* 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
* crawling?
* knockdown. CONTAINS CHANGES THAT NEED REVERTING
* plotting can_moves death
* CANMOVE IS DEAD
* mappers are insane
* removes todos as the are todone
* decreases crawling speed
* silly-con fixes
* surgery fixes
* fixes death
* pAI fixes
* removes var/lying
* runtime fix
* decreases default crawling speed
* correct crawling dir
* some more fixes
* stunbaton tweak, revert later
* rejuv fix
* restraint and incapacitated refactor
* crawling dir in line with TG
* fixes vehicle movement and grabs
* alien rest fixes
* antistun fixes
* fixed fall sounds
* forgor to stage this
* first review
* canmove zombie dispersal
* fix
* lots of fixes
* defines
* fixes the trait helper
* if you got no legs you can still crawl
* sillyconfix
* no reverty keepy
* jaunt fix
* hopefully fixes perma sleepy zzz
* admin rejuv temp fix
* rest canceling
* antistun chems now remove knockdown
* buckle offset fix
* fixes some stuff
* crawling delay = 4
* descuffs bed
* sleeping hotfix
* fixes simple mob resting
* V is the macro for resting
* projectiles no dodgy
* refines the projectile check
* god I hate strings
* MORE FIXES
* I hate buckling
* fixes capulettium plus
* winding down
* farie review
* bugs did stop showing up
* SEAN
* todo
* sean review
* ed209
* i HATE cyborgs
* steel review
* laaaaaast things
* reverts stun baton changes
* and done
* Close UI for all players looking into a storage inside a locker
* Moves the check to objects/item/weapons/storage
Also removed the code from objects\structures\crates_lockers\closets.dm
* Keeps UI open for the mob itself, when they should
Also removed code from attack_hand that conflicted with forceMove. That behaviour is being handled from the forceMove instead of from attack_hand.
* Refactor V1
* And this too
Three commits already
* Review stuff
* hecking invisible runtimes
* Cleanup and Documentation
This part is NOT intended to be a refactor.
I just figured why not go through everything since I'm already messing with it.
* Hopefully got all of the . = ..()
Also fixed a massive bug that I somehow didn't notice.
Co-Authored-By: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
* for() loops
Pretty sure I got everything.
Cutoff point is 4 items.
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
* Add ability to swap items in storage
Add ability to swap items in storage through
drag and drop
Fix "the the" message when putting item in storage
Clean code where possible
* Fix swap in stacked storages, clean up code (v3)
* Ignore restraints and lying for swapping items
* Clean up the code a bit, increase readability
* Clean up code, remove spawn(0)
* Fix some spacing issues
* Rename var, use crisp font
* add hide_from_all to storage objects, to call by something once it's locked/close
* lockers call hide_from_all on stored storage items
* secure storage calls hide_from_all on lock
* throwing storage closes it
* adding storage to a disposal chute closes it
* adding storage to a crate closes it
* adding storage to the destructive analyzer closes it
* fix not being able to open secure wall safes
* add fingerprint handling and bag-opening sound
Co-authored-by: SteelSlayer <SteelSlayer@users.noreply.github.com>
This commit adjusts the speech parsing system to allow for an infinite
number of languages to be present in the same message. You can
transition freely between any language you are able to speak simply by
putting it's language key in the middle of the sentence.
Honestly, this was a massive pain in the ass, and there's probably still
broken stuff, even though I've spent around 8 hours testing and refining
this.