This will change the results from a health analyzer scan to show up in the info chat tab instead of local chat. It will also do the same for gas and atmos scans, because why not.
You can now dry wet hide (obtainable by skinning and wetting goliath plates or other animal hides) into leather by lighting it on fire (with a bonfire grill especially, though the heat of being on fire will dry it regardless of the origin of the fire)
This also means that ashwalkers will be able to obtain leather without getting power, since drying racks require power, which, as shown in #63195, is apparenly intended and not a bug.
Just fixes some spelling for gangs. I also fixed misspellings for "posession" to "possession". Fixed "seperate " to "Separate" Fixed "Cemetary" to "Cemetery"
You can now run over the plushie with the tram, splatting it into the ground
Non-joke reason: The tram now sends a signal to the destination turf, which can be used by objects to have unique interactions with the tram when being ran over.
Adds a new ui state so that players can access the paicard tgui while it's slotted in their PDA (inside the pda wasn't technically in the user's close inventory).
Adds some documentation for the pAI candidate file
Users now get notifications if they can't save files (guest keys).
pAIs previously had NO on screen indicator of hack progress, so I've given them a progressbar over the door
More visual output for pAIs
More output for edge cases
More documentation
Fixes#63161
About The Pull Request
Does what it says! pAI interfaces, including pAI card interfaces, have all been reworked.
I spent a bit of time working with pAIs doing this, so I've changed and fixed other things in the process.
Door jacking had little to no UI feedback
Many of the pAI actions had little feedback
Some of the logic was poor or not working (pAI request, for instance)
Why It's Good For The Game
One of the worst UIs in the game is redone
Three interfaces are now two: pAI cards and recruit window -> 1 tgui window, pAI software interface -> tgui
Door jacking gives more feedback, including sounds and messages.
New procs inside general and security records to fetch data
Requesting a pAI now uses the notify_ghosts proc like most other ghost roles
Changelog
cl
refactor: pAI interfaces have been converted to TGUI.
refactor: Requesting a holographic pAI friend now correctly notifies ghosts of your loneliness.
add: pAI door jacks have been given a bit more UI feedback.
del: Requesting and downloading a pAI no longer uses two separate screens.
/cl
Baseball bats now establish their direction of knockback based on the cardinal direction from the atom of the bat to the target instead of the user to the target.
About The Pull Request
There was no check to see if there was a ceiling above the elevator, so you could always go up if you wanted to, you just couldn't go down.
There was also an issue where if the menu was opened and any change was made either up or down, it wouldn't be taken into account by the lift and it would do it anyway. That means that the top level could become unsuitable by someone blocking it off and the elevator wouldn't care.
Finally, should fix the issue where the radial menu doesn't update when the lift move, causing you to be able to make illegal moves because there was no sanity checks. Now there is some sanity checks, and the menu will additionally close if the elevator has moved since you opened it. Just click on it again to open it once more.
I also ended up documenting some of the code there while I was there, and improved a few variable names because they didn't follow coding standards.
Why It's Good For The Game
Going through floors and ceilings was in general a pretty bad thing about elevators. Now it shouldn't happen anymore.
Changelog
cl GoldenAlpharex
fix: Elevators are no longer defying the laws of physics and therefore can no longer phase through ceilings or floors.
fix: When an individual is interacting with an elevator and said elevator is moved, their menu will be closed if they weren't the one to cause that move, to prevent more physics-defying operations.
code: Improved the industrial lift code by adding documentation and trying to enforce the coding standards in there while I was at it.
/cl
Re-paths GAR glasses to make them subtypes of each other, where applicable.
Re-names some of the icon states, to make it clearer as to what they are.
Changes the alternate_worn_layer to make them show over hair, rather than under. (Muh reference)
Subtypes good. Being able to see what you're wearing properly also good.
This PR will completely remove the brain traumas component of being abducted. in its place, there will be a round start limb grower machine to make up for it. All upgrade disks for the machine come in the above locker and I was even nice enough to include 50 units of synthflesh! Wow!
Requested to bring this upstream, so here we are now. The floorbot stuff is new though.
Adds new catwalk tiles that blend better with other flooring
Also does some improvements to floorbots, specifically:
-Auto-place catwalks in maints (now when they wander in there they'll actually be helpful!)
-Actually patch holes (they used to just lay a tile over space and call it good; crowbarring it up would show a lack of plating)
-Repairing floor tiles actually REPAIRS it, leaving the decals intact
More usable catwalks, rather than what we currently had.
Added new reskins of the Catwalk Tiles, which will blend better with other types of floor! These can be selected via a radial on the base catwalk tile, crafted with iron rods.
Floorbots will automatically place catwalks when they're in a maintenance area, and will repair damaged/burnt tiles rather than fully replacing them.
Floorbots will actually place a plating when repairing a breach with tiles, rather than haphazardly laying a tile that has space below it.
About The Pull Request
I missed the circuitboards in the original pr, now they have em!
Why It's Good For The Game
Not really even printable right now but they are needed to reconstruct them in case of damage
Changelog
cl
fix: department order consoles include circuitboards
/cl
The act of inscribing runes, anchoring / unanchoring cult structures, deconstructing cult girders, and purging cultists of holy water have all been moved off of the cult dagger itself and onto a component, cult_ritual_item.
The act of destroying a cult rune or heretic rune with the null rod have been moved off of their respective items and onto the nullrod itself.
Added a signal, COMSIG_ITEM_ATTACK_EFFECT, for the above purposes.
Various cult spells and dagger interactions have had their code improved slightly.
About The Pull Request
pick_weight_allow_zero was a backwards compatible hack, so it exists alongside pick_weight.
I would really like to just remove the old proc and just rename it, so I want to log what, if anything, is relying on this behavior, to see if it's a bug or if it needs to be handled especially in that case.
About The Pull Request
Previous PR (Closed Because I'm a Git Newbie)
https://youtu.be/AFa1-kciCb4
Ever wondered why we had cowboy boots in the autodrobe and clothesmate, but no hats?
Ever wanted to start a posse but the fluorescent lighting was beating down on your head?
Ever wanted to run your bar like an old-timey saloon but you were too ashamed of your bald spot?
Ever wanted to say "See you Space Cowboy" and actually mean it?
This is the PR for you!
image
Left to Right: Desperado Hat, Drifter Hat, Sheriff Hat (with Sheriff Vest), Ten-Gallon Hat, & Deputy Hat
All hats are craftable using two sheets of leather. The vest can be crafted with four sheets, and can be attached to jumpsuits.
The drifter hat and the ten-gallon can be found in the clothesmate. The others can be found in the autodrobe.
Every item has in-hand sprites!
This PR does not alter fugitive bounty-hunter items in any way.
Why It's Good For The Game
It always puzzled me that we had so many western-themed items, clothing, and references, but no hats to back it up. Now we can run cowboy gimmicks to our heart's content, and admins have more than enough to cobble together an event straight out of the old-space-west.
Changelog
cl
imageadd: Due to lobbying pressure from the Yee-haw Conservation Society, Nanotrasen vending machines now stock five new cowboy hats and an old-west vest.
/cl
About The Pull Request
title
Why It's Good For The Game
i dunno, seems funny it gives more depth or something allows for more intresting interactions
Changelog
🆑
expansion: Stun Batong now turns off/on constantly for short time after emp
Refactors Sign Language code so instead of copy-pasting the same giant wall of checks we can just use a proc.
Also now checks to see if your limb is disabled, which fixes people with disabled robotic limbs being able to sign still.
Finally, the tongue only has ORGAN_UNREMOVABLE if you attained it from the trait. I've been told that the tongue could be attained from meateors and I think that's funny as hell so I swapped that over.