* commit stuff for safety
* making sure this shit saves
* I am commiting every 5 frames now, sorry. I lost 25 frames as the file got corrupted
* 45 frames
* 51 total frames now
* 55
* 65
* 70 frames
* 75
* 80 frames almost there
* Behold, a useful uplink item.
* removes debug message
* Apply suggestions from code review
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
---------
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
* added dragndrop click methods for atoms
* some updating, little changing MouseDrop logic
* added INVOKE_ASYNC to delayed procs
* cleanup
* cleanup
* cleanup
* no cheesing
* more comments, removed variable from atom
* whoopsie
* added inventory screen objects support, disabling tooltips now disables all tooltips, not only items
* fixing table hitting self issue
* general outline
* Works pretty well at this point?
* Fixes up some other smaller things
* Improve documentation
* Removes some unused code
* Removes a stray comment too
* minor reorganization
* thanks gdn
* qdel null
* Remove unused proc
* Remove some other unused functionality
* sirryan review
* merges
* Adds Explorer spawnability, removes Cyberaid gateways
* deletes some REALLY old bloat maps and deletes Gateway.dm
* Fixes runtime, and removes more stuff like gateway config... cause we dont have a gateway anymore
* removes all mention of /obj/machine/gateway
* Goodbye test_tiny and evil_santa 😈
* removed a literal fucking pamphlet
* changes map area name from Gateway to Expedetition
* changes the access from ACCESS_GATEWAY to ACCESS_EXPEDITION
* Revert "Goodbye test_tiny and evil_santa 😈"
This reverts commit eda775ecd5.
* ok deletes evil_santa only
* Fixes a runtime
* Adds new visuals for new area and explorer spawn marker
* Unhides explorers from the pref menu
* adds spawns and fixes the gateways for all maps, adds Expedition room to Cere
* improves and cleans up the expedition room maps, also clothes for Explorers
* GET OUT OF HERE EXAMPLE.
* byebye button
* Initial commit
Fixes up surgery.dm
Adds some tool behavior
* More basic changes
* Checkpointing: this is a little gross right now
* Add signal COMPONENT_CANCEL_ATTACK_CHAIN
* Cleans up surgery initiator
* Mostly gets surgery (and canceling it) working
* Add abstract proxy surgery steps
Also adds them to organ manipulation
* Clean up most existing surgeries
* Rework organ openness, adds define for aborting a beginstep
* surgery works again, also implements retry defines
* fix surgery computer
* add limb repair to synth implant removal
* retry implant checks
* Clean up abductor surgeries as well as some other things
* A lot
- Reworks organ manipulation to use a series of surgery steps instead
- Fixes some runtimes with open hands
- Lets mito zero out the germ level while treating necrosis
- Adds a debug surgery tool
* add debug surgery tool, note some TODOs for later
* Add conditional check for surgeries repeating
* update surgery retry logic to make it more of a bonus
* Lets abductors automatically retry any failed surgery steps
* Rework robotic surgery to use abstract/proxy steps
* Bunch of bugfixes and more!
- Limb reattachment works properly now, you can just slap a limb onto a person
- If the limb isn't robotic, it'll be useless until the surgery is finished with a hemostat, though it might be enough to get the patient out of the OR.
* Remove more now-implicit checks
* Slight reorganization
* more fixes across the board
* Remove unused variable
* Trying not to lose my mind here
- Does away with can_run() entirely
- Cleans up visible messages in code
- begin steps should now all have ..() afterwards
- slime bone surgery should be fixed now
- more docs
* Robotic surgery is stoppable with a crowbar, all surgery can_start now checks parent
* Fix some broken robotic typepaths
* Typepath fixes, do away with some last TODOs
* Forgor
* Last cleanups before we go gold
* jk lol
* Make early surgery termination clearer
* More "last" cleanups
* Fixes tool flags, surgery initiation
- Fixes surgery not being startable by sharp objects
- Moves surgical tool flags to item traits
* Clean up surgery cancellation, especially for borgos
* I think this should GC better
* Apply suggestions from code review
Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
* Status is now step number
* Add a 20% chance to find nothing during organ manipulation
* Improve documentation, make forced_surgery a normal arg
* Charlie's reviews
* Why are abductors like this
* Little more verification, ensuring limb augmentation and organ manip healing work properly
* Fix torso organ manip being unfinishable
* Fix cavity implants, open-hand/any item steps
* Make sharp objects not try to start an operation with help intent
* Comments, quick target fix
* Re-order list so advanced bruise pack is pulled first
* Make surgical gripper function like an open hand
* Make mito only use one unit per organ for now
* Check if user is on operable surface before trying to operate
* Reduce admin logging
* Fix some bugs that appeared during the testmerge
- you can no longer start robotic surgeries with a scalpel (lol)
- you can now cancel surgeries on the first step after I fixed some bugs that I introduced (woo hoo)
- Synthetic limb attachment is now combined into a single startable surgery step, though still retains the fun flavor of both
* Swats some more bugs
- (hopefully) fixes a huge source of runtimes where we tried to check if we could run surgeries before checking if the surgery used an organ
- In doing so, moves the logic for determining if a surgery can start to the mob-level
- Fixes robotic reattachment surgery not working
* multi-bug drifting???
- Fixes a bug where a branching surgery with an any tool option could possibly override a step with a matching tool
- Fixes some intermediate surgeries failing due to not having specified possible_locs
* A few more fixes
- Fixes any surgery tool steps again
- Fixes cavity surgery again
* Hopefully fixes getting stuck in robotic organ manip
* Remove extra parent call
* Steel review
* Steel review
* Fix spacing for possible locs
* Roundstart traits
* Advanced surgical traits and other hal fixes
Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
* give verb rework ; adds a hotkey for give
* moxian review
* Adds new alert sprite shown to item giver
* Converts offering item trait to a status effect to facilitate the new alert
* Update screen_alert.dmi
* Add a `/datum/proc/signal_qdel()` helper
To cut down on copy and paste. Fixed alert flash icon not having transparency.
* lewcc review
* farie review and other fixes
For some reason my alert flash sprite no longer had an empty frame at the end so it would reach the end of the animation and be a solid yellow outline instead of invisible.
Touched screen_alert.dmi to fix that.
* reverts the addition of the give hud icon, restores give verb
I realized that making a new hud icon button would require multiple hud icons for each hud theme (the red one, green one, white one, etc.). I'm not prepared to do that much work right now.
* Update code/modules/mob/living/carbon/give.dm
Co-authored-by: Farie82 <farie82@users.noreply.github.com>
Co-authored-by: Farie82 <farie82@users.noreply.github.com>
* Moved chainsaw buff to afterattack()
* Fixes to oversights I wasn't aware of
* Actually fixes things
* Dangling return
Co-authored-by: Gatchapod <Gatchapod@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
* crawling?
* knockdown. CONTAINS CHANGES THAT NEED REVERTING
* plotting can_moves death
* CANMOVE IS DEAD
* mappers are insane
* removes todos as the are todone
* decreases crawling speed
* silly-con fixes
* surgery fixes
* fixes death
* pAI fixes
* removes var/lying
* runtime fix
* decreases default crawling speed
* correct crawling dir
* some more fixes
* stunbaton tweak, revert later
* rejuv fix
* restraint and incapacitated refactor
* crawling dir in line with TG
* fixes vehicle movement and grabs
* alien rest fixes
* antistun fixes
* fixed fall sounds
* forgor to stage this
* first review
* canmove zombie dispersal
* fix
* lots of fixes
* defines
* fixes the trait helper
* if you got no legs you can still crawl
* sillyconfix
* no reverty keepy
* jaunt fix
* hopefully fixes perma sleepy zzz
* admin rejuv temp fix
* rest canceling
* antistun chems now remove knockdown
* buckle offset fix
* fixes some stuff
* crawling delay = 4
* descuffs bed
* sleeping hotfix
* fixes simple mob resting
* V is the macro for resting
* projectiles no dodgy
* refines the projectile check
* god I hate strings
* MORE FIXES
* I hate buckling
* fixes capulettium plus
* winding down
* farie review
* bugs did stop showing up
* SEAN
* todo
* sean review
* ed209
* i HATE cyborgs
* steel review
* laaaaaast things
* reverts stun baton changes
* and done
* Initial defines
* more work
* icon
* more stuff
* UID not hard ref
* tidying
* overload go brrt
* le sound and dead cell
* delet gap
* initial chargepack stuff
* simplify
* oops
* yeet this
* placeholder sprites
* oops magic number
* the gun speaks!
* consolidation
* tweaking and tidying
* so long old gun
* icon purge
* reapplies placeholder
* 1 minute tracker, not two
* makes it use a pinpointer
* revert tiny map changes
* cease your tracking, fool
* oops
* soft refs
* charlie review
* projectile ref to firing obj, removes testing overrides
& cleans up signals
* some more UID null checks
* ICONS
* ICONS CONFLICT
* MORE ICONS
* makes it freaking work
* first pass fixes
* charlie review
* charlie review 2, variable boogaloo
* fixes holsters
* colours the overcharged shot
* and recolours tracker to be yellow to match charge
* yellow laser icon
* widen overcharge misfire %
* fixes unlinkable pinpointers
* fixes gun not speaking when tcomms setup is changed
* steel request
* no chargey
* loudening 2022
* steel part 1
* Apply suggestions from code review
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
* restores missing sprites
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
* it's finally here
unfucks tgui
* oops, I don't want to change the mode
* charlie and moxian review
* charlie review II + some GC fixes
* rebase to fix conflicts + tgui bundle deconflict
* charlie review III + affected review
* final? tweaks