Commit Graph

13665 Commits

Author SHA1 Message Date
TemporalOroboros
111676c9b7 Acid Component (#53273)
Makes acid levels a component.
    Merges the acid effect object into the component.
    Reworks acids decay rates slightly.
    Rebalances xenos acid spit so that they can still melt through walls.

Misc. associated changes:

    Adds defines for a lot of the acid associated constants.
    Documents clean types and adds CLEAN_TYPE_ACID
    Adds and implements a return bitflag for COMSIG_COMPONENT_CLEAN_ACT
    Adds a looping sound for acid.
    Makes /atom/proc/acid_act return a boolean.
    Fixes waterclosets creating a new reagent holder datum every time they are used.
    Removes waterclosets regenerating reagents on-use and restricts their reaction volume to 5 units.
    Adds and implements a couple reagent signals.
    Renames a few vars so Rohesie can stop telling me to rename more vars.
2020-09-05 16:18:55 -03:00
Tad Hardesty
cf7ac5b79d Fix some miscellaneous grammar mistakes (#53414) 2020-09-05 02:45:25 -07:00
TiviPlus
550e763433 Reenables SHOULD_NOT_SLEEP on initialize (#53378) 2020-09-04 20:44:08 -03:00
ATH1909
5a51829f7b Janiborgs can now repair damaged hull platings (#53183)
The "plating repair tool" has been added to the game in the form of a 
printable upgrade for janiborgs. It's a subtype of the cautery that can 
repair burnt or damaged hull platings, allowing floor tiles to be 
placed over them once again.

The upgrade that adds it to a janiborg's list of tools can be printed 
once the Cyborg Upgrades: Utility tech node is researched.

Janiborgs get floor tiles (and a crowbar), but have no way of dealing 
with burnt platings. Thus, what ends up happening is that, after fixing 
some flooring after a minor explosion, you'll often be left with one or 
two ugly, OCD-triggering untiled spots on the floor that you can't put 
a floor tile over because you don't have a welder. What makes these 
spots even more infuriating is that it would actually be BETTER if they 
had been broken down to just being space-exposed rods, because then you 
COULD place a floor tile on their tile.
2020-09-03 17:26:12 -07:00
Fikou
dcbae4cebe merges the sunglasses from detective's office with his spy glasses, makes spy glasses use action button instead of verb (#53355) 2020-09-03 14:17:20 -07:00
itseasytosee
e86b073da9 Supermatter tong with shard inhands (#53385) 2020-09-03 14:15:06 -07:00
NightRed
4e2dda164f Makes the stomach important part of eating (#53228)
This puts food you eat in to the stomach.
If you do not have a stomach you can not eat, if you try to swallow anything you will spew it out.

Changes to surgeries:

    Stomach pump can now be done on the living, and pushes out the reagents in the stomach.
    Blood filter is a new tool and cleans the reagents out of the body.

This also makes it so that reagents that do not metabolize can accumulate in the stomach reducing how much food you can eat.
2020-09-03 17:02:23 -03:00
NightRed
52a0183e80 Cleans up extinguish_mob and prevents perpetual fire (#53252) 2020-09-02 19:48:50 -03:00
Timberpoes
88625f4591 Improves buckling do_after code when buckling others from an adjacent position. (#53363) 2020-09-01 16:52:07 -07:00
Ghilker
60355138f8 Crystal Event: flavor texts, signaler, balancing and mob differentiation (#53340)
This PR adds a bunch of flavor texts to the different devices and structures that are used during the event, all to make clearer to the players what to do without too much troubles.
Also i added the ability to use the normal Analyzer+signaler to close the portals and achieve the same result of dropping the crystals.

This PR have more stuff inside: I tweaked the health of the mobs to be balanced around the "toolbox damage" (around 15), so that in 2 or 3 hits they'll fall. I tweaked the damage so that those mobs are all around pretty dangerous, plus each one gets a personal effect: the minion gets a smoke effect on death, the thug gets a random teleport when hit and a dodge ability, the recruit can smash delete walls on touch, the killer is fast and shoot a freezing ray to slow down victims, the boss has an AoE tesla-like attack can dust mobs if they are in crit conditions (thus consuming them)
spawned anomalies don't explode anymore.
You can sacrifice someone to the crystal to increase the spawn delay by 5 seconds permanently
tick for the event is once every 2 seconds, have to use raw numbers to define the duration (15 minutes)
2020-09-01 18:53:43 -03:00
Timberpoes
1be4c428ca Fixes Hyperkinetic Dampener Field runtime. (#53275) 2020-09-01 17:23:41 -03:00
Jack7D1
4d6f266b27 Fixes #53290, puddles are now infinite again. (#53311)
Fixes #53290
A code oversight of #52865 that also applied plumbing changes to puddles.
Avoided snow flaking by creating a new object type called water_source. Can be used in the future instead of the sink type.
2020-09-01 16:59:49 -03:00
Timberpoes
991f311775 [R&D Machine Overhaul, Part 1] - Various machines no longer require R&D machines to function. (#53339)
Removes various R&D machine requirements including circuit imprinters, protolathes, destructive analyzer and the mechfabs. All machines that previously required an R&D console to function are standalone, including omni protolathes and omni imprinters.

Replaces "production"-class R&D consoles with civilian modular computers on all maps. There are no longer "production"-class consoles.

Removes the concept of "core" R&D consoles. R&D consoles only research and handle tech disks and stuff. All existing core consoles have been switched to their basic archetype.

Because it's a pain in the ass to manage, material reclaimation has been removed from the destructive analyzer. The destructive analyzer is now ONLY for destroying items and unlocking research nodes such as illegal and alien tech.
2020-09-01 16:46:40 -03:00
Ghilker
3f3b7bc736 Expand number of pipe layers from 3 to 5 (#53278)
Expand number of pipe layers from 3 to 5

More layers for autism projects all around the station
Notice! not all devices are allowed to use the new layers, only those you see in the picture can be layered to layer 0 and 4.
More freedom to do weird setups (and supercomputers)
2020-09-01 03:39:47 -07:00
ArcaneMusic
b9a4c97597 Adds TCG Decks in order to play with them like a TCG. (#53200)
* Card Decks n shuffling.

* the "crackling with sexual energy" update
}
Kept you waiting, hunh?
This adds a new multi-faceted object to the game, the TCG Card Pile. Using any 2 cards together on each other will create a pile, and the first card in the pile will determine if the card pile is face-up, or face-down. Depending on the orientation of the card pile, you'll draw cards out of it in the orientation. So, a "deck" card pile would be flipped face down, and would allow you to draw cards out of it also face down, and vis versa.
Decks can be renamed with a pen, and use a radial menu in order to enable quick action on the Trading Card game battlefield.
image

    Draw allows you to draw a single card from the deck, again based on the orientation of the cards used to build the deck.
    Shuffle calls the shuffle() proc on the deck, and (should) randomize the order of the cards in the deck for use.
    Pick up puts the deck into your hands instead of the nonsense dragging required with regular playing cards.
    Flip flips the orientation of the cards in the deck, turning a face up pile into a facedown pile, and a facedown, faceup. Also, calls reverseRange() on the contents of the deck, which should put the bottom of the deck on top, and vis verse, ALSO enabling you to put cards on the bottom or the top of your deck easily.

Card piles also operate with a custom storage component, so you can search for cards in your deck if need be, but also handle edge cases like when you only have 1 card in a pile left, or when you dump out a deck of cards like you would a bag.

This basically adds in more sane hands, more sane decks and discard piles, and a massive QOL update to the trading card game to make it actually playable (once potato actually puts the card stats and effects on the cards themselves.)
2020-08-31 00:01:25 -07:00
uomo
a72c314661 You can buckle yourself or somebody else into a chair, if you're next to the chair. (#53255)
You can now buckle yourself, as well as others, into a chair as long as you (and the other person, if you're not buckling yourself) are Adjacent to said chair, and being on the same tile as the chair is no longer required.

No more god-awful pixelhunt to accomplish a very simple task.

(You can buckle yourself and others into chairs that you're right next to, instead of needing to be on top of the chair to do it.)
2020-08-30 23:42:45 -07:00
tralezab
6e9aa2f7df Adds swab for netherworld critters (#53201)
Adds netherworld critters as a swab. They take primarily maintenance, lavaland, and bartending reagents, they're supplemented by all geyser chems and minorly chemistry, and they are suppressed by any kind of generic growing meat (liquid gibs, nutriment, protein and peptides)

The abberant cells randomly pick a netherworld mob every time they are created. the big jackpot here is migo for the reasonable health and high damage, and the whiff are blank bodies for having good health but awful damage.
Why It's Good For The Game

Players love migos and other netherworld critters are aight. They're fairly strong, and so have a medium amount of reagents. Tried to get funky with it since they're supposed to be odd creatures.

(New swab for netherworld critters! Make sure you put them into a different vat system than your other ones, as they do not react well with normal reagents!)

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-08-30 23:05:22 -07:00
uomo
56467396b4 Mining sign fix. (#53251)
Turns old mining "signs" into turf decals instead

It looks nothing like a sign, so, this just made sense.
Moved the icon from the mining survival pod walls file, to the turf decal icons file.
Replaced every instance in the maps with the new type path.
2020-08-30 22:52:09 -07:00
uomo
75753660be Advanced extinguisher sprite. (#53291)
The advanced fire extinguisher now has an inhand sprite, and no longer looks like a regular extinguisher.
2020-08-30 22:34:45 -07:00
Timberpoes
db4dd9f276 Removes Standard cyborg module. (#53276) 2020-08-30 03:30:04 -07:00
Dennok
90b678bc16 Ladder radial menu reopening on use. (#53083)
When you use ladder you automatically search for new ladder and open its radial menu.
2020-08-30 00:12:13 -03:00
Tad Hardesty
89b4e01680 Fix various issues with browser statpanel (#53263)
* Keep tab buttons in view when scrolled down
* Unfocus tab buttons after click so scrollbar keeps working
* Fix some subsystem stat entries
* Improve key passthrough
* Fix runtimes from nulls in AI connected_robot list
* Add missing info in MC tab for global/config/etc.
* Fix #53298 by including turf in alt-click menu
2020-08-29 23:51:42 -03:00
TiviPlus
ce3d7e2f0d Mecha refactor 2020 (#52902)
-Mechs are a vehicle subtype
-Mech equipment half-rewritten
-Mech actions completely redone
-Cooldown macros
-New movement macros & replacing all var in GLOB.diagonals with ISDIAGONALDIR(var)
-New lazylist macro
-Support for lavaland only mechs
-Removed the tank because fuck off with that hacky shit
-Documentation
-Fuckton of fixes
2020-08-29 23:33:47 -03:00
Ghilker
584068b59e 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)
2020-08-29 16:50:57 -07:00
ArcaneMusic
7852a4508f Makes water recyclers fabricate-able, and makes showers preform a touch reaction only. (#53279) 2020-08-29 16:12:33 -07:00
oranges
8594f119fe In Memoriam 26th August, 2020 (#53234)
Our friend, tg admin, and champion of the "short" reply, OrdoDictionary
passed away recently.

While this news was not unexpected - Ordo had been fighting bravely
against prion disease for some time - it remains as heartbreaking as it
is unfair.

Ordo was sharp as a razor, with wit to match. During the time we knew
him he was pursuing a PhD, yet he still found time to volunteer on the
tgstation servers and help his fellow spessman.

In admin channels you were as likely to find Ordo pontificating on
history or food or ham radio as you were anything related to the game.
But you knew - no matter the topic - that his opinion was informed and
valuable, and that he would deliver it with nuance, class and charm.

This community - and the world - is worse off without him in it.
He will be missed.

So should you read this and should you get the chance, raise a glass in
his memory.
…but be sure to break out the good stuff.

That’s how he would have wanted it.

Adds a medal in memoriam of Ordo and adds it to the Head of Personnel
locker in a lockbox, along with three Medals of Bureaucratic Excellence,
for those who excel in managing the station.

Thanks to kryson for the sprite of the medal and thanks to OrdoM for all
the work he did on tg.
2020-08-29 16:01:34 -07:00
Jared-Fogle
b617c16356 Bring back painting arbitrary objects with spray cans (#52936)
Brings back the behavior removed from #52186 with cleaner code.

Differences in the code:

    No more explicit type checks in the spray paint code, other than a broad isobj.
    Checking for dark colors is now based on luminosity, rather than unscientifically summing all the RGB components and checking an arbitrary number.
    Removes the paintable component. This was used on one item, and its behavior is replicated in the spray can.
    Instead of checking for windows specifically and changing opacity through there, atoms can now specify through init flags whether or not they allow dark colors. Windows set this flag.
    Adds a COMSIG_OBJ_PAINTED signal. Windows use this signal to dynamically update opacity, just like how they did before.

This was a fun cosmetic feature that I'm not sure anyone had a problem with. The original reason for removal seemed to be because of code quality, and not because of negatives about the feature.

Makes canvasses unpaintable
2020-08-29 03:15:28 -07:00
Qustinnus
75415d3eb5 Refactors burgers to use components & auto-eating (#53224) 2020-08-29 03:11:37 -07:00
TiviPlus
ca366c3ea1 Bools and returns super-pr (#53221)
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>
2020-08-28 14:26:37 -07:00
ArcaneMusic
4187c6f791 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.
2020-08-27 23:23:55 -07:00
MrMelbert
391db22977 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.
2020-08-27 23:08:35 -07:00
Rob Bailey
533201a9f1 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.
2020-08-27 18:34:11 -07:00
Ryll Ryll
52b5eecced 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.
2020-08-26 23:19:49 -07:00
Ryll Ryll
93cb4cddc4 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
2020-08-26 17:22:59 -07:00
Donkie
9c3846885f 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
2020-08-27 09:57:20 +12:00
OnlineGirlfriend
c838ba21da [Ready] Wedding Content! Crate with tuxedo, wedding dress, cummerbund, veil, and craftable bouquets (#52733)
Adds wedding content.
2020-08-26 15:01:16 +02:00
TheVekter
fa9846b5dc Adds a sound effect for when the Captain tries to change the station's name (#53204)
* Adds a sound effect when the captain chooses a station name.

* I got out of bed to fix this
2020-08-26 04:40:30 -07:00
TheVekter
f473476e83 Fixes a paper spam exploit involving the Voting Box (#53199)
* Prevents spamming tallied votes using the votebox.

* Code improvements

* yeet
2020-08-26 04:39:43 -07:00
msgerbs
d8882e3b61 Misc grammar fixes to plasmaman suits and jaws of life (#53179) 2020-08-25 19:19:25 -07:00
TemporalOroboros
70d4bcaf3c Makes reagent exposure methods bitflags (#53164) 2020-08-25 16:40:15 -07:00
Donkie
1237db4858 Fixes #53174 - Fixed cyborg advanced mop being available for all cyborgs modules (#53175)
* Fixes #53174 - Fixed cyborg advanced mop being available for all cyborgs modules

* Update code/game/objects/items/robot/robot_upgrades.dm

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

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-08-25 12:35:47 -07:00
LordVollkorn
bb5a51262c [READY] Portable Chemical Mixer: Removal of the anomaly core requirement (as per poll) (#52985)
* Removed the anomaly core requirement.

* Small codefix
2020-08-25 11:38:25 -04:00
ATH1909
e1b88a5712 Adds the anti-teleportation implant to the game/the space hotel (#52660)
* stay in the goddamn hotel
2020-08-24 15:33:39 -07:00
Rohesie
988319b3e3 mobility refactor (#52929) 2020-08-24 13:56:07 -07:00
81Denton
3858b72bdb Merge pull request #53020 from Qustinnus/fatgrowing
[READY] Vatgrowing: Third time's the charm
2020-08-24 22:46:08 +02:00
Krysonism
9723c5956b gross decal spawner + more swab sites (#34) 2020-08-24 22:22:05 +02:00
Rohesie
3a1020e47d Crit status refactor (#53117) 2020-08-24 07:41:00 -07:00
Paxilmaniac
20a7ee04d3 Disposable Sentry Gun Deployment System (#52931)
Adds a new engineer only traitor item, the disposable sentry gun deployment system. It's a red toolbox that works and functions as a normal toolbox, until you attack it on harm intent with a wrench. Upon bashing it with a wrench, the toolbox will transform into a ballistic sentry gun, theoretically shooting at your enemies, and not you. The turret only has 100 health however, so it will not last long to anyone with any weapon that can deal enough damage.
2020-08-24 05:32:42 -07:00
ShizCalev
afc61e2d4b Fixes broken circuit board in delta's electronic marketing den (#53149) 2020-08-24 08:49:23 -03:00
TemporalOroboros
6e950daccc Defines damage flags. (#53158) 2020-08-24 08:20:33 -03:00