* Toggles fullscreens off/on on death/revival instead of deleting them
Fixes a lot of issues regarding fullscreens (vulpkanin NV/welding shield
overlay vanishing, crit overlay not persisting on defib)
* Restores blind effect when defibrillated back to life
Fixes issue where the blind overlay wouldn't appear
when defibrillated, even though the patient is
unconscious/blind
* Refactors Mutations
* traits
* more work
* styling fix
* yet even more work
* oh hush
* almost there
* it continues yet further
* and that's genetics done
* and that's it folks
* last bit and golem fixup
* oof
* oops
* tweaks and fixes
* styling
* Makes the Contractor Kit a 20 TC uplink purchase
Increases Blackout cooldown to 45 minutes
Adds logging on target extraction
* Removes clear TP topic
* Non-traitors can no longer purchase the kit
* Update locate()
* Prevents vampires and changelings from buying
* remove spess
Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
* Lets get this show on the road
* Now were talking
* These matter
* Oh the joys of CI testing
* And this
* Wrong version
* Tweaks
* More tweaks
* Lets document this
* This too
* Upgrades this
* Fixed some sanity issues
* This too
* Screw it, this too
* More sanity
* And these
* This too
* Documentation
* This too
* Fixes **awful** scoreboard logic
* Why do we care about only half-absorbing someone
* Revert "Why do we care about only half-absorbing someone"
This reverts commit 8de1cfdf05.
* Refactors these
* Hashing
* Moxian tweaks
* Add ability to swap items in storage
Add ability to swap items in storage through
drag and drop
Fix "the the" message when putting item in storage
Clean code where possible
* Fix swap in stacked storages, clean up code (v3)
* Ignore restraints and lying for swapping items
* Clean up the code a bit, increase readability
* Clean up code, remove spawn(0)
* Fix some spacing issues
* Rename var, use crisp font
* Start of this coding adventure
* Makes it work BETTER
* MORE BETTER. LESS GIBBING IN SPACE
* BOH interactions
* PR ready-ish
* Better checks, doesnt work in mechs
* Re-adds the windowpainter
* Boxes it, mashes it, sticks it in a microwave
* Revert "fixes merge conflicts pls?"
This reverts commit 1dc5e390be, reversing
changes made to 3ec24935bd.
* Revert "Revert "fixes merge conflicts pls?""
This reverts commit 53106e10f5.
* RE ADDS EVERYTHING
* Thanks henk for helping
* Affecteds code review suggestions
Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
* Deletes it before re-adding it
* Now adds it in
* Affecteds other request
* Update code/game/objects/items/devices/traitordevices.dm
Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
* Changes size, type casting, class, \n
Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
* add hide_from_all to storage objects, to call by something once it's locked/close
* lockers call hide_from_all on stored storage items
* secure storage calls hide_from_all on lock
* throwing storage closes it
* adding storage to a disposal chute closes it
* adding storage to a crate closes it
* adding storage to the destructive analyzer closes it
* Axes the axes ability to axe doors open
* Un-axes the bone axe, axes the ability for axes to axe open doors instantly, they must now axe nicely
* Update code/game/machinery/doors/airlock.dm
Co-authored-by: SabreML <57483089+SabreML@users.noreply.github.com>
* Update airlock.dm
* Spessing
* Fixes a mistake
* Makes it the same thing, names variables, moves axe, makes it work
Co-authored-by: SabreML <57483089+SabreML@users.noreply.github.com>