* refactor: Attack chain, initial setup.
* migrate curtain to make dreamchecker happy
* update thurible
* don't call attacked_by separately for legacy attack chain
* remove duplicate proc
* condense similar code, put allowances for legacy code in new procs
* update docs, include diagram source
* add comment on how to update diagram
* fix admonition
* mindflayer updates
* remove commented out code
* clarify all steps
* after_attack should be overridable
* whoops
* retrofit recent changes
* duh, can't restrict this yet because of tool_acts
* i hate ore bags with the fire of a thousand suns
* return correct value for object attack logic
* Various cleanups.
We don't want to attempt to pull stuff out of `/obj/item/attackby`,
because those pieces are part of the related objects' migrations, not
`/obj/item` itself. Attempting to do this causes knockon effects where
things expected to call e.g. `/obj/item/storage/attackby` in the call
chain were not ferried over to the new item interaction code, because
the related objects hadn't actually been migrated over yet.
I've used refactoring /obj/vehicle as the example for migrating
`attackby` methods instead.
* simplify some argument names
* fuck it
* make it do the thing
* Rename CI module call
* Prove that CI works
* improve test output
* aaand fix it again
* fix curtain tool interactions
* fix compile error
* fix compile error
* Better docs, introduce migration plan tool.
* refactor: Rename all non-snake_case types (not procs or vars (yet)).
* completely dynamic update script
* might help to include the data
* update aa's scuffed python
* oh
* set script PR number
* run updatepaths again
* Add other table updates with JSON columns
* bump SQL version
* just fucking end my life
* move JSON data
* Modified the RPD auto-wrenching behaviour
* Removed tool requirement for auto-wrenching
* Allowed the BRPD to auto-wrench remotely
* Added a TGUI toggle for auto-wrenching
* Added a Line of Sight check for the BRPD
* Readded missing UI buttons
* Tweaked disposals construction
* Disposals objects can't be anchored if there's floor tiles
* Bins, chutes and outlets now need a constructed trunk to be anchored.
* Changed LoS check, added sounds, stopped station auto-wrench.
* Final touches for the RPD
* Added sounds when wrenching occurs
* tgui bundle
* Consolidated all RPD related sounds to the RPD code
* removed some redundant things I forgot about
* tguibundle
* span classes and tgui bundle
* Applying lewcc's suggestion
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: Toastical <vnndvp@gmail.com>
* applying lewcc's 2nd suggestion
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: Toastical <vnndvp@gmail.com>
* Applying contrabang's suggestions + added marks in pipe.dm
* typos n stuff
* tgui bundle
* Update code/modules/recycling/disposal-construction.dm
Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
---------
Signed-off-by: Toastical <vnndvp@gmail.com>
Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
* 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
* Adds support for self-filling reagent containers
* Sets tool_behaviour on the default set of tools
* Fixing merge conflicts
* Refactors welder to use tool behaviour
* The refactor: part I
* The refactor: part II
* Tool Refactor Part III: Revenge of the Maint
* Tool Refactor Part IV: A New Hope
* Tool Refactor Part V: The Oldcoder Strikes Back
* Tool Refactor Part VI: Return of the Coder
* VII
* Holy shit, it compiles?!
* Nannek I completed your TODO, you owe me ice cream
* Tool helpers; telepad is compliant
* Bugtest, Round 1: Fight
Fuck refactoring disposals
* Buggfixing, Round 2: Electric Boogaloo
* Personal crafting uses tool behaviours now
* Construction datums use new tool behaviours; better way of handling fueltank refuelling; more bugfixing
* multitool_check_buffer change; removes some useless things in tool_helpers
* proc name change
* TRUE/FALSE changes
* Bugfixing, Round 3: A Good Day To Bugfix Hard
Fixes multiple issues raised by the testmerge
* Minor style changes
* commit for branch swap
* branch swap again
* BLEED
* trying to clear up compile errors
* i killed everything when i tested this...
* restorealltheblood
* I REMOVED A THING
* well some progress
* stop bleeding
* got to swap branches again.
* grr
* damn bloodcolors
* Squash everything
* color....colourrrrrrr
* color....colourrrrrrr
* well now that updated the branch...
* Changes
* Some tweaks..before i upload something major
* COLOR NOT COLOUR...COLOR
YES I KNOW NOT EVERYONE SPELLS IT LIKE THAT BUT MY GOD
* Foot print shit..
blood coloring is going to be PAIN
* trying to handle some colors..maybe.
* blood colorsing sucks..di i mention this?
* commenting cod malfunctions.
* Changes
* lets try this
* Its too late at night.
* blargh
* woops
* almost works...
* progress..
* Branch swap
* figured out the overlay issue....
* BRANCH SWAP
* BLARGH
* fixed merged conflicts..expect something to be horribly wrong.
* bunch of changes
* Major Fixes
- Moved blood_state and bloodiness var definitions to
/obj/effect/decal/cleanable/blood as well as /cleanable/Crossed(), in
order to make blood color work properly.
- These were not used by any other decal, so it was pointless.
- Tweaked human/add_blood so that hand_blood_color uses the correct
value now.
- Corrected gibs having the wrong basecolor.
- Tracks of different blood colors will no longer combine weirdly, and
will instead form seperate overlays.
- This also fixes all of the issues with tracks in general and not
updating correctly.
- Fixed transfering blood in add_fingerprint; the old detective code
didn't use the new format for add_blood().
- Fixed xenomorphs causing runtimes in makeTrail(), and gave them their
own trails. Sprites should probably be brightened later.
- Fixed mobs occasionally randomly having their blood_DNA list reset.
* may have accidently removed shit.
* Mrowl
* stiff
water is not bleeding
lowered trail making threshold
* tweaks then conflcits
* weee
* indent
* some tweaks
* somefox tweaks.
* derp
* why won't they bleed!?
* BLEED DAMMIT
* Flattist comments and removes simple animale blood volume
Cause i cannot get it to work right.
* PRAISE FLATTIST
* Simple animals have a blood volume now
Bug with trail fixed.
* changes
* thanksmrowlmrowl
* exotice blood trails
* makesure is an exotic bleeder has a bleed rate first...
* FoxBoxTweakSox
* BoxVoxSoXFox
* ONE MORE THING
* animalsbleedreds
* Buh? BUGH!
* thisismescreaming
* removing note needed thing
* Color changes but the rabbit hole continues.
* This is not pretty....
* wot
* IT WORKS DAMMIT
* colors.
* germaphobic commit..
* we have to use the old system
* nothing to see here
* doubleprocarady
* try to fix mulebots
* mulebot fixed
* DONE
Currently, to_chat is literally just a proc that does user << message.
But it'll let us do output modification in the future, especially for
something like Goon's HTML chat.
Big thanks to PJB for his to_chat script, see
https://github.com/d3athrow/vgstation13/pull/6625 for more details.
This commit does the following:
- Ports progress bars from -tg- (tgstation/-tg-station#9921)
- Refactors wall attackby code to make it 100% less insane; Instead of
manually checking every little thing, it uses do_after,
consequentially, making the new progress bars affect dealing with walls
as well.
Wall code makes a tiger sad.
* You can now dispense sort junctions from the disposal dispenser.
* Sort junctions can now properly be unwelded.
* You can now change a sort junctions filter using a package tagger (examining a sort junction shows its current filter).
This also means that you can now construct a disposal and package system entirely from scratch!
* Updated the package tagger with a slightly updated interface, and more user feedback.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4742 316c924e-a436-60f5-8080-3fe189b3f50e
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.
To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"
If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.
r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds
[VGTG]
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
-Added issue 672 's enhancement request. Disposal systems should leave fingerprints and transfer prints when building/deconstructing.
-You can put the Light Replacer on your belt.
-Gave the Light Replacer FPRINT and CONDUCT flags.
-Gave the Light Replacer origin tech.
-The Science department can now research the Light Replacer and build it. You need a required tech of "magnets = 3" and "materials = 4" with a material construction cost of 1500 metal, 150 silver and 3000 glass.
-Fixed a bug where you cannot place more than one object into a turned-off disposal unit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4127 316c924e-a436-60f5-8080-3fe189b3f50e
- Welding tool code how has proper comments! Maybe not "proper" but at least I don't lie and say a proc is/does something that it doesn't actually do.
- Welders now start full of fuel instead of some random amount between 10-20
- Someone decided it would be a good idea to set the welding tool's 'on/off' var in a ton of attackby() procs. These objects and turfs shouldnt even touch this variable. This is why people have been noticing their welding being on without the sprite or damagetype and amount reflecting that.
- - I've removed a bunch of these instances but there are so many objects and turfs spread out through the code, there's no way to know if I've got them all (This is the majority of the files)
- - I've created a new proc in welding tools that checks to see if they are turned on or not. "isOn()"
- - Since I'm not sure if I've gotten every instance of this force-var-on, I've set the welding tool to update it's icon every process(). I hate adding checks like this to processes but it's necessary for now.
- Added a setWelding() proc. If you HAVE to turn the welding tool on or off, use this, don't just change the var. In fact, dont even touch the 'welding' var anymore
- Fixes issue 435
While changing the hundreds(literally) of cases of welding tool uses I've
- Changed some :'s (object:varorproc) I've come across into .'s (object.varorproc)
- Added checks to make sure the welding tool is actually on before using it (some attackby()'s didnt have this. Heck, some checked how much fuel you had, but didn't actually USE the fuel)
- Added sanity checks after some do_after()s that were missing them
Added traitor uplink items back to erro's stat tracker
- Added 'random' with the tag "RN"
- Added thermal meson glasses with the tag "TM"
- Reorganized uplinks.dm a little by moving the 'random' item generation to its own proc
- NOTE: I have absolutely no way to test this on my own, but it should work!
I've tested a bunch of construction/deconstructions with the welding tool, but again I've probably missed a few things. If there are any problems, please let me know and I'll fix them asap.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3741 316c924e-a436-60f5-8080-3fe189b3f50e
* You can now Drag-Drop disposal pipes and machinery into the dispenser, in order to remove them.
* You must now use wrench before welding a pipe to the ground
* You can no longer remove a trunk untill the machinery ontop is unwelded and unwrenched
* You are now forced to eject the disposal bin before unwelding it.
Thanks to whoever said the bugs in OOC. (Sorry, unable to remember names)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3734 316c924e-a436-60f5-8080-3fe189b3f50e
You can now dispense Disposal Bins, Outlets and Chutes from the disposal dispenser. These are movable and you can attach them above open trunks with a wrench, then weld them to attach them completely.
You can remove Bins by turning off their pump, then screwdriver, then weld, then wrench. Same with outlet and chute except for the pump part.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3690 316c924e-a436-60f5-8080-3fe189b3f50e
Also, I could -never- find it in there.
(Please note that due to what seems to be an issue with Tortoise SVN, I have to do this in two commits.)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2570 316c924e-a436-60f5-8080-3fe189b3f50e