* 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>
* part 1
* these also
* fuckin nuke it
* more
* more stuff
* more crap
* wow
* holy fucking shit, it works
* thats a start
* oops
* fubing bundle
* hahah brrrrr
* I LITERALLY ADDED IT BACK, FUCK OFF GIT
* yeah more changes
* hide abstract
* blamo
* thats enough for today
* old code begone
* goodbye can_strip
* nearly there
* finally
* fuckin finally
* review
* tgui
* unbreak shit
* fix OD
* okay, that should fix the last thing
* remove hover on nodrop, fix early interacting
* Extract requests console message sending code.
* Add secondary goals
* Converted supply shuttle to a signal-based system.
* Lint.
* Review suggestions.
* Secondary goals can now check the supply shuttle for their requirements.
* Remove redundant completion variable, undef what we define.
* Made the request console refuse to issue a secondary goal until you finish the current one.
* Made the shuttle blacklist error more specific, added locked/manifest-attached crates to blacklist.
* Added round end secondary goal report.
* Lint
* Add tags to reagents for secondary goals to use.
* Extracted the reagent logic from the bar goal, used reagent tags.
* Added the Variety of Drinks Bar goal.
* Added variety drinks goal for the Bar.
* CC no longer complains about sending stuff in containers, but the shuttle will refuse lockboxes without goal items.
* Allow unlocked lockboxes on the shuttle.
* Added kitchen goals.
* Lint
* More lint
* Add goals for scichem and medchem, pending reagent labelling.
* Added Kudzu goal for botany.
* I forgot to rename them, oops.
* Lint
* Made mechs sellable, configurable goal rewards.
* Balancing changes.
* Added random Ripley goal.
* Add Clear Task Backlog station goal.
* Lint
* Oops.
* did i even do this right
* Lint
* Excluded drinks available from upgraded booze dispenser.
* Such bugs. Much fix. Wow.
* Goal notice formatting.
* Apply suggestions from code review
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
* Made storage nesting better, improved consistency between storage types.
* Out, er, space.
* Added a proc for sending a requests console message.
* Added error messages to Virology Goals.
Backported a few small things from Secondary Goals to make this easier.
* Extracted out the three-way reward code into a proc.
* Update code/__DEFINES/dcs/signals.dm
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
* Removed redundant SIGNAL_HANDLER labels.
* Yes, that should be a proc.
* Enforce important parent calls.
* Thank you, DreamChecker
* Undid accidental merge of #24699
* Removed a testing proc that wasn't intended for this PR.
* Removed parts of #24750 that also crept in.
* Made the variety of [x] goals more explicit that they want 50u of each.
* Reduced Kudzu trait requirement to 1.
* Request consoles now output the list of valid departments if you're at an unsupported one.
* Added personal crates.
* Added a supply pack of personal crates.
* Added special cargo handling for personal crates.
* Added automatic personal crate when requesting a goal.
* Required personal crates for most secondary goals.
* Add goal labels to the hand labeler, require them for mech goals.
* Made secondary goals one-per-person, not one-per-department.
* Added support for multi-line system messages to the request consoles.
* Made the RC message for goals nicer.
* Send goal crates even if no normal crates are ready, name and access-lock them properly.
* Don't double-label.
* Let's not use registered_account, names are fine.
* Add a ton of blackbox data to cargo and secondary goals.
* Fix a few bugs.
* More bugfixing, couple more stats.
* Even more stats.
* Text fix.
* Made cargo fines more consistent with other cargo feedback.
* Fixed a bug that prevented non-top-level items from being checked for CARGO_REQUIRE_PRIORITY.
* Blocked large crates from being sent back unopened.
* Enum values should probably be different from each other.
* Correct a bitflag mishap.
* Removed redundant supply shuttle docking and buy/sell attempts.
* Tweak message about personal crates to inlclude that they need to lock it.
* Add /Crates to the Personal Lockers description.
* Less pretty alignment, less complaining linters.
* Corrected a bad name in stats tracking.
* Reduced SciChem variety goal to 5 types.
* Toned down Task Backlog a bit.
* Fixed a bug that made unsellable items nested in containers be stolen by CC (qdeleted).
* Don't require bluespace 8, that's silly.
* Made secondary goals modifiable in the Modify Station Goals UI.
* Whoops, that was supposed to be 600u.
* i ded pls nerf
---------
Co-authored-by: synthtee <127706731+SynthTwo@users.noreply.github.com>
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
* cult 1
* massive data refactor
* progress
* More crap
* IM SCARED IT COMPILES
* oops
* more fixes
* good comment
* hell yeah, team control
* lol
* blamo
* blam
* More stuff
* team refactor
* epic merge fail
* src not _src_
* more
* progress
* cult
* more stuff
* water
* goodbye __IMPLIED_TYPE__
* time to undraft
* FUCK FUCK FUCK
* okay this is better
* goodbye todos
* fix
* order of operations
* last fix? maybe
* yeah
* oops
* okay this should be ALL the fixes
* wow
* hell yeah
* wow
* fixes duplicate teams + adds more team safeties
* how the fuck did this happen
* admin objective improvements
* wah more bullshit
* guh
* fuuuuck
* fucking hell
* fixes
* refactor: datumize security levels
* refactor: implement `SSsecurity_level` for handling security level related stuff
* feat: returns back old `delta_alarm` sound
* refactor: adjust existing code to use `SSsecurity_level`
* fix: remove redundunt new init order
* fix: fix type in var
* refactor: apply reviewer changes
* fix: replace `can_fire=FALSE` with `ss_flags = SS_NO_FIRE`, as subsystem will never fire
* fix: use `flags` instead of `ss_flags` for subsystem
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
* fix: replace old security level interactions
* feat: implement `Recover` proc for `SSsecurity_level`
* refactor: add clearer doc for `security_level_set_timer_id` propery of `SSsecurirt_level`
* refactor: swap `security_level` datum properties to make it clearer to read
* refactor: move initialization code from `New` to `Initialize` for `/obj/machinery/firealarm`
* fix: revert back `delta_alarm` annoing sound, use `delta_claxon` on change to delta security level
---------
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
* new smites
* part dos
* just nugget
* msg update
* forgot to move this
* Review
* added logmsg
* Update code/modules/mob/living/carbon/human/human_death.dm
Tested and applied!
Co-authored-by: Farie82 <farie82@users.noreply.github.com>
---------
Co-authored-by: Farie82 <farie82@users.noreply.github.com>
* undo all of it
* flags
* back
* head/mask
* left
* right
* Cuffs
* other name changes
* ID and PDA
* idk about calling them SLOT_HUD now
* glasses, gloves, and shoes, oh my!
* the rest
* comment
* step 1
* renaming 1
* how could I forget this
* renaming 2
* renaming 3
* add matching proc, even if unused can remove later
* rename team obj to match
* oops
* okay more stuff
* okay more stuff
* fix this stuff
* okay more stuff
* needs_target = FALSE
* OKAY MORE STUFF
* OOPS AGAIN.
* self-review
* more round_end stuff
* stuff 119
* yeah fix that too
* EVEN MORE CHANGES
* grammar
* fix
* s34n review
* fixes custom teams with no antags not showing objs
* makes objectives work properly with teams
* a
* areas
* progress...
* death hatred and murder
* get current master maps
* hoooly shit i can load up the maps
* it compiles now
* map changes
* fixes some unintended stuff
* make the .dme right
* fix mixed space+tab indents
* more space-tab fixes
* CI, please show me more than 1 CI fail at a time
* UPDATE PATHS!!!
* none of the stations had it anyways, but fixed
* mint wasnt actually deleted, my bad
* epic random CI fail for no reason
* i beg you, CI
* dont delete anything
* okay THAT should work now
* okay get master maps and rerun
* okay THEN run update paths
* actually done now
* oops
* Medical and RnD DMI files split
* Cargo DMI split
* Security DMI split
* Engineering DMI split
* Captain DMI split
* Civilian/service DMI split
This one hurt
* Forgot about this one
* Color DMI split
* Purges everything that was delted up until this point
... with a blindfold and a shotgun
* Dress and suit DMI split
* Pants and shorts DMI split
and merges pants and shorts files... shorts are pants, right?
* Donator/fluff jumpsuit clothing organisational relocation
* e
oops
* So this is used, repath bad
* Random commit
* Costumes DMI split and jumpsuits purge
* Some fixes
* pennywise
* Centcom DMI split
* SolGov DMI split
* Retro DMI split
* Syndicate DMI split
* Misc DMI split
* centcom officer
* Kills off uniform.dmi completely
* last fixes
* lastest fixes
* vox navy gold conflict
* civilian barber
* Tourist observers work now
* Hopefully working non-human humanoid clothing
* This being in suit.dmi is one of the reasons I made this PR
* This shouldn't be here
* Late night coding
* Pun Pun regains his drip
* Last fixes
* security/OFFICER
* Most important - clown fix
* working subtypes good
* Fixes chameleon jumpsuit
* Proper QM pathes
* Fixes jumpsuit rolling with the power of poor quality code
* Cargo tech character setup fix
* else instead
why didn't I do this in the first place
* PURP
* Fixes broken character setup job clothing
* CC suit fix
* Psychedelic jumpsuit proper path
* You must wear the jumpsuit to adjust it
* 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