* Scope locate calls which are immediately checked against a list
* Remove silly use of locate from bible Topic
* Scope various locate calls (needs testing)
* More WIP
* Buff up lightswitches while we're here
* Tidy record browsing code
* Scope a few more locates
These have caused problems in the past (#41917, #39303). Continues #29349.
Also cleans up lightswitch code while I was already touching it.
I recommend a testmerge.
cl MMMiracles
add: A new(old?) map, Donutstation, is now in rotation.
/cl
Map Image
Comparison Image of Original
Progress
Departmental Layout
Atmos
Wiring
Detailing/fluff
Floor tiling
A faithful recreation of Donutstation, keeping some landmarks of the old map similar while bringing in all the new content and departments that come with it.
* Passes thrownthing to hitby
* Items now also pass thrownthing
* No longer uses default arguments
Also fixes bananium shield
* Adds more arguments to hitby calls
* Standardises throw_impact
* Clears up some loose ends
* Adds back wacky comment
* Reinstates can_push=FALSE on bananium shield
As the title suggests, papers no longer disappear once added to a clipboard, and dead mice, the reagent produced as a result of killing them, can now be butchered. The code for the latter did exist, but the functionality did not, as only living mobs can use the butchering proc.
cl Youbar
fix: clipboards now display held papers properly
fix: mice can be butchered
/cl
cl ShizCalev
tweak: Paper airplanes can now have their hit probability adjusted by badmins.
add: Added syndicate paper airplanes. They are rather robust and are guaranteed to hit someone in the eye.
add: Added The Art of Origami to the syndicate uplink. This allows you to fold weapons grade paper airplanes. It will also allow you to catch paper airplanes when you have the ability enabled.
/cl
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.
Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove
cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
* Refactor several log lines to use datum_info_line and atom_loc_line
* Add default return strings from datum_info_line and atom_loc_line
* Add parentheses around atom_loc_line data
* Change more logs to use atom_loc_line
* Add check in atom_loc_line for turfs to avoid calling get_turf on them
* Re-add removed 'at'
* Replace datum_info_line with key_name and atom_loc_line with loc_name
* Refactor logging functions
* Avoid double-logging self-interactions
* Fallback to simple stringification if all else fails in key_name()
* Rewrite muscle spasm logging to use log_message
* Standardize logging of martial arts
* Tweak individual logging panel look
* Fix individual logging panel source
* When I typed || I really meant &&
* Fix Telecomms logging always showing client logs in the panel
* Reverts addition of buggy ownership log to panel
* Remove colon
* Fix missing log_directed_talk tag
* Add warning for missing type in log_direted_talk
* Change warnings to stack_traces
* Add square brackets around fallthrough key_name() case to help parsing
* Allow atom arguments/src in log_*() functions
* Change log_combat call with null argument to log_message
* Change mecha types' log_message() arguments to match atom and mob version
* Add key_name() case for atoms
* Fix resist_grab() unsetting pulledby before log_combat gets a chance to use it
* Fix log_globally logic
* Add logging for hitting objects with items
* Move log_combat() to atoms.dm
* Use utility functions for object stringification in log_combat()
* Use utility functions for object stringification in log_combat()
* Add missing logs for interacting with display cases
* Rewrite log_combat() comment
* Add missing space in log_combat()
* Add logging for hitting grilles barehanded
* Add missing ..()
* Photography Update
* Pictures logged in their own /data/picture_logs folder rather than normal logs
* Pictures logged in their own /data/picture_logs folder rather than normal logs
* Photos broke, retrying
* Persistence stuff
* I'm almost done I promise!
* Persistence mostly working, compile, etc etc
* Persistence mostly working, compile, etc etc
* Remove something really not needed from the PR
* Prevents duplication
* default to off
* removes check tick
* increase slots in albums to 21
* Allows for singular loading
* Update camera_image_capturing.dm
* Addresses review
* Anturk
* Update camera.dm
* Update misc.dm
* Update datum.dm
* Update camera.dm
* adds signal and modifies each call of afterattack to call it's inherited proc
* uses new macro for sendsignal()
* map fuck
* skip precommithooks
* combine and negate 2 ifs
* Makes drinking message visible to others
* Makes swallow message visible to other people
* Adds visible messages for eating
* Update snacks.dm
* Update snacks.dm
* Update objs.dm
* Update drinkingglass.dm
* Update pen.dm
* Update drinkingglass.dm
* Update drinkingglass.dm
* Update drinkingglass.dm
* Update drinks.dm
* Update condiment.dm
* Update snacks.dm
* Adds a few extra reagents to the borg shaker
* Update drinkingglass.dm
* Update drinkingglass.dm
* removes blood as a borg shaker reagent
* Added an action button to change your entire chameleon outfit at once
* Made chameleon stamps actual chameleon items
Added stamps to bonus chameleon items on outfits that should have them
Made clothing work with hooded suits
The component is initialized with any combination of three flags, EMP_PROTECT_SELF protects against effects that target the object itself, EMP_PROTECT_WIRES protects against wires being messed with similar to the NO_EMP_WIRES_1 flag which this PR removes, EMP_PROTECT_CONTENTS protects against things that are inside the object like organs, internal "non-virtual" power cells and the like
This enables (but doesn't introduce) new mechanics such as adding EMP shielding at runtime to any atom, or taking it away.
The total number of assets to be sent has been reduced from 1532 to 76, with time between first asset and last going from about 112s to about 7s (a 93% reduction) by my measure. The following assets have been coalesced:
705 pipe images (used by RPD) -> 1 spritesheet + css
595 research design icons (used by R&D console) -> 3 spritesheets + css
116 OOC emoji + 15 language icons -> 1 spritesheet + css
27 PDA icons -> 1 spritesheet + css
11 paperwork stamps -> 1 spritesheet + css
* Removed parent call to stop the paperbin from dropping from being carried when getting a pen or paper.
* Found a better fix
* Better operator
* Fixed fingerprints not being created upon paper bin interaction
* Review change