* Fixes typos in span, other html elements (#63510)
Atomizes a much larger PR for another time...
There are typos in span and other html messages that causes them to not render correctly or at all.
Bug fixes
Converts those instances of span to use the macro
* Fixes typos in span, other html elements
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* You no longer spasm if you're not conscious to do it (#63514)
Fixes an old problem where spasms would continue even while you're unconscious/hard crit/dead. This leaves out soft crit because I thought it would be funny enough to keep.
Also tries to bring the code up to date.
* You no longer spasm if you're not conscious to do it
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Void cloak (and other items intended to be invisible) can longer be seen and unequipped in the strip menu
* Void cloak (and other items intended to be invisible) can longer be seen and unequipped in the strip menu
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Field of View and Blindness improvements [bounty + upstream push]
* Update death.dm
* almost done
* Update fov_handler.dm
* Face mouse when in combat mode, fix
* Fixes the category for the fov admin verb. #63401
* Fixes objects with bad planes and FoV bugs #63412
* pain
* there we go
* face pref
Co-authored-by: Azarak <azarak10@gmail.com>
* Basic mobs can be sentience & mind transfer potioned. + simple access component (#63116)
* Basic mobs can be sentience & mind transfer potioned. + simple access component
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
* TGUI input box conversions 2 (#63395)
More text inputs converted to tgui, TGUI text and number input now more sanely handles ENTER key being pressed, you can now press anywhere in the window to enter the input. TGUI text input now considers placeholder text for the default valid state. IE, if there is default text you can press enter immediately without having to rewrite it just to recheck validity. Fixes: useSharedState => useLocalState. not only was sharedstate not needed but it opened up the ui to vulnerabilities
* TGUI input box conversions 2
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Fixes being able to telekinesis through cameras, and telekinesis across z-levels through cameras. (#63377)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Fixes being able to telekinesis through cameras, and telekinesis across z-levels through cameras.
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* F2 works for quick screenshotting again (#63293)
Co-authored-by: SuperNovaa41 <supernovaa41@ protonmail.com>
* F2 works for quick screenshotting again
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: SuperNovaa41 <supernovaa41@ protonmail.com>
* Stops Starlight Condensation from runtiming to hell and back (+ cleans up the code a bit) (#63300)
* Stops Starlight Condensation from runtiming to hell and back (+ cleans up the code a bit)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes exploded circuit shells attempting to remove a deleted circuit (#63268)
Fixes a runtime that would occur when a circuit shell was inflicted with a devastating explosion and the shell attempted to remove the circuit after it had been deleted.
* Fixes exploded circuit shells attempting to remove a deleted circuit
Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
* Makes the STOP_PROCESSING macro remove the argument from currentrun (#63222)
* Makes the STOP_PROCESSING macro remove the argument from currentrun
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Adds Moffuchi's Pizzeria as a ruin to the surface of Icebox (#63185)
* Adds Moffuchi's Pizzeria as a ruin to the surface of Icebox
Co-authored-by: Capsandi <38051413+Capsandi@users.noreply.github.com>
* Make USB cables attached to locked circuits unable to be modified (#63084)
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Make USB cables attached to locked circuits unable to be modified
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Makes the edible component not runtime due to connect_loc_behalf when applied to turfs (#63232)
This makes it so it stops trying to use connect_loc_behalf if the parent of the edible component is a turf, just registering the signal normally instead, which should hopefully be the same functionality.
Runtimes are bad, and even if there's not really any relevant use of that proc in most cases, this is to future-proof things anyway.
* Makes the edible component not runtime due to connect_loc_behalf when applied to turfs
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Wethide now dries into leather after burning and grilling (#63198)
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.
* Wethide now dries into leather after burning
Co-authored-by: Bond <58570888+TheBonded@users.noreply.github.com>
* Fixed spelling of possession, separate, and cemetery (#63203)
Just fixes some spelling for gangs. I also fixed misspellings for "posession" to "possession". Fixed "seperate " to "Separate" Fixed "Cemetary" to "Cemetery"
* Fixed spelling of possession, Separate, and Cemetery
Co-authored-by: Doctor Pope <84367152+Dr-Pope@users.noreply.github.com>
* Nerfs HoP's access (#63165)
About The Pull Request
Removes HoP's access to security office.
Removes HoP's mech access entirely (except mining)
Why It's Good For The Game
HoP already has a TON of access for what their job is about, managing job changes and service/cargo. There's no reason why they would need such things as access to mechs, science, medical, ect. But for now, I just want to focus on removing Security Office:
HoP, on all maps, has a gun recharger in their office, and they will still remain access to departmental offices, so security office access is irrelevant for charging their gun. I personally don't think that HoP, a non-sec role, should have aceess to security lockers. They are a Service/Cargo job, they shouldn't have access to just walk in and take SecHUDs.
If HoP really needs access to security office, they can give themselves the access, but thanks to ID trimming, that cost isn't free anymore. Though it technically is, because they only need to give themselves 1 access edit, which isn't gonna affect a Silver ID, so I personally think they should have more access removed but that's not the point right now.
Changelog
cl
balance: the Head of Personnel no longer has access to Security Office nor Mechs (outside of mining ones).
/cl
* Nerfs HoP's access
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Fixed nyctophobia being triggered even if you have mesons (#63145)
About The Pull Request
Having meson scanners equipped will still make you scared of the dark when you have nyctophobia. This PR fixes that.
Why It's Good For The Game
Being able to see in the dark should not make you scared.
Changelog
cl
fix: Fixed being scared of the dark even if you have mesons.
/cl
* Fixed nyctophobia being triggered even if you have mesons
Co-authored-by: Aerden <27950824+Aerden@users.noreply.github.com>
* fullauto now checks for incapacitated instead of stat (#63083)
* fullauto now checks for incapacitated instead of stat
* Fixes our own fullauto
* Tabs indentation moment
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Stops the riding comp from overriding the glide of the parent each time they move and not only when they are ridden/driven. (#63048)
* Stops the riding comp from overriding the glide of the parent each time they move and not only when ridden/driven.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Added alt jobs names actually doing something.
* Also add late join announcements.
* Fix custom roles showing up first in crew monitor
* Cleanup to match upstream changes
* Updates from review, also improve both tgui manifests
* Compromise for Skyrat edit notes vs JSX vs linter
* Compromise for optimization vs not making a horrible mess of passing client around
* Follow module rules
* Revert no longer true changed to customization readme
* Update dme
* Fixed comments for alt titles
* I forgot to add an achievement for getting pda bombed. (#62948)
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>
* I forgot to add an achievement for getting pda bombed.
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Kylerace <kylerlumpkin1@ gmail.com>