* Fixes welders blinding you while repairing your own robo-limbs
* gives tool_start_check() a target argument
* flash be gone
* CRLF to LF
* adds trailing newlines because travis wants them I guess
Co-authored-by: SteelSlayer <SteelSlayer@users.noreply.github.com>
* 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
mid-refactor of `take_overall_damage`
Fully refactors the (?:take|heal)_(?:overall|organ)_damage procs
Allows the dead to examine
Removes the `blinded` var
Refactor cyborg components so vision loss is instant
Robot life/death updates instantly
Adds instant updates for damage overlays and HUD icons for humans
Final reconciliation with the species refactor
Adds a stat debugging system and debugging logs
Also fixes instant death on species change
"Debugging logs" are used for stuff an admin wouldn't care about but
someone debugging would
I used it to fix people dying instantly when changing species due to
temporary deletion of the brain
Fox's requests
Adds a more careful updating system to our reagents system
make environment_smash into bitflags
add obj_damage for simple animals
make default max_integrity and obj_integrity INFINITY for non-defined objects, until we can move more objects to obj_integrity/take_damage() system
adds examining objects to roughly check damage
more obj_defense.dm procs
tables can be attacked with items, glass tables have a narsie_act()
fixes, changes to make it compile
adds the titanium mineral, titanium [false]walls, titanium floors, titanium airlocks
adds plastitanium, plastitanium [false]walls, plastitanium floor
made survival pod wall a subtype of titanium wall
changes a few rnd recipes to use titanium
small refactor of ORM code, smelt titanium+plasma to plastitanium
shuttle windows have explosion block 3