## About The Pull Request
Random various bugfixes to random various things.
## Why It's Good For The Game
:slime:🔧
## Changelog
🆑
fix: Power network interface circuits work again.
fix: You can now heal prosthetics with cables again.
fix: Protolathes should no longer bluescreen when destructively
analyzing material sheets.
fix: Destructively analyzing advanced TTS circuits is no longer morally
dubious.
/🆑
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## About The Pull Request
update time related procs & glob too (i was originally targeting that
lmao).
also **stop** using byondtime for sql stuff, we have `NOW()`!!
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## Why It's Good For The Game
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## Changelog
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requires #6644
Entirely replaces how (most) belts perform insertion checks.
This pretty much allows belts to hold most things.
Armor vests are next.
Trashbags will also use the systems we use on main.
Closes#7256 and #7435
---------
Co-authored-by: silicons <silicons@silicons.dev>
- all cells in the game are now small, medium, large
- super, hyper capacity cells, device, and weapon cells are all removed
- cells now have standardized variants, some of which are printable by
R&D
- energy weapons rebalanced
- **advanced energy guns and stun revolvers removed** - use the new
modular weapon system and microfission cells.
---------
Co-authored-by: silicons <silicons@silicons.dev>
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## About The Pull Request
This PR introduces a new proc to get an atom before the turf and fixes
integrated circuit guns shooting into nullspace while held in hand.
## Changelog
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🆑
add: Added proc to get an atom before the turf
fix: Held integrated circuit guns no longer shooting into nullspace
/🆑
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## About The Pull Request
i don't know if the function was written expecting to return a bool and
then they wrote the one (1) line of code that uses that function
expecting not-bool or if they wrote the code first and messed up writing
the function. either way it is broken and probably always has been
## Why It's Good For The Game
thing should work
## Changelog
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🆑
fix: circuit powernet connector actually works
/🆑
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## About The Pull Request
Refactors clothing/under to use the new rendering system for both icons
and flags and does some general rearranging and cleanup of the code
files.
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## Why It's Good For The Game
One single consistent system is good. This also fixes a lot of missing
rolldown, rolled sleeves, and maybe some species specific sprites.
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## Changelog
- Moves clothing/under/accessories to clothing/legacy_accessories
- Reformats under into under/casual, /costumes, /formal, /workwear
folders.
- Changes all /obj/item/clothing/under to use the new clothing render
system
- Annihilates uniform.dmi into a thousand pieces
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🆑 _Shadowcat_
refactor: refactors under clothing to new render system
/🆑
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---------
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
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## About The Pull Request
Added a sanity check to only mine adjacent things.
Added the abillity to add better drills to the component to improve
digging speed for turfs only.
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## About The Pull Request
Health scanner: You can now insert a better health scanner to unlock
several more features.
T1: Brain damage, bleeding and infection
T2: Internal bleeding and fractures
T3: Non medical reagents
A sound circuit containing some of the HEV sounds.
The circuit cooldown for sound component now adjust its cooldown
depending on how long the sound file is. This should allow for better
chained sounds like for the HEV and also avoid overlapping like for the
beepsky insult. Also added a pin out for sound circuits.
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## About The Pull Request
Fix for pocketed circuits not bypassing own armor as intended.
Injector also wont cancel its injection of the owner if they move.
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## About The Pull Request
Title. Updates CI & Linting
Reruns tgm on maps to trim duplicate/unused keys and random whitespaces
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## Why It's Good For The Game
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especially if they are controversial and/or far reaching. If you can't
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## Changelog
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## About The Pull Request
fixes sign language circuit to hear sign language
## Why It's Good For The Game
fix bug
## Changelog
🆑
fix: sign language circuit now picks up sign language
/🆑
## About The Pull Request
raises cd on examiner circuit; because examining is expensive. it
probably shouldnt be able to spam every 0.1 seconds. its now 5 seconds.
realistically i'd ideally make examine less expensive but uh.
## Why It's Good For The Game
lol
## Changelog
🆑
tweak: examiner circuit cd is now 5 seconds
/🆑
## About The Pull Request
Fixes a few bugs, notably with ID card readers not properly filling info
out from an ID. Also it untypes the data from /datum/weakref. This
wasn't always a /datum/weakref, but was typed as it for ??? reasons,
primarily relevant for Zandario who was having issues while trying to do
some stuff.
## Why It's Good For The Game
fixes bugs. also doesnt have something randomly typed as something it's
not.
## Changelog
🆑
tweak: Circuit data isn't typed as /datum/weakref anymore.
tweak: ID card readers now have a data output of rank, which is the
non-alternative job title.
fix: ID card readers now properly read a job and assignment from an ID.
fix: Removing a circuit component by its own 'remove' ui button now
properly removes it from the assembly UI.
tweak: Removing a component from the UI doesn't brick a UI component in
place in circuit tgui.
/🆑
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## About The Pull Request
3 bugs and 1 minor QoL change
Fire_userless proc now plays the projectile sounds. This affects circuit
guns and sawing off a loaded shotgun.
Beaker slots now works as intended with its UI buttons. Inserting and
removing.
Circuit clothing can now emit light with a light component when worn. I
tried to cheese it by removing the components and so on, light resets as
it should.
Beaker slots now also accept hypovials
tl;dr refactors supplypacks to a new system
- all access locks yanked from crates other than the ones that actually
need to be locked
- preps system for reworks, translates stuff over to a new format
- adds unified subsystem parsing & support for other descriptors for
cargo crate contents other than typepath
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## About The Pull Request
**Solar cell power output has been changed from 1W back to 30W of its
original design.**
It being reduced down to 1W made it practically useless for any real
design. A lot of even basic components use roughly 30W per second.
**Change back sizes from tesla chargers to small and medium
respectivly**
There never really was a need for it and tesla power is rare outside the
station.
**Change the list deletor to 0.1 seconds**
A fairly lightweight circuit for what it does and it ensures it can be
used together with at List running at the same speed.
---------
Co-authored-by: LordME <58342752+TheLordME@users.noreply.github.com>
## About The Pull Request
circuit assemblies with an action circuit didn't work because the action
bar didn't create a spot. After all, you don't have the electronic
assembly equipped, but rather the clothing itself. this rectifies that,
and attaches the behavior to the electronic clothing instead.
## Why It's Good For The Game
it fixes an otherwise non-functional circuit.
## Changelog
🆑
fix: Electronic Clothing will now properly show on the action bar.
/🆑
## About The Pull Request
This fixes a few problems that still remained (or got implemented by
bugged behavior being fixed) with circuits.
Particularly, it makes sure pins display their output text properly; a
bug I accidentally introduced earlier.
Circuit components loading will also load their data before being put in
a assembly proper. (that way, names display correctly.)
It also makes sure that where applicable, circuits will actually use the
helpers for data screwyness.
As a side effect, the above (with a few tweaks) also fixes an issue
where raw references were getting stored in lists.
Finally, list cooldowns were reduced to the standard (otherwise this
makes them *very* awkward to work with.)
Theoretically I could atomize this PR further, but, uh, a lot of it was
just bug fixes.
## Why It's Good For The Game
fixes a variety of bugs.
For the list cooldown tweaks, some of them would have 0.1 CD, some would
have 1, and there was no real correlation to which had what. I don't
really think the cooldown feature should limit circuits realistically
(which this would do.) if they are wholly internal.
## Changelog
🆑
tweak: Circuit list component cooldowns are now universally 0.1.
fix: Circuit lists won't sneak full references in when transferred.
fix: Circuit components will now properly use helpers for IO
input/output.
fix: Circuit names will load properly if from a custom import.
fix: Circuit input/outputs will display their text once again.
/🆑