- 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)
* Ports #9294 and #9322 from VG: 'Yi' to Vox-pidgin and Framework for Icon-based Skin Tone (Feat. Vox) and Glasses/Goggles for Vox.
Both ported PRs by Intigracy.
Also adds all remaining in-use glasses/goggle sprites for Vox. I cleaned up the code a bit while I was in there. Otherwise, that's it.
Furthermore, randomizing skin tone doesn't seem to work for Vox despite their being specified in the conditional lists and s_tone being not null.
* Morph Support
* CMA Support
* Ports Intigracy's vgstation13/pull/9460, Noir Vision No Longer Greys Out HUD.
* Fixes Positioning of Vox Jensen Shades East+West facing Sprites.
Fixes Heist Goofery
Game-mode (not one-click antag) Heist tweaked and returned to working order now that I've found out how to test the actual game-mode (after temporarily adjusting the population requirement).
Vox Raiders won't spawn in with whatever socks were in their selected spawn-character's preferences anymore.
Additionally, the set_species proc now zeroes out skin tone if the species doesn't have skin tone to avoid goofing up the icons on initial generation.
Also condenses the code in preferences_setup character creation icon generation. Made it use the individual species' skin-tone handling procs instead of code snowflaked into preferences_setup.dm.
* No More Vox Tail Colours, but they can Colour Their Hair.
* Removes unneeded 'src's and retroactively prohibits colouring tails on species without HAS_SKIN_COLOR.
Colouration won't be applied to src's tail unless HAS_SKIN_COLOR is in
src's species bodyflags.
* Tidies up some Lists in CharPrefs and Retroactively Prohibits Vox Hair Colouration
* Reverts unnecessary commenting out of vox armalis post-spawn handling parent call.
* Adds Emerald and Azure Vox Skin Tones.
* Stealthy Wryn Typo Fixed.
* Greyscales Vox Head+Facial Hair and Adds More Default Colours in Species Definitions
* Gives Vox Raiders Default Hair Colour and Fixes Bug where Roundstart Raiders don't get Random Skin
- Added 4 new HUD styles
- Humans recreate their hud if they change their UI pref mid-game
- Refactored how objects are added to the client screen
- HUD's are now handled by subtype and mob/proc/create_mob_hud()
- HUD visibility is no longer chained directly to the F12 button, it's a proc on HUD datums now
- Mobs only create/destroy their HUD when necessary, not every Login()
- Destroyed aim-mode, it didn't work and I couldn't make it work.
- Renamed all of the screen1_x.dmi files to screen_x.dmi
- Removed screen1.dmi, screen_gen.dmi now handles generic icons.
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.
Conflicts:
code/modules/mob/living/carbon/human/human.dm
^ This shit is haunted. It's conflicted on two branches for 0
reason, the automatic merge wouldn't work on the fucking end of
file.
This commit does the following:
- Overhauls how pull works. It is now based on a mob verb,
mob/verb/pulled()
- Makes the pull icon much more responsive. It is now updated whenever a
mob starts or stops pulling an object, and instantly updates.
- This required HUD changes. God help me.
This commit adds baystation's rigsuit system on top of our own hardsuits;
Our own hardsuits still function fine and are around, but these are
available to admins. Next commit will contain balancing and player
implementation stuff.
This commit does the following:
- Updates a few of our inventory procs to -tg-'s latest
- Nukes the equip_e system from orbit
- Fancy UI for stripping people now
- Nuked fucking kitten ears from their snowflakey bullshit update_icons
shitty fuck fuck FUCK
- NUKED FUCKING METAL DETECTORS AHHHHHHHHHHHHHHHHHHHHHHHHHH
This commit does the following:
- Replaces all instances of magic intent words, like "harm" and
"help" with defines, I_HELP, I_DISARM, I_GRAB, I_HARM
- Fixes a few manual grab instances left over in attack_alien, they
will now used grabbedby()