* Adds a unit test for icon states on GAGS items and fixes some inhand sprites (#59330)
This adds a unit test which goes through all items and makes sure all the icon states needed are in the greyscale configurations, if it has one.
* Adds a unit test for icon states on GAGS items and fixes some inhand sprites
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
* Fixes human burgers not naming after the meat donor (#59286)
- Adds custom materials to result of grilling
- Adds custom materials to result of atom processing
- Adds source name and job to mob_meat material if available
- Makes processed atoms have same pixel offsets as their source but randomise with each subsequent one
* Fixes human burgers not naming after the donor
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
* Fixes runtimes related to forensic components on deleted things. (#59315)
* Fixes runtimes related to forensic components on deleted things.
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
* Some associated move fixes (#59299)
* Moves the loc assignment for null doMove target locations to before exited() is called, making it consistent with other uses of the proc, and fixing a harddel caused by deleting something inside of an open storage component. The component assumes that the removed object has already exited its contents, and so readds it to the screen, causing PAIN
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* Some associated move fixes
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* Makes canister leaking and blowing up use a component and element respectively (#59075)
I want to use this behavior on some other things so into a component and element it goes. Gas leaking is handled by a component so it can process whereas the object breaking and causing an explosion is handled by an element. Some minor changes were made so canisters were more consistent in leaking.
* Makes canister leaking and blowing up use a component and element respectively
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
* Makes washing machines support GAGS recoloration (#59292)
* Makes washing machines support GAGS recoloration
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
* I hate TGUI even if its better than what we had before
* this is why linters exist
* you need to be a Head or the Warden to get items
* does this please you linter?
* foundation
* basic interactions
* yea I can spell okay?
* linters please leave me alone
* begone debug code
* if you are dead, no interacting
* linters leave me alone
* linters are stealing my soul
* forgot to do this
* sound framework, probably wont work though
* max length, and interaction cooldowns
* message can now be a list and minor code improve
* I am a slave and linters are my master
* fix improper static reference
* add json loading/saving functionality
* default for message is now a list
* jsonize def interactions; implement requirements
* bad
* bug fix; CtrlShiftClick to interact
* minor qol fix
* fix CtrlShiftClick and remove debug code
* haha docker has security measures
* this was painful
* why are you in this branch
* begone
* bruh
* begone
Co-authored-by: Matthew <matthew@tfaluc.com>
Co-authored-by: Matthew J <GoldenKeyboard@users.noreply.github.com>
* use SIGNAL_HANDLER REEEEEE (#59242)
makes as many procs as i can find use the SIGNAL_HANDLER define which i assumed they all already did
* USE SIGNAL_HANDLER REEEEEE
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Fixed backpack firefighter tank nozzle refilling not working in extinguisher mode (#59216)
Also removed useless local var from /obj/item/extinguisher/proc/AttemptRefill
* Fixed backpack firefighter tank nozzle refilling not working in extinguisher mode
Co-authored-by: norill <norill@wp.pl>
* Pride week + rainbow floor tiles (#59250)
Adds pride week from June 23rd to the 29th, and makes the floor tiles rainbow.
* Pride week + rainbow floor tiles
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Fixes being able to noogie harm people as a pacifist (#59260)
Fixes pacifists from using noogie on people as it can harm them.
Fixes#59233
* Fixes being able to noogie harm people as a pacifist
Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
* Makes pda alert overlay not a string overlay (#59269)
Switches the alert overlay to create a mutable appearance instead of using the text as the overlay
* Makes pda alert overlay not a string overlay
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
* Nanotransen Legal Liability Initiative - Weapon Stats but more RP (#58865)
* Weapon Descriptions (And Also Reversion)
Adds support for weapon statistics to be shown as part of examining an item, similar to the tags found on armor. Also, reverts the small changes I made on master because I'm a fucking idiot and made those changes on master.
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Nanotransen Legal Liability Initiative - Weapon Stats but more RP
Co-authored-by: Beatrice <83368538+SpaceDragon00@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Credits Put Into PDAs/Modular Computers Go Into Inserted IDs (#59180)
* Credits Put Into PDAs/Modular Computers Go Into Inserted IDs
If a PDA or Modular Computer is attacked by something, it now checks to see if it can insert the object into the inserted ID
* Commenting the code
* Added Istype Checks Based on Feedback
* Adding a return to match the style of code in the same block
* Using Iscash instead of Istype spam
Changes the ID, PDA, and Modular Computer code to use Iscash (Apparently this already existed!)
Additionally, physical currency is checked internally instead of externall
* Credits Put Into PDAs/Modular Computers Go Into Inserted IDs
Co-authored-by: Beatrice <83368538+SpaceDragon00@users.noreply.github.com>
* removes the ability to see static for ai detectors and makes their other feature work for the first time in three years
* Update multitool.dm
* Update multitool.dm
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Fixes a runtime in proximity_monitor/Destroy, turns QDEL_LIST -> QDEL_LAZYLIST (#59201)
* Fixes a runtime in proximity_monitor/Destroy
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* fixes traps not adding connect_loc in base type (#59196)
* fixes traps not adding connect_loc in base type
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* fixes a connect_loc runtime with move_to_top() setting loc directly (#59199)
* fixes a connect_loc runtime with move_to_top() setting loc directly
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Catwalks are now above cables and piping.
* Revert map changes
* Revert oldstation change
* merge type
* Reimplements the cable check, but for space tiles only
* Gives curators a console for printing portraits not in the round onto canvases (#59146)
* Gives curators a console for printing portraits not in the round onto canvases
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
* Touches up cameranet code (#59165)
makes it add only one vis_contents to all turfs for static (adding and removing when ai moves in/out of chunk gone)
original pr: #58522
basically the same but ai's moving in/out of the chunk doesnt affect vis_contents anymore because that was really racking up tidi for some reason.
Why It's Good For The Game
less maptick because theres only 1 vis_contents added instead of 2 and general optimizations to cameranet code
* (i found some cigs) touches up cameranet code and makes it add only one vis_contents to all turfs for static (adding and removing when ai moves in/out of chunk gone)
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* double rat kebabs are now double the reagents of single rat kebabs also you eat the stick (#59164)
Co-authored-by: Kokonut <38844529+maxymax13@ users.noreply.github.com>
* double rat kebabs are now double the reagents of single rat kebabs also you eat the stick
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Kokonut <38844529+maxymax13@ users.noreply.github.com>
* Adds new sprites for assembly part vendors and custom vendors (#59051)
* Adds new sprites for assembly part vendors and custom vendors
Co-authored-by: Kokonut <38844529+maxymax13@users.noreply.github.com>
* Adds deflection messages for no damage attacks against objects (#58873)
* Adds deflection messages for no damage attacks
* Changes the addition to ", which doesn't leave a mark" instead
* Adds deflection messages for no damage attacks against objects
Co-authored-by: cacogen <25089914+cacogen@users.noreply.github.com>
* Fixes footprint stacking (#58918)
* Fixes footprint stacking, replace_decal needed to return parent, and just, didn't. I'm not sure where the fuck
this came from, or even how to test for it, but here you are
* Adds a unit test to prevent regressions on this error in future
* Uses TEST_ASSERT_EQUAL instead of TEST_ASSERT
Thank you moth man
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Updates a comment to more accurately describe my pain
* maybe fixes it?
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fixes footprint stacking
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* refactors rpg loot is now a global datum singleton and so is embedopocalypse and stickapocalypse (#59093)
* ogey
* lint
* refactors rpg loot is now a global datum singleton and so is embedopocalypse and stickapocalypse
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>