* Handlers converted, now to fix 3532 compile errors
* 3532 compile fixes later, got runtimes on startup
* Well the server loads now atleast
* Take 2
* Oops
* Adds support for self-filling reagent containers
* Sets tool_behaviour on the default set of tools
* Fixing merge conflicts
* Refactors welder to use tool behaviour
* The refactor: part I
* The refactor: part II
* Tool Refactor Part III: Revenge of the Maint
* Tool Refactor Part IV: A New Hope
* Tool Refactor Part V: The Oldcoder Strikes Back
* Tool Refactor Part VI: Return of the Coder
* VII
* Holy shit, it compiles?!
* Nannek I completed your TODO, you owe me ice cream
* Tool helpers; telepad is compliant
* Bugtest, Round 1: Fight
Fuck refactoring disposals
* Buggfixing, Round 2: Electric Boogaloo
* Personal crafting uses tool behaviours now
* Construction datums use new tool behaviours; better way of handling fueltank refuelling; more bugfixing
* multitool_check_buffer change; removes some useless things in tool_helpers
* proc name change
* TRUE/FALSE changes
* Bugfixing, Round 3: A Good Day To Bugfix Hard
Fixes multiple issues raised by the testmerge
* Minor style changes
Adds an arcade to both Cyberiad and Metastation
Adds a bottler unit to Cyberiad bar office
Adds a bottler unit to Metastation abandoned bar
Adjusts the showers to actually start on the walls and gives them better
mist handling logic
- Fixes#8107🆑
rscadd: MANDATORY FUN! Arcades added to both stations!
rscadd: Bottler units have been spotted on board both stations!
tweak: Cyberiad bathrooms should have 100% fewer floating showers
(behind curtains).
bugfix: Showers have been fitted with mist-reducing showerheads. They
should no longer generate infinite mist if rapidly toggled.
/🆑
Showers no longer will apply water whenever check_heat is called, and
will now attempt to wash you while you remain under them during their
process() call (33% chance per process per mob)
Cleans up code for toilets and sinks attackby wrench interactions to be
generally better and also include cancel options. Rotation and movement
is now based on a var rather than the istype checks for sinks
Fixes spans and tenses for visible messages
Also changed a qdel to QDELL_NULL
Toilets, urinals, sinks, and mirrors are now buildable.
Mirrors are also able to be unfastened from walls, shattered mirrors
return a glass shard instead of a mirror item.
You can now detach showers with a welding tool
Cleaned up some code regarding shower mist
- Also made boiling shower water make mist faster, and freezing shower
water can disperse mist
Made a new proc for /atom/movable to handle transferring fingerprints
from one atom to another
Sinks, Toilets, and Urinals can now be unanchored and moved with a
wrench.
Standard sinks and toilets can also be rotated when unanchored by
hitting them with a wrench again.
- Urinals and kitchen sinks cannot be rotated because they looked
horrible in other directional states.
- I removed the directional states from them because we don't use them
and MAN were they bad.
When re-anchoring a sink or urinal, it will automagically offset itself
to match its direction. This means sinks will appear against walls (or
at least the edge of the tile).
While unanchored, sinks cannot be used to wash hands or objects. Toilets
can still have things hidden in their cistern while unanchored, however.
At this time, showers cannot be moved and there is no way to obtain new
fixtures. I'll be adding that later in this PR.
tgstation/tgstation#27881
There is now a second bluespace shelter capsule, which is much more
fancy & expensive. Note, this still does not make them generally available.
Changes Summary:
- Added "Shelter Beta" - It comes with a built in kitchen, toilet, shower, three
course meal, and an artifact™️! There are plenty of secrets to
behold..
- Added black carpeting. This can be created by the personal crafting
menu and having any crayon + a carpet with you.
- Added fancy wooden and fancy black wooden tables. These are craftable
by hitting wooden table parts with regular and black carpet,
respectively.
- You can now unanchor, deconstruct and color shower curtains. Use any kind of
crayon to color them, and screwdriver to unanchor them. Once they are
unanchored, you may use wirecutters to change them back into materials-
All of which are used in a new crafting recipe for creating them.
- Display cases moderately refactored.
- Added survival pod windows/windoors for the new luxury pod.
* Bug Fixes
Fixes#4616
- All ladders are now anchored and cannot be dragged, including dive
points.
Fixes#4663
- Trying to fill a full container from a toilet will inform you the
container is full, and thus fail.
Fixes#4705
- Being gibbed/dusted/melted will unbuckle the victim prior to their
gruesome fate, allowing their spirit freedom to no longer haunt the
buckles that bound their mortal form.
* Because apparently we shouldn't trust people to use "delete" properly
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.
fixes#3570
Could have fixed with another if statement in sink/attackby, but it was
already pretty snowflakey, and had the potential to get worse
Items now have a wash proc that the sink calls, that can be overridden
when needed
This commit does the following:
- Ports progress bars from -tg- (tgstation/-tg-station#9921)
- Refactors wall attackby code to make it 100% less insane; Instead of
manually checking every little thing, it uses do_after,
consequentially, making the new progress bars affect dealing with walls
as well.
Wall code makes a tiger sad.