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## About The Pull Request
title, robots also get to see the blueprints now
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## Changelog
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🆑
tweak: updated blueprints, engi module robots now get blueprints as well
/🆑
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## About The Pull Request
title, will be used when i tgify machines (upgradable machinery)
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## Why It's Good For The Game
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## Changelog
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🆑
code: properly implement `INTERACT_ATOM_*`
/🆑
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- separates the composition of cyborgs into modules, iconsets, chassis,
upgrades
- modules / chassis atm can provide items, so can upgrades; in the
future we will want to probably generalize the item API a bit so
components can work
- chassis now can (unimplemented) easily be made to give different stats
- reorganizes all the cyborg sprites
- adds generalized item mounts with redirection support and tears out
legacy cyborg items
- entirely rebalances modules & writes some new lawsets in for future
use
---------
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
Fixes the cardinal sin of not calling ..() and returning if true
## Changelog
🆑
fix: Ghosts can no longer screw with TGUI panels they shouldn't be able
to.
/🆑
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this is a quick one
makes them less code copypaste-y and easier to modify in the future as
i'll want to do some experimentation on the system when we start
reworking explo
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## About The Pull Request
adjusts the repo to work with opendream
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## Why It's Good For The Game
a more modern, and hopefully more reliable engine!!!
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## Changelog
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🆑
code: changed the code to work with Opendream
/🆑
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## About The Pull Request
converts global vars to regular defines
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## Changelog
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🆑
code: radiocode now uses defines, you cant tweak it from world.variables
anymore (or whatever that is)
/🆑
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## About The Pull Request
Fire and atmosphere alarms will now report the reason for the alarm in
the alarm monitoring consoles/programs.
Fire alarms can either be manual or from the panel detecting a nearby
fire.
Air alarms can be manual (in which case no reason is listed), from the
alarm wire being cut (in which case "CIRCUIT FAULT" will be listed,
which also masks any other alarm reasons as the air alarm can't read its
sensors), or from any of its thresholds being exceeded. The air alarm
will, of course, respect any threshold changes and will update the alarm
reason periodically in case conditions change.
To ensure the air alarms would report every reason for the alarm, the
short-circuiting has been commented out from their threshold checks. If
this turns out to be a performance issue, they can always be
uncommented, but the alarm will then only report the first exceeded
threshold it finds.
Example video:
https://github.com/user-attachments/assets/a47146b6-3361-4ff1-954d-12f7005ea83b
## Why It's Good For The Game
This makes it much easier for engineering to determine the cause for an
alarm and bring the appropriate equipment. It's wacky seeing a random
air alarm in maintenance and bringing an air pump and breach control bag
when it turns out someone just left the heater on, etc.etc.
## Changelog
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🆑
add: Air and fire alarms will now report the reason for the alarm in the
alarm monitoring consoles/programs.
/🆑
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## About The Pull Request
changes how blindness is handled in game
temporary sources of blindness add a status effect to the affected mob
while permanent sources (such as missing eyes/vision organs) add the
traits
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## Why It's Good For The Game
blinding code was a mess (and still isnt perfect) this makes it slightly
more reasonable
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## Changelog
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🆑
refactor: refactored blinding code
/🆑
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refactors the asset subsystem to make it much more managed
adds support for 'deferred' assets for tgui, which will be later used
for things like tgui character setup and admin panels.
deferred means that it'll be 'sent in a timely manner after the ui
opens', as opposed to 'sent before the ui opens'
---------
Co-authored-by: silicons <no@you.cat>
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## About The Pull Request
title
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## Why It's Good For The Game
muh immursion!
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## Changelog
🆑
spellcheck: CentComm => Centcom
spellcheck: NanoTrasen => Nanotrasen
/🆑
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## 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
Some prepwork for mapping modular laptops/helmcams
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## Why It's Good For The Game
Remaking the PR without all the mapping because it wasnt merged fast
enough last time, causing me to conflict with my newest mapping project.
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## About The Pull Request
rewrites lathes
they are now embeddable within other interfaces, have unified controls +
queue management, and have support for using
- materials
- reagents
- even using / transforming existing items
rewrites /datum/design to be semi-singletons
adds SSresearch to hold designs
rewrites atom material system a bit
also:
- adds MIT license identifiers to some of my old TGUI work of which I am
the only one on the git history. i'd like to keep the tgui section and
my own code samples in there as MIT instead of AGPL.
- removes vorestation id restorers from maps because they're unused
nowadays
- removes partslathe as they're basically just unused
- Revamps sheetmaterials stylesheet as it really didn't need to just be
stacks.dmi
## Why It's Good For The Game
lathes sorely needed a redo
we want good materials support ontop of that.
also fixes autolathes :)
the "also" part is already covered above.
## Changelog
🆑
refactor: lathes are completely rewritten
fix: autolathe x5 and x10 buttons
del: autolathes can no longer be hacked. all hacked recipes are instead
accessible as normal recipes.
del: partslathes - redundant
del: id restoration consoles - unused / prohibited by server rules
/🆑
---------
Co-authored-by: silicons <no@you.cat>
- repaths things to /entity and /tiled
- basic ticked physics movement system
- basic cross/uncross/etc system for tiled
---------
Co-authored-by: silicons <no@you.cat>
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## About The Pull Request
I have added graphs for the major variables involved with the
supermatter.
## Why It's Good For The Game
[I just think they're
neat.](https://www.youtube.com/watch?v=DrQqajtiRt4)
## Changelog
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