* 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
* 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 ..()
This is in preparation for step_x support as the default behavior for these procs is necessary for proper functionality.
turf/Enter and atom/movable/Move default code got rewritten to replicate default byond functionality with minor changes.
* Wrap setting anchored for structures, fix atmos bug
* forgot this
* Add a signal for setanchored
* move setanchored to obj
* machinery, also some structure stuff
* tabbing
experimental: Tesla damage has been reworked to structures and objects have been worked with a linear scaling.
experimental: All tesla weapons now no longer need to hit a mob to arc lightning; however, they will no longer stun, and only hit each target once.
tesla_zap vars are now a single bitfield.
* use titanium/plastitanium on unanchored reinforced fulltile window to make shuttle/plastitanium windows
* updates titanium/plastitanium sprites, adds titanium glass and plastitanium glass, fixes material amount in mineral glass
* Revert "all this wrapping and it's not even christmas (#33035)"
This reverts commit faaf151580.
* Revert "fuck me for forgetting to graph this one"
This reverts commit 45d7acea2f.
* Revert "defines math"
This reverts commit 2817a1737b.
* radiation rework and subsystem
* moves a few things to initialize and adds radiation insulation
* adds a radiation contamination mechanic and makes requested changes
I'm terrified by the possibilities from this
* radiated objects give off light
and hopefuly contamination is balanced
* fixes runtimes and an mc crash kek
removed the lighting part of contaminated objects
attempted some more balancing
* Collectors output power in process() gradualy
And some more balancing tweaks
* Excludes a bunch of things from becoming radioactive
* Ready for testmerge balancing
* Inverse square law was swapped
* testmerge balancing
fixes the geiger counter
buffs collector power gen
nerfs sm radiation
slightly buffs rad insulation
nerfs rad damage (and its burn)
raised the minimum radiation
* disabling the radiation subsystem won't build up rad wave datums forever
* rewrites how mobs handle radiation
upgrades geiger counter functionality
and more balance tweaks
* cleans up stuff and removes debug message
* Slight contamination buff
* Major rad wave performance boost
Also improves rad insulation
Buffs contamination, again
* Fixes insulation runtime
More balance and performance tweaks
* fixes rad collectors not receiving power
* The final balance commit
Fixes a major bug causing radiation to underperform
More geiger counter changes that will be changed more to add sounds
* Monkey business
* Geiger counter sounds
* cleanup and move components to their own initialize
* Some code cleanup
And forgotten changes
* Cleans up some trailing returns
* Mapping changes
In light of the change of Bump to Collide, this should also be done
as it will make it less confusing for devs in the future
I also ended up changing a bunch of the code in the CollidedWith procs,
things that were assuming types, doing bad loc changes and so forth
Two new items, one brand new, the other an RCD that works at range without any other bells and whistles.
The RLD allows you to create floor and wall lighting along with temporary (they use fuel like flares) glowsticks at range. It can also deconstruct lights. The best part of this feature (besides the visual "ammo" updating icons) is the ability to select absolutely any color you desire.
🆑 Robustin
add: Ranged RCD added to the game
add: Rapid Lighting Device (also ranged) has been added. It can create wall, floor, and temporary lights of any color you desire.
/🆑