- 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
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
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.
## 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.
/🆑
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
## 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.
/🆑
for future use in remote control indirection
Actions are now multiple owner single target
Adds a lot more handling for things
Generally, the HUD of a mob is going to be split into components.
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## About The Pull Request
This PR aims to solve a few things random things I have collected in my
to do list of issues and QoL.
First of, trignometry! You can now use the inverse function of sin, cos
and tan including atan2 because it is cool.
Mini fixes of the debug printer having no metal, a few reagent
containers having no ref pushes and resolving a few invisible icons. Not
to mention the external battery scanner being to near useless with no
adjecant check.
Lasty the two major things is that the injector now finally works, you
can draw blood, inject it properly and you can't inject someone else
with it if they are wearing armor. Second is the medical scanner is now
able to output nutrition, reagent types and quantity.
Late edit: Also added Min and Max math circuitry. Fixed and reenabled
filters plus a view filter that ties into it
- test elevator GPS
- weight ignores space noslow (yikes)
- accessories (rings, etc) are still weighing
- hologram offsets
- water breathing collapsed lungs (check vacuum on inside & outside for
collapse check?)
- multitools won't work for circuit debugging
- test fuel rod inhands to make sure it isn't showing the funny nuke
sign
---------
Co-authored-by: silicons <no@you.cat>
## About The Pull Request
adds generic system for atom health / integrity / damage
everything that isn't flagged with not-bludgeonable can, well, now be
bludgeoned.
## Why It's Good For The Game
more interactive game world through the means of making people able to
break Everything.
## Changelog
🆑
add: atom damage - (almost) everything is now breakable.
refactor: new /atom level materials system
refactor: a lot of the combat system / click code
refactor: melee attack styles
/🆑
---------
Co-authored-by: silicons <no@you.cat>
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## About The Pull Request
This PR aims to bring integrated circuits not only to a more up to date
version but also fix some features that weren't working.
For this I have used Baystations current circuits as a working
reference. I have compiled, tested and checked for runtimes.
Fixes include
- Tile analyzer and examiner being able to handle tiles
- Reference encoder and decoders doing their job
- Advanced pathfinder being able to path through access restricted doors
- The EPv2 circuit using an incompatible name for cloning
As a consequence for the advanced pathfinder I had to readjust how
access is given to circuits which now allows them to read the passkey of
ID's, store them, send them and so on. A minor tweak also adjusts the
TTS circuit to 1 second. Additionally, I have added an advanced signaler
that while it behaves identical to EPv2 it is able to work the moment
you print it without having to set an address (Not to mention that EPv2
often fails to create an address upon print)
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## About The Pull Request
before, the entire server would be notified if an assembly had a null
value in its assembly_components list while it was checking its power
consumption. although funny, this was also annoying. this pr stops it
from doing that by just deleting that line
## Why It's Good For The Game
Bad assembly_components entry in [src]. Has remove() been called
incorrectly?
Co-authored-by: ??? <???@butts.life>