* initial test
* continued cleanup
* hide mutant part refactor
* slight oopsie
* ux
* more ux
* even more ux
* mask
* mod stuff
* almost done with the code
* 🤠
* fixes
* time for art
* fixes
* forgor
* optimize
* more optimizing
* better rendering
* hardlight tex
* another tex
* file name change
* oopsie with the names
* better colors
* transparency edit
* Revert "transparency edit"
This reverts commit 2c8700ec64e469283d685003997e1413fc4a2bce.
* technically TM ready
* review
thank you!
* small
* test
* Revert "test"
This reverts commit 6abda60fc3a82a19a43e323371afff0dd6cccc16.
* the lizard incident
* Revert "the lizard incident"
This reverts commit 5951a3b0eb324a73538f9ca95ef5caeedd10e0cf.
* updates the liz screenshot cuz apparently i fixed something
* art done
* is_hidden ear fix
* write it better
* extra streamlining
* adds two more mod_themes
* a fix and texture tweak
* Upgrades the Modsuit Adapter Shell (#70286)
Code improvements are much appreciated as some things may be rather hacky.
Adds more options to the currently very limited modsuit adapter shell. Right now you can only select a module and activate (not deploy) the suit.
This has some major problems as you literally can't even deploy the suit to activate it so that's rendered useless and selecting a module is like... kind of a weird input anyways but I won't judge so I left it in. Please comment down below if you'd like for me to add an "Activate Selected Module" input and "On Module Activated" output as those are certainly possible to do. I was just a little torn on how balanced that would be.
Changes:
"Module to Select" input is now an option. You can still use a string input, but simply inserting it into the suit and activating it, then accessing the circuit that way will give you a list of all modules that the modsuit has.
Modsuit quick deploy (RMB) no longer tries to deploy the rest of the pieces when used while the suit is only partially deployed. It will now instead retract the extended pieces. This makes the "Toggle Deployment" input less prone to errors. (Why was it like this in the first place? Having to manually retract the already extended pieces sucks ass.)
Added Inputs:
"Toggle Deployment" is a new signal input that does exactly what it says it does. It simply tries to extend or retract all pieces of the modsuit depending on it's current state.
Added Outputs:
"Activated" is a new number output that outputs 1 if the suit is activated and 0 if it's not.
"Deployed" is a new number output that outputs 1 if all parts of the suit are extended and 0 if they aren't.
"Deployed Parts" is a new string list output that outputs a list of the names of all currently deployed parts.
"On Deploy" is a new signal output that outputs a signal whenever all parts of the suit are deployed or retracted, regardless of the method used.
"Finished Toggling" is a new signal output that outputs a signal whenever the suit has finished activating or deactivating, regardless of the method used.
* Upgrades the Modsuit Adapter Shell
Co-authored-by: RikuTheKiller <88713943+RikuTheKiller@users.noreply.github.com>
* Fixes MODsuits not turning off their modules upon seeing one of their parts being retracted.
* Makes it so all parts need to be deployed to use a module that can't be used while the MODsuit is inactive
* MODsuit module update: new stuff and improved old stuff (#67042)
Doubles the range of the MOD Pathfinder AI
Fixes modules rendering below the suit.
Adds the ability for modules to be used when inactive.
Documents/cleans up some code.
Updates some old descriptions and explains some concepts better.
Armor Booster and Ash Accretion can no longer boost your speed over no slowdown at all.
Makes flashlight module start with 4 instead of 3 range, so it's better for people that don't know about configuration.
Doubles t-ray module range, from 2 to 4 (t-ray scanner is 3).
Puts the noslip module lower in progression, lowers its' price to 2.
New sprites for the magnetic harness module by Onule.
Brings back the holster module, it can now be used when the suit is inactive, can be printed with security suit research.
Adds the power kick module for the ERT Commander. It's a powerful kick.
* MODsuit module update: new stuff and improved old stuff
* should be all
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
Allows for MODsuit control units to be worn on slots that isn't the bag slot and actually work.
So far no MODsuits will actually use this, but I would like to add one in the future, I'm just not motivated to do the MODsuit itself, so I'm adding the support for it at least to see if it would be approved.
Lawyer tie modsuit will be real in 2023.
This doesn't really change the game much so I don't know how much I actually have to explain here.
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* genericizes modsuit parts more
* Fixed merge conflict in CODEOWNERS
* Resolved the merge conflicts
* Fixed the modsuit tails
* Added a feedback variable for the remove_pai() proc, to try and clear out some issues
* Fixed the issues with the linter by splitting remove_pai in extract_pai and remove_pai
* Very simple fix to ensure all parts use the overslot
* Update modular_skyrat/modules/modsuit_pai/code/mod_pai.dm
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Replaces AIs in MODsuits with pAIs
* Whoops forgot to remove that
* Lmao begone spellcheck shit
* I may be stupid
* Removing comments that commented code when they didn't really need to.
* Stupid linters
* Fixed the fact that mod wasn't a variable of the module anymore
* modsuit nominal sound no longer plays when youre deaf (#65402)
* modsuit nominal sound no longer plays when youre deaf
* stupid
* modsuit nominal sound no longer plays when youre deaf
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* mod clamp can carry wrapped crates + mod activation not affected by do after slowdowns + radial icons highlight on extended pieces (#65193)
* mod clamp can carry wrapped crates + mod activation not affected by do after slowdowns + radial icons highlight on extended pieces
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* MOD update: Modular Cores
* Fixing all dem conflicts
* Okay now it's going to compile too
* Fixing some Trigger() (they triggered me)
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fixing modsuits
* Bringing in the digi and muzzled MODsuit sprites!
* Fixed the muzzled helmet and removed a duplicate icon_state in head_muzzled.dmi
* Finally adds Digi and Muzzled MODsuit variants, courtesy of Halcyon!
Co-authored-by: Gandalf2k15 <9026500+Gandalf2k15@users.noreply.github.com>
* modsuit update: you can now pin modules to your action buttons (#63745)
* modsuit update: you can now pin modules to your action buttons
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* modsuit works with speed potions + ai movement fix + file sortage (#63670)
modsuit examining now tells you about wire panels
fixes being able to remove stuff with the dna lock
fixes 63650
fixes 63633
sorts module files
* modsuit works with speed potions + ai movement fix + file sortage
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* [Ready] MODsuits
* we dont need to add these people as codeowners, goodness gracious
* have to remove this because upstream
* part 1 of these fixes
* EEEE
* Update peacekeeper_clothing.dm
* E
* E
* Auto stash before merge of "upstream-merge-59109" and "origin/upstream-merge-59109"
* E
* Update expeditionary_trooper.dm
* more removal
* nice
* modsuti modstui modusuti
* fixes
* E
* ITS MODsuit not HARDSUIT
* more hardsuit references
* MODSUIT NOT HARSUITEDSA
* Maps
* More ,map
* oop
* e
* oo aa
* 0
* ting tang
* Update modsuit_tailsprites.dm
* hi fikou
* bs tech update
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>