* Refactor /mob/unEquip.
* fix things found in testing
* more fixes from testing
* fix removal of hooded suits
* fix flayers inability to deploy swarmprod
* fix changeling blade activation
* unnecessary parens
* pass default unequip args to proc overrides
* fix belts being able to forceMove into full hands
* 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
* grammar fixes
cant - can't
removes duplicate the from mobs
the pain in your the -
treads on the lit the lit -
what you can cook with this the -
* should fix the merge conflict
0 to FALSE
* unconflicts
panther will have to be fixed at a later date
* Go fish
* Keep forgetting about the map
* Forgot about the sprites for the double deck
* Cleaned things up
* Fix icon conflict
* Update cards.dm
* Improper tweaks
* Update cards.dm
* Axing the popup from the toy version entirely, that was a little jank
* Meta remap was merged
* Huh. \improper was the issue.
* Update cards.dm
* Few changes and a fix
* More changes
* Update cards.dm
* Update cards.dm
* Update cards.dm
* Merge branch 'master' into go-fish
* Update cards.dm
* Makes toy figures tiny and refactors the code behind it
* Apply suggestions from code review
Co-authored-by: dearmochi <shenesis@gmail.com>
* atom_say and capitalize names
* Web edit baby
* Merge conflict fixes
* Init instead of New
* prize_ball instead of mechball
* prize_ball should not be a figure. Revert but keep the Init change
Co-authored-by: joep van der velden <15887760+farie82@users.noreply.github.com>
Co-authored-by: dearmochi <shenesis@gmail.com>
`reset_perspective` from tgstation.
Also adds various support for remote viewing lenses - like cameras not
transmitting xray vision, among other things
Recommit because we're using different compiler versions
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.
- Added a verb that breaks all airgroups into individually processing tiles and a verb that forces a group-rejoin attempt on all airgroups. Once the verb to break all air groups is used, they will not attempt to recreate until the recreate verb is used. In other words, this is for debugging, not goofing around. Verbs available in debug verbs.
- Some atmos code standardization
- Decreased the pressure resistance of most items by a factor of 10, meaning pressure will finally actually move items around!
I also attempted to speed up air movement, but it caused runtimes and everything moved in checkered patterns and I got scared so I didn't include it in this commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5554 316c924e-a436-60f5-8080-3fe189b3f50e