* A christmas miracle! Adds english fruitcake. (#63557)
This PR adds the ability to craft english fruitcakes using:
1 plain cake
1 raisin
1 cherry
5u rum
It is an absolute holiday classic and quite different than most of our other cakes which are more sponge style cakes.
* A christmas miracle! Adds english fruitcake.
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
* 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>
* c o n d e n s e
* runtime fix
* whitesec my love (read desc)
Honestly? This was done because security already had a habit of switching to white polychromatic jumpsuits underneath. This gives them an easier solution.
* wtf happened there
* peacekeeper wardrobe +
* map edit moments :(
* heWWo
* oops
* bye skirt
* one pixel off!??!
Co-authored-by: Gandalf <jzo123@hotmail.com>
* PDAs now visible_message when you send a message. No more silently calling backup to avoid getting shot by antags for calling backup like a coward!
* adds a balloon alert too visible to all
* Mops no longer wet the turf when you refill them from the mop bucket (#63549)
* Mops no longer wet the turf when you refill them from the mop bucket
Co-authored-by: oranges <email@oranges.net.nz>
* 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>
* Fixes garbage not being moppable (#63521)
Layers are the worst
Also updates the documentation for some parts of cleaning
* Fixes garbage not being moppable
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Fixes being able to drag lockers with no slowdown (#63527)
Fixes#56828 (Wrapping a locker to nuke the slowdown, thus living the sonic speed life you've always desired)
* Fixes being able to drag lockers with no slowdown
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Items in boxes now properly spawn with the IN_STORAGE flag (#63526)
sets flags properly
Fixes#57644
* Items in boxes now properly spawn with the IN_STORAGE flag
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
* Adds moth seeds to seedvend and various moth food fixes (#63352)
* Eob you dork. Thanks for the moth drinks.
* this too.
* Update megaseed.dm
* Cooked pasta sheets instead of raw.
* Pepper
* Update misc.dm
* mmmh webedit :drooling:
* Update megaseed.dm
* Adds moth seeds to seedvend and various moth food fixes
Co-authored-by: carshalash <carshalash@gmail.com>
* You can now resist out of nested containers (also fixes the GBJ associated with it) (#63449)
Co-authored-by: SuperNovaa41 <supernovaa41@ protonmail.com>
* You can now resist out of nested containers (also fixes the GBJ associated with it)
Co-authored-by: Seth Scherer <supernovaa41@gmx.com>
Co-authored-by: SuperNovaa41 <supernovaa41@ protonmail.com>
* Prevents shoving people into the locker dimension (Fixes other shove things too) (#63372)
Made this like half a month ago. Fixes#63095Fixes#63096, all of it
People seem to be upset by being force moved into an open locker, can't imagine why. Let's start with this
I'll be back for the rest soon (I HAVE RETURNED)
* Prevents shoving people into the locker dimension (Fixes other shove things too)
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Stops aux base turrets from hard-deleting (and 1 other fix) (#63424)
Fixes#62643
Fixes aux-base turrets from hard-deleting by handling their deleting on the aux base itself.
Converts the turrets list to a proper lazylist and cleans up some surrounding code involving the turrets list.
Also fixes a copy+paste error with tiny fans being placed.
* Stops aux base turrets from hard-deleting (and 1 other fix)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* Fixes up multiz atmos connection, cleans some things up in general (#63270)
About The Pull Request
ALLLRIGHT so
Multiz atmos was letting gas flow down into things that should be well, not flowable into
Like say doors, or windows.
This is weird.
Let's get into some context on why yeah?
First, how do things work currently?
atoms have a can_atmos_pass var defined on them. This points to a define that describes how they interact with
flow.
ATMOS_PASS_NO means well, if we're asked, block any attempts at flow. This is what walls use.
ATMOS_PASS_YES means the inverse
ATMOS_PASS_DENSITY means check our current density
ATMOS_PASS_PROC means call can_atmos_pass, we need some more details about this attempt
These are effectively optimizations.
That var, can_atmos_pass is accessed by CANATMOSPASS() the macro
It's used for 3 things.
1: Can this turf share at all?
2: Can this turf share with another turf
3: Does this atom block a share to another turf
All of this logic is bundled together to weed out the weak.
Anyway, so when we added multiz atmos, we effectively made a second version of this system, but for vertical
checks.
Issue here, we don't actually need to.
The only time we care if a check is vertical or not is if we're talking to another turf, it's not like you'll
have an object that only wants to block vertical atmos.
And even if you did, that's what ATMOS_PASS_PROC is for.
As it stands we need to either ignore any object behavior, or just duplicate can_atmos_pass but again.
Silly.
So I've merged the two, and added an arg to mark if this is a verical attempt.
This'll fix things that really should block up/down but don't, like windows and doors and such.
Past that, I've cleaned can_atmos_pass up a bit so it's easier for people to understand in future.
Oh and I removed the second CANATMOSPASS from immediate_calculate_adjacent_turfs.
It isn't a huge optimization, and it's just not functional.
It ties into zAirOut and zAirIn, both of which expect to be called with a valid direction.
So if say, you open a door that's currently blocking space from leaking in from above, you end up with the door
just not asking the space above if it wants to share, since the door can't zAirOut with itself.
Let's just wipe it out.
This makes the other code much cleaner too, heals the soul.
Anyway yadeyada old as ass bug, peace is restored to the kingdom, none noticed this somehow you'd think people
would notice window plasma, etc etc.
Why It's Good For The Game
MUH SIMULATION
Also fuck window gas
Changelog
cl
fix: Fixed gas flowing into windows from above, I am.... so tired
fix: Fixes gas sometimes not moving up from below after a structure change, see above
/cl
* Fixes up multiz atmos connection, cleans some things up in general
* Update large_doors.dm
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Moves Pun Pun away from the kitchen on Delta (and makes monkeys actually look like monkeys in the map editor) (#62108)
* Moves Pun Pun away from the kitchen on Delta (and makes monkeys actually look like monkeys in the map editor)
* Update DeltaStation2.dmm
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Updates /code/game/objects/item/food/* to follow the style guide (#63051)
Updates every file in /code/game/objects/item/food/ to follow the style guide.
* Updates /code/game/objects/item/food/* to follow the style guide
Co-authored-by: Seth Scherer <supernovaa41@gmx.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>
* Fixed rough iron false wall alert text and rough iron wall deconstruction amount. (#63389)
* Fixed rough iron false wall alert text and rough iron wall deconstruction amount.
Co-authored-by: vincentiusvin <54709710+vincentiusvin@users.noreply.github.com>
* Bot code improvement part 3 - Removes bot core. (#63321)
This deletes bot_core entirely, instead the access required is on the bot itself
My previous refactor broke bot access cover requirements, and that bug is what inspired me to make this refactor.
This is a stupid thing to have on the bot, I have no idea why it is a thing, and has only ever confused me since the very start. I find this functions better, and makes the code more easy to understand.
Closes#63259
* Bot code improvement part 3 - Removes bot core.
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* Fixes buckling onto tiles with dense atoms (#63277)
Before this change, you could put a dense object (like a computer frame) over a chair and buckle to it. This fixes that
* Fixes buckling onto tiles with dense atoms
Co-authored-by: Bond <58570888+TheBonded@users.noreply.github.com>
* Stops transit tube dispensers from transporting anchored objects such as immovable rods (#63108)
Stops transit tube dispensers from transporting anchored objects such as immovable rods
* Stops transit tube dispensers from transporting anchored objects such as immovable rods
Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
* Adjusts the greyscale sprites of the benches (#63261)
* Adjusts the greyscale sprites of the benches
* More of a wooden color for the benches
* Adjusts the greyscale sprites of the benches
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>