* Globals work
* Double access works
* All other things
* Revert "All other things"
This reverts commit 6574442eb6.
* More changes that compile and work
* IT WORKS AAAAAA
* Changes even more .len to length()
* Apply suggestions from code review
* Update code/datums/mind.dm
* Update code/__HELPERS/sorts/InsertSort.dm
Co-authored-by: Deniz <66401072+Oyu07@users.noreply.github.com>
* Update code/__HELPERS/sanitize_values.dm
Co-authored-by: Deniz <66401072+Oyu07@users.noreply.github.com>
---------
Co-authored-by: FunnyMan3595 (Charlie Nolan) <funnyman@google.com>
Co-authored-by: Deniz <66401072+Oyu07@users.noreply.github.com>
* undo all of it
* flags
* back
* head/mask
* left
* right
* Cuffs
* other name changes
* ID and PDA
* idk about calling them SLOT_HUD now
* glasses, gloves, and shoes, oh my!
* the rest
* comment
* First changes
* Dont forget to do cooldown shit
* I HATE PEOPLE AAAAA
* Defib almost done
* Okay we ball
* Defib done
* I hate bullets
* Sniper done
* More stamina damage
* GDN review + Oops I forgor this
* Update code/datums/components/defibrillator.dm
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
* Disintegrate go brrrr
* Lewc review
* Ghhhhh
* Final oopsie fixed
* Almost made an oopsie daisy myself
---------
Co-authored-by: Henri215 <77684085+Henri215@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
* 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
- Refactors action button backend
- Action buttons are no longer checked on Life(), items are responsible
for adding/removing/updating them.
- Item action buttons are no longer a static action_button_name define,
items define actions_types, which is a list of paths.
- Items can now have multiple action buttons.
- This is handled by new arguments to ui_action_click, the first
parameter is the user, the second is the path of the action datum
that was invoked.
- Refactored how internals function
- You may now directly switch internals without breaking anything.
- The internals icon has been updated to be more consistent.
- Added action buttons for jetpacks
- Added action buttons for oxygen tanks
- Uses-based implants now qdel() themselves when they run out of uses.
This is somewhat a buff to traitor implants, but it's such a minor
change. The actual reasoning is so that the action buttons are properly
removed.
- Fixed a bug with the "Boo" spell which resulted in IsAvailable failing
for certain ghosts.
- You can now shift-click on movable HUD elements to reset them to the
proper position (thank fucking christ)