* iteration 1
* oops
* Okay now it actually works
* remove rad cap
* Adds a singulo monitor
* comments and other fixes
* rebuild tgui
* updates last size now. breach alerts now go before warnings
* oops
* fix console lables for the field gens
* New generator lookup algorithm
* comment added
* sort out the return and checks on temp_gens
* Adds sprites to the singulo monitor
* fix sprite stuff and singulo alert
* rebuild tgui
* Adds a singulo monitor board to RnD. Uses the correct icon when no singulo is being monitored.
* give commas some space
* Adds a singulo console board to the singulo engine crate
* style fixes and fixes the check for singularity location and type
* Rebuild Tgui
* style fixes and a comment
* Removes redundant brackets
* Correct the check for there being containing generators
* Changes the generator_field variable to a more generic name
* adds a period to a comment
* Restore accidentally modified icons to their original state
* Rebuild TGUI
* Rebuild tgui
* rebuild tgui
* Rebuild TGUI
* rebuild tgui
* TGUI rebuild
* Style fixes
* TGUI rebuild
* rebuild tgui
* rebuild tgui
* Let's see if this works
* I didn't see that merge conflict. Rebuilding again
* rebuild tgui
* Rebuild TGUI
* Review changes
* Changes to the new variable name in the singulo monitor
* Adjusts bar values for each colour according to the reduced energy capacity of the new generators
* Rebuild TGUI
* Review changes
* missed a line
* improves a couple comments
* removes the pre loose warning from the singulo. It will now only alert the station once the singulo is loose. Fixes loose alerts being given repeatedly
* Update tgui.bundle.js
* TGUI rebuild
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* Update tgui.bundle.js
* Fixes a bug causing the console to announce a singuloose when selecting a singularity at level 2 or above
* Removes alerts from the singulo console
* Rebuild and Merge Master
* Change the name of the singulo gen crate to include the console board
* fixes a runtime that terminated the destructor prematurely when deconstructing a console that hasn't selected a singularity
* Removes generators from the interface when they become inactive
---------
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
* Changes crush to per gas bonuses depending on amount in the chamber
* Undef the defines
* oops
* Make anomaly spawn threshold depend on power + bonus rather than power or crunch threshold.
* moves the crunch bonus outside the if scope
* Makes mole_crunch_bonus a variable of the SM
* adds mole_crunch_bonus to power on the top if of the arcs and anomaly section
* Adds mole count and the gas coefficient of the mix to the SM monitoring console
* Removes a redundant rounding
* Rebuild TGUI
* rebuild tgui
* Update tgui.bundle.js
* Update tgui.bundle.js
* Changes the variable name to gas coefficient
* oops
* Makes the uses of gas_coefficient a bit tidier
* Update tgui.bundle.js
* Update tgui.bundle.js
* Tgui rebuild
* Makes scaling below the old crush threshold quadratic, and makes GC scale with the square root of total moles above it.
* Uses linear scaling for the moles progress bar
* Corrects using the log scaled value of the moles for the bar
---------
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
* makes magma-ale and space beer bottles instead of cans
replaced all occurences of the cans to the new type
* forgot to rever test_tiny
* path script + repathing
* space bar sleepy beer repath
* Update tools/UpdatePaths/Scripts/27407_ale_beer_repath.txt
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Signed-off-by: Toastical <vnndvp@gmail.com>
* Update code/game/objects/structures/crates_lockers/closets/secure/bar.dm
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Signed-off-by: Toastical <vnndvp@gmail.com>
---------
Signed-off-by: Toastical <vnndvp@gmail.com>
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
* Adds the Executive RSF cyborg upgrade.
First commit for the Executive RSF with basic functionality.
* Add cheese knife
Adds a cheese knife along with the RSF upgrade to cut the cheese.
* Executive RSF Upgrade functionality.
Adds cheeses, caviar, cheese knife, and reorders RSF code to be neater.
* Nerf cyborg cheeses
Nerfs cyborg cheeses to be worse than chef food.
* Resprites Smoked Cheese
* Fixes power cost calculation
* Cleanup
* Standardize tech and Materials cost
* Adds caviar trash
Adds an empty caviar can.
* Edam and flavor
Add Edam
Adjusts flavors to compete with cheese reagent
* Undo sprinkled donut
Undid changes to RSF donut
* Fix RSF icon missed pixel
* Boolean fix
Co-authored-by: 1080pCat <96908085+1080pCat@users.noreply.github.com>
Signed-off-by: ExusA <67055922+ExusA@users.noreply.github.com>
* Resprites basic cheese
Resprites basic cheese at the request of @DGamerL
* Update new cheese sprite
Adds wax to the new cheese.
* Delete unused cheese icon
Deletes a prototype cheese icon.
* Readds normal cigarettes to the executive RSF
Adds normal cigarettes back to the RSF at Fordoxia's request.
* Turns caviar from red to black
Rebrands caviar into the fancier, black variety
* Deconflict
---------
Signed-off-by: ExusA <67055922+ExusA@users.noreply.github.com>
Co-authored-by: 1080pCat <96908085+1080pCat@users.noreply.github.com>
* PT1 - Death to experimentor
* I cant fail CI this fast come on
* PT2 - DA -> SA
* CRLF to LF
* Strange icons in the SA now
* Lets give this a go
* AGH
* Dirt
* WORK
* Oops - cere was missing the RD locker
* Map fixes
* Adds delivery chute back
* Warrior review
* Also removes magnetics
---------
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
* 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
* Basic card interactions
* initial interactions sorted
* nails down some interactions, radial menu
* Some more qol and keybind changes
* improves card interactions
* Unum decks can be flipped, showing the top card
* Decks can now be split and recombined
* minor tweaks to multi-deck stuff
* Clean up a bunch of interactions
* more cleanups
* more cleanups and documentation
* remote attacking looks pretty good
* minor cleanups
* ci
* parser errs
* Remove some debug things, re-add signal after merge
* Adds a whole bunch more qol.
* Improves examine messages
* ci
* concealed cards will now show properly in radial
* Fixes some weird proximity monitor and control issues
* Address reviews, clean up examine a bit more
* radial fixes
* remove todos
* Apply suggestions from code review
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com>
* better documentation, adds label of who did what
* b etter grammar
* augh
* missing icon state
* Update code/game/gamemodes/wizard/magic_tarot.dm
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com>
* Apply suggestions from code review
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com>
* Add sleep on proximity monitor setup to hopefully avoid mapload issues
* been writing too much c lately
* Try late initialize
* late init
* 🧌
* map load
---------
Signed-off-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
* Adds the Service rover cyborg
Adds a "Rover" style cyborg for the Service module.
* Update sprite
Adds the finished service rover sprite.
* No Hat
Adds service rover to the unhattable list
* Adds the medical rover module
Adds the medical rover module to the same branch, since they both rely on the same service panel logic.
* Update medical rover panels
* Deconflict