* initial changes
* Rad wave is working. now to implement the rest
* Makes the waves square
* Makes wave square
* multiplies the strength in all instances of radiation_pulse by 4 because each pulse makes one wave instead of 4 now
* Undef thing and apply suggestion
* Make radiation_pulse() not radiate the radiation source and implements contamination
* Adds contamination to uranium walls and meteors
* Fixes stuff
* Handle some contamination on attack still need to take care of meteors
* Fixed the meteor stuff
* Introduce emission types
* moves contaminate_touch to an atom proc and renames it to contaminate_atom
* deduplicates some contamination code
* Move inherent radioactivity to a component and signals from the atom vars and behaviour
* fix some things with the new component
* Update inherent_radioactivity.dm
* implement contaminating things that hit things that are inherently radioactive
* window things
* adds emission type to the rad_act call
* Changes radiation insulation values on a bunch of stuff
* fixes radioactive component radiating the wrong type
* more adjustments
* refactros rad_act
* adjustments to collector power production
* Adds plastitaniumglass windows and makes further adjustments
* Adds sprites to the shards and plastitanium directional window
* Update misc_cleanables.dm
* removes alpha rad insulation from floor turfs
* Fixes a bug with the starting tile of radiation waves
* More adjustments
* Adjusting singularity rad production
* reduces window half life a bit to make power smoother and buffs full window rad conversion
* Strengthens gamma and beta radiation effect on mobs.
* Makes radsuit block radiation completely
* Fixes Geiger Counters
* Fixes contamination not irradiating the contaminated thing
* Fixes inherent radioactivity not processing. Also makes it stop processing when a nuke core is contained
* Fixes ghost contamination
* Adds info to the collector
* Handles alpha radiation better on humans and changes some instances of rad_act to base_rad_act
* oops
* adjustments and fixes to alpha rad handling on mobs
* Make collector info more compact
* Core no longer radiates and contaminates from within the nuke until the plates are removed
* Contamination no longer counts as being inside a mob(it is supposed to be surface level)
* Adds inherent radioactivity to a bunch of uranium things. makes it all process.
* Nerf full windows
* Adjustments to collector and fulltile window radiation absorption
* Reduces passive contamination, especially while on the floor
* Adds different rad types to the geiger counter and fixes a runtime
* Makes full tile windows strong again and disallows building them on top of collectors
* adds emissive blockers to the rad blacklist and gives windows and collectors priority when irradiating for increased consistency
* Gives each contamination type it's own color.
* Gives each contamination type it's own color. And makes the rad hud display them separately
* Changes how much the radiation wave affects the source tile, adds decay for performance reasons and adjusts collector parameters as well as SM and singulo rad production
* improves performance at very high rad amounts
* Fixes supermatter sliver box not containing radiation
* Restores supermatter sliver to old behaviour(not inherently radioactive)
* Slight nerf to fulltile windows and removes an unnecessary multiplication from rad wave processing
* Removes redundant line from window rad act
* Fixes radiation waves ignoring walls
* fixes it better
* more adjustments to collector stats
* Adjustment to collector gamma absorption
* increases grille beta blocking
* Review changes
* Port /tg/ move manager, drift and jetpack components.
* don't add go through newtonian movement if not moved to a turf
* various cleans for blood drifts and mob speed
* fix slow meteors
* why on fuck's earth aren't speedbikes vehicles
* style lint
* also wtf
* okay i'm an idiot
* fix meaty ore speed and blood decal double stepping
* fix not unbuckling pulled object occupants
* don't bother dealing with immovable rods just yet
* exclude bubblegum and vetus from move manager for now
* fix issues related to null weightless blood icons
* reset blood icon state properly
* fuck it, we'll deal with mobs when basic mobs happen
* break infinite loop in decal splat
* refactor: Movement cross/uncross implementation.
* wrong var name
* fix unit tests dropping PDAs into nowhere
* Add documentation.
* remove unused constants
* say which procs are off limits
* fix simpleanimal z change runtime
* helps not to leave merge conflicts
* kill me
* fix typecast
* fix projectile/table collision
* treadmills don't cause MC to crash anymore
* connect_loc is appropriate here
* fix windoors and teleporters
* fix bonfires and clarify docs
* fix proximity sensors
Tested with sensors in crates, sensors in modsuits
Tested new proximity component with firing projectiles at singularity
Tested new proximity component with portable flashes
Tested new proximity component with facehuggers
* lint
* fix: polarized access helper false positives
* Revert "fix: polarized access helper false positives"
This reverts commit 9814f98cf6.
* hopefully the right change for mindflayer steam
* Changes following cameras
* fix glass table collision
* appears to fix doorspam
* fix ore bags not picking up ore
* fix signatures of /Exited
* remove debug log
* remove duplicate signal registrar
* fix emptying bags into locations
* I don't trust these nested Move calls
* use connect_loc for upgraded resonator fields
* use moveToNullspace
* fix spiderweb crossing
* fix pass checking for windows from a tile off
* fix bluespace closet/transparency issues
* fix mechs not interacting with doors and probably other things
* fix debug
* fix telepete
* add some docs
* stop trying to shoehorn prox monitor into cards
* I should make sure things build
* kill override signal warning
* undef signal
* not many prox monitors survive going off like this
* small fixes to storage
* make moving wormholes respect signals
* use correct signals for pulse demon
* fix pulse heart too
* fix smoke signals
* may have fucked singulo projectile swerve
* fix singulo projectile arcing
* remove duplicate define
* just look at it
* hopefully last cleanups of incorrect signal usage
* fix squeaking
* may god have mercy on my soul
* Apply suggestions from code review
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
* lewc review
* Apply suggestions from code review
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
* burza review
* fix bad args for grenade assemblies
* Update code/__DEFINES/is_helpers.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
---------
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: DGamerL <daan.lyklema@gmail.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@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.
* Globals work
* Double access works
* All other things
* Revert "All other things"
This reverts commit 6574442eb6.
* More changes that compile and work
* IT WORKS AAAAAA
* Changes even more .len to length()
* Apply suggestions from code review
* Update code/datums/mind.dm
* Update code/__HELPERS/sorts/InsertSort.dm
Co-authored-by: Deniz <66401072+Oyu07@users.noreply.github.com>
* Update code/__HELPERS/sanitize_values.dm
Co-authored-by: Deniz <66401072+Oyu07@users.noreply.github.com>
---------
Co-authored-by: FunnyMan3595 (Charlie Nolan) <funnyman@google.com>
Co-authored-by: Deniz <66401072+Oyu07@users.noreply.github.com>
* CI
* undef
* hooooly crap
* yeah
* false by default
* fixes
* alright, there we go
* oops lmao
* lol, lmao even
* proper programming
* fix
* losin my mind
* oops
* yeah coloring
* WE LOVE MULTIPLE DEFINES (ive lost my sanity)
* initial commit (broken)
* load the html
* fix this
* Fix various issues with browser statpanel
* Fix Alt Clicking opening up a window and Add back some object verbs to the browser stat panel
* Optimize stat panel and fix guardian verbs
* Restyles Stat Panel, Adds Subpanel Sub-Categories
* Use better layout for verbs in stat panel
* Updates statpanel verb widths to be more dynamic at higher screen resolutions.
* Adjust stat panel grid item widths and breakpoints
* refactors statpanel to use tgui API
* CI moment
* more CI
* this stupid thing
* Apply suggestions from code review
Co-authored-by: GDN <96800819+GDNgit@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
* Update code/modules/client/client_procs.dm
* ci fix
* emergency mc debug view
* temp revert some code change suggestions due to massive runtiming
* proper atom click topic implementation
* optimise
* mob clicking in stat panels work
* yeet spell tab thingy
* yeet simple stat panel pref
* allow insertion of html into MC tab content
* tidy up status tab
* Apply suggestions from code review
* fix this
* fix CI
* oops
* fix index runtime
* fixes MC tab showing up for mentors, fixes runtime
* safeties!
* Return of theme support
* more fixes
* fix view range pref, tidy prefs tab
* Remove old stat panel from themes
* fixes
* make sure verbs don't go missing
* fix ooc/looc breaking
* Revert "make sure verbs don't go missing"
This reverts commit 7d07ad45ed.
* fix this properly
* fix stat panel hitting rate limiters
* fix borg status tab
* Object Window Niceties
* Adds file cycling for icon2base64
* optimizes icon2html() for icon files known to be in the rsc at compile time
* CI moment
* remove dupe emergency shuttle timers
* more robust verb updates
* statpanel tweaks
* zip archived changelog to avoid search results
* optimise
* fix mentor chat wonkyness when disabled
* debug log moment
* i am very smart
* reintroduce this because it was needed
* better time listings
* less jank
* stops telling admins they arent mentors
* returns MC tab pref for admins
* Update code/controllers/subsystem/SSstatpanel.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
* lewcc
* OD typemaker prep
---------
Co-authored-by: GDN <96800819+GDNgit@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Co-authored-by: Aylong <alexanderkitsa@gmail.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
* Da Vlood
* removes_unused_icons
* Yep sprites
* fixes xeno blood and vomit
* Commit number x
* Steel Review Changes 1
* Henri Review Changes 1
* fixing vomit
🌋
* Haha haha ha ... ha
* fixing layering issueeee
* Sirryan2002 Review
THANKS
* implicit var/
* Sirryan Review 2
Electric Boogaloo
* Testmerge Update 1
gibs were still getting animated, blood drying while animated in space looked very jank.
all fixed
* unused variable
AHSDHASOIADGSOISA
* Testmerge Update 2
tracks floating annoyingly
* Improvements
-blood globules will now continue with the inertia of their emittor, instead of towards wherever they were facing
-drops will now have visible sprites after splatting
[running animate() still sometimes doesnt stop the animation annoyingly]
* errors
* Sirryan Review 3
* Allows for deepfrying ice
* formatting
* Almost forgot this
* Spacing
* Sure, scream too
* Changes oil reaction a bit
- Cooking oil now burns off to an inert version
- The oil deposits yellow oil on the ground too
* FUck I deleted iodine
* Update code/modules/food_and_drinks/kitchen_machinery/deep_fryer.dm
Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
* Steel review
* review
Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
* 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
* DMI files
* Progress
* we compiling
* innate cult action, various progress
* Reorganise runes, fix cult dagger action and admin cultist
* Cult tooltips, dagger icons
* Add mirror shield, return runes back to OG circles
* Cult structure lights, pylon update
* bola update, progress..
* cleaning rune fix, girder/structures anchor
* speed up cult walls
* Convert rune update, tweaks
* Add teleport portals
* fix runtimes
* cult objs start
* move current cult objs to backup
* Rework cult objectives, add narsie/singulo interactions
* spacing, admin log and message
* reviewstuff
* refactor cult conceal/reveal
* add a bit of range to reveal
* blood magic tweaks, hallway not in summon areas
* implement structure concealment, offer uncuff
* add parry sound, fix cult airlock reveal appearance
* Update remaining runes
* fix pylon blood restaure, up blood magic cost
* review tweaks and progress
* fix compilation
* fix offering rune bug
* Draw blood rune action refactor
* moar tweaks
* fixes, holy water blood magic clean, icons
* Add cultist hardsuit, tweaks
* reduce needed pylons for cult ghost, cult shield
* spirit realm fixes
* fix dark spirit
* Add blood rites
* exotic blood handling
* spacing, add adminbus dagger, bal. rune health cost
* woops
missed a var
* fix blood rite healing
* emp spell cult immunity
* fix exploit and narsie references
* new rune sprites
* color defines
* SEND_SOUNDS, cult summon areas
* fix soap, barrier, and add CC location on narsie
* cult structure fix
* functional ascendance, undo cult spacesuit changes
* woops
* whetstone qdel, tweaks
* fix empty area selection bug
* cult ascendance numbers
* add cult blade sprite, add sacrificing head/brains
* review stuff
* fix runtime and twisted cons target
* review stuff
* code clarity
* remove unnecessary cultist checks
* Add support for wizard cultists
* cleanip
* fix concealed glass airlocks
* update objs
* remove talisman ref
* fix status procs
* clarifications, remove unnecessary var
* deconflicting
* deconflicting LF
* oops
* readd new icons
* more conflcit stuff
* readd drill and jaws icons
* review stuff
* silence on conversion
* Readd compact sniper icons
* Remove ambiguity
* 2 sacrifices required
* check antag panel improvements, bug fixes
* limits narsie cult ghost cheese
* CC message
* trailing newlines
* Shade/construct update
* bug fixes
* balance bloodboil, update CC message
* add a newline to something i didnt touch
idk ask travis bout it
* remove metastation extra null rod and shard
* fix teleport runes list, update icon
* remove tg cultist icon
* update cult actions with new tome
* Remove mirror shield throw, spell constructs
Add in sacrificing any brain with a mind.
* Fix more conflicts
* Fix double return
* Add descriptions to cult recipes, fix icons
* fix shuttle curse exploit
* Update wall rune, cult shields, runed recipe width
* implement flagellant sprites, misc changes
* Fix conversion rune
* Add cult blood barrage healing
* Trailing line
* fix whitespace
* Remove can_speak check on invoke
* Deconflict pt. 2
* Bugfixes the 1st
Fixes bugs 2 and 4 in the 'Known Issues' section
* cult.dm tweaks
Oh boy, even more commits!
* Fixes blood halberds swapping directions on wield
* Tweaks and stylin'
Changed a few span classes around and added a 'Remaining Charges' display to the Blood Rite spell
* Ritual tweaks (And some other stuff)
Fixes:
Altar stray pixel,
Using 'Twisted Construction' on a cult door,
Rune drawing checks,
probably more idk
* Rune tweaks & fixes
Fixes:
Wraith glowing not turning off while jaunted,
A MASSIVE oversight by me with playsound(),
probably also some other stuff but I've been staring at this file for a week and I've forgot most of what I did.
* Testmerge fixes the 1st
Fixes:
Ascendent is now Ascendant,
The Cultist greeting is now in the correct order,
IPCs now draw oil coloured runes,
No longer able to sacrifice a body multiple times,
Sacrificing a brain or head now gives a soul shard,
Converting an IPC or someone with robotic limbs now heals them correctly,
Probably more.
* Mirror Shield balancing
Being hit by a projectile above a damage threshold (10) now increases the chances of the mirror shield shattering, by 3% per damage point.
This may seem pretty low, but an Energy Gun would have a 30% chance of breaking the shield per hit. (Assuming I did this right, anyway.)
* Insect repairs and more
Changes:
Makes the shuttle curse lines a define,
Comments out the changing construct names,
Made flagellant robes block hair,
Added documentation to the mirror shield (See said documentation for details),
Made the cooldown examine text for cult structures display minutes and seconds,
Removed the ability to sacrifice the same body multiple times,
Cleaned up the soulstone code (and hopefully didn't break anything),
Probably still missed something, oh well!
* Rune opacity and Stun timing
Changes:
Halved all the values of the 'Stun' spell, since it was presumably an oversight. (20 second stun to 10)
The 'mouse_opacity' for runes has been set to 'opaque', this means that clicking on any spot on the tile will select it. (Less fiddly)
The '(REMOVE SPELL)' choice when choosing spells now only shows if there's any spells to remove.
Dunking someones head in the lava forge now only works if they have a head.
Also fixed a whole bunch of typos/gramatical errors.
* Blood Boil, Blood Barrage and EMP Sprites!
Changes:
Overhauled the 'Blood Boil' rune (See documentation)
Added in-hand sprites and red sparks for 'Blood bolt barrage'.
The nar'sie rune now removes all runes around it to prevent clipping.
Fixed runtime when examining the 'Arcane Barrage' spell.
Added new sprites for the EMP spell, courtesy of @kugamo!
Co-Authored-By: Kugamo <thekugamo@gmail.com>
* A few more tweaks
Changes:
Halved the percentages of 'Rise' (Glowing eyes) and 'Ascend' (Halos) to 10% and 20% respectively.
Hopefully fixed shield walls being passable while active.
Changed "Nar-sie" to "Nar'sie" in a few places.
* TM 2 fixes
Changes:
Teleport runes now only show the user when the animation has finished.
Cult shields are now invisible to ghosts when disabled.
Crayon runes now use the new rune sprites.
Construct night vision now actually works.
You can no longer soulstone yourself.
The death message for cult structures is now bigger.
Cult objectives are now displayed at roundstart.
Tweaked the icons for artificer spells.
Tweaked some cult related 'Tip of the round's.
Summoned cult ghosts no longer show in the 'Check Antagonists' panel when dead. (Hopefully)
* Cult members and Deconversion
Changes:
Using the 'Study the Veil' ability now shows how many members the cult has.
Holy water now unequips all cult clothing on deconversion. (Flagellant robe, blindfold, etc.)
Nar'Sie no longer warns admins that it doesn't have a containment field.
Fixed Zealot's Blindfolds not temporarily blinding any non-cultists who touch them.
The 'Summon Cultist' rune description now explains that restrained cultists cannot be summoned.
Fixed Travis (Probably)
* Cult Rise/Ascend balancing V1
The values here will almost certainly need some tweaking, but I feel like it's better than it was before; and certainly more customisable.
* Possibly maybe hopefully (one of) the last commits
Changes:
The cult halo no longer vanishes on relogging.
It's now possible to drag things on to runes again.
* A few minor fixes, and a major one
Changes:
Resetting your action button positions no longer completely breaks blood spells.
The downside to this fix is that Blood spells can no longer be moved around, so sorry sorry about that.
Fixes: #14393Fixes: #13855
* New weapon sprites!
Adds fancy new sprites for all cult daggers and swords, courtesy of @McRamon!
They will need adjustments for Vox and Kidan at some point, and the Skrell inhand can look a bit odd at times, but those are also problems for every other weapon in the game so that can be fixed later.
Co-Authored-By: McRamon <31545294+McRamon@users.noreply.github.com>
* TM 3 fixes
Changes:
Fixed action button related bugs, including making them movable again! (probably caused a bunch more but eh),
Slightly tweaked threshold for ascendance,
Blood Rites now cleans up slime blood,
The Deconversion message is now bigger,
Flagellant robes now take 5% more damage (Lasers do 30 damage rather than 29),
Teleport runes can no longer be erased while a portal effect is open,
Teleport rune portals now always show the Z-Level if they're not in station space,
Teleporting another player no longer makes you temporarily invisible,
Attempting to summon a restrained cultist now gives said cultist a warning message,
Fixed a runtime when placing a soulstone in a construct,
Cultists now show on the Orbit menu if you have AntagHUD enabled,
Fixed a few typos
Co-authored-by: datlo <quentinkoyote@gmail.com>
Co-authored-by: Kugamo <thekugamo@gmail.com>
Co-authored-by: McRamon <31545294+McRamon@users.noreply.github.com>