy to hit max examine severity as is.

* Grabbing Yourself + Wound Fixes: Take 2 (+Minor Scar Changes)

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-08-27 21:52:59 +02:00
SkyratBot
c1aea0b5a3 [MIRROR] 9x10 Holodeck and New Holodeck Simulations (#543)
* 9x10 Holodeck and New Holodeck Simulations (#52793)

9x10 Holodeck and New Holodeck Simulations

* 9x10 Holodeck and New Holodeck Simulations

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
2020-08-27 09:41:38 -04:00
SkyratBot
2cd8f8c083 [MIRROR] Fixes quickswap letting you keep clothing traits (#542)
* Fixes quickswap letting you keep clothing traits (#52790)

Unequipping clothing via quickswap now properly calls dropped(), so you lose any traits you get for wearing them. This fixes being able to use the quickswap hotkey to keep traits and other properties like krav maga, sec/med/diagnostic hud's, and whatever else without actually wearing the clothing.

Fixes: #52788
Fixes: #50798

Why It's Good For The Game

Honestly for my money, a quickswap hotkey is lame and overly gamey, which is funny because the kind of player who would be into that is exactly the kind of player I'd suspect of quietly abusing a bug like this bug for the last several months, but I digress.
Changelog

cl Ryll/Shaps
fix: Quickswapping clothing now properly unequips the swapped-out clothing, removing any traits they granted while worn
/cl

* Fixes quickswap letting you keep clothing traits

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-08-27 09:38:21 -04:00
SkyratBot
d355e433d7 [MIRROR] Execution/gunpoint shots work properly with pellet clouds, buffs piercing wounds a bit (#541)
* Execution/gunpoint shots work properly with pellet clouds, buffs piercing wounds a bit (#52995)

Made a few changes to gunpoints and some related mechanics while tidying up and adding docs. Here's a quick list

-Execution (point blank help intent shot aimed at the mouth) and gunpoint shots now apply their bonuses to every pellet fired rather than only the first, generally making them gushier. They also buff wound power as well as damage
-You can no longer punch yourself while holding someone up to trigger the charged shot
-You can no longer purposely fail executions and gunpoints with pax or whatever to endlessly spike the damage in a loaded round
-Attacks with extremely high wounding power can now outright dismember limbs regardless of mangled status. The threshold is high enough that it mostly applies for admin edited weapons or execution shots with shotguns (or people with the frail quirk!)
-Piercing wounds make further wounds a bit easier to apply to give them a bit more power
-Hellguns now cost 2250 credits instead of 2000 to make them a bit harder for random crew to get
-Adds special bouncy L6 rounds for admins to use to bounce off anything and everything en-masse

Also as a minor note

Projectiles with no trajectory (meaning they were likely spawned in manually) now qdel themselves on bumping something, rather than runtiming helplessly

* Execution/gunpoint shots work properly with pellet clouds, buffs piercing wounds a bit

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-08-27 03:14:47 +02:00
SkyratBot
c48ed95463 [MIRROR] Vatgrowing content: Swab the clowns clothes for cursed clown cell lines (#540)
* Vatgrowing content: Swab the clowns clothes for cursed clown cell lines (#53186)

* Vatgrowing content: Swab the clowns clothes for cursed clown cell lines

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-08-27 03:13:57 +02:00
SkyratBot
e6f770410a [MIRROR] Bloody feet update (#538)
* Bloody feet update (#53109)

Componentized the bloody feet feature.

* Hardsuits and other feet-covering clothing can now get bloody feet as well and spread gunk around.
* Bare feet can now get bloody as well and spread gunk around.
* Shoes/feet won't get bloody if something is covering them.
* Improved blood spreading behaviour. Previously, magic numbers were used in the blood pick up and drop off process. Now, when you step in blood, you and the floor share the blood volume. When you step on a non-bloody tile, you give away half of your shoe blood to the tile, and so on. This means the total blood volume always stays constant when moving around. * Blood doesn't appear out of thin air, nor get flushed to bluespace.
* Lowered footprint minimum opacity. Because it looks better, imo.
* Improved footprint exit/enter dirs.
* Improved footprint examine.
* Removed code for cult magic where a spell can suck up blood on your shoes. I'm pretty sure this code didn't work anyway. Implementing that for this new system would require a new signal and I just don't think it's worth it.

How can this game make you spend 20 hours on fucking spaceman footprints

Hardsuits will become "fully bloody" by just stepping in blood. This is a limitation of the current forensics system, as that is what is used to determine if an item is bloody or not. I'm aware of this but I don't think it fits to fix that in this PR.

cl
add: Footprints and bloody shoes major update. Hardsuits and bare feet can now get bloody as well. Improved blood spreading behaviour.
fix: Shoes will no longer get bloody while wearing something that covers them.
/cl

* Bloody feet update

Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
2020-08-27 03:12:11 +02:00
SkyratBot
2c68537762 [MIRROR] tgui: Improve logging, Fix external links (#537)
* tgui: Improve logging, Fix external links (#53226)

* tgui: Improve logging, Fix external links

* Print suspending on the same line

* Streamline fix chat verb

* Muh https

* tgui: Improve logging, Fix external links

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-08-27 03:10:03 +02:00
SkyratBot
04cce0722d [MIRROR] Shuttle Console UI fixes (#536)
* Shuttle Console UI fixes (#53236)

* Shuttle Console UI fixes

* Labor shuttle fix

* Cleanup

* Shuttle Console UI fixes

Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
2020-08-27 03:09:42 +02:00
SkyratBot
430b766e3d [MIRROR] Bees will escape from bags when opened by someone (#535)
* Bees will escape from bags when opened by someone (#52918)

Allows bees to escape storage when opened.

* Bees will escape from bags when opened by someone

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2020-08-27 03:09:26 +02:00
SkyratBot
fb3d8baf27 [MIRROR] [Ready] Wedding Content! Crate with tuxedo, wedding dress, cummerbund, veil, and craftable bouquets (#534)
* [Ready] Wedding Content! Crate with tuxedo, wedding dress, cummerbund, veil, and craftable bouquets (#52733)

Adds wedding content.

* [Ready] Wedding Content! Crate with tuxedo, wedding dress, cummerbund, veil, and craftable bouquets

Co-authored-by: OnlineGirlfriend <50865623+OnlineGirlfriend@users.noreply.github.com>
2020-08-27 03:08:55 +02:00
SkyratBot
5224ea87de [MIRROR] Misc grammar fixes to plasmaman suits and jaws of life (#529)
* Misc grammar fixes to plasmaman suits and jaws of life (#53179)

* Misc grammar fixes to plasmaman suits and jaws of life

Co-authored-by: msgerbs <msgerbs@users.noreply.github.com>
2020-08-27 03:06:58 +02:00
SkyratBot
a3ef27d2fd [MIRROR] You can now print stethoscopes from autolathes and medical protolathes (#528)
* You can now print stethoscopes from autolathes and medical protolathes (#53189)

* You can now print stethoscopes from autolathes and medical protolathes

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2020-08-27 03:06:43 +02:00
SkyratBot
a5306924c3 [MIRROR] Makes reagent exposure methods bitflags (#527)
* Makes reagent exposure methods bitflags (#53164)

* Makes reagent exposure methods bitflags

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2020-08-26 02:37:07 +02:00
SkyratBot
ef51dfdff6 [MIRROR] tgui: Shuttle Console (#524)
* tgui: Shuttle Console (#53168)

* tgui: Shuttle Console

Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
2020-08-26 01:41:58 +02:00
SkyratBot
af5c48e16e [MIRROR] Fix admin shuttle adjust anoucement times (#523)
* Fix admin shuttle adjust anoucement times (#53172)

* Fix admin shuttle adjust anoucement times

Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
2020-08-26 01:41:02 +02:00
SkyratBot
dc3663a8d1 [MIRROR] Adds an action speed modifier system (#522)
* Adds an action speed modifier system (#53023)

* Adds an action speed modifier system

Co-authored-by: Qustinnus <Floydje123@hotmail.com>
2020-08-26 01:40:42 +02:00
SkyratBot
5a1b56e5c7 [MIRROR] Lawyers with jumpskirt preference will no longer start the round with a jumpsuit. (#519)
* Lawyers with jumpskirt preference will no longer start the round with a jumpsuit. (#53169)

Lawyers were spawning with a purple lawyer suit, never a purple lawyer suitskirt, regardless of jumpsuit/jumpskirt preference.

* Lawyers with jumpskirt preference will no longer start the round with a jumpsuit.

Co-authored-by: uomo <51800976+uomo91@users.noreply.github.com>
2020-08-26 01:38:22 +02:00
SkyratBot
63465e3245 [MIRROR] Fixes library visitor console sql concat (#518)
* fixes visitor console sql concat (#53170)

Co-authored-by: Jordie0608 <=>

* Fixes library visitor console sql concat

Co-authored-by: Jordie <4343468+Jordie0608@users.noreply.github.com>
2020-08-26 01:38:10 +02:00
SkyratBot
6df641eb6e [MIRROR] Removes old, shitty bedsheet sprite, changes spooky ghost pathing (#526)
* Removes old, shitty bedsheet sprite, changes spooky ghost pathing (#53181)

* Removes old, shitty bedsheet sprite, changes spooky ghost pathing

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2020-08-26 01:27:45 +02:00
SkyratBot
63a0ca874c [MIRROR] Refactors machine_stat and is_processing() to process on demand (#515)
* Refactors machine_stat and is_processing() to process on demand (#53150)

* Refactors machine_stat and is_processing() to process on demand

* Fixes master (#53193)

* fixes master, damn it me/mothblocks

* fuck again

* ANOTHER ONE

* Fixes master

Co-authored-by: Rohesie <rohesie@gmail.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-08-26 01:21:26 +02:00
SkyratBot
c6e380e430 [MIRROR] Splits the Summon Equipment spell into two different spells, fixes a bug with Summon Equipment (#514)
* Splits the Summon Equipment spell into two different spells, fixes a bug with Summon Equipment (#52685)

* Splits the Summon Equipment spell into two different spells, fixes a bug with Summon Equipment

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2020-08-26 01:13:24 +02:00
SkyratBot
335fd6ca0d [MIRROR] Fixes some bugs with the detective's revolver. (#513)
* Fixes some bugs with the detective's revolver. (#53107)

* Fixes some bugs with the detective's revolver.

Co-authored-by: uomo <51800976+uomo91@users.noreply.github.com>
2020-08-26 01:12:57 +02:00
SkyratBot
979d3770a3 Blob Reagent Rebalancing (#52998) (#507)
* Changes to a bunch of the blob types
* Spores Now Have 0 Structure Damage, Buffs Reflective Blob
* Reroll Pool Increased From 3 to 5
* Removes Fragile Spores from Xenobio

Co-authored-by: IndieanaJones <47086570+IndieanaJones@users.noreply.github.com>
2020-08-25 01:37:12 +02:00
SkyratBot
7bbe8ec530 [MIRROR] [READY] Vatgrowing: Third time's the charm (#508)
* Merge pull request #53020 from Qustinnus/fatgrowing

[READY] Vatgrowing: Third time's the charm

* [READY] Vatgrowing: Third time's the charm

Co-authored-by: 81Denton <32391752+81Denton@users.noreply.github.com>
2020-08-25 01:36:10 +02:00
SkyratBot
f733bc21a8 [MIRROR] Mobility refactor and code cleanup - lacking appendages edition (#509)
* mobility refactor (#52929)

* Mobility refactor and code cleanup - lacking appendages edition

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-25 01:34:46 +02:00
SkyratBot
465085004b [MIRROR] Adds a new admin smite, Dock Pay. (#510)
* Adds a new admin smite, Dock Pay. (#53138)

* Adds a new admin smite, Dock Pay

* Adds a new admin smite, Dock Pay.

Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2020-08-25 01:33:57 +02:00
SkyratBot
12cd35c594 Crit status refactor (#53117) (#500)
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-25 00:11:20 +02:00
SkyratBot
2d84a7dd79 [MIRROR] Adds Bull Terriers (#505)
* Adds Bull Terriers (#53148)

* Adds Bull Terriers

Co-authored-by: ishitbyabullet <deathzombine@outlook.com>
2020-08-25 00:03:15 +02:00
SkyratBot
f88809d883 [MIRROR] Tackling now disables throwmode when you hit something + a few small buffs/changes (#504)
* Tackling now disables throwmode when you hit something + a few small buffs/changes (#53050)

* hugboxes tackling

* gorilla gloves a bit better

* update comments

* health update

* update

* less annoying doc

* Tackling now disables throwmode when you hit something + a few small buffs/changes

Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
2020-08-25 00:03:00 +02:00
SkyratBot
3b42d32cf1 [MIRROR] shuttle navigation consoles can no longer dock at tiles that the shuttle is on (#502)
* shuttle navigation consoles can no longer dock at tiles that the shuttle is on (#53133)

* shuttle navigation consoles can no longer dock at tiles that the shuttle is on

* comment it out

* shuttle navigation consoles can no longer dock at tiles that the shuttle is on

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-08-25 00:02:16 +02:00
SkyratBot
2a7405c449 [MIRROR] Fixes powernets improperly rebuilding when a ship moves (#501)
* Fixes powernets imporoperly rebuilding when a ship moves (#53132)

* Fixes powernets improperly rebuilding when a ship moves

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-08-25 00:01:16 +02:00