cl ninjanomnom
fix: Orbiting is a little more aggressive about staying in orbit. The wisp as a result now correctly follows you over shuttle moves.
/cl
Goodbye SSorbit you ticking piece of shit
This also gives update_sight a signal so wisp code isn't hardcoded into it.
* 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 ..()
Adds a slight positive moodlet for working out, the same effect as reading a book
In the process refactors weight machines so they are actually object oriented, this creates map edits to Delta and Pubby as well as one ruin
Changes the message "Nothing special has happened to me" to something that is hopefully less immersion-demolishing.
Moodlet text for eating disgusting food no longer appears in positive green text
Other various grammar fixes
Added a new ghost verb that lets you change your ignore settings, allowing previously ignored popups to be un-ignored and notifications without an ignore button to be ignored
* 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
* who the fuck didnt make this logged ages ago jesus fucking christ
* who fucking coded this garbage why isnt it a status effect
* Update mines.dm
* reeeeeeeee
* reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
* Removes a unused helper
* Fixes a description so people stop getting confused with certain mining upgrades.
* Updates to say research console.
* missed a dot.
* My bad.
* HE'S DONE IT
LETS GOOOOOOOOOOOOOOOH
* floyd. floyd. he's the floyd. floyd dude yeah yeah yeah yeah FLOYD
* fireball remarks, the other spells.
* YOU MEAN THE CHAOS FLOYDS
* what is a floyd, but a miserable pile of moodlets
* flflflflfoooaooayoyydd FLOYOYODDD DFFRRURURMPPFF
* FLOYDING LIGHTS LIGHTS LIGHTS LIGHTSSS
* GORGE YOUR MOODLETS, EMBRACE YOUR FLOYD
* no more floydposting, i removed the old spellbooks
* aaaaaaaaaaaaaaaaaaah ALL of the remarks added my fucking god
* 10 days to sunday travis.
* last minute fixes
* 1 fix
* 2 fix
* red fix
* martial granters
* MAMA MIA
* Fixes bug with duplicating rod on removal while lying down, as well as implemented a new force_put_in_hand() proc, and cleaned up some code.
* Merged force_put_in_hand() with put_in_hand() and cleaned up code.
* -Replaces alien brain necropolis chest loot with new artifact
-Adds new artifact to necropolis chests loot, the Rod of Asclepius
-Adds corresponding status effect and defines
* Update necropolis_chests.dm
fixed spelling
* Spelling FIx
*disperses
* Fixed spelling, lowered the boost to the owner, added oxy heals, and refactored some of the code
* Adds some form of sprites (Still subject to change)
* Adds new sprites, fixes slime people taking toxin damage, and adds the rod to list of snake phobia objects.
* Nerfed clone healing and simple animal healing, fixed healing while dead as well as added a death event, tweaked the sprites, and cleaned up some code.
* Fixed grammar and cleaned up some code.
* Further cleaned up code because Cobby is mean.
* FURTHER cleaned up code
p.s. please send help, Cobby is holding me hostage
* Virus antagonist initial commit
* Updated disease code
* Sentient virus improvements
* Renamed /mob/living/var/viruses to diseases, and /mob/living/var/resistances to disease_resistances
* Added sentient virus event
* Renamed VIRUS defines to DISEASE defines
* Fixed bugs in rewritten disease code
* Fixed advanced disease Copy()
* Finalized disease antagonist
* Made cooldown buttons stop processing if they are removed from an owner.
Made sentient disease active sneeze and cough not available if the host is unconscious.
Made sentient disease menu refresh when adaptations are ready or hosts are added or removed.
Made sentient disease following use movement signals instead of fastprocess.
* Added better icons to sentient disease abilities
* Refactors anti-magic into a component
* plenty o stuff, mainly holy and antimagic traits
* fix
* fix2
* moved to components, moved some of the logic to the component
* don't blame me if the code looks copypastey
* right
* Fixes mushroom bowls
Made the mushroom bowl a subtype of the normal bowl, and deleted a
duplicate definition.
Also, adds custom soup and salad support for the mushroom bowls.
Fixes#32471
* Remove a dangling return
This way you can add/remove traits without fear of other sources overriding them. Now you can add TRAIT_STUNIMMUNE to somebody without what if hulk
Notable changes:
Fakedeath now updates instantly, instead of waiting for the next life tick.
Fakedeath now sets time of death when acquired.
Removed extremely snowflake code in reagents that checked if you had morphine to remove slow immunity and so on.
Hulk no longer overrides status_flag changes, in case there are any.
* It works, but is it worth it?
* bitfield helpers take 1
* Would this work?
* remove dangling debug code
* rebase & fixes
* vv bitfield stuff, reading
* DNM oceans of shitcode DNM
* honk
* honk2
* plonk
* rebase & fix