* 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
Shipping packages now have sealed and unsealed icons
- These are just minor edits of the idOld icon_state the shipping
package previously used.
Shipping packages now have their own proc to handle adjusting their
description, rather than being done manually by the request console that
creates them.
- The description also reflects if the package is unsealed (just in case
the icon didn't give it away
Empty unsealed shipping packages can be destroyed by activating them
in-hand.
- There is a confirmation to prevent accidental shredding of shipping
packages.
Ever been stuck in your office and thought "Wow, I really could go for a
burger, but the kitchen doesn't deliver." or "I'm too lazy and/or scared
to go to science to ask for a new circuitboard in person."?
Introducing NTPS: NanoTrasen Priority Shipping! All requests consoles
have been upgraded with a brand new printer, capable of producing
pre-tagged, single-use, single-object shipping packages for crew use!
Chefs can send burgers to distant diners, or science can package up that
brand new circuitboard you've been harassing them for and send it
straight to you!
But what if you have a larger parcel you want to ship, but don't have
access to cargo's coveted destination tagger? Have no fear, simply slap
the empty shipping package onto the parcel to give tag it just like
cargo!
But wait, there's more! Use a pen on any sealed shipping package and you
can include the name of your intended recipient on the package! Now,
when a coworker steals their mail, at least they will know it!
This PR adds the ability for all requests console to print off Shipping
Packages that come pre-tagged for a destination of your choosing. Each
package can hold a single item of normal or smaller size (no storage
containers, so you can't stick a bag or box in them). Once filled,
simply activate the package in hand to either dump out the item (in case
you put the wrong thing in) or seal the box for shipping. A sealed box
can then be further addressed with a pen, and dropped into any disposal
bin to start the delivery process (assuming it's connected to the
standard loop). Unsealed boxes will be delivered to disposals by way of
the cargo mail room, so make sure you seal it or hope that cargo is kind
enough to seal and resend it for you! If you have a wrapped parcel
(wrapped with packaging paper), you can also affix an empty shipping
container to the parcel to tag it yourself with the destination of the
shipping package, just in case cargo accidentally sent that virus crate
to the wrong person!
`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
This commit changes how NanoUI's live data updating system works.
Previously, data for the template was directly gathered in the
ui_interact proc. Now, it is seperated into the proc `ui_data`.
To players, this does absolutely nothing.
To coders, this opens up the potential for a much more complicated and
fancy graphical updating system in the future, because the data is
available on-demand without ever having to call
nanomanager.try_update_ui.