cl cacogen
balance: Space cleaner in spray bottles travels 5 tiles instead of 3 (doesn't affect other reagents)
balance: Trash bag fits in exosuit slot of janitor biosuit
balance: All soaps are faster
balance: Soaps now clean all decals on a tile instead of just one
balance: Soap now has limited uses (100 for most, 300 for NT brand which janitor gets)
balance: Mops are considerably faster
balance: Basic mop holds twice the reagents
balance: Janitorial cart now refills mops completely with one click
balance: Basic and advanced mops are more robust (8 force and 12 force)
balance: Galoshes no longer leave bloody footprints
balance: Chameleon noslips no longer leave bloody footprints
fix: Bulb boxes can be used on light replacers refill them in bulk
balance: Light replacer can be used in-hand to change all bulbs on a tile
add: Custodial barrier projector which creates solid wet floor signs that force people to walk to pass (available through service protolathe)
/cl
Janitor's been an exercise in futility for years, and the job is made redundant by janitor cyborgs who can't even keep up with the mess themselves. Spreading blood is instant, but takes a lot longer to clean. The goal here is to make it easier to keep up with the mess and make the controls less finicky while avoiding affecting combat too much (the mop and spray bottle are is a good weapons after all).
Fixed vareditted bonfires not properly igniting at round start.
Fixed vareditted pianos switching to minimoogs at round start.
Fixed some vareddited flashlights not turning on properly at round start.
Fixed all missing floor icons
Fixed bookcases at the Wild West away mission not being properly populated.
Fixes missing icon in DM for syndie playing cards.
Added support to change the burning icon of bonfires (right now there's the
normal on_fire and warm states, warm being more of a burning embers sort of
deal.)
MrDoomBringer
admin: Admins can now spawn things in ICly (as well as do a bunch of other cool new stuff) using the Config/Launch Supplypod verb!
code: also supplypods have been refactored
* Radiation toxin damage has been slightly increased.
* Contaminated objects are overall a bit weaker but are easier to create in the
first place.
* Showers deal with high amounts of contamination much faster but aren't that
great at dealing with weakly contaminated objects.
* Atmos holo-barriers have been given radiation insulation like the engineering
ones.
Adds a magical locker staff.
It goes through people, capturing anyone being hit by it and putting them in a welded locker
The locker decays in about 5 minutes, to prevent the hallways flooding too much.
Escape time is only a minute.
Explosions are less effective on people inside
Why: It's a bulky wand, and great if you want people to just fuck off. You can either leave them or do something horrible to them.
The sprites are codersprites, except for the locker, please forgive me
Figured you should be able to obtain these in-game since they're a pretty nifty
feature and it makes the most sense to give them to the detective so he can
~~spy on people~~ "investigate" better.
* Code to doors.dm for airlocks with unrestricted sides
* Code to airlock_electronics.dm supporting airlocks with unrestricted sides
* Code to door_assembly.dm supporting airlocks with unrestricted sides
* Adding buttons to airlock electronic gui for unrestricted direction access
* Update airlock_electronics.dm
typos in comments are still typos
* Tgui support for arbitrary unrestricted access
* Cleaner way of calling unrestricted_sides()
Moved the call to unrestricted_sides() to run from allowed(), and added a recursive check for if the user is inside an object (like a mech).
* Missed a test variable
* Replaced a block of if statements with get_dir
Re: SpaceManiac
* Simplified XOR operation
Re: SpaceManiac
* Changes order from NESW to NSEW (for get_dir)
Re: SpaceManiac
* Re-built using changes to airlock_electronics.ract
* Added unres overlays, fixes overlay/power actions
Small lights that shine out to indicate open directions. They're not super pretty, but they aren't *that* horrible I think.
Because it's a light, it acts as a weak light source.
Also, all door overlays respond to power changes now, including area power loss. There was code in the overlay section for checking power states, but nothing to actually trigger it outside players opening the panel or something. This was broken before I made any changes.
* Makes overlays respond to power outages
The airlock overlay (bolt lights, etc) would not respond to the area power going out or coming back, even though it had code for it. This was broken before I added my code.
* Makes the Airlock update overlays when built
Long story short, the unres_sides variable wasn't getting set before the airlock spawned and did its first overlay update, meaning the unres indicators would be invisible until the door's state changed the first time. This makes the airlock run the update again just before the construction airlock object is removed.
* overlays.dmi -- removing to replace
I can't just edit the code of an image file, can I?
* new overlay file with the four unres indicators
* Set medical doors to use this feature
Removed medical door buttons, and set the unres variable on Meta, Box, Delta, Pubby, and Omega.
* Revert "Set medical doors to use this feature"
This reverts commit 53122ce63240ff0660226c8d2c6ed7eb814ec054.
* Updates medi-doors in maps
let's try this again...
* Did this tgui.js get overwritten?
juggling too many testing build folders is hard
* reverting momentarily
* Re-adding tgui.js changes
* pushing tgui.css too
Didn't realize this file also got changed by the script
* rebuilt the tgui.js file
* repushing the unchanged tgui.js again
I hope I'm not email-spamming people with this
* .css too
* Re-applying tgui.js changes
* added mapping helpers
little green arrows that set unres settings on airlocks and then poof
* removal of comments
unneeded code
* Adding helpers to all maps
Removed the var edit, as well
* Changed airlock.dm to use defines
Also removed an unneeded "src" from four lines.
* New .js and .css file to fix RPD issue
Boy I love tgui
* Removing define defines
Didn't know these were coded elsewhere. Neat.
* Mapmerged again, as requested
* Clean up maps
* 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 ..()
* converts to using key instead of ckey for user facing logs and ui
* more key_name for airlock wires
* futureproofing check for if key changes
* --onlyckeymatch script argument and fail/success counter
* fix
In preparation of pixel movement, I want to refactor our slowdown system to something more modular, and something that doesn't require /quite/ as many proccalls/calculations a tick. The way this works is intended to only have things recalculate when it's necessary, rather than calling it every move.
However, I've left movement_delay() in, as without completely redoing a lot of code it's not /quite/ ready at this point to tear it out completely, but I'm hoping everything can be transitioned over to this system later.
* 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
This is a traitor item that allows you to deploy inside box that promptly turns invisible. If the box collides with a living being or vice versa, it will be temporarily revealed, pushing against the box will continue revealing it.
While the box is revealed, clicking on it will open the box as well as destroy it, clicking the action button while the box is deployed also destroys the box. Finally, you can't open airlocks while inside the box, that means you must exit the box > open > wait until cooldown > enter box if you're not a smart agent and wait for someone to open the door before sneaking behind them.
The box can be recognized as of syndicate nature due to a red label on its side.
Adds a simple way to quarantine individuals but doesn't make it roundstart, as it has potential to make 2 antags have a very difficult time: Bad virologists and (mainly) sentient diseases. Uses a sliver of silver because of this.
It uses the exact same proc as the MEDHUD, so it CAN be countered by buffing stealth. Virologists can also activate the free-access so long as they do it while not infected with anything bad.
That said, it has a build delay and is relatively easy to destroy. Think of it as a more obvious visual for people without huds to know "hey, I should probably avoid everyone else until I get better" and not necessarily an actual barrier device.
sprites edited by me if you like them, by someone else if you don't!
add: The vault now contains an ore silo where the station's minerals are stored.
add: The station's ORM, recycling, and the labor camp send materials to the silo via bluespace.
add: Protolathes, techfabs, and circuit imprinters all pull materials from the silo via bluespace.
add: Those with vault access can view mineral logs and pause or remove any machine's access, or add machines with a multitool.
tweak: The ORM's alloy recipes are now available in engineering and science protolathes.