* move along move along
* Update bot.dm
* Diagonals are now more expensive
* Update path.dm
* Update parrot.dm
* Update path.dm
* Tweaks
* Fix cleanbot, add path safety
* Tweaked, added a safety, removed the previous one
* Update medbot.dm
* path.len isn't very safe as a whole, floorbots also had order of operations wrong
* Update medbot.dm
* clings not even once
* Back to the drawing board
* Update path.dm
* Make mules actually clear the drawn path.
* Make bots use step_towards unconditionally instead of flipping between step_to and Move
* Making extra sure the path is cleared. Somehow path was left over.
* Check for length as get_path_to is always true
* This and that
* Refactor the parameters and starting the teleport
* Adds arguments and moves the default effect generation up to do_teleport
* Typo in arguments
* portals now only create sparks every 0.5 second when things pass through
* Comment fix
* Medical and RnD DMI files split
* Cargo DMI split
* Security DMI split
* Engineering DMI split
* Captain DMI split
* Civilian/service DMI split
This one hurt
* Forgot about this one
* Color DMI split
* Purges everything that was delted up until this point
... with a blindfold and a shotgun
* Dress and suit DMI split
* Pants and shorts DMI split
and merges pants and shorts files... shorts are pants, right?
* Donator/fluff jumpsuit clothing organisational relocation
* e
oops
* So this is used, repath bad
* Random commit
* Costumes DMI split and jumpsuits purge
* Some fixes
* pennywise
* Centcom DMI split
* SolGov DMI split
* Retro DMI split
* Syndicate DMI split
* Misc DMI split
* centcom officer
* Kills off uniform.dmi completely
* last fixes
* lastest fixes
* vox navy gold conflict
* civilian barber
* Tourist observers work now
* Hopefully working non-human humanoid clothing
* This being in suit.dmi is one of the reasons I made this PR
* This shouldn't be here
* Late night coding
* Pun Pun regains his drip
* Last fixes
* security/OFFICER
* Most important - clown fix
* working subtypes good
* Fixes chameleon jumpsuit
* Proper QM pathes
* Fixes jumpsuit rolling with the power of poor quality code
* Cargo tech character setup fix
* else instead
why didn't I do this in the first place
* PURP
* Fixes broken character setup job clothing
* CC suit fix
* Psychedelic jumpsuit proper path
* You must wear the jumpsuit to adjust it
* Standardizes cleaning item functionality into "cleaning_act" proc
* Culling commented-out code
* Damp rag now checks for humans before cleaning
* Change proc scoping, moved mop reagent check out of cleaning.dm
* Adds can_clean and post_clean procs to handle mopping, removes ismop parameter
* Adds can_clean() to cleaning objects/mobs
* cleaning_act() now carries message strings as params
* Refactored cleaning_act() for earlier returns and less redundancy
* cleaning_act now runs on the target atom, instead of the cleaning object
* Changed turf checks to overrides, rescoped clean_turf, lots of tidying
* Removed cleaner param from post_clean, since it'll always be src
* Code review tidying
* Tidying..........
* Removed clean_turf and put its functionality in turf/simulated/cleaning_act(), added new param to keep track of original targeted object
* Moved cleaning.dm from datums to code/game/objects
* Added early return, defined cleanspeed in seconds
* Initial commit
Fixes up surgery.dm
Adds some tool behavior
* More basic changes
* Checkpointing: this is a little gross right now
* Add signal COMPONENT_CANCEL_ATTACK_CHAIN
* Cleans up surgery initiator
* Mostly gets surgery (and canceling it) working
* Add abstract proxy surgery steps
Also adds them to organ manipulation
* Clean up most existing surgeries
* Rework organ openness, adds define for aborting a beginstep
* surgery works again, also implements retry defines
* fix surgery computer
* add limb repair to synth implant removal
* retry implant checks
* Clean up abductor surgeries as well as some other things
* A lot
- Reworks organ manipulation to use a series of surgery steps instead
- Fixes some runtimes with open hands
- Lets mito zero out the germ level while treating necrosis
- Adds a debug surgery tool
* add debug surgery tool, note some TODOs for later
* Add conditional check for surgeries repeating
* update surgery retry logic to make it more of a bonus
* Lets abductors automatically retry any failed surgery steps
* Rework robotic surgery to use abstract/proxy steps
* Bunch of bugfixes and more!
- Limb reattachment works properly now, you can just slap a limb onto a person
- If the limb isn't robotic, it'll be useless until the surgery is finished with a hemostat, though it might be enough to get the patient out of the OR.
* Remove more now-implicit checks
* Slight reorganization
* more fixes across the board
* Remove unused variable
* Trying not to lose my mind here
- Does away with can_run() entirely
- Cleans up visible messages in code
- begin steps should now all have ..() afterwards
- slime bone surgery should be fixed now
- more docs
* Robotic surgery is stoppable with a crowbar, all surgery can_start now checks parent
* Fix some broken robotic typepaths
* Typepath fixes, do away with some last TODOs
* Forgor
* Last cleanups before we go gold
* jk lol
* Make early surgery termination clearer
* More "last" cleanups
* Fixes tool flags, surgery initiation
- Fixes surgery not being startable by sharp objects
- Moves surgical tool flags to item traits
* Clean up surgery cancellation, especially for borgos
* I think this should GC better
* Apply suggestions from code review
Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
* Status is now step number
* Add a 20% chance to find nothing during organ manipulation
* Improve documentation, make forced_surgery a normal arg
* Charlie's reviews
* Why are abductors like this
* Little more verification, ensuring limb augmentation and organ manip healing work properly
* Fix torso organ manip being unfinishable
* Fix cavity implants, open-hand/any item steps
* Make sharp objects not try to start an operation with help intent
* Comments, quick target fix
* Re-order list so advanced bruise pack is pulled first
* Make surgical gripper function like an open hand
* Make mito only use one unit per organ for now
* Check if user is on operable surface before trying to operate
* Reduce admin logging
* Fix some bugs that appeared during the testmerge
- you can no longer start robotic surgeries with a scalpel (lol)
- you can now cancel surgeries on the first step after I fixed some bugs that I introduced (woo hoo)
- Synthetic limb attachment is now combined into a single startable surgery step, though still retains the fun flavor of both
* Swats some more bugs
- (hopefully) fixes a huge source of runtimes where we tried to check if we could run surgeries before checking if the surgery used an organ
- In doing so, moves the logic for determining if a surgery can start to the mob-level
- Fixes robotic reattachment surgery not working
* multi-bug drifting???
- Fixes a bug where a branching surgery with an any tool option could possibly override a step with a matching tool
- Fixes some intermediate surgeries failing due to not having specified possible_locs
* A few more fixes
- Fixes any surgery tool steps again
- Fixes cavity surgery again
* Hopefully fixes getting stuck in robotic organ manip
* Remove extra parent call
* Steel review
* Steel review
* Fix spacing for possible locs
* Roundstart traits
* Advanced surgical traits and other hal fixes
Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
* IT'S BACK
* merge conflict
* very slight change on the vox sprite
* accounts for the armour refactor
* deconflict?
* ok lets not conflict
* ablative trenchco
* garment bag
* cursed heart but funny
* Flesh out this version a bit more
* okay fine you get three shots
miner gaming
* Bitwise
* Change wakeup method
* Address Steel's review
* Atmospherics refactor
* META(GAMING)
* Cleanup
* RPD hotfix
* Fox review
* Do this
* Well that escalated
* Repath these
* Ah yes, scope creep
* Remove this comment
* Regression #1
* startup, expect like 50 unneeded icons, not bug free™️
* Hope works. Cloak works. Buffs for AI controlled. Faction fix.
* map speed buffs, fixes resummon health decay
* Adds roles. Adds Mirror walk. Nerfs revival, especialy for non antag summoned.
* I am denser than bluespace ore
* x2 antag cooldown, update desc for cloak
* removes 66% burn damage resist from elites
* honestly just knock that down
* herald not speaking right, fuckup with max hp fix
* Thanks hal!
Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
* changes, changes, and more changes, oh my!
* Update code/datums/status_effects/buffs.dm
Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
* GC stuff
* oh, and just one more thing
* no gibtonite gaming
* Huston we have a FUCKING PROBLEM
* oopsy doopsy
* but just one more thing (again, gc stuff)
* Lets all elites speak their mind
* NO LAVA
* grab ghost, legion charge red.
* dust the dusting from the code
* no mirror cargo shuttle crossing
* need to stop making small changes, x2 broodmother
* herald no longer crashes the MC
* Lower broodmother cooldown, herald down 5 brute and , legionare gets more smoke and thermals, pandora gets chasers
* remove extra brackets, x 2 on aoe squares
* pandora now respects factions
* fixes teleporting to tumor if reactivated by someone else. Herald has light, boost elites make message
* requested changes
* mirroring a wanted change
Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
* this better be the last red crosses
* cmo icon
* just going to fix the cmo icon while i am here
* revents spawner icon changes
* defines blob colours
* amogus
* Revert "amogus"
This reverts commit ebaa99c77b.
* Part 1
* rest of the airlocks
holy shit that took a long time
* part 2
* part 3
finale
* conflict resolution
* fixes warnings
* fixes paneloen airlock emissives
* adds back changes from #18145
* #18085 sprites
* SteelSlayer Review
readded process in status_display, idk why I removed it, it broke some functionality
* future proofing firedoors
Talked with the contributor who added emissive appearances to the codebase. As of now they wont block them unless they spawn as closed, but with future PR merges this code will work.
* solar panel PR conflict resolve
* pain
* small fix
* farie82 suggestions
Co-authored-by: Farie82 <farie82@users.noreply.github.com>
* farie82 suggestions part 2
* farie82 suggestions part 3
* finalle
pog champ ers 2000
* farie82 suggestions the sequel
Co-authored-by: Farie82 <farie82@users.noreply.github.com>
* SteelSlayer Suggestions
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
Co-authored-by: Farie82 <farie82@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
* holy shit blue ghosts
* lets fix that
* you cant see it if its not in ya hand
* Their glowing red eyes are glazed over
* farie review
* farie review pt 2
* Get pants that match or else you gonna look silly yo
* Posters
* Fix other hud elements
* Rereviewed
* Update shotglass.dm
* Fix for new merged PRs
* Typo
* Coming across other stuff
* Update theblob.dm
* No takebacksies
* smh i forget to leave a comment
* Updated for the detgun and cards
* Should have rerun langserver again
* No longer plastic, more in scope
* Damn you bluespace
* Reverting turret logic, out of scope at this point
* Tweak that part
* Went over energy guns again, and fixed UI White's sprite sheet
* Welding masks, glasses, and JUSTICE
* Update portable_atmospherics.dm
* Cleaning up, clearing things up
* Review and suggestions
* Update valve.dm
* More tweaks
* Missing character
* Not distinct lightmasks, so they can be overlays
* Update generator.dm
* Add parameter so holodeck doesn't try to make a perfect copy
* Update unsorted.dm
* Spiders
* Better fix for spiders, fix vamps too
* Ghosts
* Update telekinesis.dm
* Cleaning up old procs
* It's set up to not copy datums... Unless they're in a list
* Donuts, duct tape, and detgun. D3VR coming to Early Access
* Update procs that interact with doors so they call update_state instead
* Forgot one spot, and actually might as well just force lock
* Cleaning up other things... Sigh, and kitty ears
* oops
* Getting used to how it works
* blinds
* Going back to the suit obscuring thing, so it doesn't update all the time
* Missed that from merging master
* I made this PR and forgot about it
* Fix runtimes in cards
* Make things a bit more unified
* Update update_icons.dm
* yarn, really?
* Update library_equipment.dm
* Update shieldgen.dm
* Every time Charlie merges something, I go back and see if I can improve things further
* what's this? more?
* Update misc_special.dm
* wow, paper
* Review
* More reviews
* To be sure, seems like being broken messed something sometimes
* Brought airlocks closer to how TG works to iron out some stuff
* Pizza and morgue
* Doesn't seem to hurt, tried with holodeck
* Revert "Doesn't seem to hurt, tried with holodeck"
This reverts commit 158529302b.
* Icon conflict
* Fix organ damage
* Don't ask how. Why. It's like that on prod too.
* Cutting down on things and updating from TG.
* More flexible. Just in case the thing you stuck it on didn't destroy.
* Hydro was one the things I touched earlier on, better rework it
* Reviews
* Cleaning up further, also bri'ish
* Undo a change I did, and switch over to a more recent implementation
* Update biogenerator.dm
* Rolling back to old airlocks, but with new duct taped note
* Functionally the same. I'd just rather not have the smoothing happen there
* Went over APCs again
* Fix welding helmet names in species files
* Update airlock.dm
* Update persistent_overlay.dm
* Oh, topic